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2014 Ryan M.M.

All rights reserved


1

TABLE OF CONTENTS
WHAT IS STRAIGHT TO VHS?
.

...........................................4

Wait, Is This One of Those Nerd Games?


. . . . . . . . . . . . . . . . . . . . . . . . . . .

5
The Bad Movie Mind-Set
. . . . . . . . . . . . . . .

.......
.................5
HOW TO PLAY
. . . . . . . . . . . . . . . . . . . . . . . . . . .
.......
..................... 6
The Central Mechanic
. . . . . . . . . . . . . . . . . .
.......
................6
Epic Dice
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
.......
...............8
Your Character, Over Time

. . . . . . . . . . . . . . .
.......
............... 9
Montages
................................................... 9

Action Sequences
. . . . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . . 10
Cinematic Actions
. . . . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . . 11
Dont Attack Struggle!
. . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . . 12
Script Changes
. . . . . . . . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . 13
CHARACTER CREATION
. . . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . . . . . . . 15
Stats
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . . 15
Hit Points

. . . . . . . . . . . . . . . . . . . . . . . . . . . . .

.......
. . . . . . . . . . . . . . 16
Speed
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . . . 16
Epics and Bloopers
. . . . . . . . . . . . . . . . . . . . . .

.......
..............
17

Making Characters in 5 Steps


. . . . . . . . . . . . .

.......
. . . . . . . . . . . . . . .
17

Tropes

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
.......
...............
18

Perks

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
.......
...............
28

ITEMS
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
.......
.....................
32

Example Items
. . . . . . . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . . . 32
Weapon Workshop
. . . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . . . 36
GRID RULES
. . . . . . . . . . . . . . . . . . . . . . . . . . . . .
.......
....................
38

DIRECTING 101
. . . . . . . . . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . . . . . . . . 39
Creating and Ruling Challenges
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Dramatic Effects
. . . . . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . . . 40
Action
Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
41

Setting Up the Movie


. . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . .

43

Welcome to Vickers Creek!


. . . . . . . . . . . . . .
.......
...............
44

Bad Guys
. . . . . . . . . . . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . . .
45
Villains
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Creative Prompts
. . . . . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . . . 56
CHARACTER SHEET
. . . . . . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . . . . . . . . 59

ANOTEFROMTHEAUTHOR
This isnt quite a finished game. When it is finished, I intend and hope to sell a complete version of
Straight to VHS. However, I will continue to also provide a free version of the game in perpetuity.
For now, I give you everything Straight to VHS has to offer, in the hope that folks will enjoy, spread
the word, and provide me with their thoughts on what theyd like to see in the final game.
You can leave anonymous feedback at
https://www.surveymonkey.com/s/S75NJR6
.
Or, if you want to get more deeply involved, check out the community at
www.reddit.com/r/straighttovhs
.
Please feel free to contact me via email at
VHSgame@gmail.com
.
For the latest updates, visit
www.straighttovhs.wix.com/home
.
Thank you for reading, and may you make it to the credits!
-Ryan M. M.

This document includes artwork for which I have absolutely no claim or ownership. It will all be removed before any action
is taken toward releasing a commercial version of Straight to VHS. Basically, its all art from old movie posters that I
thought made for great inspiration.
Page 4: Promotional art for the film Beastmaster 2: Through the Portal of Time
Page 7: Promotional art for the film Bury Me an Angel
Page 8. Promotional art for the film The Street Fighter
page 9: Promotional art for the film Warriors of the Wasteland
Page 12: Promotional art for the film The Mercenaries
Page 13: Promotional art for the film Equalizer 2000
Page 16: Promotional art for the film Thunder II
Page 27: Promotional art for the film Eliminators
Page 36: Promotional art for the film Raiders of Atlantis
Page 45: Promotional art for the film The Ninja Mission
The fist icon used in this document was created by Andrew Shatz, from the Noun Project
The gun icon used in this document was created by Evan Travelstead, from the Noun Project
You can check out The Noun Project at thenounproject.com

Get pumped.

A werewolf stalks the streets...but not for much longer.


Not if a nun (and former prostitute) named Gloria
Vendetta has anything to say about it. Her cybernetically
enhanced buddy in the precinct suspects the werewolf is
being protected by Yakuza, but why? If only the retired
heavyweight champion Tucker Smash could regain his
memories. He was the only one who knew the antidote to
lycanism, and now the plague is spreading
You and your friends can now indulge in your own
asinine
bitchin story with Straight to VHS, an easy-to-learn and
fast-paced tabletop RPG inspired by ridiculous and
terrible movies of the VHS era. The very heart of the
game might very well be the
trope
-based character
creation which lets you mix and match options informed
by countless awful films. Do you wanna be a vampire cop,
or maybe a skateboarding ninja from the future? Straight
to VHS will let you. The Director (or game master) will
narrate the action and provide challenges and something
resembling a plot for the characters to smash and seduce
their way through. Players also get opportunities to
tweak the Directors script for their gain and amusement.
Straight to VHS is a work in progress, but is already
sure-fire fun!
SOUNDS BADASS! WHAT DO I NEED?
-Thats
what you say.

Youll need character sheets printed from this rulebook,


pencils, some twenty-sided dice and a few friends,
including one who will be the Director. That's it! Straight
to VHS
can be played with a grid (see the "Grid Rules"
section).
Playing Straight to VHS takes at least a few hours, and
your group might choose to have an epic, ongoing game
that you come back to again and again. Straight to VHS is
best with two to four players plus the Director, but any
number is fine as long as the Director feels he or she can
deal with it. The Director will have to get familiar with the
rules and might want to do some preparation, so treat
the Director real nice-like.

Im a discerning RPG veteran. Why should I play


this game in particular?
The Bad Movie theme is a blank check that says,
No pressure. Just have fun. Players will cash that
check. This goes double for the Director.
The use of d20s raises some eyebrows at first, but
the wild swing of the d20 is tamed by the players
earning rerolls called
epic dice
. Also, the
differences between attacking and defending d20s
are used as the amount of damage dealt, creating
quick combat in which rolling a 19 is really almost
as exciting as rolling a 20.
Straight to VHS is a game that gives the players
clear gameplay tools and direction without
overwhelming them with rules. The players are
able to get hugely creative, but are never forced to
drive the story-telling.
Basically, Straight to VHS is way kick-ass.

Wait, Is This One of Those Nerd Games?

Yo, flat out, homebro. Its what us nerds call an RPG (or role-playing game), you dig? RPGs share much
with their videogame counterparts, but brosauce, instead of interacting with a computer and some code,
youre going to be interacting with your friends and the human brain. If you dont think thats baller and
dope, youre straight trippin. In a videogame, youre limited to the sorts of actions and decisions that the
game creators coded into the game. Check it, peeps: with Straight to VHS and other RPGs, youre given a
level of freedom that no videogame or traditional board game can really replicate. Thats hella fly
and
jiggy. Straight to VHS is intended to be a good introduction to the format, thanks to having easy and
straightforward game mechanics that define your character and how you interact with the games world.
In short, yeah its nerdy, and its also really fun. I mean, its, uh, the sickest! It has...typhus or something.

The Bad Movie Mind-Set

Lets imagine a horror movie. Our heroine stands in the woods at the edge of a dark cave. A trail of blood
leads into the caves mouth. If she has any survival instincts or awareness of her existence in a horror
movie, shes gonna turn around, go home and read a book. Thats great for her, but its not very
interesting.
It might be tempting to make your characters survival your highest priority, but if you do so, youll
probably bore yourself. In the end, the goal of Straight to VHS isnt to win. The goal is to share in some
belly laughs and come away with a stupid, kick-ass story!
You should strive to move things forward and
keep things interesting, even if you know your character isnt making the smartest decisions. The
Director will
reward you for doing so, by giving you something called epic dice tokens (which well
learn about on page 8).
In general, act like someone in a horror movie. They arent suicidal, but their sense
of self-preservation is trumped by the desire to tell an entertaining story. Now go. Go explore that spooky
cave! Take up the quarterbacks challenge to a drag race! Decide you have to learn more about the aliens!
Go skinny dipping in the lake! The audience demands it!

Oh! And to really get in the right mind-set, you should watch some fine cinema. May I recommend the
following: 2019: After the Fall of New York, Avalanche Sharks, Beastmaster 2: Portal Through Time, Big
Trouble in Little China, Black Dynamite, Bubba Hotep, Dead Heat, Deadly Prey, Eliminators, Future War,
Gymkata, Hard Ticket to Hawaii, Hell Comes to Frogtown, Independence Day, Killer Klowns From Outer
Space, Krull, Latitude Zero, Leprechaun 4, Masters of the Universe, Miami Connection, Mortal Kombat 1
and 2, Samurai Cop, Sharknado, Star Crash, Terrorvision, Thankskilling, Tremors 2, Troll 2, Wolfcop and for
more, check out
reddit.com/r/badmovies.

Using the options in this document, youll create a B movie character with various strengths and
weaknesses. The Director narrates the action and provides challenges for you and your fellow players.
Hilarity and awesomeness ensues.
Dont worry about memorizing every rule. There will be reminders on your character sheet, and your
Director will carry a lot of the weight (sorry, Director). The game has some rules that can be kinda loose.
When there is any doubt about how a rule ought to be interpreted, the Director makes the final call.
Anytime you see red text in a grey box like this, its text that only the Director needs to read. Skip
it if you like so you can get started sooner. Theres also a section towards the end called
Directing 101, which only demands the attention of the Director.

The Central Mechanic


When you want your character to attempt something that has a reasonable chance of failing (like rock
climbing or punching someone in the mouth), roll a twenty-sided die (called a d20). The higher you roll, the
better your character does. Your d20 rolls get added to by your characters most relevant stat + any
bonuses and/or penalties.
Also, a character that is being attacked rolls a defensive d20 (+ their Defense stat + any bonuses and/or
penalties). If the attack roll is higher than the defense roll, the defending character takes damage. The
amount of damage they take is the difference between the two rolls. If a character takes too much
damage, they die.
One more thing: rolling a 20 causes something good for your character to happen (A.K.A. a
lucky break
).
Rolling a 1 causes something bad for your character to happen (A.K.A. a
tough break
).

A
lucky break can be a direct result of whatever the character just did (your attack cuts off Lord
Scorns weapon hand) or it could be a random stroke of luck (while searching the archives, you
find a $50 bill tucked into the pages). A
tough break is the same idea, just negative for the
offending character. Maybe they shot their own foot or their pants fell off. Basically, just make
something happen and let it play out (sometimes with fitting penalties, bonuses, or extra
damage).
If youre ever having trouble coming up with a fitting
lucky break or
tough break
, try asking the
players what happens!

Lets see a step-by-step example!


Lets say you made a shotgun-toting character named
Lexi. The Director tells you that a deadly chupacabra
is about to leap at Lexi, and its your turn. You might
choose to have Lexi shoot the beast with her
shotgun. Tell the Director and
Roll a d20! Lets say you rolled an
8
.
Now add your most relevant stat. Youre gonna learn
about stats in a bit, but the relevant stat for shooting
is ACC (Accuracy). Youll look at your character
sheet to see Lexis ACC. Lets say Lexis ACC is +6.
8
(from the d20)
+ 6
(from Lexis stat)
= 14
Now add any bonuses and penalties. Penalties are
rare, and the Director will let you know if there is
one. A common way of getting a bonus is by using an
item
. Lets say Lexis shotgun gives a +5 bonus.
Thats
8
+ 6

+ 5

. Lexis total attack roll was


19
.
As Lexis player, youre done.
The Director handles
the rest
. The Director rolls a defensive d20 for the
chupacabra and will add its DEF (defense) stat and
any bonuses and penalties.
If the chupacabras total defense roll is equal to or
higher than 19, Lexis attack missed.
But lets say the chupacabras total defense roll was
12. Because that is lower than Lexis 19, the
chupacabra is gonna take damage from Lexis attack.
How much damage, exactly? It takes the difference
between the two rolls.
19 - 12 = 7, so the chupacabra takes 7 damage. The
Director will narrate this result and let you know that
7 damage was dealt to the chupacabra.

Pro tip: Theres a spot on your character sheet for


you to take notes. So if Lexi is always shooting
things with her shotgun, write down something like
Shotgun Attack: +11 so that instead of checking
what her ACC is (+6) and her shotgun bonus is (+5)
every time, you can just glance at that single
number (+11). It seems like a small thing, but youll
be glad you did it.
Dont just say, You do 7 damage to the
chupacabra. Its still alive. Try something like,
Lexi gets off the shot as the chupacabra starts to
leap toward her, sending it flailing backward. It
hisses in pain and looks very pissed off. That was
7 damage. Describe slow-mo shots, mention the
crappy special effects in the movie, have the
bad guys talk some serious crap, make something
explode! Craft the ultimate cheesy action scene.

This all works the same way if the chupacabra is


attacking Lexi. The Director rolls an ATTACK d20 +
stat + bonuses/penalties for the chupacabra. You roll
a DEFENSIVE d20 + DEF + bonuses/penalties for Lexi.
If Lexi rolls higher, the chupacabra missed. If Lexi rolls
lower, she takes damage equal to the difference
between the two rolls.

Epic Dice
Rolling a d20 leaves an awful lot to chance. Wouldnt it be nice if you could roll it more than once and
choose the roll you like? Well, you can...sometimes.
When you use an
epic die, roll an extra d20 and then
choose the roll you like. There are a few ways you can earn
epic dice.
For now, lets learn about one. The
Director can award you an
epic dice
token
when your character has done something that fits any of the
criteria below.
1.
2.
3.

That was very true to your character.


That was very true to the spirit of bad movies.
That was very badass and/or creative!

Dear Director, dont be stingy with


epic dice tokens
.
Its recommended to use something physical, like coins, to keep track of
epic dice tokens
. You can have up
to three
epic dice tokens
stored at a time for later use. At any time, turn in an
epic dice token to get an
epic
die on a roll (do this before you roll, not after). Alternatively, you can turn in an
epic dice token
to get an
additional 1 AP on your current turn (more about AP on page 10). You can use more than one
epic dice
token
at a time.
The
tropes
and
perks
that you pick for your character will provide additional ways to get
epic dice
.

Your Character, Over Time

Play is broken up into


scenes
. The Director determines when a
scene is over, but its usually just the
duration that the characters stay in a general location or strive towards a particular goal. Scenes usually
last between 20 and 80 minutes. Some character abilities will recharge when a new
scene
begins.
Similarly, HP and some abilities recharge at the start of a new "
day
." Usually this is a new in-game day, but
depending on the nature of the story (for example, if everything happens in one day), the Director may use
a different method, like once per
montage or once per real-life day. The important bit is that
days are
comprised of multiple
scenes
.

Montages

After several
scenes
, the Director might enact a
montage
.
During a
montage
, your character gains a
perk,
and three different stats of your choice get raised by 1 (HP is the exception: it gets raised by 3 if chosen).
If you describe how and/or why your character has become more capable (especially in a style evocative of
a movie training-montage), the Director may award you an
epic dice token
.
Some character options give you bonuses
depending on how many montages youve
had; for this purpose you start the game
with 0 montages.
If your game will run so long that the
characters will eventually have a dozen or
more
montages
, consider granting
perks
every
other
montage
. Otherwise, the
characters can end up quite complicated.
The frequency of
montages is up to the
Director, as there is no XP to keep track of.
You shouldnt do a montage every few
scenes (too often), or only after several
game sessions (too slow). Just figure out
good timing for your players. If it seems
like a good time to beef up the player
characters, do it!

