Untitled
Untitled
THANKS TO:
Gianluca Alvino, Caterina Arzani, Morena Balocchi,
Marcus Burggraf, Andrea Buzzi, Claudia Cirillo,
Andrea Felicioni, Laura Fornasari, Jeff Grammi
Grelots Lagriffe, John Marron, Roberto Petrillo,
Claudio Pustorino, Doug Shute, Leonardo Valenti
Hero Sheet
Where crooks in suits hire personal armies to amass wealth
greater than anyone can imagine.
Where absolute madmen laugh while playing with human lives,
or blackmail the White House with outlandish demands.
And where someone decided to kill the wrong dog.
Only a Hero can save the day.
And I’m not talking about a Hero in shining armor. No, we need a real tough guy here.
A Hero with lead running through their veins. A Hero who crawls in the air ducts.
A Hero who speeds on a city bus, doing 50 miles per hour at every hour of the day.
A Hero who fights alone against dozens of goons and walks away with a dashing
cut on their cheek as they look to the camera.
rolling dice
The type of Hero who walks in slow-mo while everything behind them explodes.
Are you a Hero worthy of an action movie? Probably not. I mean, you just look like
someone who is two days away from retirement.
But we still have many pages to get through.
Before we’re done with this guide, I’ll take you from zero to Hero.
DiRECTOR’S CUT
outgunned is a cinematic action rpg inspired by the classics of the action and
heist genre, from Die Hard to True Lies, passing through James Bond, Lethal
Weapon, Kingsman, Ocean’s Eleven, Hot Fuzz, and the latest John Wick.
In outgunned, Players take on the role of action Heroes facing terrible
odds. They will be constantly surrounded by enemies while trying to carry out
their mission, be it robbing a casino or saving the day.
4
EVERYTHiNG YOU NEED TO KNOW
Okay, seeing as I have very little time to take you from zero to Hero, we better
start with the basics.
Who are we? One of the Players will be the Director of the game, they will be
tasked with setting the scene of the world and playing supporting characters,
extras, enemies, and even the Villain. The others will play as Heroes, people
ready to get down to business and save the day.
Where are we? outgunned is set somewhere in a cooler version of our World.
Maybe New York, Hong Kong, or London. Truly any city featured in the action
genre can become the perfect backdrop for adrenaline-filled adventures. What
if the President of the United States is three-time Oscar winner Meryl Streep,
I don’t see anything wrong with that!
When are we? Where we are going, we don’t need dates! outgunned is set
in a time teetering between the 80s and 90s where everything is exactly as we
remember. But way cooler.
Mobile phones? Why not. Smartphones? Absolutely not. Internet? Sure, how
else are you supposed to hack the system. Social media? Oh, hell to the no!
What’s the goal? Carrying out the mission. Someone might be trying to find their
daughter, someone else to clear out a bank vault. Are you here to avenge your dog?
Fine by me.
How many Players do we need? Beside the Director, the game is designed for
a group of 3-4 Heroes, but can be easily played with two or five Heroes without
needing many changes. In the corebook, you’ll also find special rules to play in 2
(Director + Hero) or with more than 5 Heroes.
How many Sessions? The game is designed for short Cinematic Campaigns of
6-8 Sessions and, given its quick and easily accessible nature, is perfect for one-
shots. For longer campaigns, I recommend you string together several shorter
stories to create a Cinematic Saga of sorts. Like Die Hard 1, 2, 3, etc.
I’d say that’s it for now. Over the next chapters, we’ll go over the Hero Sheet, how
to roll the dice, and how to deal with enemies and chases. Finally, I’ll also give
you a one-shot ready to be played, so that you can spring into action and prove
what you’re made of.
Outgunned 5
making of a hero
SECTION I
making of a Hero
SECTION II
Outgunned
Hero Sheet
Hero Sheet
The first step to becoming a true Hero is filling in your Hero Sheet.
It’s a red and white piece of paper with everything you need to get into the action.
The left side of your Sheet describes who you are and what you can do. Here
you’ll find your Personal Data, your Attributes and Skills, your Grit, and your
Feats. That’s everything you need to know when rolling dice.
Then on the right, you have three sections. The top part shows all your
resources and the Experiences you will accumulate on your adventure.
The middle section allows you to keep track of your current conditions.
rolling dice
Finally, the lower part is for all the items you carry around, your cash, and your
ride, if you have one.
Personal Data
This is everything you know about your Hero. Anything else, you’ll have to live
through or learn during the game. We don’t take lengthy backstories here, only
facts, actions, and surprising plot-twists.
8
Your Job can prove useful when you need to gather information or ask for help.
For example, Johnny can call into play his contacts in the Police to get tips about
the case he is working on, or to get access to the evidence locker.
Your Catchphrase is a clear indication of how you should interpret your Hero,
and the Director can also use it as a benchmark for when to reward you with
Adrenaline or Spotlight. For example, let’s say Johnny decides to tell off his supe-
rior and hand over his gun and badge. He clearly deserves a Spotlight for that!
Your Flaw, on the other hand, is something you’ll have to deal with or overcome
on your adventure. You can reference your Flaw to guide your interpretation of
your Hero, and the Director can call your Flaw into play to impose -1 to a relevant
roll. Johnny, for example, is never off duty, and this could prevent him from tak-
ing a breather when the situation calls for it, or make him exceedingly suspicious
toward his own allies.
In outgunned, you’ll find a list of Roles, and each Role will have suggested
Jobs, Catchphrases, and Flaws to guide you as you mold your Hero.
NAME MISSION
ROLE EXPERIENCES
TROPE
ADRENALINE!
JOB AGE
FLAW
CATCHPHRASE
GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS & REPUTATIONS
DRIVE
SHOOT GUNS & GEAR MELEE CLOSE MEDIUM LONG
SURVIVAL
SMOOTH
FLIRT
LEADERSHIP
SPEECH
STYLE
FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CA$H
CRIME
Making of a Hero 9
NAME
AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
ROLE EXAMPLE
The Agent
A police officer, a special agent from the FBI, a firefighter, a secret
agent, or an undercover cop.
Job:
Police Officer, Secret Agent, Double Agent
Catchphrase:
“I’m not a hero, I’m just doing my job”
“Not in my city”
“Give it here, I’ll do it”
Flaw:
“I’m too arrogant and overconfident”
“I always trust the wrong people”
“I never accept help and don’t work well with others”
Attribute: Skills:
Nerves Endure
Fight
Feats: Stunt
Choose two among: Cool
Gunslinger, Drive
Die Hard, Shoot
Get Down!, Leadership
Leader, Detect
Sixth Sense, Heal
or Selfless Awareness
10
Roles and Tropes
Here on the left, you can see an example of a Role. In outgunned you’ll find 10
Roles you can choose from when building your Hero.
Each Role grants you 1 Attribute point and 10 different Skill points. Additionally,
Roles allow you to choose two available Feats and suggest possible Jobs, Catch-
phrases, and Flaws for your Hero.
After choosing your Role, you can personalize your Hero by choosing one of 18
available Tropes. Tropes are short labels inspired by classic action movies and
other media, and they allow you to add a dash of personality to your Hero.
