Académique Documents
Professionnel Documents
Culture Documents
TABLE OF CONTENTS
WHAT IS STRAIGHT TO VHS?
.
...........................................4
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
.......
. . . . . . . . . . . . . . .
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
43
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.
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.
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.
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!
+ 5
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.
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!
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
Bad Edit
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
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
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.
11
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!
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.
Picking the
concept doesnt mean the
script
change
is ready to use though.
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
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
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
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
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!
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...
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
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
Dual Wielding: You can get into a defensive posture for only 1 AP, giving you an
epic die to one DEF
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 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
Old Geezer:
Youve been through a lot over the years and these whippersnappers shouldnt take you so
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,
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
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
)
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
)
Im Not Supposed to Die Like This: Choose one of the following categories. You get
+2
to DEF
rolls against that category.
Melee weapons and explosives (swords, chainsaws, grenades, rockets 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.
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
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
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
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
$50
+2
Baseball Bat
+2
Knife or Dagger
+3
Machete
+3
Scimitar
$120
+3
Whip
$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
$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
free
+1
BB Gun
normal
+2
Shuriken
normal
$20
+2
Blowdart
normal
quiet
$50
+2
Laser Blaster
normal
$60
+3
Molotov Cocktail
short
$30
+3
Handgun
normal
+3
Magic wand
short
$345
+4
Revolver
normal
$255
+4
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
$2,720
+6
Sniper Rifle
long
$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
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
$70
Climbing Gear
$80
Clothing (nice)
+1 CHA
$70
Clothing (stylish)
+2 CHA
$210
Clothing (stunning)
+3 CHA
$525
Defib Paddles
$1,000
Fine Fragrance
Epic: Seduction
$100
$130
Mace Spray
$80
$80
Protein Pills
$80
Safe-Crackers Tools
$100
$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
$80
$25
$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.
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 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)
BADASS FEATURES
(pick any or none)
- Quiet [x1.3]
- Never needs to
reload
[x1.5]
SUCKY FEATURES
(pick any or none)
- Loud [x0.85]
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.
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.
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
4 or less
* Eh. Dont bother rolling.
5-8
*
Success is
almost
a sure thing.
9-12
*
13-16
*
17-20
*
21-24
*
25-28
*
29-32
*
Almost impossible.
*
Experts means anyone with a very high relevant stat and/or
epics
.
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
43
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.
45
The
The
12 Threat
HP: 10
DEF: 0
Uzi:
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:
17 Threat
HP: 14
DEF: 0
ACC: 2
INT: -2
Fist Punch:
ATH: 4
SPY: -4
CHA: 4
STR: 3
+3
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
HP: 14
DEF: 0
AK-47:
Knife:
ACC: 2
INT: 0
CHA: 0
STR: 3
+7
+5
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.
ACC: 0
INT: -4
ATH: 7
SPY: 0
CHA: -4
STR: 7
27 Threat
HP: 16
DEF: 5
ACC: 2
INT: 0
ATH: 5
SPY: 6
CHA: 0
STR: 2
+7
Katana:
+7
Shuriken:
Short
+4
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
ACC: 0
INT: -5
ATH: 8
SPY: 5
CHA: 0
STR: 4
+6
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:
CHA: 0
STR: 0
+8
+3
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
ACC: 2
INT: 3
Goth Pistol:
ATH: 3
SPY: 3
CHA: 5
STR: 3
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
CONJOINED MUMMY
When you have a conjoined twin you never have to be
alone when you murderously stalk the living.
ACC: 0
INT: -3
ATH: 5
SPY: 3
CHA: -5
STR: 6
37 Threat
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:
ACC: 1
INT: 6
ATH: 0
SPY: 4
CHA: 4
STR: 0
+7
+9
Cane/Secret sword:
ATH: -2
CHA: -5
SPY: 5
STR: 6
+5
48
42 Threat
HP: 40
DEF: 8
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
ACC: 0
INT: -5
+7
+5
46 Threat
P: 50
H
DEF: 2
ACC: 0
INT: 0
Ramming Attack:
ATH: 8
SPY: -5
CHA: -3
STR: 8
APACHE HELICOPTER
Thupthupthupthupthupthupthupthupthupthup...
68 Threat
P: 50
H
ACC: 0
DEF: 5
INT: 0
Mini Gun:
+4
ATH: 17
CHA: 0
SPY: 0
STR: 0
+6
+10
(up to four times a day)
Crashsplosion:
30ft
+6
(no multi-target penalty)
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
+10
Missile:
Long
POSSESSED MONSTER TRUCK
Youre gonna die on SUNDAY
SUNDAY
SUNDAY!!!
ATH: 8
CHA: 0
SPY: -5
STR: 8
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
ACC: 5
INT: 0
ATH: 8
SPY: 4
HP: 66
DEF: 6
CHA: 0
STR: 7
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
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
Bear Arms:
Laser Eye:
ACC: 5
INT: 0
CHA: 0
STR: 8
+9
+6
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.
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
+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
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
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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)
HP: 80
DEF: 20
ACC: 0
INT: 0
Tentacle:
20ft
ATH: 2
SPY: 0
CHA: 0
STR: 9
+9
11 Threat
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!
HP: 40
DEF: 10
ACC: 0
INT: 0
Tendracle:
10ft
ATH: 0
SPY: 0
+6
53
CHA: 0
STR: 6
TOMMY SNIZ
is a clever and charismatic
criminal with lots of cash and connections.
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
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:
Dislikes:
Competition
Peanuts (allergic)
Being touched
54
80 Threat
HP: 80
DEF: 5
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.
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
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:
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Items:
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Backstory:
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Personality:
_____________________________________________________________________________________
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Description:
_____________________________________________________________________________________
_________________________________________________________________________________________________
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OtherNotes:
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