TEXT: Setup Sheet
  Hell for Leather
  1. Build a Frame
  Prologue & Adversary
  Choose a fictional backdrop for the game. Is 
  it modern? Retro? In space? What does it look 
  like? Who are the characters in the game? 
  Contestants, slaves, anarchists? Now choose an 
  Adversary. Who’s the bad guy?
  Gore Threshold
  How quickly do you want the game to escalate 
  to violence? Choose a low number for a game 
  of bloody gore, or a high number for a game of 
  edgy pacifism (between 3-7, default: 5).
  Connection
  Choose a connection for the characters in 
  the story. Were you in the same class in high 
  school? Did you work together in an office? 
  Are you family? Love triangle? Imprisoned 
  together? How do you know one another? Why 
  are you in trouble?
  Drop-Off / Destination
  Where do you start your game? Where does 
  it end? Go for drama. Be sure NOT to start in 
  medias res. Really. Fucking. Sure. If you start in 
  the middle of the action there is no way for the 
  action to escalate.
  Checkpoints
  Checkpoint 1 (Covert)
  Pick a task for your characters. Must include an 
  element of planning. No action. That comes 
  later. Travel, sneaking and robbery are all good 
  choices.
  Checkpoint 2 (Overt)
  Pick an aggressive task. Something with 
  explosions, kidnap or assassination.
  3. Basic Gameplay
  Story Pips
  A player may never have more than three Story 
  Pips (unless its the result of a Challenge).
  Pool
  Pile of 20 tokens. Players award each other 
  Story Pips from this Pool according to their 
  contributions to the fiction of the game. Only 
  one Story Pip may be earned per contribution.
  Target
  Roll a d10 into the white Target (while keeping 
  your fingers outside the dashed border).
  Collapse: If you knock over the stack of dice 
  (the Heat), use the combined d6 results to 
  check the Miss Chart (treating any that remain 
  in the stack as a 3).
  Miss: If you miss, or it touches the boundary, 
  it’s a Miss. Check the number on the d10 and 
  compare it to the Miss Chart (add Felony Rank). 
  Tell us how you mess up.
  Hit: If you get the die inside the circle, that’s a 
  Hit. Convert your Story Pip(s) to Victory Point(s) 
  (by putting them into the Victory Cup). Tell us 
  how you succeed. Bonus: 2 Hits = Recover 1 
  Trauma from one character.
  Handicap
  By default, use the Beginner’s circle to resolve 
  a Challenge. If you (collectively) complete the 
  first Checkpoint without any Traumas, it’s time 
  to up the ante. All players must use the Expert 
  circle for the rest of the game.
  Checkpoint 3 (Access)
  How do you get access to your Destination? 
  Bribe an official? Parachute? Kill lots of people? 
  Make sure all your Checkpoints are Big (as in 
  epic).
  If you want to speed up the Frame building 
  process, see the Quick Framing guide on page 70. 
  2. The characters
  Context
  What role did you play in the Connection? How 
  do you know the other characters?
  Flaw
  Choose a troublesome condition, for example 
  abusive, cowardly, or negligent.
  Gripe
  You have been hurt by another character’s 
  Flaw. Whose was it and what happened? Every 
  character must have one Gripe against them.
  Talent
  What is your character good at? Everyone gets 
  one Talent. Choose a nonviolent description, 
  for example stunts, sex or negotiation.
  
SOURCE: textdata/thevault/Hell for Leather/Hell for Leather Setup Sheet.pdf