See You, Space Cowboy...
Core RulebookCore Mechanic
When attempting a Break (a discrete action like a fistfight, hack, persuasion, or repair), the player rolls a single Trait die — a d6, d8, d10, or d12 assigned to that Trait at character creation — against fixed thresholds: 4 or below fails, 5–9 partially succeeds, 10 or above fully succeeds. If the player has a relevant Talent (an open-ended specialty written by the player, like 'Picking Pockets' or 'Plays Drums'), they add a d4 to the roll. Failing a Break grants Juice, a token that can be spent to reroll all dice on a future Break (partial successes become failures on rerolls); rolling the maximum on the unmodified Trait die also grants Juice. The Bandleader (GM) never rolls dice — they choose the stat and thresholds, then narrate outcomes.
Best For
Groups who want a fast, cinematic bounty-hunter game in the vein of Cowboy Bebop or Outlaw Star, tuned for one-shots and short 'season-length' campaigns. Best for tables that enjoy improvising scenes and sharing director-style narrative authority with the GM.
Highlights
The Bandleader (GM) never rolls dice — players' Trait rolls resolve every contested moment while the GM chooses the stat, sets thresholds, and narrates outcomes. Talents are open-ended specialties players invent at character creation (e.g., 'Yeet', 'Picking Pockets', 'Plays Drums'), each adding a d4 to relevant Breaks for one of the four Traits. Required Bonds, Debts, and Regrets at character creation give every Outlaw a personal arc — clearing a Debt permanently upgrades the Talent die from d4 to d6, and resolving a Regret grants a once-per-session auto-success on a chosen Break. Procedural bounty generation pulls from tables for Threat Level, Charges, Demeanour, Modus Operandi, Specialized Gear, Appearance, Hideout, and Complications, supporting pickup play and improvised scenarios.
Considerations
Mechanically minimal — no character classes, no skill list, no advancement track beyond clearing a Debt or resolving a Regret. Pacing assumes one-shots or short season-length campaigns; long-term progression is not structured by the rules. The Bandleader-rolls-nothing approach puts improvisational load on the GM to interpret narrative outcomes for every Break, since opposed-roll resolution does not apply. Setting is anchored to a specific 23rd-century solar system with 1990s-era consumer technology and no alien species; using a different backdrop requires reskinning the planet writeups, bounty charges table, and name tables.