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City of Jerry vs Honey Heist

Compare City of Jerry and Honey Heist side by side. See differences in complexity, dice, genre, and more.

City of JerryHoney Heist
GenreModernModern
TagsComedy, Fiction-First, Gonzo, Improvisation, Low-Prep, Mystery, Noir, Playbook-Driven, Random Tables, Rules-LightRules-Light, One-Shot Friendly, Comedy, Heist, Random Character Creation, Random Tables, Low-Prep, Gonzo, Fast-Paced, Theater of the Mind
Core MechanicWhen an outcome is uncertain, roll a d12 and add the relevant Heal or Harm stat. Read the result on a five-tier scale: 12+ is a Critical Success, 9–11 a Success, 5–8 a Mixed Success, 2–4 a Failure, and 1 or less a Critical Failure. Natural 12s and 1s are always critical. Good or Bad Luck adds d12s and keeps the highest or lowest result.When a bear acts and the outcome is in doubt, the player rolls 1d6 against the relevant stat, Bear or Criminal: a roll equal to or under the stat succeeds, and a roll over it fails. Using the bear type's skill or doing something covered by the character's role rolls 2d6 and keeps the lowest. When the lowest die rolled is a 6, the GM introduces a twist or unseen complication.
Diced12d6
ComplexityLowVery Low
AvailabilityPaidFree core rules
RunnabilityBook tools not listedBook tools not listed
LicenseMade for Mischief Third-Party LicenseRR&D Community Licence v1.14
Third-Party PublishingCommercial publishing allowed — Made for Mischief Third-Party LicenseCommercial publishing allowed — RR&D Community Licence (Grant Howitt's One Page RPGs)
Summary only, not legal advice. Check current terms before publishing.
PublisherDrimbusRowan, Rook and Decard (Grant Howitt)
Year20262017
LanguagesEnglishEnglish
Best ForGroups who want low-prep noir mysteries with body-pun humor, player-created connections, and fast conflicts inside a human body.Groups who want a silly, low-prep one-shot as a crew of bears pulling a heist at a honey convention.
HighlightsChallenges, combats, and conversations all run on the same Conflict framework, so a group learns one procedure for every kind of scene. When every die in a multi-die roll shows the same number, the Twist table adds an unexpected complication or benefit. Five Roles each supply a curated set of Abilities and Traumas, so every Agent has a distinct toolkit for helping allies and harming threats.Greed moves a point from Bear to Criminal when the plan goes off without a hitch, and Frustration moves one back when the plan fails and the bear runs into difficulty. A player can shift a point toward Criminal by playing a flashback scene of the bears planning the heist, or toward Bear by eating a load of honey. The GM sets up each heist from random tables, including two security features and a complication kept secret from the players.
ConsiderationsEvery Agent works for Immunity, so a campaign built around a different premise needs reskinning. The first Wound adds -1 to rolls, the second adds -1d12, and a third leaves an Agent Dying and triggers a Death Roll. Investigations use general Challenge Counters rather than a clue or deduction subsystem, leaving evidence details to the Jerry Master.There are no experience, advancement or campaign rules. Bear covers shrugging off damage, but the rules track no damage or injury. The sheet gives no rule for what a player does after their bear betrays the party or flips out at 6.