For example, in our list of Tropes you’ll find Jerk with a Heart of Gold, Good
Samaritan, Cool but Troubled.
Each Trope will grant you 1 point in one of two Attributes, 8 Skill points, and 1 Feat
to choose from a list.
After choosing your Role and Trope, you also have 2 additional Skill points
to place as you prefer, and then you’re ready for action!
Making of a Hero 11
ATTRiBUTES & SKiLLS
If you want to show the world what you’re made of and simultaneously save the
day, pats on the back and good intentions won’t be enough. The road to action is
paved with harsh trials and you’ll have to face them.
Luckily, you can rely on 5 Attributes and 20 Skills to help you overcome
any obstacle.
Every time you find yourself picking up the dice, you have to choose one Attri-
bute and one Skill and add up their scores: that is how many dice you have in
your pool.
BRAWN: Use brawn for all actions that require physical effort.
Endure: Handle pain, keep going despite exhaustion, hold your liquor.
Fight: Fight enemies bare handed or in close quarters.
Force: Hoist, push, pull, or break things.
Stunt: Jump or run recklessly, dodge bullets.
NERVES: You need nerves of steel for actions that require quick reflexes and
steady hands.
Cool: Keep your cool, hold still, or show courage.
Drive: Drive a car or bike, pilot a plane or helicopter.
Shoot: Shoot with pistols and rifles, throw objects with precision.
Survival: Find your bearings in the wilds, improvise weapons or shelter, hunt
your dinner.
SMOOTH: Show off how smooth you are whenever you have to interact with
other people or want to manipulate them.
Flirt: Seduce someone or use your charm.
Leadership: Inspire, give orders, or intimidate people.
Speech: Persuade or deceive someone, or carry out negotiations.
Style: Show style and elegance, clean up nice, or prove your artistic talent.
FOCUS: You’ll need focus to concentrate, to notice details, and to recall memo-
ries and knowledge.
Detect: Find clues and intel, notice details, sniff out lies.
Heal: Give first aid or comfort someone.
Fix: Fix a computer or a car, turn off the security system, or hack into a server.
Know: Remember information you learned, recall details and other use-
ful knowledge.
12
CRIME: Your aptitude for crime will come in handy when acting in secret or to
notice incoming threats.
Awareness: Keep your eyes and ears open, notice incoming threats.
Dexterity: Perform sleight of hand, steal something, pick a lock.
Stealth: Hide, sneak, or move quietly.
Streetwise: Interact with criminals, know how to navigate through seedy
neighborhoods or deal with organized crime..
You’ll find each Skill under the Attribute it’s paired with most often, but you can
always use any Skill with any Attribute.
Feats
When getting into action, you can rely on 3 Feats chosen among the ones for
your Role and Trope. For example, Johnny chooses the Feats Gunslinger and Die
Hard, among the ones offered by his Role as an Agent, and the Selfless Feat
from the list tied to his Trope, The Last Boy Scout.
Most Feats grant you a Free Re-roll when you act in a specific way. This greatly
increases your chances of success, but we will talk about that more in the
next section.
Other Feats will allow you to take special actions or grant you other advan-
tages, allowing your Hero to stand out from the crowd.
In outgunned you’ll find a long list of Feats to personalize your Hero and let
them become more powerful over time.
Experiences
The life of a Hero won’t stop at covering you in bruises and riddling you with bul-
let holes, it will also leave you permanently changed by many Experiences.
While playing outgunned you have a chance to collect Experiences that will
influence your dice rolls either positively or negatively.
Making of a Hero 13
GRiT
Grit is what allows you to run through the bullets while everyone else is huddled
in a corner. It’s only thanks to your Grit that you can have danger for breakfast
and walk away in slow-mo while everything behind you explodes!
Your 12 boxes of Grit are the only things between you and death, so hang onto
them. We will talk more about them in the upcoming section IMPENDING DANGER!
Once you’re out of Grit, you run the risk of being Left for Dead, and the only
thing that can save you is a spin of the Death Roulette. It will become harder and
harder to save your bacon.
You Look
It doesn’t matter how you feel, what matters is how others see you. You’re a Hero,
and when even your friends start doubting you, it means you’re in really bad
shape. In the You Look section of your Sheet, you can note down the Conditions
you get on your adventures.
Death Roulette
Next to your Conditions, there is a 6-bullet cylinder. The more this cylinder fills
up, the closer you are to your doom.
14
Adrenaline
When you get a success against all odds, when you make a great sacrifice, when
you give everyone strong emotions, or when you’re at the center of an epic and
captivating scene, the Director can reward you with 1 Adrenaline ( ), up to a
maximum of 6.
You can spend your Adrenaline to gain several advantages:
Adrenaline is an important resource you should use very often. If you get to the
end of a Session without giving or using a handful of Adrenaline, it means you’re
being too stingy.
In outgunned, you’ll find everything you need to know about managing,
awarding, and using Adrenaline.
Spotlight
The moment comes in the life of every Hero, when they take matters into their
own hands and do something truly epic. That’s what the Spotlight is for!
This extremely precious resource allows you to become the center of atten-
tion and surprise everyone with your next move, with no need of rolling dice or
taking chances.
You can have up to 3 Spotlights at the same time, and can spend them to:
The Director can grant you a Spotlight as a reward for a genius, crazy,
or mind-blowing move. Bonus points if you called into play your Catchphrase or,
even better, your Flaw.
Making of a Hero 15
Weapons & Gear
In outgunned there are two kinds of useful items: Weapons and Gear.
We call all tools that can Help you in specific circumstances Gear. For exam-
ple, a Grappling Hook Helps you to climb, while a Bulletproof Vest Helps you
avoid bullets.
If you can rely on a Helpful item of Gear, the Director can grant you one of the
following benefits, depending on the circumstances:
♦ GAIN +1 to a roll
♦ GAIN A SUCCESS automatically, without rolling the dice
♦ GAIN THE REQUISITES for a roll that would otherwise be impossible
We will not discuss the Help mechanics in detail in this QuickStart. For now, just
know that anything Helpful grants you +1 to the roll, the rest will be explained
in outgunned.
Weapons are pistols, rifles, and the occasional sharp blade that can help you
keep up with hardened goons of all kinds. On top of a short definition, weapons
have a Range expressed as 4 numbers. For example:
The modifiers for each Range represent how many dice you add to or subtract
from your dice pool when shooting at that Range. Wanna shoot more? Go to
chapter BANG! BANG! BANG! in section IMPENDING DANGER!
On your Sheet, you will also find a section dedicated to items you keep
In Storage. Let’s skip this for now.
CA$H
Depending on your Role and job, you will begin the game with a set number of
Cash points. Cash represents the money you can easily access and will be instru-
mental to allow you to buy gear or information, and to bribe people.
Usually, an item or service will have a cost of 1 to 3 Cash, depending on its value
and availability, but in outgunned you can also meet less... conventional trad-
ers, who will allow you to buy more limited types of gear at very convenient prices.
16
Ride
Speed races and thrilling chases are an everyday occurrence in the life of a Hero.
As such, it’s essential that you procure at least one ride worthy of the name, as
well as someone who can drive it.