NOT DIGGIN A rule?


GET RID OF IT!

Action Sequences

In high-stakes situations (like combat), characters take turns. To figure out the order, all participants roll a
d20 and add their ATH (or athletics stat). The highest roller goes first, followed by the second-highest and
so on. After the lowest roller, the highest roller goes again and so on. You know, turns!
You can only do so much during your turn.
On your turn, you have 6 action points (which Ill shorten to
AP from now on).
Making an attack uses 3 AP.
(Note: You can attack more than one target with those 3
AP, but doing so gives a penalty to those attacks. This is allowed because spraying bullets all over the room
or spinning your axe in a circle is AWESOME! However, you cant use this to attack the same target more
than once.)
Moving around uses 2 AP, unless you only move 5ft (or 1 square), which is called a
scoot and
only costs 1 AP.
When you arent taking turns, you usually dont have to consider AP costs.
During a player's turn, they can use any amount of their 6 AP. If they use up all 6 AP they are done for the
round and it's the next player's turn. However, if they only want to use some of their AP before moving on
to the next player's turn, they will be able to use their remaining AP at any time before the start of their
next turn.
Lets take a look at some examples of actions and their AP costs:

3 AP
Attack

2 AP
Move

1 AP

Hide

0 AP

Push it to the limit

Bad Edit

(see next page)

(see next page)

Disarm an enemy

Assist

Intimidate

Scan surroundings

Witty banter

Grab an enemy

Distract

Persuade

Scoot

Script changes

Tackle an enemy

Escape Grab

Reload

Pick up an item.

Drop an item

Pick someones
Pocket

Defensive
Maneuver

Push an
enemy

Switching
hand-held items

Sense the obvious


is there a window?

This list covers the most common actions, but its far from complete. What about swallowing a key? How
about barricading a door? What about using the power of child-like imagination to embolden yourself in
the face of adversity? If its something a real person can try to do, its something your character can try to
do. The Director decides how much AP such unlisted actions will take. Resist the temptation to try to talk
the Director down to a lower AP cost. Its more fun for the group to go with the flow. If you really think the
Director is making something cost too much or too little, chat them up with your thoughts after the game
or at least in between
scenes
.
Theres also a list of typical character actions and how to rule them on page 41 in the
Directing 101 section further in. Its a handy list to print and reference, especially when
playing for the first time.

10

Dont worry if this seems overwhelming. All you really need to do is


describe what your character wants
to do, and the Director will adjudicate accordingly. What do I mean by describe what your character
wants to do? Let's see some examples: "I go for a headshot on the yeti," or "I grab the curtain and try to
climb up, or "I swing my sword as I spin around, trying to get all three assassins at once," or "I try to rip
the wires right out of the computer," or "I try to stay still in the hopes that they don't notice me" or "I line
up my shot so the Olympic torch is right between me and the mecha crocodile, hopefully hitting the croc
and setting him on fire," or "I give her the most intimidating stare I can muster."
You can do that, right? Let
the Director worry about the complicated stuff.
OK, theres one complicated bit you oughta know about. Attacks that are aimed at more than one enemy
get penalties.
For each additional target, add a -2 to melee attacks and -4 to ranged attacks. So if
Astronaut Chip Human has three aliens surrounding him and he does a melee attack in the hopes of hitting
all three, Chip Human rolls a single attack roll and takes a -4 penalty. Each of those alien scumbags makes
their own defensive roll.
Also, if you describe a really brutal or ambitious attack, you can decide to make your attack a
gamble
. The
target of your
gamble gets an
epic die on their defense roll. If you still manage to hit, the Director treats
your attack just as though you rolled a 20 (complete with a
lucky break
)!

Cinematic Actions

Cinematic actions are limited-use abilities that allow you to do helpful and amazing things. There are two
cinematic actions
that are on everyones character sheet:

Once per
scene
, you can
Push It to the Limit
by spending 1 AP and turning in an
epic dice token
.
This heals you or an adjacent ally by half your total HP.

Once per
scene
, you can use a
Bad Edit
,
which gives you a single extra action (thats any one thing

with an AP cost) that can occur at any time, on anybody's turn, So, if Mummy Abe Lincoln is about to place
his curse on you, you can use a
Bad Edit
to sneak in one action before he completes his dire proclamation!
Most
tropes
and
perks grant you additional
cinematic actions if you pick them, and there is a handy spot
on your character sheet to write them down. What are
tropes and
perks
? you may be asking. Those are
the character options that build your character. Well get to them soon.

Need a rule that's not in here?


MAKE IT UP like the renegade you are!

11

Dont Attack Struggle!

Enemy encounters in Straight to VHS can be thrilling, dynamic and creative, but not if every round is a
version of I go up to the closest enemy and attack. There are far more options available to you, and the
Director can and ought to reward creative thinking. So, what's a movie character to do?
Take cover!
(read below)
Start a fire!
Knock over the bookcase!
Run away!
Try to intimidate!
Take a hostage!
Disarm the enemy!
Create a distraction!
Go for the eyes!

Hide and get in position for a sneak-attack!


(read below)
Push your enemy out a window!
Protect the weak!
Bluff! Youre
totally
here to switch some lightbulbs.
Make them an offer they cant refuse!
Take advantage of your
epics
.
Grasp every advantage! Get the high ground! Set a trap! Utilize
the choke points! Engage in psychological warfare.
And of course, dont forget about your
cinematic actions
.

Make sure to ask the Director pointed questions about the area. Is the fence electrified? Is there a
ceiling fan? Wheres the light switch in this room? Your environment can be a powerful ally. Characters
who are behind
cover or otherwise concealed get an epic die on their defensive rolls. If the cover is
particularly robust, the Director may decide the character gets two epic dice on their defensive rolls.
You can also utilize cover or darkness to
hide
. Hiding isnt just useful for evading danger; you also get an
epic die
on attacks against targets that you are hidden from. For detailed rules on hiding, see page 42.

12

Script Changes

Script changes let you get a moment in the Directors chair and make an addition to the story.
Script
changes should make at least a little bit of sense. If you say theres a time machine in the room, you ought
to have a reason.
If the Director feels a
script change is just too powerful, they can add a complication. Complications should
never "override" a
script change or make the
script change feel like a net negative. Complications are
meant to keep things interesting and to temper audacious or over-powered script changes.
How are
script changes earned? When you roll
and use either a 1 or a 20 (not counting the
automatic 20s from
gambles as described on page
11) you pick a
script change concept from the list
on the next page. On the character sheet, theres
a box for marking which
script change concept
youve picked.

Mostly, let your players go wild with


script
changes
. They can be silly, surprising,
coincidental, and wholly game-changing. But if
its just total nonsense and/or the other
players arent feeling it, you can veto a
script
change
.

Picking the
concept doesnt mean the
script
change
is ready to use though.

You might find that sometimes a players


script
change doesnt really change things because of
something the player wasnt aware of. Avoid
making a
script change pointless. Find a way to
ensure it does something interesting.
Script
changes should always make a difference. This
is the players chance to mix things up.

The
next time you roll either a 1 or 20, your
script
change is ready to use. You can now use it at any
time; it doesnt have to be right away. After you
use it, you can once again gain a
script change
concept from rolling a 1 or 20, which will again be
ready when you roll another 1 or 20. So, youre
surely wondering what
script changes actually do,
so lets see the
script change concepts and some
examples of use!

13

SCRIPT CHANGE CONCEPTS:


1: A
CHARACTER
arrives (in a non-lethal location).
Examples: Ah, OK! Hot Kevin walks by just in time to see my courageous act! ... We
suddenly see Officer Friendly sneaking up behind the Anti-Easter Bunny.
2: An
EMOTION
is felt (but dont dictate the feelings of another players character).
Examples: Oh, thisll be good! OK, suddenly the sasquatch looks at me with my hairy legs
and everything and its love at first sight. ... The prison guard is filled with deep remorse.
He suddenly feels that this isnt the right thing to do.
3. A
MISHAP
or force of nature intrudes (but doesnt directly take anyone out).
Examples: Actually, the security camera DIDNT see us. Im using my script change. The
security system accidentally got unplugged. When the alien goes to shoot Timmy, the
gun just sparks and starts smoking.
4: A
THING
is at hand (that isnt an uber weapon).
Examples: Script change time! There IS a helicopter on the roof. I find a scroll with a
translation of the Egyptian hieroglyphics.
5: A
TRUTH
is revealed (that wont change a characters game mechanics).
Examples: I pull from my pocket a crumpled photo of a woman and I show it to Dracula. I
say to him, I bet she looks familiar. Your old flame and my mother! Dont you see...Dad!?
As the Mafia goons point their guns at us, I pull out my gun and walk over to them,
keeping it aimed at you guys. The mob boss explains that Ive been reporting back to them
and that youve all been double crossed. But you notice that I sneak a little wink to you
guys.

So, lets say your original vision was a simple tale of the players being terrorized
by a sasquatch out in the woods. Now lets say a players
script change has
resulted in the sasquatch falling in love with one of the players. This will require
a serious rethink of your plans. If youre not sure how to work with a players
script change
, you could call for a ten minute break so that you can figure out
how to move forward. Maybe poachers come for the sasquatch or maybe its
time to meet the squatchs parents. Maybe the sasquatch comes to trust the
players and reveals his secret alter ego: Santa Claus. If you really cant think of
anything satisfactory for your situation, you could veto the
script change or
suggest some sort of compromise.

14

Characters start with two


tropes and a single
perk
, but before you choose them, youll want to
know about the character features they affect. Lets take a look.

Stats
(ACC)
ACCURACY: Ranged attacks, dexterity, delicate procedures.
(ATH)
ATHLETICS: Athleticism, reflexes, speed and initiative
.
(CHA)
CHARISMA: Allure and strength of personality...Resistance to despair.
(DEF)
DEFENSE: Ability to dodge attacks and mitigate damage.
(INT)
INTELLIGENCE: Problem solving and knowledge...Resistance to coercion.
(SPY)
SPYING: Perception, deceit, sneaking, lock-picking.
(STR)
STRENGTH: Melee attacks, body strength, intimidation...Resistance to fear.

Stat Tweaks
When you create
your character,
follow the directions
for s
tat tweaks

Give one stat a +3,


one gets a +2,
one gets a +1,
one of them gets
nothing,
one gets a -1,
one gets a -2,
and one gets a -3.

Your
tropes
,
perks and
items will make additional changes to your stat values. For example, let's say
you chose SPY to give +3 and you chose a
trope that gives you +4 SPY. Just add them up. Your SPY is
7. So what do stats do again? They add to your d20 rolls. So let's say you have +7 on SPY and youre
trying to read someones lips; roll a d20 and add 7 to the result, as well as any other bonuses or
penalties.
Not all actions fit neatly into a single stat. In these situations, the players choose a stat
that they feel is relevant, though they need to explain how it's going to help the character.
Driving is a good example. Depending on the specifics, ATH, INT or ACC could be used. "I
use INT to pull off some maneuvers to ditch the cops," or "I'll roll with ACC cause I'm
trying to drift right between the two semi trucks," and so on.

15

Hit Points

Characters also have Hit Points (a.k.a. HP). Lets learn, shall we?
(HP)
HIT POINTS: How much damage and stress you can take. (HP starts with a value of 30.)
This is the number that you subtract from when an attack against you is successful.
It is restored by
5 + your number of montages at the end of each
scene
. It goes back to its full value at the start of
a new
day
. HP starts at 30, but some
tropes and
perks raise or lower HP. Player-characters are
knocked unconscious when they fall to 0 HP, and they die at -10 HP. If your character dies, give
them a good death scene and make a new character for the Director to add to the movie.
Bad guys have HP too, though sometimes its a lot less or a lot more than 30. Also, if you knock a
bad guy down to 0 HP, its usually assumed theyre dead unless you specify that you merely
knocked them unconscious.
Damage to HP doesnt need to always be narrated as literal damage to the character. It
could be a near-miss, ripped clothes or anything else that indicates a character is in
danger. Even just the sound of the enemy gunfire might be getting to our heroes.

Speed

ATH

SPEED

-8 or less

10ft or 2sq

-7, -6, -5

15ft or 3sq

-4, -3, -2

20ft or 4sq

-1, 0, 1

25ft or 5sq

2, 3, 4

30ft or 6sq

5, 6, 7

35ft or 7sq

8, 9, 10

40ft or 8sq

11, 12, 13

45ft or 9sq

14, 15, 16

50ft or 10sq

and so on

...

Characters'
speed is dictated by their ATH stat.
Speed tells
you how many feet (without a grid) or squares (with a grid)
you travel in a single
move action. Movement can occur
diagonally when playing on a grid.

16

Epics and Bloopers

Your
tropes and
perks will often give you
epics
.
Epics are specific subjects that your character has skill or
knowledge with, like Stealth, Intimidation or Animals. When youre rolling for something relevant to
one of your
epics
, you get an
epic die
, meaning you roll an extra d20 and use the die you prefer.
You might come up with a clever reason that an
epic ought to help with
all your attack rolls because of the
item or technique youre using. Quit it!
Epics aren't meant to be a constant bonus to combat prowess.
Your Director might let you use it once for your clever thinking though.
There are also negative counterpoints to
epics, which are called
bloopers
.
When you roll for something
that you have a
blooper in, you roll an extra d20 and use the lower roll. Be cool and remind everyone when
you have a
blooper that should affect you. Otherwise, the
blooper will call for ANOTHER d20 for the rest of
the movie!
Blooper dice and
epic dice sometimes end up in the same roll. In this case, they just cancel each
other out, die for die.
Theres one last thing. Its possible to end up with the same
epic
or
blooper
twice. For example, both the
Werewolf trope and the Gangster trope give the
epic
Intimidation. If you pick both of these, you have
the
epic
Intimidation (x2) which means you get to roll two extra dice!

Making Characters in 5 Steps


1
Pick two
tropes.
They start on the next page. Get excited!

2
Pick a

perk
.
Youll get another one every time you get a
montage
(unless the Director says otherwise).

3
Pick out some

items
.
Characters (usually) start with $200. And remember, you dont have to spend all
of it. It might be nice to have some cash later.

Allocate the
stat tweaks
as described on page 15. Then add up those numbers with the stat changes

made by your
tropes
,
perks
and
items
. Voila! Final stats!

5
Give your character some personality!
For a lot of players, this might be the first step. Give them a
backstory, goals and compulsions. Do they have a catchphrase or play in a rock band? Don't worry about
being hammy; this is in the spirit of bad movies. Talk to the Director and other players and see if you want
to weave your characters histories together, though some movies may start with everyone being
strangers.

17

Tropes
Pick two tropes. If need be, work with the Director to adjust a trope to fit the movie or your character
idea. Your character isnt exclusively defined by the tropes you pick. For example, if you pick Mad
Scientist and Paid Sponsor as your tropes, your character could also be a robot. However, you wont get
in-game benefits for being a robot.

