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StraighttoVHSv0.2.9

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Version 0.2.9 ©2014 Ryan M.M. All rights reserved TABLE OF CONTENTS WHAT IS STRAIGHT TO VHS? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Wait, Is This One of Those Nerd Games? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 The Bad Movie Mind-Set . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . . 4 HOW TO PLAY . . . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . . . . . . 5 The Central Mechanic . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . 5 Epic Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . 7 Your Character, Over Time . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . 7 Action Sequences . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . 8 Cinematic Actions . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . 9 Script Changes . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . 10 CHARACTER CREATION . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . . . . . 12 Stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . 12 Health Points . . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . 13 Speed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . 13 Epics and Bloopers . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . 14 Making Characters in 5 Steps . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . 14 Tropes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . 15 Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . 24 ITEMS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Example Items . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . 28 Weapon Workshop . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . 32 GRID RULES . . . . . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . . . . . 34 DIRECTING 101 . . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Creating and Ruling Challenges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Dramatic Effects . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . 36 Typical Character Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Setting Up the Movie . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . 39 Welcome to Vicker’s Creek! . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . 40 Bad Guys . . . . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . 41 Villains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Creative Prompts . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . 50 CHARACTER SHEET . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Transcript

 

 

Version 0.2.9 ©2014 Ryan M.M. All rights reserved

TABLE OF CONTENTS  

WHAT IS STRAIGHT TO VHS? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

Wait, Is This One of Those Nerd Games? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

The Bad Movie Mind-Set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

HOW TO PLAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

The Central Mechanic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

Epic Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

Your Character, Over Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

Action Sequences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

Cinematic Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

Script Changes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

CHARACTER CREATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Health Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

Speed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

Epics and Bloopers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

Making Characters in 5 Steps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

Tropes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

ITEMS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28

Example Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28

Weapon Workshop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

GRID RULES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34

DIRECTING 101 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35

Creating and Ruling Challenges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35

Dramatic Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36

Typical Character Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37

Setting Up the Movie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39

Welcome to Vicker’s Creek! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40

Bad Guys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41

Villains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46

Creative Prompts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50

CHARACTER SHEET . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 

A NOTE FROM THE AUTHOR  This is not a finished game. When it is finished, I intend 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 hopes that folks will enjoy, spread the word, and provide me with their thoughts on what they’d 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 [email protected].

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, it’s all art from old movie posters that I thought made for great inspiration. Page 3: Promotional art for the film Beastmaster 2: Through the Portal of Time Page 6: Promotional art for the film Bury Me an Angel Page 10: Promotional art for the film Equalizer 2000 Page 13: Promotional art for the film Thunder II Page 23: Promotional art for the film Eliminators Page 32: Promotional art for the film Raiders of Atlantis Page 41: 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 Director’s 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?” -That’s what you say.

You’ll 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.

“I’m 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 grounded rules-light game (maybe rules-medium) that gives the players clear gameplay tools and direction. The players aren’t forced to drive the story-telling, but are allowed to get hugely creative if they choose! Basically, Straight to VHS is way kick-ass.

Wait, Is This One of Those Nerd Games?  Yo, flat out, homebro. It’s what us nerds call an RPG (or “role-playing game”), you dig? RPGs

share much with their video game counterparts, but brosauce, instead of interacting with a

computer and some code, you’re going to be interacting with your friends and the human

brain. If you don’t think that’s baller and dope, you’re straight trippin’. In a video game, you’re

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, you’re given a level of freedom that no video

game or traditional board game can really replicate. That’s 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 game’s world. In

short, yeah it’s nerdy, and it’s also really fun. I mean, it’s, uh, the sickest! It has...typhus or

something.

 

The Bad Movie Mind-Set  Let’s imagine a horror movie. Our heroine stands in the woods at the edge of a dark cave. A

trail of blood leads into the cave’s mouth. If she has any survival instincts or awareness of her

existence in a horror movie, she’s gonna turn around, go home and read a book. That’s great

for her, but it’s not very interesting.

It might be tempting to make your character’s survival your highest priority, but if you do so,

you’ll probably bore yourself. In the end, the goal of Straight to VHS isn’t 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 isn’t

making the smartest decisions. The Director will reward you for doing so, by giving you

something called “epic dice tokens” (which we’ll learn about on page 7). In general, act like

someone in a horror movie. They aren’t 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

quarterback’s 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, Big Trouble in

Little China*, 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, Thankskilling, Tremors 2, Troll 2, Wolfcop and for more,

check out reddit.com/r/badmovies.  

*Actually, you really can’t call this a bad movie. It might be the best movie ever made.    

 

.

Using the options in this document, you’ll 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. Don’t 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, it’s text that only the Director needs to

read. Skip it if you like so you can get started sooner. There’s 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), you 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

character’s 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 really good for your character to happen (aka a

critical success). Rolling a 1 causes something really bad for your character to happen (aka a

critical failure).   

A critical success should cause something big to happen, like landing a three-way or causing

the enemy to lose a hand. A critical failure should be more than a typical miss. It should be an

embarrassing mistake that backfires on the roller, like shooting their own foot or having their

pants fall off. You can then apply bonuses, penalties or extra damage accordingly.

What if someone rolls a 20 on an attack, but his/her overall attack was still lower than the

defense roll? They didn’t deal any damage, but something big still occurs. Maybe they

disarmed the bad guy. Or perhaps they psyched out the bad guy, thus giving them a penalty

to future defensive rolls. Asking the player can be a good idea too! 

