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DAVID SOMERVILLE’S

NEVER TELL ME THE

ODDS A SPACE-SCOUNDREL RPG


ABOUT RISKING IT ALL

THE SPACE-SCOUNDREL RPG ABOUT RISKING IT ALL / 1


THE RPG YOU HOLD
IN YOUR HANDS IS
AN EARLY PLAYTEST
VERSION.
FOR THE FULL
GAME, INCLUDING
A DEEPER RULESET,
GUIDELINES FOR
SPECIES, SPECIALTIES,
LOCATIONS,
CREATURES, AND
ADVENTURE-BUILDING
TOOLS, RICH FACTION
BACKGROUNDS, AND
MUCH MORE, PLEASE
CHECK OUT OUR
KICKSTARTER.
THANK YOU FOR
TRYING OUT NEVER
TELL ME THE ODDS.
2 / NEVER TELL ME THE ODDS
HAVE FUN,
AND GOOD LUCK
OUT THERE!
(YOU’RE GONNA
NEED IT.)

THE SPACE-SCOUNDREL RPG ABOUT RISKING IT ALL / 3


Never Tell Me The Odds (NTMO): Copyright
© 2018, David Somerville. All rights reserved.

Playtesters:
Bryan Scott, Scott Somerville, Jeremy D. Klein-
hans, Jared Williams, Rachel Williams, Justin
Marshall, Zac Wilson, Gary Mayes, Andrew McCully,
Andrei Pricope

Changelog:
0.3.1 Updated ruleset with clarifications, added
“Stories in NTMO”, added player input to “Start-
ing the Game.”
0.3.0 Updated character sheet, limiting each
category to 1 item each.
0.2.0 Updated character sheet, limiting high-
risk to 1 item each and moderate-risk to 2 items
each. Reduced adding new items to sheet to 1x
per game.
0.1.1 Added endangerment mechanic and risking
lives. Clarified adding new items to sheet and
limited to 3x per game.
0.1.0 Drafted original game.
YOU ARE A SPACEFARING
SCOUNDREL.
YOU’VE BLASTED, CHEATED, SWINDLED,
DOUBLE-CROSSED, CHARMED, & LIGHT-
JUMPED YOUR WAY ACROSS HALF THE GALAXY.
BUT NOW, YOU’VE MADE SOME BAD DECISIONS
& GOTTEN INTO SOME REAL TROUBLE. THE ONE THING
IN ALL THE UNIVERSE THAT YOU REALLY CARE ABOUT IS IN TERRIBLE
DANGER, & IT MIGHT REQUIRE THE ULTIMATE SACRIFICE TO KEEP IT SAFE.
ARE YOU DESPERATE ENOUGH TO RISK EVERYTHING YOU HAVE TO SAVE WHAT MATTERS MOST?

INTRODUCTION STORIES IN NTMO


Never Tell Me the Odds (NTMO) is a fast tabletop NTMO is designed to be a fast-playing sci-fi
roleplaying game about risking everything to adventure story, full of desperate and hilari-
keep what matters most. In NTMO, you take ous risks and rewards. Think of Han Solo rely-
on the role of a spacefaring scoundrel. You’ve ing on a hyperdrive that keeps shorting out,
gotten into some trouble, and it’s going to take a Starbuck going all in when she really shouldn’t,
lot of stone-cold risk-taking to rescue what you or Mal Reynold’s last-ditch gambits never quite
really care about. paying off. The swaggering space-scoundrels of
NTMO might value the wrong things, but they’re
NTMO can be played with one person taking on
sincere in their pursuit of them, no matter how
the role of risk moderator (RM) and one or more
much bravado they hide behind.
players taking on the roles of player characters
(PCs). All you need is a character sheet for each A game of NTMO is usually filled with laughter
PC, a die of any kind (or a coin), some pencils or and pathos as your scoundrels make bigger and
pens, and a little time. bigger bets, going up against higher and higher
stakes, all in pursuit of saving whatever matters
most to them.
RISKS & EVEN ODDS Some ideas to get you started:

Like most tabletop roleplaying games, in NTMO • POSSESSIONS: Laser gun, Spaceship, Lucky
the RM and PCs work together to tell a story. dice, Personal communicator, Fake I.D.,
The RM will introduce the story and ask the PCs Medical kit, Navy uniform, Translator,
how they want to respond to a given situation. Spacesuit, Tracking device, Robot side-
Many choices the PCs make can just happen (For kick, etc.
example: “I walk across the room,” or “I • BELIEFS: “I’m the luckiest idiot in the
lock the door behind me”), but sometimes, galaxy” “Honor gets you killed” “You
something a PC will want to do is risky. always gotta repay your debts” “Don’t
be a hero” “Just because you’re para-
In that case, the PC will have to choose what
noid doesn’t mean they’re not out to
they’re willing to risk. The character sheet will
get you” etc.
show what the PC has to risk, and how valu-
• RELATIONSHIPS: Partner, Parent, Sibling,
able it is to them. Once the player chooses what
Ex, Friend, Crush, Roommate, Classmate,
they’ll risk, they roll a die. If the result is even,
Mentor, Student, Colleague, Employer,
they succeed! If the result is odd, they fail.
Neighbor, Ally, etc.
This can also be done by flipping a coin, with • RESOURCES: Secret bank account, An old
heads as “even” and tails as “odd.” Failure and favor, Blackmail material, Stolen data,
success may mean different things in different Book of card tricks, Criminal contact,
circumstances, but it’s safe to say succeeding is Corrupt official, etc.
(almost) always better than failing. Because if • APPEARANCES: Athletic, Gorgeous, Nimble,
you fail, depending on what’s happening, there’s Intimidating, Built Like a Brick House,
a very good chance that you might lose what- Incredibly Tall, Inconspicuous, Well-
ever it was you just risked. The chance of evens Groomed, etc.
or odds is always 50/50… it’s what you’re willing • REPUTATIONS: Best pilot in the galaxy,
to risk that makes the challenge exciting. Best gambler you’ve ever seen, A
perfect shot, The ultimate charmer,
BUILDING CHARACTERS Someone you wouldn’t want to mess
The character sheet in NTMO is very simple. with, etc.
A blank sheet is found on the last page of this By the end of this, you’ll have 6 items on the
document. Simply fill in the slots on the left side right, one for each category. Now pick a name
of the sheet with what matters most to your and jot down a quick description of your PC, and
character, from most (under “high risk”) to least you’re ready to play!
(under “low risk”). The categories are:

• POSSESSION: What you have LEVELS OF RISK


• BELIEF: What you stand for Now that you know what you have to risk,
• RELATIONSHIP: Who you care about you’ll see that it’s broken into three levels—”low
• RESOURCE: What you know risk,” “moderate risk,” and “high risk.” When
• APPEARANCE: How you look your RM calls for you to risk something, she
• REPUTATION: How you act should tell you what level of risk you’re dealing
Then, on the right side of the sheet, write 1 entry with. Like this:
for each category, from most important to least.

6 / NEVER TELL ME THE ODDS


RM: “Okay, it’s time to negotiate with
the crime boss. It’s a good thing he
likes you, or this would be REALLY diffi-
cult. As it is, it looks like a moderate
+ GO OVER: When you go over the risk,
you risk something from a higher level
on your sheet. (For example, the RM
calls for a moderate risk, but you risk
risk to make a good impression.” something from a high risk slot.) Then
you roll the die. Note: If you go over, you’ll always
You may then risk something from your charac-
succeed in your attempt.
ter sheet. To do so, you and the RM must agree
that the thing you’re risking makes sense for the • Even: You SUCCEED in your attempt and KEEP
situation. (For example, it’s easy to see what you risked.
how you could risk damage to your ship • Odd: You still SUCCEED in your attempt, but
to avoid enemy gunfire, but it’s hard to ENDANGER what you risked.
see how you could risk your relationship You can choose to risk your life, or another PC’s
with your wife to heal a broken arm. But life. This always counts as going over (even
if you can figure that out, and your RM versus a high risk!)
agrees, go for it!)

There are three ways to handle a risk: ENDANGERMENT

=
When something you risk is endangered, it is
MATCH: When you match the risk, you narratively harmed, compromised, or put in
risk something from the same risk level harm’s way. (For example, endangering a
on your sheet. (For example, the RM relationship might mean that you get
says it’s a moderate risk to impress in a fight with the person you care
the crime boss, and your reputation as about. Endangering a possession might
a gambler is in the moderate risk slot mean that it develops a crack or a tear
on your character sheet. You risk your or is grabbed by an enemy. Endanger-
reputation as a gambler to match the ing a body part might mean a temporary
risk.) Then you roll the die. strain or injury.)
• Even: You SUCCEED in your attempt and KEEP When something is endangered, put a mark in
what you risked. the circle next to it on your character sheet. If
• Odd: You FAIL in your attempt and ENDANGER your life is endangered by yourself or by another
what you risked. PC, put a mark in the circle by your name.

– GO UNDER: When you go under the risk,


you risk something from a lower level
on your sheet. (For example, the RM
calls for a moderate risk, but you risk
If something is endangered and risked again,
and the check is failed, the endangered item is
lost or destroyed permanently.

To undo endangerment, a PC must risk some-


something from a low risk slot.) Then you thing else. (For example, if you are
roll the die. NOTE: If you go under, you’ll always attempting to fix another PC’s broken
endanger or lose what you risk. arm, you might risk your belief that
“I only look out for myself.” If you
• Even: You SUCCEED in your attempt but
succeed, you keep your belief and the
ENDANGER what you risked.
PC’s arm is out of danger. But if you
• Failure: You FAIL in your attempt, and LOSE
fail, the endangerment of the first item
what you risked.