Batshit Crazy:
At some point in each scene, the director rolls a d20 and keeps the result hidden. If

the Director rolls 9 or less, they tell you a lie about the in-game world or situation. If the Director rolls
10 or higher, they tell you a truth about the in-game world or situation.
inematic Action: Once per
C
scene
, spend 4 AP to describe your characters crazy antics and roll
with a bonus equal to your CHA penalty (if you have -4 CHA, get a +4 bonus. Positive CHA gets you +0)
+ your number of
montages
. Your target defends with INT and on a hit the target is bewildered and
loses their next turn.
inematic Action: Once per
C
scene
, you may spend 2 AP to gain an additional
epic dice token by
responding to an emotional moment inappropriately.
+3 to any two stats // -2 CHA // Blooper: Composure

Batteries Included:
You are a robot, android, automaton, or golem. You are unharmed by
poison, radiation and asphyxiation. You can see in the dark and in infrared (so if you have line of sight
on something warm-blooded, youll likely notice it).
inematic Action: Once per
C
scene
, spend 1 AP to drain the electro-energy from a nearby
electrical device. It is either permanently fried by the process or temporarily drained (Director
discretion). This heals you by 5 + your number of montages or gives you two
epic dice tokens
.
inematicAction: Once per
C
day
, spend 3 AP to activate a built-in magnet which can pull one metal
object (less than 500lbs) to you from up to 25ft away.
+4 STR or DEF // -4 to CHA, INT or SPY // Epic: Mathematics // Blooper: Love

Beastmaster:
You have a pet animal (any kind the Director approves). It cant speak or use items
.
During your turn, you can spend up to 8 AP on your turn, as long as both you and your pet use at least
2 AP on your turn, otherwise its just the regular 6 AP. The pet gets a
montage whenever you do (but
never earns
perks
). It starts out with 30 HP and the following stat bonuses; you choose which stats they
go to: -5, -3, -1, 0, +1, +3, +5. If your pet is killed, roll a d20 during each subsequent
scene until you roll
a 15 or higher. After which, you and/or the Director may narrate how you get a replacement.
+3 to any stat // +2 to another stat // Epic: Animals

Blind Master:
You are blind and take a
blooper die on all rolls that would benefit from sight,
including nearly all attack rolls.
inematic Action: Once per
C
scene
, spend 2 AP to focus on your surroundings. You wont take any
blooper dice
for being blind until the end of your next turn.
+7 to any stat // +3 to another stat // Epics: Hearing, Smell, Taste, Touch

18

Bravehearted:
You always seem like the first to rush into danger, but you are terrified of something;

choose what it is and get Director approval. While confronted with your fear, you get a blooper die on all
rolls.
inematic Action: Once per
C
scene
, get an additional
epic dice token for acting recklessly and/or
putting yourself directly in harms way.
inematic Action: Once per
C
scene
, when you succeed on an action that hurts both you and an enemy
(like pulling the enemy through a second-story window), your enemy takes 10 extra damage.
inematic Action: Once per
C
scene
, if you are within your
speed distance from an ally that has just
taken damage, you can immediately move to their position and take the damage for them instead.
+4 DEF // +2 to another stat // Epic: Resisting Fear (except in regards to your one fear)

Bumbling Sidekick:
You dont seem like a helpful member of the party. If anything, it seems like the
others keep you around so that they know what
not to do. Despite your general ineptitude, you tend to
avoid serious injury. Anytime you attempt and fail at something, the next person to try the same action (or
one the Director deems very similar) gets an epic die on their attempt. Also, every time you roll (and use) a
1, you can award an
epic dice token
to another player.
inematicAction: Once per
C
day
, turn a failure into a success, but you must explain how your success is
due to your bumbling nature. You succeed by the amount you had originally failed.
+5 DEF // -1 to four stats // Epics: Children, Animals, Resisting despair

ChestofWonders:
Its pretty clear why your characters actor/actress was cast...

Cinematic Action: Once per


day,
take off your shirt by using 2 AP to get an
epic die to CHA rolls for
the rest of the
scene.
CinematicAction: Once per

day,
take off your shirt by using 2 AP to get an
epic die to STR rolls for the
rest of the
scene.
CinematicAction:

Once per
day
gain an additional
epic dice token
when you get your top wet.
+2 to any two stats // -2 to any stat // Epics: Seduction, Intimidation

Coward:
You can attempt to hide by only using 1 AP. You get an additional
epic die on attacks against

enemies that are unaware of your presence.


inematic Action: Once per
C
day
, when you take damage, you can make an adjacent person (who isnt
the attacker) take the damage instead.
inematic Action: Once per
C
day you can cower until the start of your next turn by spending 3 AP.
While you are cowering in this way, nobody will attack you.
+5 to SPY // +4 to ATH, CHA, DEF or INT // -3 to STR and ACC // -8 HP

Crime Robber: Add $400 to starting amount. Roll a d20 when seen by a police officer; on a 15+, they
will attempt to apprehend you. You can attempt to pick-pocket by spending only 2 AP, rather than 3. Most
importantly, youre skilled in all things crime.
inematicAction:
C
Once per
scene
, earn an
epic dice token
by acting on your criminal instincts.
+4 SPY or ATH // +2 to another stat // Epic: Crime
(see?)

19


Cyborg: You are part human, part machine. If you get wet or electrocuted, add a
blooper die to every roll
for the remainder of the scene.
inematic Action: Once per
C
scene you can spend 2 AP to see through walls until the start of your next
turn
inematic Action: Once per
C
scene you can spend 2 AP to launch a 25ft arm extension (your hand still
functions and can be retracted for 1 AP).
+4 to ACC or STR // +2 to ATH or SPY // Epics: (Pick two senses)

Die Hardly: A shark bite and a gunshot wound? Big deal! At the end of each scene you heal 10 + your
number of montages (instead of the normal 5 + montages). Upon reaching 0 HP or less, immediately roll a
d20. You only fall unconscious if you roll an odd number. Do the same if you get hit again at 0 HP or less.
You still die if you reach -10.
inematicAction:
C
Once per
scene,
get an
epic dice token
when you drop to 10 HP or less.
inematic Action: Once per
C
scene
, spend 1 AP to act totally nonchalant and earn an
epic dice token
.
The rest of this turns AP is deferred to your next turn.
+10 HP // +3 to a stat of your choice // -4 to a stat of your choice

Doctor:
You carry around a bag filled with all sorts of doctor stuff. At the end of each
scene
, you can

allow yourself or a present ally to heal an additional 5 + number of montages.


inematic Action: Once per
C
scene
, spend 2 AP to administer first-aid on yourself or an ally, healing
your target by 5 + your number of montages.
inematic Action: Once per day, spend 2 AP to administer an adrenaline shot. The recipient gets 3
C
epic dice tokens and no token limit until the end of the
scene (if the recipient has more than 3 tokens at
the end of the scene, they lose the surplus).
+3 to any two stats // -2 to any two stats // Epic: Doctoring

Dual Wielding: You can get into a defensive posture for only 1 AP, giving you an
epic die to one DEF

roll before the start of your next turn.


inematicAction: Once per
C
scene, you can make a 1 AP attack with a weapon, but only if you already
used another weapon on your current turn.
inematic Action: Once per
C
day, make a special 3 AP attack. If this attack hits, you get to make a free
attack (with a -1 penalty) with a second weapon. If that attack hits, you can make another free attack (with
a -2 penalty) with the original weapon. Continue switching weapons and increasing the penalty until you
miss or no longer have a target you can hit.
+3 ACC or STR // +2 to ACC or STR (whichever you didnt choose to give +3)

Famous: Add $700 to your starting amount. Anytime you meet a new person, you can roll a d20. On a
1-5, the person loathes you and you get a -5 penalty to CHA rolls with them. 6-10 means they dont know
you. 11-15 gives you a +5 bonus to CHA rolls with them. 16-20 gives you +10. Your experience with the
paparazzi has also left you skilled at concealing your identity and avoiding notice and capture. You can
escape grabs by only spending 2 AP.
+2 to any two stats // Epics: Disguise, Stealth // Blooper: Common Society

20


Gangster:
Roll a d20 when seen by police; on a 15+, they will try to apprehend you. You are

accompanied by a two-person entourage. Your entourage doesnt do much of consequence, except for
when you use one of the
cinematic actions below. They both have 1 HP, and all their other stats are equal
to your number of
montages
. Their weapons give an attack bonus of +3 for both ranged and melee
attacks. If a member of your entourage dies, roll a d20 during each subsequent
scene until you roll a 15 or
higher. After which, you and/or the Director may narrate how you get a replacement.
inematic Action: Once per
C
day
, you can spend 2 AP to command your entourage to jump into the
action right before your next turn; you then control them until the scene ends.
inematic Action: Once per
C
scene
, and at any time, a member of your entourage can take a single
action.
+2 to any two stats // Epics: Street Smarts, Intimidation // Blooper: Polite Society

Gumshoe:
You are some sort of detective or private investigator. Youve got a magnifying glass that
allows you to find tiny clues at no penalty, binoculars to see from far away at no penalty, a camera (spend
3 AP to take a picture), and you have a kit which allows you to dust for (and transfer) fingerprints (a 5 AP
process).
inematic Action: Once per
C
scene
, you can add your INT or SPY to any single roll of yours (on top of
whatever stat is most relevant), so long as you can explain how the action is aided by the added stat.
inematic Action: Once per
C
scene
, for 1 AP, pick a single object or person that you can currently see.
The Director will tell you every single thing that could be humanly deduced about it.
+3 to INT or SPY, +1 to the other // -2 to two other stats // Epics: Investigation, Awareness

Haunted: You are aided by a ghost who kinda comes and goes. Who they are and why they help you is
up to you. The ghost has its own character sheet, with starting stats, two
perks (
excluding the
perk
Dramatic Reveal) a
nd Epic: Intimidation x2 (but it doesnt get
items o
r
tropes).
It raises three stats by 1
when you receive a
montage.
If it reaches 0 HP or less, the ghost retreats until the end of the scene. At the
start of the next
scene,
it has healed back to full HP.
inematic Action: Once per
C
scene use 1 AP to have the ghost appear anywhere within 100 ft of you,
then direct the ghost to take an immediate single action that isnt an attack.
inematic Action: Once per
C
day
, use 1 AP to have the ghost appear anywhere within 100 ft of you,
then direct the ghost to take an immediate 5 AP turn with the ability to attack.
+2 to any two stats // Epic: Ghosts

Hobo: Subtract $170 from your starting amount. Start with a bindle on a stick containing a knife (has a +2
bonus, and can be thrown short range), two gauze, a lighter, lighter fluid, a can opener, a flask and a
flashlight.
Cinematic Action: Once per

scene, you can throw a can of beans (a short-range thrown weapon with
a +2 bonus) for 2 AP.
inematic Action: You suffer from halitosis, and once per
C
scene
, you can breathe on an adjacent
enemy by spending 2 AP. This automatically succeeds in giving them a
blooper die
to their next roll.
+2 to any three stats // Epics: Trains, Street smarts // Blooper: High Society

21


Jack Burtonesque: Get a
blooper die on all rolls, but get an automatic 20 (complete with a
lucky
break) if you ever roll doubles. You can spend 2 AP to make your enemies not really pay attention to you
until the start of your next turn, so long as they have someone or something else to focus on instead (also
you should say or do something cocky).
inematicAction:
C
Once per
day
, get an automatic 20 on a roll (complete with a
lucky break)
.
inematic Action: Once per
C
day
, when you are hit, you can take zero damage and give the damage
you would have taken to your attacker but you must be able to explain this as being the result of good
reflexes.
+3 DEF // +2 to any other two stats // Epic: Reflexes

Know-It-All:
And knowing is half the battle.
CinematicAction:

Once per
day,
spend 1 AP to dramatically remove your glasses to have an epiphany
(the Director reveals something).
inematic Action: Once per
C
scene spend 4 AP to get a read on a target, after doing so, youll receive
an
epic die
to all rolls against the target until the end of the
scene
.
+5 to INT // -2 to STR or CHA // Epic: Recalling Any Knowledge!

Mad Scientist: Your intensity and your zest for experimentation can be off-putting to others, but no
one can doubt your ingenuity. After you or anyone else attempts something and fails, you gain a one-time
+2 bonus to attempting the same thing as long as you describe a more elaborate solution to the problem.
inematic Action: Once per
C
scene
, you may spend 2 AP to gain an addtional
epic dice token
by
laughing maniacally after youve succeeded at something.
+5 INT // +2 ACC or SPY // -2 CHA or STR // Epic: Science, Technology

Man/Woman of Action: You believe in the power of doing. Get an extra


bad edit each
day
. Anytime
you attack multiple targets with a single attack, reduce your total attack penalty by 2.
inematic Action: Once per
C
scene
, when you break something, gain 2 AP to use on your current or
next turn.
+4 to ACC or STR // -2 INT or SPY // Epic: Initiative

Man/Woman of the Cloth: You are some sort of religious authority. Years of sermons and/or
ceremonies have made you a gifted speaker; you can persuade others using only 1 AP.
inematic Action: Once per scene,
C
whether through the divine or the mundane, you can use 2 AP to
heal yourself or an ally who can see or hear you by 5 + your number of montages.
+3 CHA // +2 to another stat // Epics: Speaking, Religion // Blooper: Romance

Martial Artist: You get +5 to STR if you are unarmed and +2 to DEF if you aren't using any sort of
armor. If you succeed in defending against a melee attack, you can move yourself or your opponent a
number of feet equal to the amount you succeeded by.
inematic Action: Once per scene, spend 3 AP to put on an intimidating martial arts display that
C
works as an
intimidate
action with an
epic die
.
+2 ATH // Epic: Acrobatics // Blooper: Firearms

22

Monkey Man: Theres something wild about you. Anytime youd like something to climb or swing on,
it's conveniently there! Be it a chandelier, rope, cable or vine, itll be the length you need and will never
break on you. You have an animal companion who follows you and mostly doesnt do much of
consequence. It has 20 HP, and its stats are 0 except for ACC, ATH and SPY which are equal to your number
of montages. It also has the Climbing
epic
. Each
scene, the animal gets 6 AP total and can act during
anyones turn. The animal get a blooper die when using items. If your animal dies, roll a d20 during each
subsequent
scene until you roll a 15 or higher. After which, you and/or the Director may narrate how you
get a replacement.
+4 to ATH // -1 CHA or INT // Epics: Animals, Climbing, Parkour

Net Hacker: The digital webs are your playground. Computer systems are your play blocks.
It's...playtime, or something. You have some sort of portable device that allows you to spend 2 AP to
wirelessly access all sorts of electronic systems that you have line-of-sight to. Note: hacking isnt
automatically successful, as you must make an INT roll to beat a
difficulty level
set by the director.
inematic Action: Once per
C
scene
, earn an additional
epic dice token by doing something that
supports the hollywood idea that hackers are nerdy, awkward and/or weird.
+3 INT // +3 SPY or DEF // -2 to STR or CHA // Epic: Electronics, Research // Blooper: Nature

Ninja: Youre a damn deadly and silent shadow. You get an


epic die to melee attacks made from above or
below your target.