Let’s see a step-by-step example!

Let’s say you made a shotgun-toting character named Lexi. The Director tells you that a deadly chupacabra is about to leap at Lexi, and it’s your turn. You might choose to have Lexi shoot the beast with her shotgun. Tell the Director and…

Roll a d20! Let’s say you rolled an 8.

Now add your most relevant stat. You’re gonna learn about stats in a bit, but the relevant stat for shooting is ACC (Accuracy). You’ll look at your “character sheet” to see Lexi’s ACC. Let’s say Lexi’s ACC is +6.

8 (from the d20) + 6 (from Lexi’s 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. Let’s say Lexi’s shotgun gives a +5 bonus.

That’s 8 + 6 + 5. Lexi’s total attack roll was 19.

As Lexi’s player, you’re 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 chupacabra’s total defense roll is equal to or higher than 19, Lexi’s attack missed.

But let’s say the chupacabra’s total defense roll was 12. Because that is lower than Lexi’s 19, the chupacabra is gonna take damage from Lexi’s 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.

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.

Pro tip: There’s 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 you’ll be glad you did it.

Don’t just say, “You do 7 damage to the

chupacabra. It’s 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.

Epic Dice

Rolling a d20 leaves an awful lot to chance. Wouldn’t 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, just

roll an extra d20 and then choose the roll you like. There are a few ways you can earn epic

dice. For now, let’s 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. That was true to your character and it was likely tempting to do otherwise.

2. That was true to the spirit of bad movies and it was likely tempting to do otherwise.

3. That was truly badass and creative!

You can have up to three epic dice tokens stored at a time for later use. At any time you can

turn in an epic dice token to get an epic die on a roll (do this before you roll, not after), or you

can turn in an epic dice token to get an additional 1 AP on your current turn (more about AP on

the next page). And yes, you can use more than one at a single time.

Your Character, Over Time  “Level ups” are called montages in Straight to VHS. 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). Some character options give you things depending on how many

montages you’ve had, for this purpose you start the game with 0 montages.

If you’re running a long movie (or “campaign”), have the characters earn a perk every other

montage. Otherwise, the characters end up quite complicated. The frequency of montages is

up to the Director, as there is no XP to keep track of. A rough rule-of-thumb is that montages

should occur after every 10 scenes, give or take 5. Basically, just figure out good timing for

your players. If it seems like a good time to beef up the characters, do it!

Play is broken up into scenes. The Director determines when a scene is over, but it’s usually just

the duration that the characters stay in a general location or strive towards a particular goal.

Expect scenes to usually last between 20 and 90 minutes. Certain character abilities will

recharge when a new scene begins, and montages usually occur between scenes.  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. 

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 goes again.

You can only do so much on a single turn before it’s the next character’s turn. On your turn, you

have 5 action points (which I’ll shorten to AP from now on). Making an attack uses 3 AP. (Note:

You can actually 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! You can’t use this to attack the same target more than once, though.)

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 aren’t taking turns, you don’t have to consider AP costs.

Take a look at some examples of actions and their AP costs:

 

3 AP 2 AP 1 AP 0 AP Attack To walk, run, drive,

swing, ski, pilot... Push it to the limit (see next page)

One-Liners (see next page)

Disarm a goon Stand up Scan surroundings Script changes

Hack a computer Conceal yourself or an object

Try to recall any crucial knowledge

Sense the obvious (“is there a window?”)

Pick a lock Reload Pick up an item Banter

Barricade a door Persuade Drop an item Wink

Start a fire Intimidate Scoot 5ft (or 1sq) Flick your ponytail

All sorts of stuff! All sorts of stuff! All sorts of stuff! Yup. All sorts of stuff!

 These examples ought to cover most character actions, but you should also find yourself doing

all sorts of stuff that isn’t on this list. So, if you want to cut the chandelier’s rope, just ask the

director how much AP it’ll take. For some, it might be tempting to try to talk the Director down

to a lower AP cost. Resist that temptation. It’s generally 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.

There’s also a list of typical character actions and how to rule them on page 37 in the

Directing 101 section further in. This can be a really handy list to print and reference,

especially when playing for the first time.

Don’t worry if this all seems overwhelming, because all you really need to do is just describe

what your character wants to do, and the Director will adjudicate accordingly. What do I

mean by just describing what your character wants to do? Let's look at 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 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 try to stay perfectly still in the

hopes that they don't notice me" 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, so there’s 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 Chip Human has three enemies 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 enemy 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.

Cinematic Actions  Cinematic actions are limited-use abilities that allow you to do helpful and amazing things. There are three cinematic actions that are on everyone’s 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 by half your total HP.

● Once per scene, you can use a Bad Edit, which gives you a single extra action (that’s any

one thing with an AP cost) that can occur at anytime on anybody's turn, including your

own. 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!

● Once per scene, you can gain an epic die token when you use a relevant One-Liner. You

know, like saying “ice to know you” after shoving someone into a glacier crevasse. It

doesn’t have to a pun, it just has to feel like an awesome/terrible movie line.

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. We’ll get to them soon.

 

Need a rule that's not in here? MAKE IT UP like the renegade you are!

Script Changes  Script changes are a way for you to get a moment in the Director’s chair. You’ll get an

opportunity to make a change to the story. Keep in mind that script changes should make at

least a little bit of sense. If you say there’s a time machine in the room, you ought to have a

reason. With that in mind, the Director is within their holy gaming rights to ask you to come up

with something else.