THE SPACE-SCOUNDREL RPG ABOUT RISKING IT ALL / 7


remains, and whatever you risked is now STARTING THE GAME
endangered—or lost altogether.) To start the game, set up a scenario where what
If your life is endangered, it works the same way. every PC values most is at risk. Have each mark
The next time your life is risked, and the check their most-valued thing as endangered.
is failed, you die. (Time to start filling out a new Here’s how you do it: Gather all the players
character sheet!) together, and have each explain how what they
value most became endangered. Work together
NEW VALUES to weave these stories into a single big problem
A PC might risk a lot to gain something new. that you can solve as a team.
Once per session, a PC can replace something For example, Cal’s most valued thing is
they’ve risked and lost with whatever it is his reputation as a smuggler. Sona most
they’ve gained. From that point on, they can risk valued thing is her belief that good
the new item like anything else. (For exam- triumphs over evil. HU-3’s most valued
ple, if Drake risked and lost a lot of thing is its trusty gun. Vakesh’s most
money to gain a secret password, Drake’s valued thing is his relationship with
player, could cross out “a lot of money” his old mentor.
and write in “a secret password”.)
The adventure might begin as Cal is
smuggling Sona, HU-3, and Vakesh
COMBAT through a blockade of Iron Imperium
There are no health points, attack values, or ships. Sona knows that the Iron Impe-
special rules in NTMO for combat. If you get into rium is about to crush her beloved
a scrap (which, let’s be honest, happens pretty Alliance of Revolt unless she gets
often), use risks & rolls as usual. Depending on through valuable information. HU-3 is
how tough the RM wants an opponent to be, it nervous, because the Iron Imperium has
might take a few checks to take them down—but outlawed weapons like its trusty gun,
remember, once your life is endangered, if it’s and Imperium troops will confiscate and
endangered or lost, you’re dead. Good luck! destroy it on sight. As for Vakesh, he’s
afraid to disappoint his mentor, who
ordered him to help Sona, no matter what
the cost.

The scenario is entirely up to you, but the point


is that what matters most to each PC is exactly
what’s most at risk. Where the game goes from
there depends on your choices and the roll of the
dice… but you could say you’ve won the game
when the thing they care most about is safe.

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THE SPACE-SCOUNDREL RPG ABOUT RISKING IT ALL / 9
FACTIONS LOCATIONS
A few quick factions to get the game started. You It can be fun to start the game in low-risk
can use the ideas in these sections to generate locations and increase the drama as the PCs
ideas, or take your game in an entirely different move through space into increasingly high-
direction. A game might involve just one of these risk locations
factions, or pit one or more of these against each • LOW-RISK LOCATIONS: Desert farm, Hidden
other. It’s all up to you! base, Well-run capital ship, Luxury
• GOOD SOCIETY: The rich and influential, with all space station, Garden planet, Mentor’s
their lace and satin and fine jewels. cave, etc.

• HYPERVIKINGS: Star pirates, who swoop in • MODERATE-RISK LOCATIONS: Trash compac-


from nowhere and raid unsuspecting ships. tor, Desert canyon, Icy cliff, Seedy bar,
Grimy alley, Alien swamp, Base under
• THE ORDER OF THE STARS: A secretive religious
attack, etc.
faction that safeguards ancient knowledge
and—some say—actual magic. • HIGH-RISK LOCATIONS: Asteroid belt,
Arch-nemesis’ ship, Dogfight, Volcano
• SPACE-NIHILISTS: They believe in NOTHING.
planet, Monster’s stomach, Mob boss’s
• THE GALACTIC CONGRESS: Politicians… in fortress, Execution chamber, etc.
spaaaace!

• THE IRON IMPERIUM: An militant empire that


some might call evil.

• THE MERCHANT’S LEAGUE: A federation, orga-


nized for trade, if you will.

• THE SLIME MOB: A seedy criminal underground


run by giant alien slugs.

• SCI-TECH INCORPORATED: A massive galactic


corporation dedicated to the advancement
of science—at any cost.

• THE SPRAWN: An alien horde of flesh-destroy-


ing monsters.

• THE ALLIANCE OF REVOLT: A heroic union of


do-gooders who want to throw off oppres-
sive regimes.

• THE BLACKMAILERS UNION: A for-profit spy


network that sells compromising informa-
tion to the highest bidder.

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NEVER TELL ME THE ODDS
NAME
DESCRIPTION

HIGH RISK

MODERATE RISK

LOW RISK

EVEN
ODD
GO OVER Succeed and KEEP Succeed and ENDANGER

MATCH Succeed and KEEP Fail and ENDANGER

GO UNDER Succeed and ENDANGER Fail and LOSE

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