Making of a Hero 17
time for action
SECTION I
making of a Hero
SECTION II
When playing outgunned, you shouldn’t roll dice at every turn. Dice rolls are
reserved for situations where there’s something at stake, you catch my drift?
Shooting from a speeding bike. Sneaking into a vault. Jumping off of a sky-
scraper. Bluffing with the police. Dodging bullets. Spinning your car 180. Flirting
Dangerous Rolls
with the enemy. These are the sort of things that require a good old dice roll.
Reaction Rolls: The Director tells you what is happening and how to react.
The Attribute and Skill you must use to deal with this situation is up
to them.
Director: You’re completely hidden in the ventilation system when a mouse starts
walking right across your face. Make a Reaction Roll in Nerves+Cool to not react.
Dice Pool
After choosing an Attribute and a Skill, add up the two scores. The total is the
number of dice you must roll.
Positive or negative circumstances, Adrenaline, Conditions, and Gear can all
modify your chances of success. Add one die for each +1 and remove one for
each -1. All things considered, you can never roll less than 2 or more than 9 dice.
20
What’s at stake?
When facing a roll there is always something on the
line. Having a clear image of what’s at stake allows the
Director to determine what the consequences of a
success or failure should be. ACTiON DiCE
Broadly speaking, a nice success always means you Outgunned is meant
reached your goal. You’ve done it once again! to be played with
A failure, on the other hand, means things didn’t special 6-sided dice.
really go as planned. You win some, you lose some. Each face on these
dice sports an original
Attributes and Skills symbol to make it
When you’re making a roll, you must always use easier to recognize
one Attribute and one Skill. Although Skills are successes.
listed under the Attribute they are most often
paired with, bear in mind that you can always The Action Dice from
use any Skill with any Attribute. Outgunned are not
needed to play, but
When shooting, you’ll often roll Nerves+Shoot, they make for a more
and when throwing punches, you’ll often roll tailored experience.
Brawn+Fight, but you can also use your imag- Alternatively, you can
ination. use normal 6-sided dice
and consider
To hit a goon after sneaking up behind 1 as your Snake Eye.
them, you can roll Crime+Fight. To find a
way out while you’re driving, you can roll
Nerves+Awareness. To make a good
impression on someone with
your sophisticated taste, you
can roll Smooth+Know.
♦ BASIC: A quick and easy action or reaction. Like jumping over an obstacle,
stealing the keys off of a distracted agent, throwing something.
♦ CRITICAL: A full action or reaction. Like bursting through a sturdy door,
jumping out of a window, earning someone’s trust.
♦ EXTREME: A truly demanding action or reaction. Like picking the lock of a
secure vault, shooting a speeding target at night in the pouring rain, per-
suading a sworn enemy to cooperate.
♦ IMPOSSIBLE: A desperate action or reaction. Like calmly exiting a
car in the middle of a 180 while shooting at a tiny target, getting rid of
a large group of enemies with nothing but a pencil, taking down a heli-
copter with a speeding car because you’re running low on ammo.
Stuff from movie trailers.
Most rolls worthy of a Hero are Critical rolls. Usually, that should be the difficulty
of your actions and reactions.
Basic rolls are small fry challenges, while Extreme rolls are what you make in
tough situations.
Impossible rolls are awfully rare,
and you clearly were asking
for it!
Double Difficulty
When you’re making an especially complex or dangerous roll, the Director can
choose to set a double difficulty for it.
This means that the roll will have difficulty equal to 2 Basic, 2 Critical, or 2
Extreme (but never 2 Impossible. Jeez!), and you will need 2 successes to pass
the roll.
This rule is more commonly applied to Reaction Rolls made to respond to mul-
tiple dangers (several people shooting at you from all directions), but can also
come into play for Action Rolls, for example, when you’re trying to make an
extremely long jump, or when you try to swindle someone who is wary of you.
SUCCESS
You get a Success for each set of two or more dice that land on the same side.
Two are worth just as much as two , and three as much as three .
The symbol makes no difference.
To pass a Basic roll, you need a Basic Success and to pass an Extreme roll,
you need an Extreme Success. It’s as simple as that.
Director: To make the turn at the very last second, you’ll need a
Critical Action Roll.
Director: You don’t even flinch. You swerve around the obstacle
and keep flooring it.
If you score a higher success than needed, the Director can grant you an even
better outcome than you wanted, or give you an important advantage. If you
score a lower success, you can try to do something to mitigate (partially!) the
consequences of your failure.
If you score more successes than needed, you can use them to take
extra actions.
24
Three = One
One = Three
1 greater success is
worth as much as
3 smaller successes,
and 3 smaller successes
are worth as much
as 1 greater success.
When Re-rolling, you take all dice that weren’t part of a combination and roll
them again.
If, after a Re-roll, your result is better than the first, congratulations. Other-
wise, you lose one of the previously scored successes. You choose which.
Your new roll is considered better than the first if you roll an additional success
or if you transform one of your successes into a greater success.
GOOD BAD
You got a better result! You did not get a better result
and lose your only success.
Free Re-roll
Some Feats allow you to make Free Re-rolls in specific circumstances, or when
you take specific actions. For example, the Gunslinger Feat grants you a Free
Re-roll whenever you're using, repairing, evaluating, or handling a gun. While the
Military Training Feat allows you to make Free Re-rolls whenever you can rely
on your military training, or call on your in-depth knowledge of army protocol
and ranks.
A Free Re-roll takes the place of your normal Re-roll, but it’s far better, because:
♦ When you make a Free Re-roll, you never risk losing your initial success. It
doesn’t matter if the Re-roll gets you a better or extra success or not.
♦ You can make a Free Re-roll even if you didn’t score any successes on your
first roll.
Basically, if you can make a Free Re-roll, you should just do it! There’s no reason
for you not to take the chance.
26
All in
If after making a Re-roll or Free Re-roll you got a better result, you can still
choose to go All In.
Once more, roll all dice that weren’t part of a success, like you would for a
normal Re-roll.
If you get a better result, Lady Luck has smiled upon you.
But if you do not get a better result, you lose all previous successes. It’s called
going all in for a reason.
Feats that require quick or full actions can also be activated using extra suc-
cesses.
Gamble
Being a Hero means you can’t always make good choices. In truth, you’ll often
end up doing something stupid in order to save the day.
When you need an extra edge, you can choose to act recklessly, putting your-
self in the path of great dangers in order to gain a small advantage.
If you choose to take a gamble, you immediately gain +1 to your Action Roll,
but you will lose one Grit for every Snake Eye rolled.
For this, consider only the Snake Eyes remaining after any Re-roll or All In rolls
you end up making.
Help
When you can rely on some Gear to Help you or when a friend uses their action to
lend you a hand, you receive +1 to your roll.
28
What could
go wrong?
If you’re ever in doubt
about which Attribute
or Skill to use for a roll,
ask yourself “What
could go wrong?”.
No Fail
When you’re playing outgunned failure
doesn’t exist.
Failure is simply a pot hole on a long road, a
winding unpaved road you must travel in order
to reach your victorious goal.
The job of a good Director is to exploit fail-
ures to create moving, exciting, or exhilarating
scenes, without stopping the flow of the plot or
grinding the game to a halt.