Mostly, let your players go wild with script changes. They can be silly, amazing,

coincidental, surprising and wholly game-changing. But if it’s just total nonsense

and/or the other players aren’t feeling it, you can veto a script change or

perhaps suggest a compromise.

You might find that sometimes a player’s script change doesn’t really change

things because of something the player wasn’t aware of. Avoid making a script

change pointless. Find a way to ensure it does something interesting. Even a

backfire can be better than being completely pointless. In short, script changes

should always make a difference. This is the player’s chance to mix things up.

Players start without a script change, but they pick a type of script change when they roll (and

use) either a 1 or a 20 (note: this doesn’t count the automatic 20s from gambles as described

on page 9). The script change is not yet ready to use, though. Just choose a script change type

from the list on the next page and mark it on your sheet; the actual details will be up to you

when it’s time to use it.

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 doesn’t have to be right away. After you use it, you can once again gain a script

change type from rolling a 1 or 20, which will again be ready when you roll another 1 or 20. So,

you’re surely wondering what script changes actually do, so let’s see the script change types

and some examples of use on the next page.

 

TYPES OF SCRIPT CHANGES:

1: A MISHAP or force of nature intrudes (but doesn’t directly take anyone out).

Examples: “Actually, the security camera DIDN’T see us. I’m using my script change. The

security system accidentally got unplugged.” “When the alien goes to shoot Timmy, the

gun just sparks and starts smoking.”

2: A CHARACTER arrives (in a non-lethal location).

Examples: “Ah, OK! Hot Kevin walks in just in time to see my courageous act!” “We

suddenly see Officer Friendly sneaking up behind the Anti-Easter Bunny.”

3: A THING is at hand (that isn’t 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.”

4: An EMOTION is felt (but don’t dictate the feelings of another player’s character).

Examples: “Oh, this’ll be good! OK, suddenly the sasquatch looks at me with my hairy

legs and everything and it’s love at first sight.” “The prison guard is filled with deep

remorse. He suddenly feels that this isn’t the right thing to do.”

5: A secret TRUTH is revealed (that won’t change a character’s 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! Don’t 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 I’ve been reporting

back to them and that you’ve all been double crossed. But you notice that I sneak a little

wink to you guys.”

6: Just about ANYTHING (but the Director shall charge a terrible price).

Examples: …? Maybe if you don’t go crazy, the Director will have a gentler price.

So, let’s say your original vision was a simple tale of the players being terrorized

by a sasquatch out in the woods. Now let’s say a player’s 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 you’re not sure how to work with a player’s

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 it’s

time to meet the ‘squatch’s parents. Maybe the sasquatch comes to trust the

players and reveals his secret alter ego: Santa Claus. If you really can’t think of

anything satisfactory for your situation, you could veto the script change or

suggest some sort of compromise.

 .

Characters get two tropes and a single perk, but before you choose them, you’ll want to know

about the character features they affect. Let’s 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.

When you create

your character,

follow the directions

for stat tweaks ➡

Stat 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 you’re trying to read someone’s 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.

Health Points  Characters also have Health Points. Let’s learn, shall we?

(HP) HEALTH POINTS: How much damage you can take. (HP starts with a value of 20.)

This is the number that you subtract from when you take damage. It is restored by 5 + your

number of montages at the end of each scene. It goes back to it’s full value at the start of a

new day. HP starts at 20, but some tropes and perks will make it so that your maximum HP is

higher or lower than 20. Player-characters are knocked unconscious when they are brought

down to 0 HP, and they die at -10 HP. If your character dies, make the most of it! Give them

some good last words and make a new character for the Director to add to the movie.

“Bad guys” have HP too, though sometimes it’s a lot less or a lot more than 20. Also, if you

knock a bad guy down to 0 HP, it’s usually assumed they’re dead unless you specify that you

merely knocked them unconscious. 

Speed   

     ATH SPEED -8 or less 10ft or 2sq

-7, -6 15ft or 3sq

-5, -4 20ft or 4sq

-3, -2 25ft or 5sq

-1, 0 30ft or 6sq

1, 2 35ft or 7sq

3, 4 40ft or 8sq

5, 6 45ft or 9sq

7, 8 50ft or 10sq

9, 10 55ft or 11sq

11, 12 60ft or 12sq

13, 14 65ft or 13sq

15, 16 70ft or 14sq

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 can move at a time. Remember, moving uses 2 AP, so

you can move twice in a single turn (effectively doubling

your speed), but you’ll only have 1AP left over. Movement

can occur diagonally when playing on a grid.

Epics and Bloopers  Your tropes and perks will sometimes give you “epics”. Epics are specific subjects that your

character has skill or knowledge with, like “Sneaking”, “Intimidation” or “Animals”. When

you’re rolling for something relevant to one of your epics, you get an epic die, meaning you roll

twice 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 you’re 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.

Making Characters in 5 Steps 1

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

2 Pick a perk. You’ll 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 don’t have to

spend all of it. It might be nice to have some cash later.

4 Allocate the stat tweaks as described on page 12. 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. 

   

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 isn’t 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 won’t 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.

Cinematic Action: Once per scene, spend 4 AP to describe your character’s 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 gobsmacked and loses their next turn.

Cinematic Action: Once per scene, you may spend 2 AP to gain an 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, you’ll likely notice it).

Cinematic Action: Once per scene, spend 1 AP to drain the “electro-energy” from a nearby  

electrical device. The device is either permanently fried by the process or just temporarily

drained (Director discretion). This heals you by 5 + your number of montages.