Cinematic Action: Once per


scene
, upon making a successful attack, roll a d20 (
epic die rolls can not
be applied). Your target takes the rolled number as additional damage.
+3 to SPY and ATH // -3 to any stat // Epics: Acrobatics, Stealth

Old Geezer:
Youve been through a lot over the years and these whippersnappers shouldnt take you so

lightly! You start out with an additional perk.


inematic Action: Once per
C
scene
, earn an additional
epic die token
when you do something to
highlight your age and/or depth of experience.
inematicAction: Once per
C
scene
, earn an additional epic die token when you butt heads with an ally
or when you fend off danger so that others might flee or move forward.
+2 to any four stats // -3 ATH // Epics: History // Blooper: Youth culture

Paid Sponsor: Add $200 to your starting amount. You seem to solve a lot of your problems with one
particular product.
inematic Action: Once per
C
scene
, use 1 AP to have a refreshing and/or relieving [INSERT PRODUCT]
which can either heal HP by 5 + your number of montages or give you an
epic dice token
.
inematic Action: Once per
C
scene
, use 1 AP to use an [INSERT PRODUCT] on an ally within 25 feet (5
squares).
+2 to any two stats

23

PoliceCop: You start with a weapon with a +4 bonus, a cop car and of course, a badge! But remember,
the police chief and populace might not always be on your side.
inematic Action: Once per
C
day
, spend 2 AP to call for backup. Two cops will enter combat right
before your next turn. Each cop has 1 HP, and all their stats are equal to your number of
montages
. Their
ranged weapons give a +3 bonus. The backup cops exit at the end of the scene
. If the story disallows the
arrival of backup, you can instead spend 2 AP once per
day to have 8 AP on your turn (starting on your
next turn) for the rest of the
scene
.
+2 to any stat // Epic: Police Work, Persuasion // Blooper: Criminal Society

Protagonist:
You're the star, so nothing bad will happen to you, right?
CinematicAction:

Once per
day,
turn a roll into a 20 complete with a
lucky break
.
CinematicAction:

Once per
day,
turn a roll into a 1 complete with a
tough break.
Cinematic Action: Once per day,

spend 3 AP to make a character waste their next turn monologuing


instead of actually doing anything.
+3 DEF // +2 to another stat // Epic: Passionate Speeches

Psychic Mindfreaker: You can use your mind to move things that weigh 10 pounds or less, no
problem, even using them to attack using INT. Moving heavier objects requires an INT roll with the
difficulty level
set by the Director.
inematicAction:
C
Once per
day
, spend 2 AP to hear someone's thoughts and sense their mood.
inematic Action: Once per
C
scene
, spend 2 AP to freak someones mind, giving them a
blooper die to
their next roll.
+3 INT // Epic: Pursuasion

Road Rash: Anytime youd like a motorcycle with keys in the ignition to be nearby, spend 2 AP to spot
one. Get a +2 bonus to all rolls while on a speeding motorcycle, except INT and SPY rolls. Note that
sometimes being on a motorcycle can still net you a penalty (while attempting stealth, for example).
Getting on or off vehicles doesnt cost you any AP and you look cool doing it.
+2 to any two stats // -2 to any stat // Epic: The Biker Life

Sentimentalist: You carry something with you, like a flask, locket, shrapnel in your chest, lucky coin,
etc. When you receive damage that would take you to 0 HP or less, give the damage to your trinket
instead. Its destroyed after taking a total of 30 damage since the start of the movie.
inematicAction:
C
Once per
scene
, spend 2 AP to gaze upon your trinket and gain an
epic dice
token

.
+3 to any two stats

Sniper: Subtract $100 from your starting amount, but you have a +6 sniper rifle in your possession which
must
reload (for 2 AP) after every shot. Youre a damn fine shot and also skilled at concealing yourself and
your weapon. You can spend 5 AP on an attack with a sniper rifle in order to gain an epic die on the attack.
Hopefully you dont ever have to fight in close quarters combat.
+3 ACC // +2 SPY // Epic: Stealth // Blooper: Melee defense, Melee offense

24

Snot-Nosed Brat: You cant vote, drink, or serve in the military might as well embark on a perilous
adventure! Subtract $100 from your starting amount. Any time you would get killed and on each
subsequent turn at 0 HP or less, roll a d20. You only die on a 5 or less.
inematic Action: Once per
C
scene
, earn an additional
epic die token
when you do something to
highlight your age and/or lack of experience.
inematicAction: Once per
C
scene
, use your childish wiles to gain an
epic die on an attempt to deceive
or charm.
inematic Action: Once per
C
scene
, gain an epic dice on an attack that could be described as fighting
dirty. If successful, the target takes the damage and gets a blooper die to all rolls until the end of their next
turn.
+4 to DEF // -2 to INT or STR // Epics: Hiding, Youth Culture // Bloopers: Grown-Up Stuff, Intimidation

Sophisticated: Youre well-connected, affluent and of proper taste. Youre likely well-dressed and
almost certainly British. Do be a dear and start with an extra $300.
inematic Action: Once per scene, roll a d20. If you roll a 15 or higher you can tell the Director the
C
name of a new character that your character is acquainted with and two facts about them, like "She is the
director of the C.I.A. and she owes me a favor". The Director then asks you a revealing question about the
character, like "Yes, but why do you two no longer get along?" or "How did she recently end up in the
hospital?".
inematic Action: Once per scene earn an additional epic dice token by doing something to highlight
C
your civility and/or snobbery.
+4 to CHA or INT // -2 to ACC or STR // Epics: High Society, Persuasion // Bloopers: Roughin It

Stoner: You have the munchies, but you never think to bring snacks with you. If you eat a snack during a
scene, heal an extra 5 HP at the end of the scene, which is pretty sweet. Less sweet is the fact that you get
tough breaks
on rolls of 3 or less.
inematicAction:
C
Once per
scene
, earn an
epic dice token
by perpetuating stoner stereotypes.
inematic Action: Once per
C
scene
, dispense some stoner wisdom to an ally, who then earns an
epic
dice token
.
+4 to any stat // +3 to another stat // Bloopers: Authority Figures, Fear (paranoia)

Street Tough: You carry a boombox with you wherever you go and always seem to be wearing
sunglasses. Some people seem to think this makes you look tough.
inematic Action: Once per
C
scene
, you can use 2 AP to blast some tunes. You and your nearby allies
get pumped up and you all get an
epic die
to your next roll.
inematic Action: Once per
C
day
, you can use 2 AP to use your boombox to sonically assault an
opponent, causing them to miss their next turn.
+2 to any two stats // Epics: Youth Culture, Dancing, Intimidation // Blooper: Polite Society

Talking Dog: You are a relatively intelligent canine (or similar) who can freely communicate with his
friends. For some reason, other people dont seem to acknowledge this. You lack opposable thumbs and
take a blooper die on any rolls that would benefit from them. You can also talk to animals. You can grab
enemies by spending only 2 AP instead of 3 AP (grab rules on page 42).
inematicAction:
C
Once per
scene
, earn an
epic dice token
by acting on your animal instincts.
+4 ATH or CHA // +2 to DEF or STR // Epics: Smell, Digging
25


Though Art from theFuture: You are a warrior from the relative future who has been transported
to... whatever time your game takes place. You have no money but start with a ranged +4 weapon (or a
custom ranged weapon worth $300 or less).
inematic Action: Once per
C
scene
, gain an additional
epic dice token by doing something that
highlights your lack of familiarity with the present era.
inematic Action: Once per
C
day you can spend 2 AP to unexpectedly phase in and out of time,
making yourself untouchable until the start of your next turn.
inematic Action: Once per
C
day
, you can allow the forces of time to tug on you, revealing a possible
vision of the near future (the Director reveals something).
+3 ACC // +2 to another stat // -2 STR or CHA // Bloopers: Current Events, Nature, Etiquette

Thou Art from the Past: You are a warrior from the relative past who has been transported to...
whatever time your game takes place. You have no money but start with a melee +4 weapon (or a custom
melee weapon worth $150 or less).
inematic Action: Once per
C
scene
, gain an additional
epic dice token by doing something that
highlights your lack of familiarity with the present era.
inematic Action: Once per
C
day you can spend 2 AP to unexpectedly phase in and out of time,
making yourself untouchable until the start of your next turn.
inematicAction: Once per
C
scene you can allow the forces of time to tug on you, dealing 2 damage to
you, but slowing your surroundings and granting you an extra 2 AP on your current turn.
+3 STR // +2 to another stat // -2 ACC or INT // Bloopers: Current Events, Pop Culture, Technology

Troubled Athlete: Coach always said you could become one of the greats, if only you could find your
confidence. After you roll and use a 20, you gain "the touch". The touch lasts until you roll and use a 1,
shattering your confidence. While you have the touch you are brimming with confidence and get an
epic
die
on all ATH and STR rolls.
inematic Action: Once per
C
scene
, use 2 AP to compare a challenge you face to a sport; youll get an
epic die
to the next relevant roll in the same scene.
+4 ATH // +2 CHA or STR // -3 INT or SPY // Epic: The Sporting Life

Vampire: You take 5 damage each round when your skin is exposed to any of the following: crosses,
garlic, holy water, wooden stakes, direct sunlight. You own a full-body cloak which protects you from the
sun, but you have
Blooper: Charisma while wearing it. You have a melee attack called
Blood Sucking
.
Though
Blood Sucking gets no weapon bonus, you add STR
and ACC to your
Blood Sucking attack rolls. If
the
Blood Sucking
attack hits, you heal half the amount of damage you dealt, rounded down.
inematic Action:
C
Once per
day
, you can use 2 AP to turn into a bat until the end of the
scene
. While
you are a bat, the only attack you can make is
Blood Sucking
. As a bat you can fly, and have
Epic: Stealth
.
+2 to four stats // Epic: Persuasion // Blooper: Animals

26

VoodooMaster:
You have a voodoo doll, some glue and a pair of scissors.

inematic Action: If you collect some hair from someone and attach it to the doll: Once per
C
day for 2
AP, roll a d20 and the hair donor will take damage equal to the amount shown on the d20 plus your
number of montages.
inematicAction: Once per
C
day for 3 AP, you can try to hypnotize someone who can see you. Roll INT
or CHA, your target defends with INT. On a success you manage to hypnotize your target into immediately
doing a single action.
inematic Action: Once per
C
scene, you can spend 1 AP to place a hex on someone, causing them to
take a -2 penalty to all rolls for the rest of the
scene
.
+3 INT or CHA // +1 to another stat // Epic: The Supernatural

Werewolf:
In the moonlight (full or otherwise), you turn into a werewolf with the following bonuses
and penalties: (+10 HP. Epic: All STR and ATH rolls! Blooper: All CHA and INT rolls!) Turning into a werewolf
heals 10 HP and destroys normal-fitting clothing. As a werewolf, you can not attack with weapons except
your own claws and teeth which give +2 to attacks. You only stop being a werewolf after spending a few
hours out of the moonlight (meaning the sun has risen or youve been indoors).
inematicAction: As a werewolf, you can earn an
C
epic dice token
once per
scene
, by spending 2 AP to
howl.
+2 to any stat // Epic: Intimidation, Smell // Blooper: Animals

What a Scoop!:
You are employed at a newspaper, news magazine or TV news show. You have a press

pass and a camera. Spend 2 AP to take a photo.


inematic Action:
C
Once per
scene
, earn an additional
epic dice token for taking decisive action in
order to doggedly pursue a story.
inematic Action:
C
Once per
scene
, spend 2 AP to blind someone with your cameras flash, giving
them a
blooper die
to all rolls until the start of your next turn.
+3 to two of the following: INT, CHA, SPY // -2 to ACC or STR // Epics: Interviews, Public Affairs, Research

Wheelman: You start with a 1969 Dodge Charger. While in a car, spend 5AP to use the car as a melee
weapon with a +7 bonus. You never take damage from a vehicle crash. You can automatically hotwire any
vehicle. You also seem to have a special touch with machines; you can use STR or ACC instead of INT when
trying to fix machinery.
+2 CHA // +2 to STR or ACC // Epic: Vehicles (but not to attack)

27

Perks
Pick one perk when creating a character, and gain more when you earn montages. You can take most perks
twice; exemptions have an asterisk next to their names. When you take a perk a second time, double the
value of the
underlined
words and/or numbers.
When you choose a perk twice and it has underlined epics
or bloopers, they become (x2) and thus call for a second epic/blooper die!

AdrenalineRush:
CinematicAction:

Once per
scene,
you get
one
epic die

on a STR roll.
AspiringScript Writer*:
When its time to pick a
script change concept
, pick two instead. When its
time to use your
script change
you can choose either, not both. You dont keep the one you didnt use.
Calmly Walk Away: You get
one
epic die on DEF rolls against explosions if you are not looking at the
explosion. You get a
+1
to all explosive attacks.

Crunch Time: As long as you aren't in a high-pressure situation, you are good at figuring things out.
+2
INT when you aren't taking turns (such as in combat).

Deceitful:
You are skilled at misleading others.

(
Epics: Lying, Sleight of Hand
)
DramaticReveal*:
Choose a third

trope
. However, you no longer heal between scenes.
Druid, or Possibly Farmer: In any case, you've been getting in touch with nature.
(
Epics: Plants &
Animals, Living off the Land, Weather Prediction
)

Duct Tape and Solder*: In 10 minutes, you can combine any two weapons together. The resulting
weapon has the properties of one of the weapons (your choice) and gets an additional +1. If you combine
a melee weapon and a ranged weapon, the resulting weapon can switch between melee and ranged by
spending 1 AP. And no, you cant keep combining already-combined weapons to get bigger and bigger
bonuses. Nice try, though.

Eagle-Eyed:
For whatever reason, you seem to have great vision.
(
+1 ACC, Epic: Sight
)

EliteShooter*:
Reloading a weapon only costs you 1 AP.

(
+1 ACC
)

Evil Eye:
CinematicAction:
Once per
scene, you can spend 1 AP to give someone the evil eye. Roll a
d20. On a 1-5, the target focuses on you. On a 6-10, the target avoids you. On an 11-15, the target takes a
-2 to all rolls in this
scene
. On a 16-20, they lose their next turn, paralyzed with fear.

ExplosivesExpert:
Get a
+2
bonus to attacks with explosives.

Fight Me Likea Man: While fighting unarmed, you disarm your opponent if you roll an 18+ on your
attack roll, placing the weapon anywhere on the ground within
10
feet.

(
+1 STR
)

Float Like a Butterfly:


Cinematic Action:
Once per
day
, you can tap into a heightened level of
self-preservation. For the rest of the
scene,
get a
+2
to DEF.
28


Glancing Blows: If you miss with an attack, deal
2 damage anyway. If you attacked multiple targets
with your attack, you only deal
2
damage total.

Good Judge ofCharacter: You've been around the block and tend to know a shady character when
you see one.
(
Epics: Sense Motives, Lie Detection
)

Hell of an Arm: You can throw with great strength, gaining


+2 on attacks with throwables. You can
throw normal throwables at long range

High Five ofLife:


Cinematic Action:
Once per
Scene, for 1 AP
, g
iving an ally a high five heals
2
HP
for you and the ally.

Im Not Supposed to Die Like This: Choose one of the following categories. You get
+2
to DEF
rolls against that category.

Projectiles (bullets, arrows, thrown bricks and so on)

Melee weapons and explosives (swords, chainsaws, grenades, rockets and so on)

Natural weapons (fists, feet, teeth, claws, elbows and so on)

John Woo:
Cinematic Action:
Once per
scene
, you get a +4
bonus to ACC if you are jumping into or
out of cover this turn. You seem to attract and then startle doves, giving you
Blooper: Stealth

LaserFocused:
CinematicAction:
Once per
scene,
you get
one
epic die

on an ACC roll.

Leap ofFaith:
CinematicAction:
Once per
day,
when you would take damage from a fall, something
really lucky happens and you end up not taking damage. Jump away!
(
+1 ATH
)

Masochistic:
+2 to your next roll after taking damage. Receiving damage more than once does not
cause the bonus to increase.

Mass Destruction: When you attack multiple targets in the same action, reduce your total attack
penalty by
1
.

