As a roleplaying game, it is important to know what type of adventures you can have playing Bounty Head Bebop. The following posts are the result of an actual session played with a single GM and five players. Before getting into the action, let’s meet the five characters around which the action revolved.
The bounty hunting team consisted of a bounty hunter, a private investigator, a mercenary, a psychic child, and a gun smuggler whose interest in the group was primarily financial. They were a bit of a motley crew, none of whom seemed to be particularly interested in due process or following the law. No, this group was more about getting in, getting the job done, and getting out alive to collect the bounty.
Perhaps the most interesting character of the game was the psychic kid because her back story was the most unique of the group. She was a former bounty that the group had tracked down. However, instead of turning her in, they decided that her ability to read minds was worth far more than the bounty they would collect. So they made her one of them.
However, her shot at staying out of the penal colony on Pluto, or worse, did nothing to reform her. Instead, she used the somewhat legitimate profession of bounty hunting to give her opportunities for less legitimate activities, usually theft.
These are the types of characters and stories that will come out of a game of Bounty Head Bebop. There are the characters you would expect (the bounty hunter and the private investigator, for example), but there are also the characters that can only happen in this world: the gun smuggler who sets up contracts for the group and a mischievous brat who can literally blow you away with her mind.
Next, we’ll look at what went on at the table.