Cinematic Action: Once per 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 can’t speak or use 

items. During your turn, you can spend up to 7 AP on your turn, as long as both you and your

pet use at least 2 AP on your turn, otherwise it’s just the regular 5 AP. The pet gets a montage

whenever you do (but never earns perks). It starts out with 20 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, the

Director may eventually supply you with an opportunity to get a new one with effort.

+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.

Cinematic Action: Once per scene, spend 2 AP to focus on your surroundings. You won’t  

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

The Brave One: 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

only get 3 AP on your turn.

Cinematic Action: Once per scene, if 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.

Cinematic Action: Once per 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 any two other stats

Bumbling Sidekick: You don’t 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 that

isn’t an attack, the next person to try the same task gets a +5 bonus. Also, every time you roll

(and use) a 1, you can award an epic dice token to another player.

Cinematic Action: Once per day, turn a CHA failure into a success thanks to your bumbling  

charm. You succeed by the amount you had originally failed.

+6 DEF // -1 to four stats // Epics: Children, Animals

Chest of Wonders: It’s pretty clear why your character’s 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. Cinematic Action: 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. Cinematic Action: Once per day you get an 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 epic die against enemies that 

are unaware of your presence.

Cinematic Action: Once per day, when you take damage, you can make an adjacent  

person (who isn’t the attacker) take the damage instead.

Cinematic Action: Once per 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 // -6 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, you’re skilled in all things “crime”.

+4 SPY or ATH // +2 to another stat // Epic: Crime (see?)

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.

Cinematic Action: Once per scene you can spend 2 AP to see through walls until the start  

of your next turn

Cinematic Action: Once per 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. You still die if

you reach -10, however.

Cinematic Action: Once per scene, get an epic dice token when you drop to 10 HP or less.

Cinematic Action: Once per scene, spend 1 AP to act totally nonchalant and earn an epic  

dice token. The rest of this turn’s AP is deferred to your next turn.

+8 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 double their normal end-of-scene healing.

Cinematic Action: Once per scene, spend 2 AP to administer first-aid on yourself or an ally,  

healing your target by 5 + your number of montages.

Cinematic Action: Once per day, spend 2 AP to administer an adrenaline shot. The  

recipient gets 3 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.

Cinematic Action: Once per scene, you can make a 1 AP attack with a weapon, but only if  

you already used another weapon on your current turn.

Cinematic Action: Once per 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 didn’t 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 don’t 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

 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. 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. They mostly never do anything of consequence. If a member of your

entourage dies, the Director may eventually provide you with an opportunity to enlist a new

member with some effort.

Cinematic Action: Once per 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.

Cinematic Action: Once per 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

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 and two perks

(no items or tropes). It gets a montage when you do, but no further perks. If it reaches 0 HP or

less, the ghost retreats until the end of the scene.

Cinematic Action: Once per scene use 1 AP to summon the ghost anywhere within 100 ft  

of you, then direct the ghost to take an immediate single action that isn’t an attack.

Cinematic Action: Once per day, use 1 AP to summon the ghost 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 weapon  

with a +2 bonus) for 2 AP.

Cinematic Action: You suffer from halitosis, and once per 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

Jack Burtonesque: Get a blooper die on all rolls, but get an automatic critical success 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).

Cinematic Action: Once per day, you can choose to have an automatic critical success. Cinematic Action: Once per 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.

Cinematic Action: Once per day, spend 1 AP to dramatically remove your glasses to have    

an epiphany (the Director reveals something).

Cinematic Action: Once per scene spend 4 AP to get a read on a target, after doing so,  

you’ll 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.

Cinematic Action: Once per scene, you may spend 2 AP to gain an epic dice token by  

laughing maniacally after you’ve 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.

Cinematic Action: Once per scene, when you break something, gain 1 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.

Cinematic Action: Once per scene, whether through the divine or the mundane, you can  

use 2 AP to heal yourself or an ally 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.

Cinematic Action: Once per scene, spend 3 AP to put on an intimidating martial arts  

display that works as an intimidate action with an epic die. +2 ATH // Epic: Acrobatics // Blooper: Firearms

Monkey Man: There’s something wild about you. Anytime you’d like something to climb or 

swing on, it's conveniently there! Be it a chandelier, rope, cable or vine, it’ll be the length you

need and will never break on you. You have a monkey companion who follows you and mostly

doesn’t do much of consequence. It has 10 HP, and its stats are 0 except for ACC, ATH and SPY

which are equal to your number of montages. Each scene, the monkey gets 5 AP total and can

act during anyone’s turn. The monkey get a blooper die when using items. If your monkey dies,

the Director may eventually provide you with an opportunity to befriend a new monkey with

some effort.

+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 apparently allows you

to spend 2 AP to wirelessly access all sorts of electronic systems that you have line-of-sight to.

Note: hacking isn’t automatically successful, as you must make an INT roll to beat a difficulty

level set by the director.

Cinematic Action: Once per scene, earn an epic dice token by spending 2 AP to do  

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  

Paid Sponsor: Add $200 to your starting amount. You seem to solve a lot of your problems 

with one particular product.

Cinematic Action: Once per 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. Cinematic Action: Once per scene, use 1 AP to use an [INSERT PRODUCT] on an ally within  

25 feet (5 squares).

+2 to any two stats

 

Police Cop: 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.

Cinematic Action: Once per 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 weapons give an attack bonus of +3 to ranged attacks. 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?