30
4 Ways to Fail with Style
You’re a Director dealing with a failure? Here are 4 ways to have your Heroes fail
with style:
Roll with the Punches: The Hero only gets a temporary or partial success,
or they inadvertently set off unpleasant consequences that can either be
immediately clear or come back to bite them later.
Director: You knock out all the goons and sneak into the party as if nothing hap-
pened. Unfortunately, a speck of blood on the tip of your left shoe risks giving you
away at the worst possible time.
Pay the Price: The Hero still gets an awkward success, but suffers a Con-
dition or loses some Cash or Gear in the process.
Director: When you hear the goons coming in, you immediately jump into the air
duct. You manage to hide just in time, but in the rush, you forgot your rifle on the
floor. You’ll have to do without.
Take the Hard Road: The Hero doesn’t get the success they wanted, but
their failure allows them to notice a crucial detail, a clue that changes
everything, or a hint at a different way. The new path will be harder and riskier
than the first.
Director: The cables fizzle and spark, but nothing happens. You just can’t get the
car to start. But as you leave the garage, you spot a bike leaning on the wall. You
better start pedaling.
SECTION I
making of a Hero
SECTION II
impending Danger!
INTRDODUCTORY SHOT
Dangerous Rolls
Dangerous Rolls
There’s no easy way to say this. If you want to be a Hero, you’ll probably have to
deal with bad guys trying to shoot at you, to turn you into mincemeat, to throw
you off of buildings, or to blow you up, car and all. The most ingenious of them
could leave you tied to a table with a laser cutter inching closer to your face.
When you take an action or reaction that puts your life or safety on the line,
you will have to make a Dangerous Roll.
Jumping off of a burning building, running through a hail of bullets, escap-
ing from an explosion, and hiding from a team of armed soldiers are all perfect
examples of Dangerous Rolls.
From now on, we will represent Dangerous Rolls with this symbol: . This means
that when you read Action Roll or Reaction Roll , you are making Danger-
ous Rolls.
34
Yeah, but what’s the difference?
The difference between a normal roll and a dangerous roll is that if you fail a
dangerous roll, you don’t face the usual consequences for a failure. Instead, you
lose a set amount of Grit depending on the difficulty of the failed roll.
When you lose an amount of Grit, you must fill in an equal number of Grit boxes
on your Hero Sheet.
Once all boxes are full, it means you have lost your Grit. Your next mistake
could prove fatal.
Victor: I open the car door and jump out before things
blow up.
Director: The car door breaks off and lands on the asphalt
with a fountain of sparks. One second before the car blows
up, you jump out and start rolling on the ground. You lose 3
Grit. Not your best landing.
impending Danger! 35
iT TAKES GRiT!
Grit is what makes you a Hero.
When anyone else would run in panic, surrender, or give up hope, you just get
back up and keep fighting for what is right.
Grit is represented by a line of 12 boxes. Whenever you fail a Roll , you fill in a set
number of boxes and stand back up after your failure.
Are they shooting at you? You keep running through the bullets, with the occa-
sional cosmetic scratch on your cheek as the biggest damage. Did the room
blow up? You jumped out at the last second and your jacket is the only victim.
Did they punch you in the face? You stand back up with a defiant grin, you can do
this all day!
Even if you lose Grit, it doesn’t mean you become more compliant. Quite the
opposite! Filling in Grit boxes only represents how many times your determina-
tion has managed to save your life.
Damage Control
When you make a Roll and fail to score the success you need, you can use any
smaller successes to do Damage Control. You take some small desperate action
to try to avoid losing at least some Grit. It’s better than doing nothing at all.
For every Basic Success you score, you can avoid losing 1 Grit, and for every Crit-
ical Success, you can avoid losing 3 Grit.
But when you make an Impossible Roll , you can’t do Damage Control.
Victor: I roll the dice and score a Basic Success. I’ll use it to
keep low while I run away.
Director: You duck your head and hobble through the bul-
lets. You only lose 2 Grit instead of 3!
36
Special Boxes
Two Grit boxes are different from the others.
♦ BAD BOX: The eighth box is the Bad Box. When you fill in this box, you suffer
a Condition determined by the Director.
♦ HOT BOX: The last box is the Hot Box. When you fill in this box, you immedi-
ately get a rush of 2 Adrenaline. It’s now or never!
Death Roulette
When you lose an amount of Grit equal to or greater than the number of Grit
boxes still open, fill in all boxes. You’ve now lost your Grit.
The really cool thing is that, so long as you have a single open Grit box remain-
ing, you have nothing to fear. It doesn’t matter how great your next failure may
be, the worst that can happen is for you to lose your Grit.
When you have no more Grit, you’re in big trouble. Your next failure in a Roll will
force you to take a spin on the Death Roulette. Sounds cool, right?
Roll a numeric six-sided die. If the result is greater than the number of
Lethal Bullets in your roulette, you’ll have a narrow escape. Just add a Lethal
Bullet to your roulette and keep on playing.
If the result is equal to the number of Lethal Bullets in your roulette or lower,
I’m afraid to say that you’ll be Left for Dead... unless a friend saves you at the last
second by using one of their Spotlights.
When you get Left for Dead, you bow out. But don’t dwell on this, we’ll discuss it
more in outgunned.
Recovering Grit
You have 3 ways to recover your Grit:
♦ Sleep on it: After a good night of sleep, you’ll feel like new.
♦ Catch a Break: At the end of a breathtaking scene, or after you faced a long
string of dangers, the Director can give you a Break to allow the Heroes to
recover their Grit.
♦ After a Shot: At the end of a gaming Session, the Heroes can finally breathe
a sigh of relief.
impending Danger! 37
Fists & Bullets
You can try to talk with your Enemies, but they will never listen. Wise guys like
the ones who become a Villain’s lackeys or goons only understand two words:
fists and bullets.
If you want to save the day and prove you are a Hero worthy of an action movie,
you better learn how to fight.
COMBAT
During combat, regardless of whether it’s a shoot-out or a nice fist-fight, there
are two alternating turns:
Action Turn: Heroes are free to take any action they want and make the
relevant Action Rolls. Additionally, all Heroes can also take a Quick Action
for free.
Johnny: I jump out from cover and open fire on the goons.
Reaction Turn: The Director states the Enemies’ actions and all Heroes
must defend themselves with a Reaction Roll .
Director: The goons come toward you with guns blazing.
Everyone, roll Brawn+Stunt to duck out of the way.
38
If the Heroes are the first to attack, combat begins with an Action Turn. If the
Heroes are caught by surprise, combat begins with a Reaction Turn. When in
doubt, the Director can rely on a dice roll.
Action Turns and Reaction Turns keep alternating until the Heroes manage to
defeat the Enemies, until the opposite happens, or until combat is interrupted.
Action Turn
During an Action Turn every Hero can make a Quick Action for free as well as an
Action Roll. A Hero can choose whether to use their Quick Action before or after
making their Action Roll.
When taking their Quick Action, a Hero can grab or toss an object, reload a
weapon, reach an Enemy who is in Close Range, or take another quick and
easy action.
