Okay, take your seat. Let’s continue.

You want to catch bounties? Well, you ain’t gonna get much done in Bounty Head Bebop if you don’t roll the die once. Bounty Head Bebop uses what’s called the Inverted 20 or I-20 system. This means that the only thing you’re ever going to need is one twenty-sided die (they look like little circles), though having a handful won’t hurt. Beyond that, all you need to do is roll.

Now, you’re probably wondering what you’re looking for when you roll. Good question, rook.

Every roll has what we professional bounty hunters call a target number, or TN in I-20 speak. You find your TN by taking whatever ability makes sense: Strength, Agility, Constitution, Intelligence, Wisdom, or Presence then add a base number (3, 5, or more) and then add your skill and whatever modifiers make sense. Here, let me write that down for you.

Ability + Base + Skill + Modifiers = TN

Once you know the TN, roll the die. If you roll under it, you probably do whatever you were attempting. There’s a few exceptions. Opposed rolls are one. In that case, you gotta roll higher than the other player.

Another case is when there is a Minimum Target Number (MTN). For challenges which are extraordinarily difficult, you may have to roll above the MTN, but below your TN. Good luck with that.

Oh, a few more things. If you roll a 1, it’s a Faulty Success. Yeah, you succeed, but it’s not as good as you would have liked. If you roll a 20, it’s a Botch. Not only do you fail, young bounty hunter, you fail in such a spectacular way your corpse is gonna make the evening news.

Of course, there is some hope. You might just roll exactly equal to your TN. That’s called a Critical Success. It means somehow, someway, you do something amazing. Good for you.

And that’s pretty much the basics. You’re all ready to tour this big bad galaxy of ours. Well except for Luck and Surge points. But that’s something for another day.

    
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