Master of Disguise: Youre skilled at changing your mannerisms, voice and appearance to seem like
a different person.
(
Epic: Disguises & Mimickry
)

Mr. Roy Rogers*: Your bullets tend to ricochet to exactly where you want them, negating any cover
your enemies might be using.

MyBodyIsaWeapon:
All of your unarmed attacks get a
+2
.

29

My Body isLiterallyaWeapon:
Youve attached
a weapon onto your body in place of
one
of your
hands or feet. The weapon gets a +2 bonus, but you receive penalties on actions that the Director believes
would be aided by having the hand or foot instead. It takes 3 AP to remove the weapon from your stub,
and 3 AP to mount a new weapon or artificial limb.

Payday:
Get paid. $500 (this perk can be taken as many times as you like).

Photographic Memory:
Once per
scene you can make a perception check on an area or object you
have seen in the past, just as though you were looking at it now. (
+1 SPY
)

PointBlank*:
You can use ranged weapons in an enemys melee range with no penalty.

PushIt Real Good: Your "Push It to the Limit" heals an extra


3
HP, and you can use the ability on an
ally that can see or hear you.

Quick to Act: You have


Epic: Initiative
. This means anytime you roll to determine the order everyone
acts in, you can roll twice and choose either result.

Sexual Tyrannosaurus: You get


+2 to CHA with anyone attracted to your gender. Also, no matter
what hell you go through, you always look great.

Sexy Nerd:
You wear glasses, which means youre smart and a nerd. If you take off your glasses, you get
a blooper die
to all rolls that would be aided by sight. However, you gain
an
epic die to CHA rolls while your
glasses are off. Putting on and removing your glasses costs 3 AP (because you always make such a big deal
about it).
(

+1 INT, -1 CHA
)

Sleeper Hold:
CinematicAction:
Once
per
scene
, if you can get behind an opponent, you can make a

melee attack with a blooper die. If successful, the opponent falls unconscious. Each round, the opponent
rolls a d20, and they wake up on a 17+.

Smack-Talkin':
Cinematic Action:
Once per
scene, you can smack-talk to someone for 1 AP, giving
them a
-2 to the rest of their rolls in the
scene,
unless those rolls would directly deal damage to you. The
penalty goes away if you are knocked unconscious.

Speed ofPlot:
CinematicAction:
Once per
day
, an event or action of your choice takes three times
longer than it ought to. (Examples: someone falling from a building, a bomb about to explode, a door
shutting, a particular combat action. Some Director discretion required.)

Suppressing Fire:
Cinematic Action:
Once per
scene, you can spend 2 AP to wildly fire a ranged
weapon, suppressing enemy action. Enemies within your weapons range take
a
blooper die to all rolls on
their next turn.

The More the Merrier: When you have 2 or more active enemies adjacent to you, you get a
+2
bonus to all rolls.

30

Trenchcoat*: You wear a trenchcoat in which you can visually conceal anything smaller than you.
CinematicAction:
Once per
day
pop the collar to gain an
epic die
on a CHA roll.
Under theRadar: If you didn't attack anyone on your last turn, you have a
+2
to DEF until the start of
your next turn.

Warrior Training: You dodged the rocks the sensei was throwing at you as you ran up the stairs while
lifting buckets of water. You are ready.
+1 ATH, +1 STR, +1 DEF
, but the experience made you kinda bitter,
giving you
Blooper: Charm

Wheres My Mark?: You get a


+1 to all rolls made by using a
Bad Edit.
Each
day
, you receive
one
additional
Bad Edit.

Why Didn't You Say So?:


Cinematic Action:
Once per Scene
, when any other character mentions
the need for an item that isn't a weapon or extremely rare, you can roll a d20. If you rolled 10+, that item
is within arms reach.

Wildcard*: It seems like things tend to either go amazingly or horribly for you. You get a
lucky break
when you roll an 18, 19 or 20. You get a
tough break w
hen you roll a 1 or 2.
WinningSmile:
+2

CHA against targets that arent hostile towards you.


You Never Know: Choose 2 of the following
Epics
: Animal Calls, Astronomy, Balance, Bartering,

Chemicals, Cuisine, Current Affairs, Dancing, Dinosaurs, Diseases, Drugs, Eavesdropping, The Forest,
Forgery, Gambling, Geopolitics, Hacking, History, Hunting, Jumping, Lock-picking, Lying, Music, Nuclear
Energy, The Ocean, Parkour, Pop Culture, Religion, Reptiles, Ropes, Seduction, Singing, Stealing, Surgery, or
something else that your Director approves.
(When taken a second time, simply pick two new epics, or
double down on the ones you already picked.)

You SickSonovabitch: Any time you deal damage to somebody or mentally mess with them enough
that they start taking penalties, you heal
1

HP.

You ThoughtI Was Down*: Upon reaching 0 HP, you pass out just like anybody else and you miss
your next turn, but on the turn afterward, you act normally, and receive an
epic die to all rolls. At the end
of that turn you pass out for good until healed.

31

A Note About Melee Combat VS. Ranged Combat

With a ranged weapon, you can attack people who are far away from you and keep yourself relatively out
of harms way. This is a huge advantage! However, ranged weapons cost a little more than melee weapons
and they typically suffer from five drawbacks.
1. After rolling a 3 or less when attacking, ranged weapons jam or need to be reloaded. You must
spend 2 AP to fix it before you can use it again.
2. While within an enemys melee range, your ranged attacks get a blooper die against that
enemy.
3. If you choose to attack more than one target in a single ranged attack roll, you take a -4 penalty
for each additional target. By comparison, melee weapons only take a -2 penalty for each
additional target.
4. Most ranged weapons are loud, which isnt ideal when trying to keep a low profile.
5. Ranged weapons are more expensive.
In the end, both options are just about equal. Simply pick the
tropes and
perks
(some of which favor
ranged or melee) that appeal to you and build the character that sounds fun to play.

Example Items
Want an item that's not on the lists below? Ask your Director. Also, feel free to add some personal flair to
your items. "Brass Knuckles" could just as well be "Ring of Power" or "False Fingernails." Be aware,
depending on how the movie starts out, the Director might ask you to wait on items.
The following are just examples. In your game, the players might need to get scuba gear, potions of
anti-fairy, wooden stakes or a trampoline. Just create any relevant stats and costs and go wild!
Starting with $200 is just a suggestion, and depending on the plot, you might go with something very
different. Just be sure to adjust relevant
tropes
and
perks
appropriately. You'll likely want to give
players options for getting new items, either through finding them and/or purchasing them. If your
players have the option of buying items, provide opportunities for characters to get money. Money
could be earned from Director-controlled characters for completing tasks, it could be found on
defeated enemies or it could even be stolen or extorted from Director-controlled characters. Money
could be a central goal for the characters.
Characters can have their items taken or broken, but items are a way for players to customize their
characters. As such, only smite a players item when the characters actions really call for it, and give
the character a chance to avoid it, repair it or replace it.
32

Melee:
You have to be next to an enemy to use a melee weapon on them. However, some melee
weapons allow you to attack from up to 10ft away. When attacking more than one target in a
single action, melee attacks take a -2 penalty per additional target.
Bonus

Name

Special

Price

+1

Brass Knuckles

counts as unarmed

$15

+1

Zapper

On a hit: blooper die to target's next roll

$50

+2

Baseball Bat

+2

Knife or Dagger

+3

Machete

+3

Scimitar

Reduce total penalty for attacking multiple


targets by 2

$120

+3

Whip

10ft melee range

$120

+4

Sledgehammer

+4

Axe

+5

Sword

+5

Chainsaw

+6

Katana

+6

Cyber Halberd

+7

Battleaxe

$1,300

+8

Lasersword

$2,200

+9

Poseidons Trident

$3,300

$20
can be thrown short range

$45
$60

$150
Reduce total penalty for attacking multiple
targets by 1

$225
$340

Loud!

$290
$700

10ft melee range

$1,400

Ranged:
Ranged weapons can attack from afar, but if you are within an enemys melee range then
your ranged attacks against them get a blooper die. Also, after you roll a 3 or lower on an attack,
you must reload. It takes 2 AP to reload.
When attacking more than one target in a single action, take a -4 penalty per additional target.
Some ranged weapons attack a large target area (theyll say something like 20x20ft target). This
means you attack an entire area of that size and everyone in it, with no penalty for multiple targets
(unless you then attack a separate 20x20ft area).

33

There are three different ranges on ranged weapons. If you dont want to worry about the numbers
too much, you can simply understand the ranges like this: Short range is like a sawed-off shotgun,
normal range is like a handgun, and long range is like a sniper rifle. If you wanna know the
exact distances involved, check out the Grid Rules section.
Bonus

Name

Range

Special

Price

+1

Rock

short

thrown, must be retrieved to reuse

free

+1

BB Gun

normal

+2

Shuriken

normal

thrown, must be retrieved to reuse

$20

+2

Blowdart

normal

quiet

$50

+2

Laser Blaster

normal

never needs to reload

$60

+3

Molotov Cocktail

short

thrown, one-time-use, 10ft x 10ft target

$30

+3

Handgun

normal

+3

Magic wand

short

Costs 4 AP to use. Get a free attack on a


different target within 25ft if your die rolled
a 15 or higher, and repeat...

$345

+4

Revolver

normal

reload after rolling a 5 or lower

$255

+4

Bow and Arrow

normal

quiet

$390

+4

Hunting Rifle

long

+4

Hand Grenade

short

+5

Uzi

normal

+5

Sawed-off Shotgun

short

no melee-range penalty

$920

+5

Grenade Launcher

normal

15ft x 15ft target

$2,720

+6

Sniper Rifle

long

must reload after every shot

$1,090

+6

Combat Rifle

normal

$1,400

+7

Flamethrower

short

$2,340

+8

Gattling Gun

normal

$4,400

+9

Zanrethi Alliance
Vectorgun

normal

$6,650

+10

Rocket Launcher

normal

$10

$120

$390
thrown, one-time-use, 15ft x 15ft target

$110
$680

one-time-use, 20ft x 20ft target

34

$4,600

Other:
Name

About

Price

Armor (poor)

+1 to DEF, -1 ATH

$80

Armor (average)

+2 to DEF, -1 ATH

$240

Armor (good)

+3 to DEF, -1 ATH

$480

Camera

Spend 3 AP to take a picture

$70

Climbing Gear

3 AP to set up and retrieve. While using, gain


Epic: Climbing[x2]

$80

Clothing (nice)

+1 CHA

$70

Clothing (stylish)

+2 CHA

$210

Clothing (stunning)

+3 CHA

$525

Defib Paddles

Revive someone who has negative HP (unless


theyre at -20 HP or less). They now have 1 HP.

$1,000

Fine Fragrance

Epic: Seduction

$100

Use 3 AP to shoot a 150ft cable in two opposite


directions. It anchors on both sides. Up to two
people can use the launcher itself to ride the
line downward.

$130

Mace Spray

Very Short Range: 10ft, no melee penalty.


3 AP attack: On a hit, the target gets a blooper
die on all rolls until the end of their next turn

$80

Night Vision Goggles

No penalties from darkness

$80

Protein Pills

+1 to all STR rolls for the rest of the


day

$80

Safe-Crackers Tools

Epics: Lockpicking, Listening through walls

$100

Silky Short Shorts

Only spend 1 AP to stand up

$50

Line Launcher

Skateboard

1 AP to mount or dismount.
While riding gain +15ft (or +3sq) of
speed
.
Bloopers
while riding: Defending, Stealth.

$80

Study Pills

+1 to all ACC rolls for the rest of the


day

$80

Super Duper Glue

Spend 2 AP to make something super sticky

$25

Welding and Cutting Torch

A portable torch used to weld and cut metal.

$70

35

Weapon Workshop

Perhaps youd like to make your own weapon. Its a simple process, but youll probably want a
calculator to add up the items final price tag(roundtothenearest5).PicktheMeleeorRanged
column on the next page and just follow the instructions. You can then describe the weapon as
anythingthatreasonablyfitsthefeaturesyouvechosen.

You can augmentyourexistingweapon,butyouneedtohavetheknowledgeandmaterialsneeded


to do so (this might be as simple as buying a Frankenweapon magazine and a screwdriver. Or it
might require breaking into the Pentagon). Alternatively, you can take it to an expert, though youll
likelybeaskedtopayfortheupgrade.

Detaileddirections:
SoifwewanttomakealaserwhipwellpickanattackbonusintheMelee
column.Letssaywegowith+3,whichhasapriceof$60.

Thatsafinishedweaponrightthere.Butletssaywewannagetfancywithitandwewantthelaser
whiptoattackfromupto10feetaway.The10ftmeleeoptionhasthisnexttoit:[x2].Thatsthe
pricemultiplier.Soournewpriceis$120($60x2).

Andletssaywewannalowerthatpriceabit.Wecouldaddasuckyfeaturetotheweapon.Lets
saythatthelaserwhipconstantlyhumsandmakeslasersounds(makingithardertobesneaky).
WecangiveittheLoudfeaturewhichhasamultiplierof[x0.85].

So,$120x0.85=$102
Wellroundtothenearest5forafinalpriceof$100.
Thatsashardasitgets.
36

MELEE

RANGED

Pick an attack bonus:


+1: [$5]
+6: [$700]
+2: [$20]
+7: [$1,300]
+3: [$60]
+8: [$2,200]
+4: [$150]
+9: [$3,300]
+5: [$340]
+10: [$4,600]

Pick an attack bonus:


+1: [$10]
+6: [$1,400]
+2: [$40]
+7: [$2,600]
+3: [$120]
+8: [$4,400]
+4: [$300]
+9: [$6,600]
+5: [$680]
+10: [$9,200]

Pick one:
Regular melee [free]
10ft melee [x2]

Pick one:
Short range [x0.9]
Normal range [free]
Long range [x1.3]

BADASS FEATURES
(pick any or none)

- Can be thrown short range [x1.5]

BADASS FEATURES
(pick any or none)

- Reduce total penalty for attacking multiple


targets by 1 [x1.5]

- Quiet [x1.3]

- Reduce total penalty for attacking multiple


targets by 2 [x2]

- Never needs to
reload
[x1.5]

- Counts as unarmed [x3]


- You can move your enemy a number of feet
equal to the amount of damage dealt [x2.5]

- Arc: Free attack on a different target within


25ft if your die rolled a 15 or higher on your
attack roll, and repeat... [x4]

- Blooper die to targets next roll when this


weapon deals 5 or more damage. [x5]

- Reduce total penalty for attacking multiple


targets by 1 [x1.5]

SUCKY FEATURES
(pick any or none)

- Reduce total penalty for attacking multiple


targets by 2 [x2]

- Only reload after a 1 [x1.3]


- No melee range penalty [x1.5]

- Penalty for attacking multiple targets goes


up by 1 [x0.9]

-Explosive ammunition attacks a 10x10ft area


[x3]

- Penalty for attacking multiple targets goes


up by 2 [x0.8]

-Explosive ammunition attacks a 15x15ft area


[x4]

- Loud [x0.85]

-Explosive ammunition attacks a 20x20ft area


[x5]

- Uses an extra 1 AP [x0.8]


- One-time-use [x0.1]

SUCKY FEATURES
(pick any or none)

- Must
reload
after 5 or lower (x0.85)

- Must
reload
after 10 or lower (x0.75)
- Must
reload
after every shot (x0.6)
- Uses an extra 1 AP [x0.8]
- One-time-use [x0.1]
- Must be retrieved to use again [x0.5]

37

.
This section is focused on providing rules to allow play on a grid. This is entirely optional, but will help
groups who want to have a firmer grasp on what's happening on the battlefield.
Whats a grid? Its simply a grid of squares that you use to map out the physical location the characters are
in. You can use something to represent the characters, like a coin or a miniature figure. It just needs to be
small enough that it doesnt take up more than one square on the grid.
Flanking:
When two allied characters are on opposite sides of a bad guy and are both in melee range, they get an
epic die
to their attack rolls against that bad guy. Of course, bad guys can use this strategy too.
Range:
You'll notice that ranged weapons give a general range (short, normal, long). For grid battle, we'll want a
tighter explanation. For that, take a look below.

