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Review of Bounty Head Bebop


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Bounty Head BeBop.

Before I start I should say that I’m a big Anime fan and have been following the genre for many years now, so it’s only natural that I love role-playing games that involve anime. Sadly though, many of the RP’s out there often fail to capture the over-the-top and cinematic vibe. However, I’m happy to say that Bounty Head BEBOP (or BHB to its friends) is not one of them. Despite the fact that BHB is only 110 pages long it’s crammed full of excellent material. Also included is an introductory adventure, “Small Fry”, which really sets the tone for BHB’s feel from the get-go.

So where do I start? Well, let me explain what BHB’s premise is: in the future, our police force is not doing too well against the plethora of criminals that run riot around our solar system (or Solar Frontier as it’s called). What can the Police do? Well, they outsource the job to bounty hunters to track them down and bring them to justice. The vibe of BHB is aimed towards a more fast-paced and grittier anime game. However, that doesn’t mean it’s without that Manga humour.

So what powers BHB’s engine? It uses an “inverted d20” system. “What’s that” I hear you cry? Good question…The premise behind the I20 system is pretty simple. You roll a single twenty-sided dice and try to beat a target number. Unlike the normal D20 system, you must roll under the target number. There will of course be modifiers to this from your skills, abilities, situation and so on. One other little nifty thing added to the dice roll is called the “X-Roll or Damage-Roll”. This basically allows you to generate another set of numbers at the same time as you make the initial roll. These numbers are used to generate aspects within the game, but done with only one roll. The I20 system is pretty unique, and definitely melds well with cinematic role-playing. Unlike some games that profess to be “cinematic” but end up getting bogged down by the rules.

One thing I especially like about BHB was the clean and slick layout, which makes everything a breeze to find. Also, everything you need is summarised in handy tables, which are great for any GM. At this point I should also mention the quality of the art, which there is a decent amount for a small press game. It’s well-drawn and sets the scene and stage well.

Manga or anime characters are larger than life and need to be a cut above the average Joe - fear not, BHB does this rather well. The characters have some very unique edges (which are advantages that your player has). There are also Luck and Surge points; these basically allow you character to push himself or herself beyond the limit, or escape imminent death.

Generating characters in BHB is a synch, but don’t let that fool you: there’s lots of crunch here for creating unique and interesting characters. Character creation is based on a number of points that you then distribute between your abilities, skills and secondary traits. There are three different skill types: Combat, General and Specialty skills, and finally advanced skills (which are more academic or scientific). There are lots of options to choose from and each is well explained.

Edges and Flaws… Now the fun begins. Unlike most games, the character automatically begin with three edges. Unlike most other games, taking flaws is not compulsory. However, if you want to take any more edges beyond your initial 3, you must then take starting flaws - one for one. I liked this concept as it sets up your character up as “better than most” right from the start. While other edges can be gained through experience, it’s worth having a think at the character creation stage in order to get the ones best suited for your game. There is a pretty big list to choose from that will keep most players and GMs happy.

So is that all my character can do? Nope… There are Feng-Shui and psychic powers also available. However, the character must pick the appropriate edge in order to have access to these powers. Feng-Shui powers allow the character to manipulate the forces in their surroundings, including awareness and probability manipulation. One thing I would like to have seen is more of these powers listed. However, the psychic powers are very well catered for and there are plenty of them to choose from. Your character gets to choose a “sphere” of psychic powers. There are 7 spheres to choose from - all with different skills. Once mastered, it can definitely make the player a pretty tough nut to crack. However, don’t forget villains also get a chance to use them too. Also, you want to be careful about using your abilities all the time - if something goes wrong you could be left with a derangement or two.

Also provided in book are lots of equipment and weapons. Pretty much everything you need to get going and beyond. There is a great range of futuristic weapons to choose from. There are also lists for normal everyday equipment that your character will encounter.

On Combat: unfortunately, at this time I have not played BHB, so I’m speaking as an outsider who has only read the rules. However, combat is a pretty simple affair - pretty much roll under the tn as I described earlier (after the opposed combat actions etc.). However there are quite a few tactical combat options open to the player – should and when they require more crunch. Everything is well listed for quick and easy access. Also, provided are rules for spaceship combat, again these are pretty straight forward but fluid. Like your character, the ship will also have a set of parameters that are pitted against another ship.