When making their Action Roll, on the other hand, a Hero can take any kind of
complex action, including attacking the Enemy.
To attack an Enemy, the Hero must make a roll with difficulty equal to the Enemy
Defense. For every success of that level you score, the Enemy loses 1 Grit.
If you’re attacking an Enemy with Basic Defense and score 2 Basic Successes,
the Enemy loses 2 Grit. If you score a Critical Success, they lose 3 Grit.
Reaction Turn
During a Reaction Turn, the Director describes the action of the Enemies and
asks all Heroes involved in combat to make a Reaction Roll .
This means that all Reaction Rolls made during combat are Dangerous Rolls.
What else did you expect?
When facing an Enemy, the difficulty of Reaction Rolls is equal to the Enemy Attack.
If you fail, you’ll have to lose some Grit, but you can still spend smaller suc-
cesses to do some Damage Control.
And if you score extra successes equal to the Enemy Defense, you can even
strike back. For every counterattack you manage to land, the Enemy loses 1 Grit.
impending Danger! 39
Bang! Bang! Bang!
You can’t solve all your problems by shooting at them, but when kind words,
stealthy approaches, and good old fists just don’t cut it, the only thing left to do
is to make it rain bullets.
Here you’ll find some tips and general rules about firearms. In outgunned
we will expand on these rules and give useful examples and advice. For now, you
can make do and start shooting!
Range
What’s range in outgunned? First of all, it’s how you determine how many
actions or turns you need to reach your target, then it’s how you determine
whether your weapon gives you a bonus or penalty to the roll.
When you’re shooting (or getting shot at), the Director decides the range
by choosing between:
Cover
If you dive behind cover, you increase your chances of dodging enemy bullets,
but at the same time decrease your chances of hitting the Enemy. It’s up to you.
♦ Partial Cover: +1 to Reaction Rolls, -1 to Action Rolls. You can reach Partial
Cover with a Quick Action.
♦ Total Cover: Automatic Success on Reaction Rolls, -3 to Action Rolls. You
can reach Total Cover by using your entire turn or with an extra Full Action.
40
Mags
In outgunned we don’t keep track of bullets.
For every weapon you carry, you can rely on up to three
mags (plus one in the gun).
There are three ways to empty a magazine:
impending Danger! 41
Enemies
In outgunned you will face 3 kinds of Enemies: Goons, Bad Guys, and Bosses.
Goons are a dime a dozen as Enemies. They’re minor lackeys who rarely pose
an actual threat to Heroes like you.
Bad Guys are the most common Enemies, well-trained henchmen or well-
armed soldiers who will give you a hard time on your adventure.
Bosses are big bad evil guys you shouldn’t mess with. The kind of Enemy you
face in the Showdown at the end of a Campaign.
In outgunned, most Enemies are small (or large) groups of pretty tough
opponents, as such, a single Enemy is usually more than enough for a group
of Heroes.
In the end, if you’re fighting for good, you’re most likely punching up!
In outgunned you will find several Goons, Bad Guys, and Bosses, organized in
Classes of increasing difficulty, as well as rules to personalize, boost, and make
them into a real challenge for the Heroes.
Enemy Attributes
Every Enemy can rely on a set number of Grit boxes, on an Attack score, and on
a Defense score.
For example:
When you’re attacking an Enemy, you’re looking to score a success equal to their
Defense. For every success of that level you score, the Enemy loses 1 Grit.
Once the Director has filled in the last Grit box, the Enemy is K.O.
During the Reaction Turn, ALL Heroes involved in combat must make a Reaction
Roll with difficulty equal to the Enemy Attack score.
42
Enemy Resources
Enemies can rely on 1 or more Feat Points which the
Director can spend to buy Enemy Feats.
Some Enemy Feats represent additional character-
istics, like Big and Strong, Unstoppable, or Stealthy.
Others represent special equipment, like Machete,
Bulletproof Vest, or Flamethrower.
Buying new Feats allows the Director to tailor the CANNON FODDER
Enemies they put into play, so they can always give You’re a Director.
the Heroes something different to face... or throw a You need Enemies.
spanner in their works. All’s fair in action and war! You don’t have time to
read the list.
Some Bad Guys and Bosses also have Lucky for you, we have
HOT BOXES among their Grit boxes. When Cannon Fodder!
they fill in a Hot Box, the Director receives 1
Adrenaline, which they can spend whenever Cannon Fodder is an
they want to make a Special Action. opponent with 9 Grit
There are Special Actions that cost 1, 2, or boxes, 2 Basic Attack,
3 Adrenaline. The Director is free to choose Basic Defense...
whether to use Adrenaline immediately or That’s it. No Feats,
stockpile it to make deadly Special Actions no Special Actions.
toward the end of combat.
You can also try the
In outgunned you will find a long list of spicy version, with
Enemy Feats and Special Actions, as well as 2 Critical Attack and
everything you need to get the best out of them. Critical Defense.
impending Danger! 43
Need For Speed
The life of a Hero isn’t just made of brawls, shootouts, and jumps off of burning
buildings. There are also chases.
From time to time you’ll have to stop someone before they slip away, or reach
the border before it’s too late. It doesn’t really matter whether you’re chasing or
being chased. The only thing that matters is how fast you can drive.
When Heroes are on one or more rides running away from an enemy, or when
they are speeding after the enemy, that’s when a chase begins.
A chase is a fast-paced high-stakes scene during which Heroes must do
everything in their power to increase their speed, while simultaneously putting a
nail in their opponent’s tire.
During these adrenaline-pumping chases, the only two scores that matter are
Need and Speed. You heard me.
44
Need
The Need represents the objective of a chase. If the Heroes are escaping from
something, their Need is to outrun their pursuers. If they are the ones in pursuit,
their Need is to catch up to the people trying to flee.
During a chase, the Need is represented by boxes much like the ones used for
Grit. The harder the challenge, the more boxes of Need you’ll have. Once all the
Need boxes are full, the Heroes have won the chase.
In outgunned, the Director will find everything they need to balance a good
chase by choosing the right Need score.
Speed
The Speed represents how fast the Heroes are when compared to their oppo-
nents. The higher the Speed score, the better the Heroes are doing. Conversely,
a low Speed score means they are getting left behind.
Each ride has a speed score between 1 and 3. This represents its starting
Speed. When the chase begins, the Players take a numeric six-sided die and
place it in the middle of the table to represent their starting Speed.
The Speed score represents how many Need boxes Heroes will fill up at the
end of a turn.
Some especially fast pursuers can make life difficult for you, even lowering your
starting Speed, but we will go into further details about that in outgunned.
impending Danger! 45
How chases unfold
Just like combat, chases are divided into Action and Reaction Turns.
Action Turn
During an Action Turn, both the driver and all other Heroes can try to take actions
to increase their Speed, doing things like accelerating, or finding a way to slow
down the opponents.
For every Critical Success scored, the Speed will rise by 1, for every failure, the
Speed will fall by 1.
Johnny: I hang out of the car window and open fire on the
pursuers. I roll Nerves+Shoot.
At the end of each Action Turn, the Director fills in a number of Need boxes equal
to the Heroes’ Speed, then moves on to the Reaction Turn.