Short range: 5/10


Normal range: 10/20
Long range: 20/40

The first number displayed is how many squares away the weapon can attack with no problem. The
weapon
can attack up to the second number, but will take a
blooper die for being farther away than the
ideal range.
Also, remember that when a character is within an enemys melee range, the characters ranged attacks
get a
blooper die
against that enemy.
If you are drawing out the layout of a location, make sure to tell your players that there may be
details present that you havent included. This might sound unnecessary, but I highly recommend
it. Why? Because a creative player might ask if theres a ventilation shaft she can crawl in, and
you might think something like yeah, you know what? There totally is! You want to always
leave room for unexpected player creativity.

38

This entire section only needs to be read by the Director. If you arent the Director, the only thing you still
need to check out is the character sheet on the last two pages. Bye players!
First of all, lets learn the most important rule of all: If the group is having fun, youre doing it right. With
that in mind, you might not need to pause the game to find out the nitty gritty rulebook stuff, not if you
already have a fun solution in mind. After all, youre already doing it right.

Creating and Ruling Challenges

Weve learned that attack rolls go up against defense rolls, but what about when a character is trying to do
something like karate chop a door open or do a backflip on their motorcycle? You dont roll a defensive roll
for this sort of thing. Instead, just choose a number that the characters roll needs to match or exceed. Its
as simple as that. We call this number the
difficulty level
(or the DL). How high should you set the
difficulty
level
? Check out the chart.

D.L.

WHAT IT MEANS

When the player characters fail at


something, avoid results where nothing
happens like No, you failed to unlock
the door, but you can just try again.
Instead, have them fail and have things
get
worse: The cops show up,
something breaks, an alarm goes off or
they get ridiculed by another character.
Similarly, if they succeed by a lot,
consider giving them a little extra good
fortune for the huge success.

4 or less
* Eh. Dont bother rolling.
5-8
*

Success is
almost
a sure thing.

9-12
*

Likely success for most.

13-16
*

Uncertain. Likely success for experts.


*

17-20
*

Likely failure. Uncertain for experts.

21-24
*

Requires skill and luck.

25-28
*

Requires considerable skill and luck.

29-32
*

Almost impossible.

Add the number of montages the player characters have had.

*
Experts means anyone with a very high relevant stat and/or

epics
.

Allow dice rolls to change the situation


beyond mere successes and failures. In
short, make stuff happen, even if its
not stuff you were planning on.

Some actions might take a while, like computer hacking, chopping down a tree, or taming a unicorn. For
these actions you can require a certain amount of
success points
. Lets say you set a
difficulty level of 20 for
defusing a bomb and you require 10
success points
. If a character rolls a 26, they overshot the
difficulty
level by 6, thus earning 6
success points
. Now only 4 more
success points are needed. This is a very handy
trick for when you want to create a beat-the-clock sort of scenario, or if the player-characters are trying to
do something important while being attacked.

39

Dramatic Effects

Movie characters face emotional and psychological trials, not just physical ones. They can get scared,
tempted, conflicted and much else. Thats where
dramatic effects come into play. As Director, you can
imagine any penalizing effect that could befall a player character due to the in-game situation. Create a
difficulty level and have the player/s roll against it, using whatever stat you think is appropriate (usually
CHA, INT or STR, which grant resistance to despair, coercion, and fear respectively).
Lets say the bad guy just revealed that he is a player characters father. Now lets say your desired
dramatic effect is to make the player character take a penalty to attacking the bad guy because of their
conflicted emotions. This is a top-notch psych-out, so well set the
difficulty level up at 25! The player rolls
a 16, thus failing by 9. The penalizing effect affects them by the amount they failed. So, the player
character will take a -9 penalty to attacks against that bad guy. If they had rolled 25 or higher, they
wouldve taken no penalty.
Lets have some more examples:
Take a penalty to any actions taken before going to sleep, because you've
been on the run for 28 hours now. Take a penalty to balance because the rickety rope bridge is freaking you
out. Take a penalty to any action that isnt taking the diamond skull because its mystical power calls to you.
Take a penalty to anything that isnt some sort of action against the duke because he insulted you for your
lack of propriety.
Keep in mind, that this doesnt and shouldnt force the character to act a certain way. If the player still
wants to attack, they can,
but if they fail, it should be narrated that they failed because of the
dramatic
effect
: Bucky swings half-heartedly. He misses badly, unable to fully commit to killing his father.
Dramatic effects help steer the characters actions towards cinematic motivations and drama without
dictating what your players do. Still, its best to use a light touch with them in order to keep things moving
speedily and smoothly. Most
scenes
will work just fine without them, sometimes entire sessions.
Dramatic effects should never stack up and build. If it really makes sense for a player to have to defend
against a dramatic effect more than once, just use the newest result. Dont add them together.
Lets learn
how the characters can overcome
dramatic effects
. There are lots of ways: Another character
might make a rousing speech, the bad guy father might do something to cheapen his own words, the
affected character might spend an action to strengthen their own resolve. If an action seems like it might
break the
dramatic effect
, have the acting character roll and add any relevant stat and bonuses/penalties.
So, if the
dramatic effect is giving a -10 penalty and they rolled a 16, the penalty is reduced by the amount
the attacking roll succeeded by (in this case 6).
Some
dramatic effects can be overcome more directly. If youre being penalized because you havent slept,
simply sleep. If youre not on the rickety bridge, it is no longer freaking you out. Simple!

40

Action Guide
Characters can do all sorts of stuff! So much stuff, in fact, that it would be foolish to make a list. After all,
its the high degree of freedom and infinite possibilities that draw us to tabletop RPGs. On that note, Im
about to give you a list.
The players dont need to be familiar with this list and you dont need to have it all committed to memory.
However, its nice to have this list at hand for those moments when you wonder something like hmm,
how should I rule an attempt at disarming?
Remember what we told the players before: describe what your character wants to do and the Director
will adjudicate accordingly. This list doesnt include using the power of childlike imagination to embolden
yourself in the face of adversity, but that doesnt mean a character shouldnt try and do exactly that, and it
doesnt mean the Director shouldnt make up some numbers or mechanics to go along with it. Anyway,
heres the list:

ASSIST (2 AP)
As long as you have a positive relevant stat and can explain how youre assisting, you can
assist another character with a specific task. They will receive a +2 bonus on their next relevant roll. If you
have a relevant
epic
, you grant a +4 bonus instead.
ATTACK
melee (3 AP)
Roll STR. Your target rolls DEF. If you rolled higher, you do damage equal to the
difference between the attack roll and the defense roll. Take a -2 penalty for each additional target you
include in your attack.
ATTACK
ranged (3 AP)
Roll ACC Your target rolls DEF. If you rolled higher, you do damage equal to the
difference between the attack roll and the defense roll. Take a -4 penalty for each additional target you
include in your attack. If you rolled a 3 or less on your attack, you must use 2 AP to
reload before you can
attack with that weapon again.
DEFENSIVE MANEUVER (2 AP)
Get an
epic die
to one DEF roll before the start of your next turn.
DISARM (3 AP) Roll ACC or STR. Your target rolls DEF or STR and gets an
epic die
. On a success you have
taken their weapon. If your hands are full, the weapon travels up to a number of feet equal to the amount
you succeeded by.
DISTRACT (2 AP) Roll CHA. Your target rolls INT. If you succeed, your target gets a
blooper die
on their next
roll.
ESCAPE GRAB (2 AP) Roll DEF or ATH. Your target rolls STR. If you succeed, you have escaped the grab and
are now adjacent to the target in the direction of your choosing.

41

GRAB (3 AP)
Roll STR. Your target rolls DEF or ATH. If you succeed, you have grabbed your target. While
grabbed, the target takes a
blooper die to attack rolls and defense rolls. The grabber or the grabbed
(whichever has the highest STR) can move half their normal
speed
(rounded down), the character with the
lower STR can only
scoot
.
HIDE (2 AP) To hide, you must utilize darkness or cover. Roll SPY. Anyone you want to hide from now rolls
SPY as well. If a target rolls lower than you did, they are unaware of you until after you move out of
cover/darkness, or you attack or something else draws attention to you. You get an
epic die to attacks
against targets that are unaware of your presence.
INTIMIDATE* (2 AP) Roll STR or CHA. Your target rolls STR. (Large bonuses or penalties may apply
depending on the target and the goal of the intimidation. Also see PERSUADE.)
MOVE (2 AP)
Move a number of feet (or squares) equal to your
speed
(or the
speed
of your vehicle.)
MOVE
difficult
(2 AP)
When climbing, balancing, swimming or doing something similar, the Director might
reduce your speed
. The Director will ask for an ATH roll against a
difficulty level
. Rolling under the difficulty
level
results in a lack of progress or significant failure.
PERSUADE* (2 AP) Roll CHA. Your target rolls INT. Large bonuses or penalties may apply depending on the
target and the goal of the persuasion.
PICK-POCKET (3 AP)
Roll SPY against an adjacent target. The target defends with SPY. On a success, take an
item from them that they arent holding (for that, see
Disarm
). Large bonuses or penalties may apply
depending on the item and how it is or isnt secured.
PUSH (2 AP)
Roll STR. Your target rolls STR or ATH. On a success, the difference between the rolls is the
number of feet you pushed the target. (also see TACKLE)
SCOOT (1 AP)
Use this to move 5 feet (or 1 square).
TACKLE (3 AP)
Must be preceded by at least 10ft (2sq) of movement. Roll STR or ATH. Your target rolls STR
or ATH. On a success, the difference between the rolls is the number of feet you pushed the target and the
amount of damage dealt to the target. Both you and the target end up prone on the floor.
TAUNT (2 AP) Roll CHA. Your target rolls INT. On a success, your target takes a penalty (the amount you
succeeded by) to all rolls that dont deal with you. The penalty goes away at the end of your next turn.

*
Note that when an Intimidate or Persuade succeeds against a player character, a suitable dramatic effect
is used, rather than directly forcing the actions of the player character.

42

Setting up the Movie


There are no rules about how you plan or set-up the story and the characters...But that doesnt mean I
dont have some suggestions for you!
While it may be a fools errand to try to plan out the whole story before play, its best to come up with a
core concept and how youll set it up. Then you can share the set-up with the players to consider before
they make their characters. For example: Youve all won tickets to a brand-new amusement park on a
secluded island or Well be starting off in the distant future. The year is 1998. The place: Alcatraz.
So, what sort of things should you plan out as part of your core concept? Thats totally up to you! Its a
good idea to have a central conflict in mind like aliens are silently invading the school dean is looking for
any excuse to expel the members of Kappa Omega or The player- characters are indebted to the mob.
Having a secondary conflict is great too, but these can often develop naturally as the game is played (like
when the cops chase after the player- characters because they robbed the bank to pay back the mob.)
The other thing I personally like to do before starting a game is to create a few characters to insert into the
game world. Locations and items can go a long way too. You dont have to know exactly how youll use
these things, but having a few details ready to go can do a lot to put some meat on your storys bones.
When the players hear about something detailed and unique, theyll become much more interested in it
and you might be surprised at what becomes important to the players.
Once the players finish their characters, take a look at their sheets. Take note of their character concepts
and ask yourself how they might fit into the larger picture. If you have a plot about invading aliens and a
player made a psychic werewolf, ask yourself how they fit into the larger story. Maybe werewolves are
part of an ancient alien breeding program! Remember, this is a bad movie, so feel free to get pretty wild
with the story. Also take note of their
epics and
bloopers
. That way, you can try to work them into the
game whenever possible.
If youre strapped for time or need some inspiration, you could check out the StVHS random plot
generator at
http://tools.libove.org/generators/r/70/
. Alternatively, take a look at the next page. Its a
single-page setting idea with related character concepts for the players to consider (or ignore).

43

Welcome to Vickers Creek!


Vickers Creek is a sleepy little Georgia town, populated by charming locals with quaint customs.
Make no mistake, though: excitement is never far away! Come see the wildlife and natural beauty
of the mangrove swamps and Kwapoo Forest State Park. And while youre out there, keep an eye
out for the mysterious Yaliqwe! Some still claim to catch glimpses of the elusive swamp creatures
from Kwapoo legend.
Vickers Creek Resort features all the latest amenities (color TVs, mini fridges, an ice machine, and
an on-site storm shelter). The resort has its own bar and lounge and is adjacent to the brand-new
Greens in the Mangroves golf course.
Dont forget the neighboring Kwapoo reservation, home of the Kwapoo Lodge Casino, where good
times go hand in hand with good fortune.
Character concepts to consider/tweak/combine
Park ranger
Hillbilly/swamp dweller
Yaliqwe believer hunting for the truth
Yaliqwe skeptic hunting for the truth
Game hunter/taxidermist
Card shark
Casino employee
Criminal planning a casino heist
Local police officer
Federal agent investigating a missing person case
Professional golfer paid to promote the new golf course
Environmental advocate concerned about the golf course
Resort guest/tourist
Resort employee
Something else entirely!
Remember, this is all just a suggested starting point. Throw in cursed pirate treasure, include a
carnival, use time travel, put the focus on prom or add one of the villains in the Villains section
further in! However, dont plan out the whole plot before looking at your players characters. Take
special note of things like their backgrounds,
tropes
,
epics and
bloopers
. Find ways that you might
weave these things into the movies plot. Youll probably want to keep the characters more or less
together throughout the story. Doing so can seem tricky, but the players ought to put forth the
effort to meet you halfway on this point. There can be well-executed exceptions, though.

44

Bad Guys

Below, youll find some premade bad guys to throw at the player-characters. Players might surprise
you with the trouble they get into, though, and you might need to come up with some quick stats
for a new bad guy. If youre in a rush, make numbers for their attack bonus, HP and DEF. The other
stats you can wing if need be. Feel free to get creative with enemy abilities; they can be as wild or
wilder than the player-characters
cinematic actions
. You could also make use of
tropes and/or
perks when creating bad guys. And dont forget to give your baddies some style and personality.
Nobody likes fighting numbers. Give them an enemy! If you want to make a fight really interesting,
have something else occurring at the same time. Youll see this a lot in movies too. Perhaps a
missile is about to be fired and some codes must be entered into the command console, maybe
there are hostages in the mix or everyone is in a burning building. Go nuts!

So, how do you tell if the enemies you have prepared are too strong or too weak to go up against
your players characters? The answer is
threat
. Every bad guy has a
threat
number; higher numbers
mean a greater challenge.

A player-character who hasnt had any montages is ideally matched up


against about 40
threat
. Thus, a party of three new player-characters is a good match up against
about 120
threat
. When a character gets a
montage
(raising their stats and gaining a perk), their
ideal enemy
threat
goes up by about 5.
For most fights, Id recommend putting the players up against something like 75% of their ideal
threat, but ramping up to 100% for epic showdowns (even at 100%, the players have a slight upper
hand). Youll want to make considerations for player-characters that arent combat-focused, or for
characters that are solely focused on combat. Individual characters can vary in combat prowess
quite a bit. Its usually best to make the first tussle with the bad guys a bit on the easy side so you
can judge the capabilities of the player-characters.