Cinematic Action: Once per day, ask for a rewrite that turns a roll into a critical success. Cinematic Action: Once per day, ask for a rewrite that turns a roll into a critical failure.

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 have the power to move things under 10 pounds with your 

mind, no problem, even using them to attack using INT. Moving heavier objects requires an INT

roll with the difficulty level set by the Director.

Cinematic Action: Once per day, spend 2 AP to read someone's mind.

Cinematic Action: Once per scene, spend 2 AP to freak someone’s mind, giving them a  

blooper die to their next roll.

+3 INT

Road Rash: Anytime you’d 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 doesn’t cost you any AP and you look cool doing

it.

+2 to any two stats // -2 to any stat // Epic: Motorcycling

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. It’s destroyed after taking a total of 30 damage since the start of the

movie.

Cinematic Action: Once per scene, spend 2 AP to gaze upon your trinket and gain an epic  

dice token.

+3 to any two stats

Skating Ninja: Subtract $100 from your starting amount, but you have a +4 katana, an 

unending supply of +2 shurikens and a skateboard. You get a +2 to melee attacks made from

above or below your target. You’re also very acrobatic and stealthy!

+3 to SPY and ATH // -3 to any stat // Epics: Acrobatics, Stealth

Sniper: Start with a +6 sniper rifle in your possession which must reload (for 2 AP) after every

shot. You’re 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 a +2 bonus. Hopefully you don’t ever

have to fight in close quarters combat.

+3 ACC // +2 SPY // Epic: Stealth // Blooper: Melee defense, Melee offense

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 critical failures on rolls of 3 or less.

Cinematic Action: Once per scene, earn an epic dice token by perpetuating stoner  

stereotypes.

Cinematic Action: Once per 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.

Cinematic Action: Once per scene, you can use 2 AP to blast some tunes. You and your  

nearby allies get pumped up and you all get +2 to your next roll.

Cinematic Action: Once per 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 don’t seem to acknowledge this. You lack

opposable thumbs and take a -3 to 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 37).

+5 ATH or CHA // +2 to DEF or STR // Epics: Smell, Digging

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) and armor with +2 DEF.

Cinematic Action: Once per day you can spend 2 AP to unexpectedly phase in and out of  

time, making yourself untouchable until the start of your next turn.

Cinematic Action: Once per 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 // Bloopers: Current Events, Pop Culture, Technology

Though Art from the Future: 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 $230 or less) and armor with +2 DEF.

Cinematic Action: Once per day you can spend 2 AP to unexpectedly phase in and out of  

time, making yourself untouchable until the start of your next turn.

Cinematic Action: Once per 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 // Bloopers: Current Events, Nature, Etiquette

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", which 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.

Cinematic Action: Once per scene, use 2 AP to compare a challenge you face to a sport;  

you’ll 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 in which your skin is exposed to direct sunlight. For

that reason, you own a full-body cloak, but you have “Blooper: Charisma” while wearing it. You

get a special 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 the amount of damage you dealt.

Cinematic Action: 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 three stats // Epic: Persuasion, (Stealth as a bat) // Blooper: Animals, Wooden Stakes     

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

Cinematic Action: If you collect some hair from someone and attach it to the doll: Once  

per 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.

Cinematic Action: Once per 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.

Cinematic Action: Once per 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: (+8 HP. Epic: All STR and ATH rolls! Blooper: All CHA and INT rolls!)

Turning into a werewolf heals 8 HP and destroys normal-fitting clothing. As a werewolf, you can

not attack with weapons. You only stop being a werewolf after spending a few hours out of the

moonlight (meaning the sun has risen or you’ve been indoors).

Cinematic Action: As a werewolf, you can earn an 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.

Cinematic Action: Once per scene, spend 2 AP to blind someone with your camera’s 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 // Epics: Interviewing, Public Affairs.  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) 

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 will all call for a second epic/blooper die!

Adrenaline Rush: Cinematic Action: Once per scene, you get one epic die on a STR roll.

Aspiring Script Writer*: When it’s time to pick a script change type, pick two instead.   

When it’s time to use your script change you can choose either, not both. You don’t keep the

one you didn’t 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)

Dramatic Reveal*: 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 can’t 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)  Elite Shooter: Drop your weapons’ reload numbers by 2 (so if a weapon has to reload after 

a 3 or less, you only have to reload it after a 1). (+1 ACC)  Evil Eye: Cinematic Action: 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.

 Explosives Expert: Get a +2 bonus to attacks with explosives.

 

Fight Me Like a 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.

 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 of Character: 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 of Life: Cinematic Action: Once per Scene, for 1 AP, giving an ally a high five         

heals 2 HP for you and the ally.

I’m 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

Laser Focused: Cinematic Action: Once per scene, you get one epic die on an ACC roll.

 Leap of Faith:Cinematic Action: 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: You’re 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.

My Body Is a Weapon: All of your unarmed attacks get a +2.

My Body is Literally a Weapon: You’ve 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)  Point Blank*: You can used ranged weapons at melee range with no penalty.

 Push It Real Good: Your "Push It to the Limit" heals an extra 2 HP, and you can choose to     

use the ability on an ally that can see or hear you, instead of on yourself.

 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 you’re 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 +3 to

CHA 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: Cinematic Action: Once per scene, if you can get behind an opponent, you     

can make a melee attack with a -3 penalty. 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 of Plot: Cinematic Action: 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 weapon’s range take a -3 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.

 Trenchcoat*: You wear a trenchcoat in which you can visually conceal anything smaller than

you. Cinematic Action: Once per day pop the collar to gain an epic die on a CHA roll.