Reaction Turn
During a Reaction Turn, the Director describes the actions of Enemies and pur-
suers, and asks the involved Heroes to make a Reaction Roll.
Director: Your pursuers will try to ram into you and push you
off the road. Victor, since you’re driving, roll Nerves+Drive.
Johnny, you roll Brawn+Endure to avoid getting tossed
around. Both rolls have Critical difficulty!
If the driver fails their roll, the ride will lose 1 Armor. If another Hero fails their roll,
they lose an amount of Grit determined by the roll difficulty.
Whenever a Hero – including the driver – fails a Reaction Roll, the Speed falls by 1.
46
Winning and Losing
Once the Director has filled in all Need boxes, the
Heroes have won the chase.
impending Danger! 47
Cinematic Campaign
outgunned allows you to experience out and out Cinematic Campaigns,
which are adrenaline-packed stories, worthy of the best action movies. A Cin-
ematic Campaign is composed of 6-8 Shots, and follows Heroes as they go on a
Mission to defeat the Villain and save the day.
In this QuickStart, I am not going to discuss how to create a Cinematic
Campaign, but you will find all rules you need to build a truly epic mission in
outgunned. As a Director, you’ll be able to use Turning Points, special shots
filled with action, to raise the stakes and give both the Heroes and the Villain a
power-up, until you reach the Showdown, a final shot with unique rules.
MiSSiON SHEET
To help Heroes keep track of their mission, their Supporting Characters, and
their special resources, you can use the Mission Sheet, a special group sheet
that you will find in outgunned.
On top of what I said before, the Mission Sheet will also have a section dedi-
cated to your group’s Plan Bs, as well as an indicator to track the Heat, and the
rising stakes of your mission.
STAKES NAME
RIDE
NAME
SHOTS
12
SUPPORTING CHARACTERS
BRAWN BRAWN
NERVES NERVES
SMOOTH SMOOTH
FOCUS FOCUS
8 CRIME CRIME
NAME NAME
HELP HELP
4 FLAW FLAW
NPC NPC
48
HEAT
Plan B
When you set off on a Cinematic Campaign, your group will be able to rely on 3
Plan Bs.
A Plan B is a very precious resource, this means your group can use each Plan
B only once in the entire Campaign and can never use two Plan Bs in the same
gaming Session. Hold onto them and use them wisely.
Heat
As your mission progresses, Heat will rise. And I’m not talking about the midday
sun. This is the kind of heat that has you sweating bullets when you must choose
whether to cut the blue or red wire. Friendly advice: it’s never the red wire.
Heat is a tracker with numbers from 0 to 12 which represents how much dan-
ger the Heroes are in.
Whenever the Heroes fail to reach an objective, get delayed, or when the Vil-
lain wins, the Heat rises and the Heroes will have to deal with annoying setbacks
or even be forced to add Lethal Bullets to their Death Roulette.
In outgunned you’ll find all instructions and rules on how to manage Heat to
keep both the adrenaline and the pace of the story high, just like in the movies.
impending Danger! 49
Race against time
SECTION I
making of a Hero
SECTION II
impending Danger!
INTRDODUCTORY SHOT
SHOT SUMMARY
In Race Against Time, the Heroes will have to retrieve a precious briefcase con-
taining details about a secret experiment.
When their contact lays an ambush for them, the Heroes learn that the brief-
case is about to be flown to an unspecified destination, and they have no choice
but to start a desperate race to get on that plane.
After an adrenaline-pumping chase, the Heroes jump onto the plane one sec-
ond before takeoff, coming face to face with a team of armed mercenaries pro-
tecting a man dressed in black who has the briefcase handcuffed to his wrist.
The ensuing scuffle ends with the destruction of the plane and forces both the
Heroes and their opponents to jump outside, fighting over the few available
parachutes. The free-fall will ultimately lead to a face-off with the mysterious
man, and to the discovery of a far greater threat than they had initially imagined.
Preface
This Shot begins in an old diner located in an unspecified sea-side city. The
Heroes are already working together, and the Players are free to coordinate their
motives and the dynamics of their alliance. Alternatively, in the next page you
can find four plot-hooks with the motives each Hero has for accepting this mis-
sion and for cooperating with the others.
In the past few days, the Heroes have been looking into Project Medusa, an
experimental weapon that could become extremely dangerous if it fell into the
wrong hands. Their only contact, a neurotic information broker named Carter,
maintains that the plans for Project Medusa are sealed in a briefcase, which is
about to be moved to a secret, unreachable lab. Hoping to get more details, the
Heroes agree to meet with Carter in an old diner on the outskirts of the city.
52
Prompts About Heroes
♦ Johnny: Agent Reed is an undercover police offi-
cer tasked with retrieving the blueprints for Proj-
ect Medusa. His direct superior is the only one
who knows anything about his mission, and his Pro Tips
partners are also unaware of his true identity. Each page of this
introductory Shot will
♦ Sam: Samantha is a vehicle enthusiast and be flanked by a red
a top-notch pilot. She and Victor work page with some Pro
together as debt collectors for a less-than- Tips for Directors.
legal entity. She doesn’t know what’s in the These are useful tips
briefcase and doesn't really care. For her, that will help you best
this is just another day on the job. manage every Scene.
♦ Victor: The life of a bounty hunter is filled To get the best out of
with risks and hard choices. A veteran like these Pro Tips,
Victor is well aware of this fact. As such, I recommend you view
even if he has smelled the set-up hiding this guide as two side-
behind this mission, he still decided to by-side pages, so that
take the job. you can easily keep an
eye on everything you
♦ Savar: Doctor Sita Khan is one of the bril- might need.
liant scientists behind Project Medusa,
and she mysteriously vanished a few No need to thank me.
weeks ago. Her brother Savar fully intends You may be a Hero now,
to do everything in his power to bring her but I still have your back!
back home. After discovering Johnny’s
true identity, he decided to also take part
in this mission, and the agent was forced
to accept his involvement in order not to
break cover.
54
The Sleuth The Fighter
Victor Sheng Savar Khan
Mentor Jerk with a Heart of Gold
There are many stories about the sea- A martial artist with a dazzling smile,
soned bounty hunter Victor Sheng, Savar is convinced he can get out
but nobody knows how many of those of any situation thanks to either his
are true. Always cheerful, he never charm or a well-placed fist. With him,
loses his cool and always knows how there’s never a dull moment, nor a
to turn the situation to his advantage. safe one.
CARTER
I... I’m sorry
THUGS
Bad Guys - Class D
ATTACK: CRITICAL DEFENSE: CRITICAL
After defeating the THUGS, the HEROES can question them [Basic
Action Roll] to learn that the briefcase they are looking for is
already outside of their reach. A group of mercenaries is loading
it onto a plane at this very moment, there’s no way the HEROES
can reach it before takeoff.
56
1
Make Way for Heroes
Hey, Director! Don’t be too quick to bring Carter into the Scene. Allow the
Heroes to take their time.
This first scene will give Players a chance to quickly establish the rapport
among their characters, so give them some time to chat. All you need to do
is ask some questions: Who here knows Carter? Do they trust him or are they
expecting a nasty surprise? How do they react to him being late?