45

The

symbol indicates a ranged attack.

The

symbol indicates a melee attack.

Sometimes, they will be preceded with special


information about the range of the attack.
HENCHPERSON
We used to call these henchmen, but thats pretty
sexist. Ladies can hench too. This is your typical
henchperson, but they come in all flavors (ex:
Henchmerperson).

12 Threat
HP: 10
DEF: 0

Uzi:

Speed: 30ft or 6sq

ACC: 2
INT: -2

ATH: 0
SPY: -2

CHA: -2
STR: 3

+5

Fist Punch:

+3

GHOST
Ghosts can go through stuff, and they think its pretty
funny that the living cant. Sometimes they go away
when you burn their teddy bear or whatever.

14 Threat
HP: 8
DEF: 4

Ghost Slap:

FOOTBALL TEAM CAPTAIN


Not so bad on his own, but beware the never-ending
supply of goons! Never eats in the cafeteria.

17 Threat
HP: 14

DEF: 0

Speed: 40ft or 8sq

ACC: 2
INT: -2

Fist Punch:

ATH: 4
SPY: -4

CHA: 4
STR: 3

+3

Spend 2 AP to call teammates. Roll a d20. On 5 or


less, nobody comes. On 6-14, one teammate is on
their way. On 15+, two teammates are on their way.
Roll initiative for the teammate/s and have them
show up next round. The teammates have 0 in all
stats and 5 HP. Their speed is 30ft or 6sq.
Epic: Throwing Stuff

Speed: 25ft or 5sq

ACC: -2
INT: 0

ATH: -1
SPY: 4

CHA: -3
STR: 3

+4

RUSSIAN
Russians are like your typical Henchperson, but with
better training facilities. Fact: Russians are born with
cool scars.

21 Threat

Yeah, ghosts can go through stuff, but they dont


like to stay inside things for too long Theyre a bit
claustrophobic.

HP: 14
DEF: 0

Epics: Intimidation, History

AK-47:
Knife:

ACC: 2
INT: 0

Speed: 30ft or 6sq


ATH: 0
SPY: 1

CHA: 0
STR: 3

+7
+5

Speaks Russian and English. Russians like to check


on each other, so they carry walkie talkies.
Epic: Resisting Interrogation.

46

WEREWOLF
These guys can be pretty cool and sometimes they
make great basketball players. This one is just a jerk.

23 Threat
HP: 20
DEF: 1

Attack:

NINJA
Ninjas like being sneaky and will use any excuse to do
flips and climb stuff, because that's just how ninjas are.
Also, they rarely enter buildings through the front door.

Speed: 50ft or 10sq

ACC: 0
INT: -4

ATH: 7
SPY: 0

CHA: -4
STR: 7

27 Threat
HP: 16
DEF: 5

Speed: 45ft or 9sq

ACC: 2
INT: 0

ATH: 5
SPY: 6

CHA: 0
STR: 2

+7
Katana:

This werewolf turns into a typical henchperson after


spending a couple hours out of the moonlight.
Epics: Intimidation, Smell
Blooper: Animals

+7

Shuriken:
Short

+4

Ninjas get a +2 to any attacks made from above or


below their target.
Epics: Acrobatics, Stealth

JUNGLE CAT
Mature and solitary jungle cat. No fleas. Tired of the
same old boars. Hunting for something new. Maybe
youre the one?

25 Threat
HP: 16

DEF: 0

Tooth & Nail:

Speed: 50ft or 10sq

ACC: 0
INT: -5

ATH: 8
SPY: 5

CHA: 0
STR: 4

+6

Jungle Meow: (1 AP, once per


scene
, targets
everyone nearby) +5 attack versus STR (no
multi-target penalty). If hit, a target takes no
damage, but get a
blooper die
on their next roll.)
Epics: Perception, Stealth, Climbing

LASER HAWK
Take a hawk, strap a laser onto it and fill it with
unbridled hatred. Now youve got a laser hawk.
Youre probably also dead.

30 Threat
HP: 6
DEF: 5

ACC: 5
INT: -5

Laser Blast:
Talons:

Speed: 50ft or 10sq


ATH: 8
SPY: 8

CHA: 0
STR: 0

+8
+3

Like laserless hawks, laser hawks are expert flyers.


Epics: Eyesight

47

VAMPIRE
I dunno what to tell ya. Youll probably come up with
your own take on these guys. No one knows what their
deal is anymore. Hopefully you go with capes.

32 Threat
P: 26
H
DEF: 2

Speed: 40ft or 8sq

ACC: 2
INT: 3

Goth Pistol:

ATH: 3
SPY: 3

CHA: 5
STR: 3

+7 (needs a reload after


rolls of 5 or less)

Blood Sucking:
+5 (the vampire heals by the
amount of damage dealt)
Bat Form (1 AP, Once per
day
): Turn into a bat.
While you are a bat, the only attack you can make is
Blood Sucking
.
Take 5 damage each turn in direct sunlight. Double
damage from wooden stakes.
Epic: Persuasion // Blooper: Animals

YETI
This guy is so big, yeti has managed to stay hidden.

36 Threat
HP: 32

DEF: 0

Tooth & Nail:

CONJOINED MUMMY
When you have a conjoined twin you never have to be
alone when you murderously stalk the living.

Speed: 45ft or 9sq

ACC: 0
INT: -3

ATH: 5
SPY: 3

CHA: -5
STR: 6

37 Threat

Speed: 25ft or 5sq

HP: 34
ACC: 2
DEF: 0

INT: -4

Mummy Claws:

+6

Bile Blast:
Short

+2

Spend 4 AP to be
too spooky
. Roll d20+5 against a
characters d20+STR. On a success, the difference is
a penalty that the target takes on all rolls, unless
the target has already moved away from the
Conjoined Mummy in the current round.
The Conjoined Mummy has 8 AP on each turn (only
4 AP can be used to move though).

ENGLISHMAN
Englishmen drink tea and they act all friendly and
charming, but the fact is that Americans dont drink tea
because theyre pretty sure Englishmen poisoned theirs.

40 Threat
HP: 28
DEF: 5

Tommy Gun:

Speed: 30ft or 6sq

ACC: 1
INT: 6

ATH: 0
SPY: 4

CHA: 4
STR: 0

+7

+9
Cane/Secret sword:

So long as the temperature is below freezing, the


yeti has 8 AP on its turn. The yeti is also unaffected
by any hampering from deep snow (only 6 AP can
be used to move though).
Epic: Stealth

ATH: -2
CHA: -5
SPY: 5
STR: 6

+5

Once per scene: Administer first-aid on self or ally,


healing total HP.
Epics: Sense Motive, Hide Motive, Surprised
Enemies

48

GIANT KILLER ROBOT


Rumor has it that these guys dont survive exposure to
paradoxes, but violence just seems more reliable.

42 Threat
HP: 40
DEF: 8

Speed: 30ft or 6sq

ACC: 5
INT: -2

Rocket Fist:
10ft
Laser Blast:

TYRANNOSAURUS REX
You are so lucky this thing has stupid arms. Still, you
better have a plan if youre gonna take this guy on!

ATH: 0
SPY: -4

CHA: -4
STR: 7

50 Threat
HP: 50
DEF: 0

Speed: 50ft or 10sq

ACC: 0
INT: -5

Tooth & Nail:


10ft

+7

+5

Giant Killer Robots have a panel on the back of their


heads (12 feet high). If the panel door has been
opened/removed, attacks on this spot go against a DEF
of 0.
Once per
scene for 1 AP, drain a nearby electrical
device. The device is either permanently fried by the
process or just temporarily drained. This heals 5hp.
Once per
day for 3 AP, activate a built-in magnet to pull
one metal object (less than 500lbs) from up to 25ft
away.
Giant Killer Robots arent subject to hazards that would
only affect biological creatures.

46 Threat
P: 50
H
DEF: 2

Speed: 50ft or 10sq

ACC: 0
INT: 0

Ramming Attack:

ATH: 8
SPY: -5

CHA: -3
STR: 8

Epics: Intimidation, Destroying stuff


Blooper: Arms

APACHE HELICOPTER
Thupthupthupthupthupthupthupthupthupthup...

68 Threat

Speed: 75ft or 15sq

P: 50
H
ACC: 0
DEF: 5
INT: 0

Mini Gun:

+4

The Monster Truck has side and rearview mirrors, so is


difficult to sneak up on.
Epics: Perception, Destroying stuff
Blooper: Stealth

ATH: 17
CHA: 0
SPY: 0

STR: 0

+6
+10
(up to four times a day)

Crashsplosion:
30ft

+6
(no multi-target penalty)

This kills the Apache Helicopter

If its in the air when its HP (or its pilots HP) reaches
zero, it will crash in the most awesome way possible,
unleashing a Crashsplosion.
Inside is a fleshy henchperson (or similar). If there were
some way to circumvent the bulletproof glass...

+8

Doorcheck (1 AP, twice per


scene
):

+10

Pants-Destroying Roar (1 AP, once per


scene
, targets
everyone nearby): +5 attack versus STR (no multi-target
penalty). If hit, take no damage but poop your pants
instead and get a
blooper die
on your next roll.

Missile:
Long
POSSESSED MONSTER TRUCK
Youre gonna die on SUNDAY
SUNDAY
SUNDAY!!!

ATH: 8
CHA: 0
SPY: -5
STR: 8

The apache will typically be flying well out of melee


range. That said, movie helicopter pilots are usually a
bit cocky and often fly much closer than they should.
Has night vision imaging.
Blooper: Stealth

49

MECHA-DRAGON
Apparently regular dragons werent bad enough. To be
fair, it does look pretty rad. Lots of chrome and a
bitchin rear spoiler.

VEXIUS
Just look at the name. Whether Vexius is a demon, alien
or sorcerer, we all know what Vexius is all about:
seething confidence.

77 Threat
70 Threat
HP: 70
DEF: 3

Speed: 50ft or 10sq

ACC: 5
INT: 0

Tooth, Nail & Tail:


10ft
Laser Cannon:

ATH: 8
SPY: 4

HP: 66
DEF: 6

CHA: 0
STR: 7

Speed: 45ft or 9sq

ACC: 6

INT: 6

Vexing Strike:

ATH: 6

SPY: 6

CHA: 6
STR: 6

+6

+7
Missile of Vexation:

+5

Flame Jet:
Short
+5 (Once per scene. This attack
gets no multi-target penalty, but targets should all
be in the same general direction.)
Mecha-dragons can fly and arent subject to hazards
that would only affect biological creatures.

+6

Spend 2 AP to create an illusory duplicate of Vexius.


The duplicate acts convincingly but cant physically
interact with anything. It disappears the next time
the real Vexius takes damage.
Spend 2 AP to go invisible until the end of your next
turn. While invisible, your attack and defense rolls
get an epic die. Plus, youre frickin invisible!
Vexius has a Bad Edit and a Push it to the Limit (with
no need to turn in an epic dice token).
Blooper: The power of love

Villains

So, this next section is rather new. Consequently, its fairly short for now. Even in its final form, this
will be a deeply optional section. That said, a good main villain goes a long way towards capturing
the attention of the players. Take a look over the next few pages, and maybe youll want to use
(and possibly tweak) one of these ideas, or you might just get inspired to create your own
show-stealing villain!
With each of the villains presented below, Ive left a fair amount of wiggle room so that you can
customize them to suit your nefarious plans.

50

BEARBORG is a huge, cybernetically enhanced

grizzly bear, engineered to be the perfect weapon.


Bearborg has sawblade teeth, enhanced cognitive
abilities, pneumatic space-age limbs, baleful lasers,
and advanced imaging systems. In short, keeping your
food in sealed containers wont save you.
Bearborg might have broken out of a secret
government lab. Or perhaps Bearborg has been sent
back in time to fulfill an assassination contract. Either
way, Bearborg is totally merciless. The cyborgification
took away that last little bit of a bear that would
maybe show mercy.
Because Bearborgs behaviour is likely pretty
straight-forward, its best used as a villain for only a
session or two. Creature films usually spend a lot of
screen time with the heroes being outmatched by a
terrifyingly powerful creature. Consider having your
players start without many resources (even by limiting
their characters starting cash). This way, theyll feel
initially unprepared to deal with Bearborg early on
and may seek to gain the upper-hand over time.

BEARBORG

Bearborg is clever. Bearborg is strong. Bearborg has


an excellent sense of smell.
113 Threat
HP: 90
DEF: 6

Bear Arms:
Laser Eye:

ACC: 5
INT: 0

Speed: 45ft or 9sq


ATH: 6
SPY: 2

CHA: 0
STR: 8

+9
+6

After taking 30 damage, Bearborg remembers that is


has Xtreme Laser Breath

Xtreme Laser Breath:


+8 (5 AP, this attack only
takes a -3 penalty for each additional target)
After taking 50 damage, Bearborg remembers that it
has rocket boosters which allows Bearborg to fly up to
its normal speed once per turn.
1 Bad Edit per
scene
1 Push it to the Limit ever
(with no token cost)

Bearborg has x-ray vision and heat vision.

Potential Bearborg plot points:


Bearborgs creators and/or its handlers are
looking for it. Can they be trusted?
Bearborg seems to be hunting down specific
targets. Why?
A local doesnt believe this cyborg nonsense
and sets out to hunt the bear.
A small piece of Bearborg falls off. Maybe
something can be learned from it.
Bearborg is drawn to other bears and it might
mate and spread its cyborgified DNA.
Bearborg didnt break out of containment.
Someone let it out. But who and to what end?
Bearborg tactics:
Break things
Separate the party
Utilize x-ray imaging, heat imaging and sense
of smell to gain the upper hand

Epics: Smell (x2), Destruction

Grizzly bear facts that some scientist or park ranger


would totally bust out in a Bearborg movie:
Grizzlies can run up to 30mph
Grizzlies can weigh well over 1,000 lbs
Grizzlies have a sense of smell about 7 times
more powerful than a bloodhounds.
The force of a grizzlys bite can reach 8,000,000
pascals. Thats enough to crush a damn
bowling ball!
And thats just for regular sorts of bear. Lord
knows what this cyber bear is capable of!
Bearborg likes:
Picnic baskets
Berries
Honey
Salmon
Batteries

51

A
DIMENSIONAL DOORWAY is a tear
in the universe through which strange forces and
beings emerge. The Dimensional Doorway itself isnt
just an unfortunate supernatural phenomenon, it
appears to be actively malevolent!
Most of the time, a Dimensional Doorway is nearly
invisible and acts in only the subtlest of ways (so no
attacks). Even while quiet, the Dimensional Doorway
might leak interdimensional magic which can wreak
havoc. Latent magic in our heroes world is roused,
and those with dark purpose feel its pull.
Furthermore, beings from the other side may slip
through with dire agendas for the mortal world.
When the Dimensional Doorway is under any sort of
attack or opposition it may choose to become active.
An Active Dimensional Doorway is clearly visible and
can choose to use its attacks. Its also rarely alone.