Under the Radar: 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

Where’s 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 arm’s reach.

Wildcard*: It seems like things tend to either go amazingly or horribly for you. You get a

critical success when you roll an 18, 19 or 20. You get a critical failure when you roll a 1 or 2.

[Not compatible with the Stoner trope].

Winning Smile: +2 CHA against targets that aren’t 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 Sick Sonovabitch: Any time you deal damage to somebody or mentally mess with   

them enough that they start taking penalties, you heal 1 HP.

You Thought I 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 a +1 to all

rolls. At the end of that turn you pass out for good until healed.

. 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 harm’s way. This is a huge advantage. However, ranged weapons cost a little                               more than melee weapons and they typically suffer from four 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. When attacking someone who is within 5ft (1sq) of you, ranged weapon attacks get a                             blooper die. 

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 take a ­2 penalty for                           each additional target. 

4. Most ranged weapons are loud, which isn’t ideal when trying to keep a low profile.  In the end, both options are just about equal, and you shouldn’t worry too much about the                                 choice. 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 player’s item when the character’s actions really call

for it, and give the character a chance to avoid it, repair it or replace it.

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 $20

+2 Knife or Dagger can be thrown short range $45

+3 Machete $60

+3 Scimitar Reduce total penalty for attacking multiple targets by 2

$120

+3 Whip 10ft melee range $120

+4 Sledgehammer $150

+4 Axe Reduce total penalty for attacking multiple targets by 1

$225

+5 Sword $340

+5 Chainsaw Loud! $290

+6 Katana $700

+6 Cyber Halberd 10ft melee range $1,400

+7 Battleaxe $1,300

+8 Lasersword $2,200

+9 Poseidon’s Trident $3,300

Ranged: Ranged weapons can attack from afar, but they get a blooper die when attacking an

adjacent enemy. Also, after you roll a 3 or lower on an attack, you must reload. Reloading uses 2

AP.

When attacking more than one target in a single action, take a -4 penalty per additional target.

Some of these weapons attack a large target area (they’ll say something like “20x20ft target”).

This means you attack an entire area of the that size and everyone in it, with no penalty for

multiple targets (unless you then attack a separate 20x20ft area).

There are three different ranges on ranged weapons. If you don’t 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 bear wolf $10

+2 Shuriken normal thrown, must be retrieved to reuse $15

+2 Blowdart normal quiet $35

+2 Laser Blaster normal never needs to reload $45

+3 Molotov Cocktail short thrown, one-time-use, 10ft x 10ft target $25

+3 Handgun normal $90

+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...

$195

+4 Revolver normal reload after rolling a 5 or lower $195

+4 Bow and Arrow normal quiet $300

+4 Hunting Rifle long $345

+5 Hand Grenade short thrown, one-time-use, 15ft x 15ft target $185

+5 Uzi normal $510

+5 Sawed-off Shotgun short no melee-range penalty $690

+5 Grenade Launcher normal 15ft x 15ft target $2,040

+6 Sniper Rifle long must reload after every shot $945

+6 Combat Rifle normal $1,050

+7 Flamethrower short $1,755

+8 Gattling Gun normal $3,300

+9 Zanrethi Alliance Vectorgun

normal $4,950

+10 Rocket Launcher normal one-time-use, 20ft x 20ft target $3,450

Other:

Name About Price

Armor (poor) +1 to DEF, -1 ATH $100

Armor (average) +2 to DEF, -1 ATH $300

Armor (good) +3 to DEF, -1 ATH $750

Climbing Gear 3 AP to set up and retrieve. While using, gain Epic: Climbing

$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 they’re at -20 HP or less). They now have 1 HP.

$1,000

Fine Fragrance Epic: Seduction $150

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-Cracker’s Tools Epics: Lockpicking, Listening through walls $100

Silky Short Shorts Only spend 1 AP to stand up $50

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

Weapon Workshop

 Perhaps you’d like to make your own weapon. It’s a simple process, but you’ll probably want a                                 calculator to add up the item’s final price tag (round to the nearest 5). Pick the “Melee” or                                   “Ranged” column on the next page and just follow the instructions. You can then describe the                               weapon as anything that reasonably fits the features you’ve chosen. 

 You can augment your existing weapon, but you need to have the knowledge and materials                             needed 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 you’ll likely be asked to pay for the upgrade. 

  

Detailed directions: So if we want to make a “laser whip” we’ll pick an attack bonus in the Melee column. Let’s say we go with +3, which has a price of $60. 

 That’s a finished weapon right there. But let’s say we wanna get fancy with it and we want the laser whip to be a 10ft melee weapon. The 10ft melee option has this next to it: [x2]. That’s the 

price multiplier. So our new price is $120 ($60 x 2).   

And let’s say we wanna lower that price a bit. We could add a “sucky feature” to the weapon. Let’s say that the laser whip constantly hums and makes lasery sounds. We can give it the “Loud” feature which has a multiplier of [x0.85] (although it be harder to be sneaky now). 

 So, $120 x 0.85 = $102 

We’ll round to the nearest 5 for a final price of $100. That’s as hard as it gets. 