2
Killing Time
Time passes and the diner gets emptier and emptier. Perhaps there’s a sketchy
guy staring at them and putting them on their guard, even though he is actually
just a bystander. Perhaps a kind waitress (or an extremely rude one) keeps
asking the Heroes if they wish to order, or spills coffee on one of them. Take
every little chance to set the scene and build the tension. You can even ask
less experienced Players to make some low-stakes rolls to get them into the
mood.
3
Brawl
If the Heroes are the first to attack, start combat with an Action Turn.
During their Reaction Turn, ask the Heroes to make Reaction Rolls in order to
dodge the thugs’ blows and avoid losing Grit.
For example:
57
SCENE 2 - EXT. CHASE - NIGHT
The HEROES only have a few minutes to reach the plane before
takeoff and retrieve the precious briefcase.
Outside of the diner, they find a black muscle car with gold rims
and a red skull airbrushed on the hood. It’s clearly the thugs’
car. Just what they need to reach the airport in time!
The HEROES can break into the ride easily enough [Basic Action
4 Roll], or they can search the knocked-out thugs to find the keys.
On the other hand, if they try to use the car they arrived in,
the HEROES will soon find out that it won’t start. The car was
tampered with to make them waste precious minutes.
Once in the muscle car, the HEROES can reach the nearby pri-
vate airfield where the briefcase is about to take off. Standing
between the HEROES and the runway, there are a wire mesh gate and
two guards shouting at them to stop.
If they stop for the guards, a scuffle ensues [Basic Cannon Fod-
der, see page 43]. If they go straight ahead, the driver will
have to prove their driving skills while the guards shoot at them
[Critical Reaction Roll in Nerves+Drive. If the roll fails, the
ride loses 1 Armor].
5
When the HEROES reach the runway, it’s already too late. The mer-
cenaries are done loading the plane and have given the okay for
takeoff, but the cargo door is still open.
This sets off an actual chase, during which the HEROES will have
to try to get on the plane before takeoff [Need: 8].
NEED
Once all Need boxes are full, the HEROES will reach the plane and
get in through the cargo door one second before takeoff.
If the HEROES haven’t reached the plane by the fourth Action
Turn, the plane takes off. Their last chance to get on the plane
is to jump off of the car and grab onto the landing gear before
it gets retracted [Extreme Action Roll ].
58
4
Let’s Go for a Ride
Despite the flashy exterior, the thugs’ car is a simple ride with a Speed of 1 and
3 Armor points.
There’s a cinematic tradition of Heroes bickering about who should drive or sit
in the front seat, don't let this moment go by unnoticed.
5
Faster
Encourage the Heroes to live dangerously. Yes, you should stop at a police
checkpoint, but their plane is about to take off. There’s no time to lose!
During the Reaction Turn, the mercenaries on the plane will shoot at the
Heroes or throw boxes at them. Each Hero must do their best to avoid being hit
[Critical Reaction Roll ]. For example:
♦ The mercenaries shoot at you. The driver reacts with Nerves+Drive, the
others roll Nerves+Stealth.
♦ The mercenaries drop a crate. The driver reacts with Nerves+Awareness,
the others roll Nerves+Cool.
♦ Something hits the car. The driver reacts with Brawn+Drive, the others roll
Brawn+Endure.
If the driver fails, the Ride loses 1 Armor. Additionally, whenever a Hero –
including the driver – fails a Reaction Roll, the Ride loses 1 Speed.
59
SCENE 3 - INT. PLANE - NIGHT
If the HEROES have won the chase, their car speeds through the
cargo door on the back of the plane, taking out the mercenaries
in the cargo hold before the engine shuts off for good.
On the other hand, if they lost the chase, the HEROES will stub-
bornly grab onto the wheels and get pulled into the plane with
the landing gear.
7 Either way, they end up in the cargo hold, momentarily safe
from the mercenaries, and can finally catch a break and recover
their Grit.
Once the door is open, the HEROES can finally peek into the main
cabin of the large cargo plane, where a team of well-armed mer-
8 cenaries is busy moving some crates. To understand what is going
on, they’ll have to sneak up closer [Basic Action Roll] and then
make a Detect roll.
With a Basic Success, a HERO can easily spot a MAN IN BLACK walk-
ing toward the cockpit while carrying a briefcase. With a Crit-
ical Success, a HERO can also notice that the mercenaries are
getting parachutes out of storage and putting them on. Finally
with a greater or additional Success, an especially attentive
HERO can also notice that the crates on the plane are filled with
explosives. A single gunshot could cause everything to blow up.
MAN IN BLACK
9 Everything is going according to plan.
Prepare to jump.
One of the mercenaries opens the hold door, letting a strong wind
into the plane. The MAN IN BLACK jumps first and the mercenaries
follow after him. The HEROES have very little time to act.
60
7
Let Me Catch My Breath
After a nice adrenaline-pumping sequence, the Heroes deserve a moment
to reflect on what happened and plan their next move. Give them a couple of
minutes as they climb out of their wrecked car or crawl through the landing
gear and into the hold. This is the calm before the storm.
8
Infiltrating
On the plane, the Heroes can choose to take a stealthy approach, and you will
be tasked with keeping the tension high. Drag out every second and add a dice
roll here and there to extend the scene when it feels right. Remember, you
don’t need to tell the Players what the difficulty of each roll is. You can even
make them doubt the Success they scored and trick them into re-rolling even
though they don’t really need to.
If the infiltration bores you or doesn’t go as planned, the HEROES can fight the
mercenaries (use the stats for Cannon Fodder on p.43 ).
9
The Villain
The Man in Black is the villain of this story. As such, he can only be stopped
during the final showdown. If the Heroes shoot at him, they just graze him and
force him to drop the detonator, blowing up the entire plane.
If they try to grab him instead, something goes wrong and they both get
thrown out of the plane into a free fall.
In any case, a Hero who scores a nice success against the Man in Black
deserves to get at least 1 Adrenaline for their gumption.
As a Villain, the Man in Black obviously has terrible timing: he will inevitably
walk out of the cockpit at the worst possible time. For example, after a Hero
has failed a roll, or when the group has managed to get their hands on a
couple of parachutes but before they can put them on properly or grab enough
parachutes for everyone.
61
SCENE 4 - EXT. FREE FALL - DAY
If the HEROES attack the MAN IN BLACK, the scuffle sets off a
chain reaction that causes the plane to explode. A fiery blaze
10 hurls everyone out of the plane [Critical Reaction Roll in
Brawn+Stunt]. HEROES need at least a Basic Success to avoid los-
ing their grip on whatever they are holding, like guns or para-
chutes.
Alternatively, the HEROES can wait for everyone else to leave the
plane before jumping themselves.
During Reaction Turns, the HEROES will have to dodge the mer-
cenaries’ attacks, the flaming debris falling from the sky, the
crates hurtling by, and the enemies trying to take the parachutes
off of them. Any of these actions will require a Critical Reac-
tion Roll .
With each passing turn, the sky grows clearer and the shore gets
dangerously closer.
At the beginning of the fourth round, anyone who didn’t manage
to grab a parachute is running out of options and risks crashing
into the ground and being Left for Dead. The only way to save
them is to use a Spotlight.