Potential Dimensional Doorway plot points:


The party is tasked with finding components
for a spell that will close the doorway.
The doorway is leaking magic that is causing all
sorts of weird happenings.
The portal didnt just appear. Someone created
or summoned it.
An invasion of dark creatures erupts from the
doorway and more are on the way.
The key to closing the doorway can only be
found on the other side.
Not everything that comes through is bad. A
PC or NPC ally could have come through too.
Evil doppelgangers emerge from the doorway,
seeking to take over this new world.
Someone foolishly protects/hides the portal so
that they may learn its secrets.
The Dimensional Doorway leads to:
A plane of Lovecraftian horror.
A parallel universe.
A fantasy realm of sword and sorcery.
A grim future ruled by cruel robots.
The Door Dimension which leads to all others.
Who knows? Things only come out, never in.

ACTIVE DIMENSIONAL DOORWAY

Theres somebody at the door.


105 Threat
HP: 120
DEF: 5

Speed: N/A

ACC: 5
INT: 0

Door Slam:
+7
Energy Arc: s
hort

ATH: N
/ACHA: 4
SPY: 8
STR: 7

+5
(Free attack on a different

target within 25ft if your die rolled a 15 or higher on


your attack roll, and repeat)

+8
(2 AP. No multi-target
penalty. On a hit, instead of damage, the size of the
success in the number of feet the targets are pulled
towards the doorway)
Dimension Drain:

Cosmic Terror:
10ft

+4
(3 AP, Once per scene. No

multi-target penalty. Targets use STR or INT to defend.


On a hit, targets take damage and are beset by illusory
horror, rendering them unable to deal damage on their
next turn)

Promise of Power:
10ft

+6
(2 AP. Twice per scene.
Target uses CHA or INT to defend. On a hit, instead of
damage, the target takes a
dramatic effect
penalty to
all actions that work against the doorway)
1 Bad Edit per
scene
Can not be moved, suffers no penalties from grabs

Do you have a special Doorway?


What does it take to close the Doorway once
and for all? Does it require a sacrifice?
Is secret knowledge needed to pass through
the portal, or can somebody just walk right
through? Does the portal need to be active?
Does the Doorway need to be activated or
weakened before it can be destroyed?
Can you see what is on the other side, or does
it appear as a whirling vortex or black void?
Does the Doorway speak? Does it read minds?
Does it deceive and scheme?
Did the doorway appear where it did due to
random chance or was there a reason?
Why is its image seared onto one of the player
characters hand?

52

THE INVADER
is a large, nightmarish creature
from parts unknown! It is highly aggressive and seems to
enjoy eating people. The invader can be described any
way you like, but it should be rather alien in design.

THE INVADER
It is unknowable, unimaginable and nigh unstoppable!

145 Threat
(73 Threat
when weakened)

The invader is drawn to a particular source of energy that


it needs in order to replicate. Lets have a list of some
possible energy sources for you to use:
Electricity
Radiation
Blood
Alcohol
Dreams

HP: 80
DEF: 20

Exposure to its energy source allows The invader to create


invaderlings which quickly gestate in some sort of egg (or
inside of people if you wanna get grisly). You might
choose for the invader to have a nesting area, and
perhaps it saves some live prey there to be savored later
(for itself or its progeny). This way, you could have a
character who needs rescuing.

1 Bad Edit per


scene

Crucially, The invader and its kin are weakened when


exposed to something. It shouldnt be so common that
The invaders are easily rendered useless (like water) or so
rare that the characters will never figure it out (like
radiation). Here are some possibilities:
Freezing temperatures
Rock & roll music
Camera flashes and other bright lights
Spicy foods
Alcohol (this one just fits either way)
True Love
When exposed to its weakness, The invaders DEF drops
to zero (same for the Invaderlings). Before the invader is
weakened, it is nearly untouchable. Before its weakened,
always give your players escape routes and things to focus
on aside from directly confronting the invader (such as
convincing and evacuating locals, enlisting weapons and
personnel, cutting off the invaders power source,
discovering and collecting its weakness).

ACC: 0
INT: 0

Tentacle:
20ft

ATH: 2

SPY: 0

CHA: 0
STR: 9

+9

The invader has 7 AP on its turn.


The invaders long tentacles can worm their way
through tight spaces and can sense movement.

Epics: Jumping, Destroying stuff


Depending on the strength of the player-characters,
consider starting the invader off with a weaker attack
bonus which builds as the invader sucks down humans
and/or its energy source.
INVADERLING
Smaller and weaker, but still plenty horrifying.

11 Threat

Speed: 25ft or 5sq

HP: 12
DEF: 2

ACC: 0
INT: 0

Tendril:

+3

ATH: -2
SPY: 0

CHA: 0
STR: 3

Epics: Climbing
Invaderlings seem to find their way through tight spaces
and have a tendency to travel along walls and ceilings.
MATURING INVADERLING
Less smaller and less weaker. Surprisingly, its almost
cute in this stage in a weird sorta way.

46 Threat
To add a layer of complexity, add a group of shadowy
government agents who will stop at nothing to capture
(recapture?) the creature alive. Naturally, they should be
doomed to fail. They may decide that the playercharacters know too much. Or worse yet, they might call
in a bomb strike to wipe out the whole area!

Speed: 35ft or 7sq

HP: 40
DEF: 10

Speed: 30ft or 6sq

ACC: 0
INT: 0

Tendracle:
10ft

ATH: 0
SPY: 0

+6

Epics: Climbing, Jumping, Destroying Stuff

53

CHA: 0
STR: 6

TOMMY SNIZ
is a clever and charismatic
criminal with lots of cash and connections.

Tommy practically has the whole damn city in his


pocket. How? By subjugating one important person at
a time. That might not sound easy, but for a clever
dirtbag like Tommy Sniz its as simple as utilizing some
hired muscle, some blackmail, the occasional
charitable donations with strings attached and by
having no problems with doing the wrong thing.
When the player-characters are at odds with Tommy
Sniz, theres always a chance that theyre being
watched by one of his agents, or that a supposed ally
has actually been working for Tommy all along.
Instead of being a potential main villain, Tommy could
be a rival who is working towards the same general
goal as the players of course Tommy probably has a
more nefarious purpose and wont hesitate to directly
take out his competition. Then again, he might let the
players do all the hard work, keeping tabs on them all
the while so that he can get what he wants with
minimal effort.
Tommy is never really alone. His men are just a signal
away and he usually has options available for a quick
getaway.
If things start looking grim for himself, Tommy will
attempt to bargain with the player-characters.

Interactions with Tommy should be pleasant on the


surface. He offers drinks, gives compliments, jokes
around and generally tries to ingratiate himself.
If any of the player-characters seem to be remotely
falling for it, consider rolling CHA for Tommy (with an
epic die from his Charm epic) against the characters
INT. If Tommy succeeds, the player character takes a
dramatic effect
penalty (the size of Tommys success)
to actions meant to hurt Tommy. To read more about
dramatic effects
(including how players overcome
them), see page 40.

TOMMY SNIZ
Tommy Sniz wants a piece of everything, and everybody
wants a piece of Tommy Sniz.

70 Threat
HP: 40
DEF: 6

ACC: 6
INT: 8

Speed: 35ft or 7sq


ATH: 3
SPY: 6

CHA: 8
STR: 3

Brass Knuckles:
+4
Magnum Revolver:
+9 (must reload after
rolling 5 or less)
Hand Grenade:
Short
+6 on a 30x30ft target
(once per
day
)
Once per
day
, when you take damage, you can make an
adjacent person (who isnt the attacker) take the
damage instead.
You can attempt to hide by only using 1 AP. You get an
epic die against enemies that are unaware of your
presence.
1 Bad Edit per
scene
1 Push it to the Limit per
day
(with no token cost)
Epics: Crime, Business, Deceit, Charm

Assets:
A few million bucks to throw around.
His own personal helicopter
A sizable crew of henchmen and specialists
Eyes and ears in the police department
Private investigators, skilled at gathering
material for blackmail.
Blackmailed officials on whom he can call for a
favor.
Likes:

Memorabilia from Hollywoods golden age


Blondes in glasses
Information
Cocaine

Dislikes:
Competition
Peanuts (allergic)
Being touched

54

TORFF, THE WARLOCK


has traveled

through centuries, and possibly dimensions. Hes not


about to let a ragtag group of misfits stop him now.
Torff seeks some relic that was lost to him in his own
time. Lets see some possibilities:
The Jade Eye of Destiny (allows the wielder to
change fate once per day, with a cost paid
proportional to the change in fate.)
The Staff of Iknus (a powerful and sentient
weapon. The thing doesnt shut up!)
The Nightkey. An onyx crystal, which will allow
Torff to free his eldritch master!

In his own time, this relic is guarded by sacred warriors or


some such. However, by scrying the future, Torff has
discovered the relic under comparably pitiful security in a
modern museum or private collection.
Alternatively, Torff has discovered that there is a
prophesied warrior in this time (probably one of the
player-characters). If Torff can defeat them in battle, he
shall grow even more powerful.
In either case, traveling through time has left Torff
weakened and disoriented. Mechanically speaking, hes
getting a blooper die to all attack rolls.
He also might find

himself unprepared for the challenges of the modern


world. This ought to result in Torff not quite
accomplishing his goals on his first try, giving the playercharacters a chance to encounter him early and drive him
off (he can get himself out of a losing situation thanks to
his high HP and teleportation ability). At this point, the
players might prepare for his return, or try to hunt him
down before he has time to recuperate.
Torff might have arrived with buddies, but he might also
attempt to enlist modern help with the aid of his genuine
gold coins and impressive powers. One method of
recruitment would be his necromancy, with which he can
raise the dead as loyal servants.

Players could have their character/s be the last of the


protectors of the relic (or keepers of the prophecy). Other
characters could be the owner or discoverer of the relic,
or the figure in the prophecy.

TORFF, THE WARLOCK


Check the freakazoid in the cape! Hey! Weirdo! Who
let you in h-AAAAAUGGGGHHH!!! Ribbit.

80 Threat
HP: 80
DEF: 5

Speed: 30ft or 6sq

ACC: 3
INT: 5

Staff Thwack:
10ft
Magic Staff Bolt:
Long

ATH: 0
SPY: 5

CHA: 0
STR: 2

+4
+7

Transmogrify:
Short

+5
(Once per
scene.
On a
success, deal no damage, but the target turns into
a woodland critter until the end of the scene.
Woodland critters cant use items and have -5 STR.)
+5
(Once per
scene
. On a success, deal
no damage, but the target is overcome with terrible
visions. For the rest of the
scene
, they take a penalty
the size of Torffs success to any action that isnt
running away or hiding.)

Feargasm:

Once per
scene
, spend 2 AP to teleport to any
unoccupied spot within 50ft.
Once per
scene,
spend 3 AP to turn an adjacent corpse
into an undead servant. The undead servant has the
same stats they had in life except their HP is halved and
they take a blooper die on all rolls.
Once per
scene
, spend 3 AP to charge up an attack.
Doing so gives him two epic dice on his next attack. If
he doesnt attack before the end of his next turn, he
loses the epic dice.
Once per
scene Torff can regain an expended Once per
scene
ability.
None of Torffs attacks can cause the need for a
reload.
Epics: Mysticism,
Blooper: Current Events, Pop Culture, Technology
Each scene, after the party has run afoul of Torff, the
Director rolls a d20. On an 18 or higher, Torff has
witnessed the scene in his crystal ball.

Or do something totally different: Maybe Torff is a


vengeful hippie with a spell book. I mean, what am I? The
boss of you? Get weird with it.
55

Creative Prompts
This section is here to provide optional prompts for character personalities and backgrounds as well
as elements for the Director to use. Basically, these are just here to get you thinking.
Character Traits:
1. You are/used to be a priest or nun. Lately your faith has been challenged.
2. Youre smoking that reefer any chance you can get.
3. Youve come from another planet to learn about this love.
4. You served in Nam and saw some shit, man.
5. You are an Indian shaman, supposedly.
6. You don't let people get close to you. People who do always end up getting hurt.
7. You are/were working for the Kremlin, but the tides are changing.
8. You are a hot tub salesperson always looking for clients.
9. You are/were a crooked cop with conflicting loyalties.
10. You are a carnie. No one just stops being a carnie.
11. You are a virgin and lie about it.
12. You are a disgraced former member of the Secret Service seeking redemption.
13. You are a chainsmoker trying to kick the habit.
14. You are an Olympic athlete, cheated out of the gold.
15. You are an incorrigible pervert, looking for love.
16. Youve come from the future, but you cant remember why or much of anything.
17. You have face cancer and time is running out.
18. You are in the witness protection program, but your old life has come knocking.
19. You have a child somewhere out there, but you couldnt be there for them.
20. You are/used to be a prostitute. You, of course, have a heart of gold.
21. You aint got time for these damn kids.
22. You have just woken from a coma and are suffering from amnesia.
23. No one knows that youre...The Shadow.
24. You make drinking look fun and wholesome.
25. Youre the only one that gets it. Theyre already here, man! They are among us!
26. You have/are an evil twin, raised in Quebec by gypsies.
27. You are suffering from a recurring nightmare; bits are coming true.
28. You are a bounty hunter. Your latest target: Your sister.
29. You have given up a life of crime...or have you?
30. You have multiple personalities and one speaks only Spanish.
31. Youve been married four times. They all had the same name.
32. You are in a rock band, but are looking to go solo.
33. Your sensei was murdered. He was going to teach you the ultimate technique.
34. Youve fallen on hard times. But you know the gold is buried somewhere round here!
35. You never knew your real parents. You wonder if they too had the gift.

56

Bad Movie Plot Points:


1. Aliens
2. Alternate histories
3. Androids
4. Antichrist
5. Apocalyptic wastelands
6. Assassination
7. Asteroids
8. Bank robberies
9. Bioweapons
10. Casinos
11. Circuses
12. Crooked cops
13. Cults
14. Curses
15. Dance competitions
16. Demons and/or the devil
17. Digital worlds
18. Dinosaurs
19. Drug lords
20. Evil communists
21. Federal agents
22. Giant animals
23. Goblins
24. Heists
25. Hypnotists
26. Indian burial grounds
27. International spies
28. Jazz clubs
29. Hybrid creatures

30. Kung fu
31. Lost islands
32. Mafia
33. Military occupation
34. Monsters
35. Mutant anything!
36. Natural disasters
37. Nuclear launch codes
38. Planetary colonization
39. Prophecy
40. Psychic powers
41. Road Trips
42. Robots
43. Saving the holidays
44. School dances
45. Scientific experiments
46. Sewer mutants
47. Square school deans
48. Street gangs
49. Time travelers
50. Totalitarianism
51. Unlocking 100% of your brain
52. Vampires
53. Werewolves
54. Wild West
55. Witchcraft
56. Worldwide conspiracies
57. Zombies
58. Gah! Almost made it without mentioning
zombies.

57

The following two pages are extremely important! Theyre the Straight to VHS character sheet.
Print out a sheet for each player and have them fill in the values as indicated by the
tropes
,
perks
and
items
theyve picked for their character. And dont forget to include the
stat tweaks
(page 15)!
Thats it. You know it all.

- Ryan M. M.

You may copy, print, edit or distribute the next two pages in any way you like.

58

59

STRAIGHT to VHS

CharacterName:
_____________________________________

Items:

________________________________________

_______________________________________________

_______________________________________________

_______________________________________________

_______________________________________________

_______________________________________________

_______________________________________________

_______________________________________________

Backstory:

______________________________________________________________________________________
_________________________________________________________________________________________________
_________________________________________________________________________________________________
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Personality:
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Description:
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OtherNotes:

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