 

MELEE 

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

BADASS FEATURES (pick any or none)

- Can be thrown short range [x1.5]

- Reduce total penalty for attacking multiple targets by 1 [x1.5]

- Reduce total penalty for attacking multiple targets by 2 [x2]

- Counts as unarmed [x3]

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

- Blooper die to target’s next roll if you hit. [x5]

SUCKY FEATURES (pick any or none)

- Penalty for attacking multiple targets goes up by 1 [x0.9]

- Penalty for attacking multiple targets goes up by 2 [x0.8]

- Loud [x0.85]

- Uses an extra 1 AP [x0.8]

- One-time-use [x0.1]

 

RANGED 

Pick an attack bonus: +1: [$10] +6: [$1,050] +2: [$30] +7: [$1,950] +3: [$90] +8: [$3,300] +4: [$230] +9: [$4,950] +5: [$510] +10: [$6,900]

Pick one: Short range [x0.9] Normal range [free] Long range [x1.5]

BADASS FEATURES (pick any or none)

- Quiet [x1.3]

- Only reload after a 1 [x1.3]

- Never needs to reload [x1.5]

- No melee range penalty [x1.5]

- Arc: Free attack on a different target within 25ft if your die rolled a 15 or higher on your attack roll, and repeat... [x3]

- Reduce total penalty for attacking multiple targets by 1 [x1.5]

- Reduce total penalty for attacking multiple targets by 2 [x2]

-Explosive ammunition attacks a 10x10ft area [x3]

-Explosive ammunition attacks a 15x15ft area [x4]

-Explosive ammunition attacks a 20x20ft area [x5]

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]

. 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.

What’s a grid? It’s 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 doesn’t 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 a +2 bonus 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 -2 penalty for being farther

away than the ideal range.

When characters are in touching squares (including ones that just touch corners), ranged

weapons used by those characters get a -5 penalty.

If you are drawing out the layout of a location, make sure to tell your players that there may

be details present that you haven’t included. This might sound unnecessary, but I highly

recommend it. Why? Because a creative player might ask if there’s 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.

.

This entire section only needs to be read by the director. However, it’s not a bad idea for

players to read through in order to gain a more complete understanding of the game.

Creating and Ruling Challenges  We’ve already learned about how 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? There’s no need to roll a defensive roll for this sort of thing. Instead, just choose a

number that the character’s roll needs to match or exceed. It’s as simple as that. We call this

number the difficulty level. How high should you set the difficulty level? Here are some

guidelines:

0-4 = Automatic success, unless the relevant stat is negative.

5-9 = Success is almost a sure thing.

10-14 = Likely success for most (with 0 montages). 15-19 = Uncertain. Likely success for many experts (with 0 montages). 20-24 = Likely failure. Uncertain for many experts (with 0 montages).

25-29 = Requires a bit of skill, and luck (with 0 montages). 30-34 = Requires considerable skill and luck (with 0 montages). 35-39 = Almost impossible (with 0 montages). 40-44 = Almost impossible (after a few montages). 45-49 = Almost impossible (after several montages).

and so on... (By “expert”, I mean anyone with a high relevant stat and/or Epic.)

When they do 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, give them a little extra for the huge success. In

short, make stuff happen.

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. Let’s 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.

Dramatic Effects  

Movies, even bad ones, usually involve the characters facing emotional and psychological trials,

not just physical ones. They can get scared, tempted, conflicted and much else. That’s 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.).

Let’s say the bad guy just revealed that he is a player character’s father. Now let’s 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 we’ll 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 would’ve taken no penalty.

Keep in mind, that this doesn’t and shouldn’t 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 character’s actions towards

cinematic motivations and drama without dictating what your players do. Still, it’s 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.

Let’s 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 isn’t taking the diamond skull

because its mystical power calls to you. Take a penalty to anything that isn’t some sort of action

against the duke because he insulted you for your lack of propriety.

You may be wondering how the characters can overcome dramatic effects. There are a lot of

options: 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 the 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 you’re being penalized because you haven’t slept, simply sleep. If you get past the

rickety bridge, it is no longer freaking you out.

Typical Character Actions

Characters can do all sorts of stuff! So much stuff, in fact, that it would be foolish to make a list.

After all, it’s the high degree of freedom and infinite possibilities that draw us to tabletop RPGs.

On that note, I’m about to give you a list.

It’s not a complete list, and you probably shouldn’t pay it much attention. Skim it. Maybe keep

it around for reference. Otherwise, let’s just forget about it, shall we?

Remember what we told the players before: “describe what your character wants to do and the

Director will adjudicate accordingly.” This list doesn’t include using the power of child-like

imagination to embolden yourself in the face of adversity, but that doesn’t mean a character

shouldn’t try and do exactly that, and it doesn’t mean the Director shouldn’t make up some

numbers or mechanics to go along with it.

ASSIST (3 AP) As long as you have a positive relevant stat and can explain how you’re 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.

DEFEND (2 AP) Get an epic die to one DEF roll before the start of your next turn.

DISARM (3 AP) Roll ACC. 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 (3 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.

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. Both the

grabber and the grabbed can only move half their normal speed.

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 can not see you until you move,

attack or something else happens to draw attention to you. You get a +2 bonus to attacks

against targets you are hidden from.

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 (large bonuses or penalties may apply depending on the item

and how it is or isn’t 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 don’t 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. 

Setting up the Movie

There are no rules about how you plan or set-up the story and the characters...But that doesn’t

mean I don’t have some suggestions for you!

While it may be a fool’s errand to try to plan out the whole story before play, it’s best to come

up with a core concept and how you’ll set it up. Then you can share the set-up with the players

to consider before they make their characters. For example: “You’ve all won tickets to a

brand-new amusement park on a secluded island” or “We’ll 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? That’s totally up to

you! It’s 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 don’t have to know

exactly how you’ll use these things, but having a few details ready to go can do a lot to put

some meat on your story’s bones. When the players hear about something detailed and

unique, they’ll become much more interested in it and you might be surprised at what becomes

important to them and the story.