12 Once the parachutes are open, both the HEROES and the surviving
mercenaries glide to the water. All firearms become unusable.
The MAN IN BLACK is the only one who lands on the rocky beach.
While the HEROES swim toward the shore, he tries to escape.
62
10
One Wrong Move
If anyone shoots, the plane explodes. If the Man in Black sees the Heroes
before jumping out, the plane explodes. If the Heroes touch the controls to
divert the plane... you guessed it, everything explodes!
Let’s put it like this, the plane doesn’t really need to explode, but it would be
cool if it did. Take every chance to do the cool thing.
To keep tensions high, you can also decide that if the Heroes make a roll and
fail to score at least a Basic Success during the explosion, they end up in a
blast of metal debris and suffer the Hurt Condition.
11
High Altitude Dangers
To make the fall more exciting, try to keep a fast pace of narration. During
their Action Turn, ask the Players what they want to do and remind them that
the ground is getting closer and the air is pushing against them, while the
mercenaries keep shooting at them.
During their Reaction Turn, put Heroes on the spot with unexpected events.
For example:
12
Traveling with the Enemy
During the free fall, all actions in connection with the Man in Black are made
with -1. However, if a Hero manages to grab onto the Villain and glide down
with his parachute, they clearly deserve 1 Adrenaline, and will also gain two
advantages. First of all, they will land on dry ground and their weapons won’t
get wet. Secondly, they will gain +1 to their next roll to catch the Man in Black.
63
SCENE 5 - EXT. SHORE - DAY
Once on the shore, the HEROES find themselves next to the sur-
viving MERCENARIES, while the MAN IN BLACK tries to escape. At
least one of the HEROES must pursue him, while the others must
fight the enemies.
13 MERCENARIES
Bad Guys - Class B
ATTACK: 2 CRITICAL DEFENSE: CRITICAL
While the rest of the team fights, one HERO must try to reach the
MAN IN BLACK [Critical Action Roll]. During the Reaction Turn,
the MAN IN BLACK will use his gun to shoot at the HERO and slow
14 them down [Critical Reaction Roll in Brawn+Stunt].
At the end of the third round, if the HERO has scored a Criti-
cal Success in at least 2 of their Action Rolls, they manage to
tackle and disarm the MAN IN BLACK. Otherwise, the HERO will grab
onto the briefcase, but the MAN IN BLACK will unlock the handcuff
attached to his wrist and vanish among the rocks.
64
13
A Hard Fight
The mercenaries are formidable enemies with an Attack score of 2 Critical.
This means that, during their Reaction Turn, the Heroes need to score 2 Critical
Successes to avoid losing Grit. Which is far from easy. Reassure your Players
that it’s normal for this to be a hard fight, and that coming out of a Reaction Turn
after losing only 1 or 2 Grit is still a very good result.
To make this battle more exciting, I gave the mercenaries the “Knives” Feat and
two Special Actions. These are optional tools that were not explained in detail in
this QuickStart guide, and as such, you can choose to skip them.
Knives: The Enemies are armed with knives. Heroes who fail to score at least a
Basic Success during their Reaction Turn become Hurt. If they are already Hurt,
they lose 1 additional Grit.
When you fill in a Hot Box, you gain 1 Adrenaline ( ). You can choose to spend at
any point to take a Special Action of your choice among:
Body Slam : After a Hero has attacked, the Enemy grabs them and tries to throw
them. If the Hero fails a Critical Reaction Roll in Brawn+Endure, they end up on the
ground and suffer -1 to all rolls until they use a quick action to stand back up.
Grenade : During a Reaction Turn, the Enemies do not attack. Instead, one of
them throws a grenade. All Heroes must make an Extreme Reaction Roll in
Brawn+Stunt. If a Hero scores an Impossible Success, they can bounce the
grenade back, their friends do not lose Grit, and the Enemy is defeated.
14
Cross-Cutting
While some Heroes fight, one of them chases after the Villain. To manage this
scene at its best, you should jump from group to group often, keeping the
Players on their toes. Play through a combat Action Turn, cut to the Action Turn
of the chase, then call for all Reaction Rolls, and then repeat the sequence.
Manage the two scenes simultaneously to keep a fast-paced narration.
15
Cliffhanger!
The Shot closes with a surprising plot-twist. Take your time and slowly describe
how the Heroes manage to open the briefcase and then leaf through the empty
pages, before ultimately finding that pesky yellow note. A good cliffhanger
should not leave the Players feeling cheated, but motivate them to press on and
to carry out their mission.
65
Johnny Reed MISSION Retrieve the briefcase
NAME
SURVIVAL
PISTOL: Semi-automatic, very reliable 0 0 0 X
Die Hard: When you fill in your Bad Box, gain 1 Adrena-
SMOOTH line. You have +1 to your next roll.
https://twolittlemice.net/outgunned
LEADERSHIP
SPEECH BADGE
Selfless: Gain a Free Re-roll when trying to defend or
STYLE save others, or act selflessly.
FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CA$H
CRIME NAME
AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
Sam Jackson MISSION Retrieve the briefcase
NAME
SURVIVAL
PISTOL: Semi-automatic, very reliable 0 0 0 X
Spinout : Heroes skip the Reaction Turn during a Chase. Flip a
SMOOTH coin. Heads: +1 Speed. Tails: -1 Speed.
https://twolittlemice.net/outgunned
LEADERSHIP
SPEECH LOCK-PICKS : Helpful when trying to open locks or doors.
That’s all? : Gain a Free Re-roll when showing courage,
STYLE or resisting threats or questioning.
FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CA$H
CRIME NAME
AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
Victor Sheng MISSION Retrieve the briefcase
NAME
SURVIVAL
PISTOL: Semi-automatic, very reliable 0 0 0 X
Marksman: Gain a Free Re-roll when using, repairing,
SMOOTH SHOTGUN: Large caliber, short range. +1 +1 -2 X
evaluating, or handling a rifle or a shotgun.
https://twolittlemice.net/outgunned
LEADERSHIP
SPEECH Always Prepared : [Quick Action] Quickly take out or re-
STYLE trieve a useful item, a piece of information, or a small weapon.
FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CA$H
CRIME NAME
AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
Savar Khan MISSION Retrieve the briefcase
NAME
SURVIVAL
Combo : [Repeatable] After hitting an enemy, you hit
SMOOTH them again. The enemy loses 1 Grit for every spent.
https://twolittlemice.net/outgunned
LEADERSHIP
SPEECH Flying Kick: You can attack enemies within Close Range.
STYLE Attack an enemy within Medium Range, gain +1 to the roll.
FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CA$H
CRIME NAME
AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
NAME MISSION
ROLE EXPERIENCES
TROPE
JOB AGE
ADRENALINE!
FLAW
CATCHPHRASE
GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS & REPUTATIONS
DRIVE
SHOOT GUNS & GEAR MELEE CLOSE MEDIUM LONG
SURVIVAL
SMOOTH
https://twolittlemice.net/outgunned
LEADERSHIP
SPEECH
STYLE
FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CA$H
CRIME NAME
AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
MAY 10TH ON
FOLLOW US ON