The setting is not too invasive - it’s more of a framework which the GM can build upon or change if need be. It is quite short, but there is plenty of material to get you going.

The game is set in 2073 - 50 years previously, mankind was nearly wiped out by an unknown comet slamming into our moon. This in turn rained down lots of mysterious debris. Mankind had to retreat either underground or beyond the meteorites constant rain. However the comet was made out of an unknown material that opened up a wormhole. Eventually mankind studied and was able to manipulate the comet’s debris and create our own wormholes and thus we were able to travel great distances in space. These “gates” or wormholes were spreading, which enable man to travel the stars. Colonies were set up on Mars and beyond.

Who or what are the SSPB (Solar Systems Policing Bureau)? They are an organization that hunt down and apprehend interstellar criminals. They are very well trained and equipped with all the latest gear. It is assumed that the players will be in this organization to begin with (although, it might be fun to play as a criminal at some point, who knows?).

The Good. The game concept is great, and the system is fast and clean which is great for the novice GM (but not limited to). There are some great character options and abilities. The layout is clean and everything is at hand in convenient tables. Lots of big guns and cool equipment too. What more do you want?

The Bad: My only real criticism of this game is that I would like to have seen a bit more info in certain areas. Especially about the SSPB and it’s structure. Some more Feng-Shui powers would have been nice too. Last, a few more NPC crims might have also helped out the GM. However there is an introductory adventure to get the ball rolling.

Is this for you then? Well, if you like Anime, gun fights, and over the top characters, and like the idea of being a planet jumping cop then this is one to check out. My impression of the game was that it was geared towards grittier Anime styles, but you can play it in any way you want. This is one game that I’m looking forward to GMing for my group.

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Bounty Head Bebop
Recent Forum Posts
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Re: [RPG]: Bounty Head Bebop, reviewed by DeTzardis (4/4)BerkaZerkaDecember 17, 2008 [ 07:25 am ]
Re: [RPG]: Bounty Head Bebop, reviewed by DeTzardis (4/4)critical miracleDecember 16, 2008 [ 05:51 am ]
Re: [RPG]: Bounty Head Bebop, reviewed by DeTzardis (4/4)grubmanDecember 15, 2008 [ 08:21 am ]
Re: [RPG]: Bounty Head Bebop, reviewed by DeTzardis (4/4)ThayanDecember 15, 2008 [ 08:15 am ]
Re: [RPG]: Bounty Head Bebop, reviewed by DeTzardis (4/4)grubmanDecember 15, 2008 [ 07:49 am ]
No TitleBlackSheepDecember 15, 2008 [ 07:35 am ]
Re: [RPG]: Bounty Head Bebop, reviewed by DeTzardis (4/4)grubmanDecember 15, 2008 [ 07:11 am ]
Re: [RPG]: Bounty Head Bebop, reviewed by DeTzardis (4/4)ThayanDecember 15, 2008 [ 06:42 am ]
Re: [RPG]: Bounty Head Bebop, reviewed by DeTzardis (4/4)grubmanDecember 15, 2008 [ 05:29 am ]
Re: [RPG]: Bounty Head Bebop, reviewed by DeTzardis (4/4)grubmanDecember 14, 2008 [ 05:39 pm ]
Re: [RPG]: Bounty Head Bebop, reviewed by DeTzardis (4/4)ThayanDecember 14, 2008 [ 02:45 pm ]
Re: [RPG]: Bounty Head Bebop, reviewed by DeTzardis (4/4)grubmanDecember 14, 2008 [ 07:14 am ]
Re: [RPG]: Bounty Head Bebop, reviewed by DeTzardis (4/4)ThayanDecember 13, 2008 [ 12:13 pm ]
Re: [RPG]: Bounty Head Bebop, reviewed by DeTzardis (4/4)DestriarchDecember 13, 2008 [ 10:29 am ]
Re: [RPG]: Bounty Head Bebop, reviewed by DeTzardis (4/4)ThayanDecember 12, 2008 [ 06:06 pm ]
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Re: [RPG]: Bounty Head Bebop, reviewed by DeTzardis (4/4)SvantotvitDecember 12, 2008 [ 06:02 am ]

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