Once the players finish up their characters, take a nice long look at their sheets. Take notice of

their character concept and ask yourself how the concept 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. I also like to write

down notes for myself, including any epics and bloopers they might have. That way, I can try to

work them into the game whenever possible.

If you’re strapped for time, 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. It’s a

single-page setting idea with related character concepts for the players to consider (or ignore).

The details are left up to you, but may I humbly suggest the combination of a hurricane,

scheming swamp people and mythological swamp creatures?

Welcome to Vicker’s Creek!

Vicker’s 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 you’re out

there, keep an eye out for the mysterious Yaliqwe! Some still claim to catch glimpses of the

elusive swamp creatures from Kwapoo legend.

Vicker’s 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.

Don’t 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, add time travel, set it in the Canadian Rockies, put the focus on prom! However, don’t

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 movie’s plot. You’ll 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.

Bad Guys  Below, you’ll 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 you’re 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 don’t 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. You’ll 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 hasn’t had any montages

has about 40 threat, so they’d be evenly matched against 40 threat. Thus, a party of three new

player-characters will meet their match at about 120 threat. When a character raises their stats

and gains a perk from a montage, their threat goes up by about 5.

For most fights, I’d recommend putting the players up against something like 75% of their total

threat, but ramping up to 100% for epic showdowns (even at 100%, the players have a slight

upper hand). You’ll want to make considerations for player-characters that aren’t

combat-focused, or for characters that are solely focused on combat. Individual characters can

vary in combat prowess quite a bit. It’s 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.

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 that’s pretty sexist. Ladies can hench too. This is your typical henchperson, but they come in all flavors (ex: Henchmerperson).

12 Threat Speed: 30ft or 6sq

HP: 10 ACC: 2 ATH: 0 CHA: -2 DEF: 0 INT: -2 SPY: -2 STR: 3

Uzi: +5

Fist Punch: +3

GHOST Ghosts can go through stuff, and they think it’s pretty funny that the living can’t. Sometimes they go away when you burn their teddy bear or whatever.

14 Threat Speed: 25ft or 5sq

HP: 8 ACC: -2 ATH: -1 CHA: -3 DEF: 4 INT: 0 SPY: 4 STR: 3

Ghost Slap: +4

Yeah, ghosts can go through stuff, but they don’t

like to stay inside things for too long… They’re a bit

claustrophobic.

Epics: Intimidation, History

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

17 Threat Speed: 40ft or 8sq

HP: 14 ACC: 2 ATH: 4 CHA: 4 DEF: 0 INT: -2 SPY: -4 STR: 3

Fist Punch: +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

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

21 Threat Speed: 30ft or 6sq

HP: 14 ACC: 2 ATH: 0 CHA: 0 DEF: 0 INT: 0 SPY: 1 STR: 3

AK-47: +7

Knife: +5

Speaks Russian and English. Russians like to check on each other, so they carry walkie talkies.

Epic: Resisting Interrogation.

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

23 Threat Speed: 50ft or 10sq

HP: 20 ACC: 0 ATH: 7 CHA: -4 DEF: 1 INT: -4 SPY: 0 STR: 7

Attack: +7

This werewolf turns into a typical henchperson after spending a couple hours out of the moonlight.

Epics: Intimidation, Smell Blooper: Animals

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

25 Threat Speed: 50ft or 10sq

HP: 16 ACC: 0 ATH: 8 CHA: 0 DEF: 0 INT: -5 SPY: 5 STR: 4

Tooth & Nail: +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

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.

27 Threat Speed: 45ft or 9sq

HP: 16 ACC: 2 ATH: 5 CHA: 0 DEF: 5 INT: 0 SPY: 6 STR: 2

Katana: +7

Shuriken: Short +4

Ninjas get a +2 to any attacks made from above or below their target.

Epics: Acrobatics, Stealth

LASER HAWK Take a hawk, strap a laser onto it and fill it with unbridled hatred. Now you’ve got a laser hawk. You’re probably also dead.

30 Threat Speed: 50ft or 10sq

HP: 6 ACC: 5 ATH: 8 CHA: 0 DEF: 5 INT: -5 SPY: 8 STR: 0

Laser Blast: +8

Talons: +3

Like laserless hawks, laser hawks are expert flyers.

Epics: Eyesight

VAMPIRE I dunno what to tell ya. You’ll 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 Speed: 40ft or 8sq

HP: 26 ACC: 2 ATH: 3 CHA: 5 DEF: 2 INT: 3 SPY: 3 STR: 3

Goth Pistol: +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 Speed: 45ft or 9sq

HP: 34 ACC: 0 ATH: 5 CHA: -5 DEF: 0 INT: -4 SPY: 3 STR: 6

Tooth & Nail: +9

So long as the temperature is below freezing, the

yeti has 6 AP on its turn. The yeti is also unaffected

by any hampering from deep snow. (only 4 AP can

be used to move though)

Epic: Stealth

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

38 Threat Speed: 25ft or 5sq

HP: 34 ACC: 2 ATH: -2 CHA: -5 DEF: 0 INT: -2 SPY: 5 STR: 6

Mummy Claws: +6

Bile Blast: Short +2

Spend 4 AP to be too spooky. Roll d20+5 against a character’s 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 don’t drink tea because they’re pretty sure Englishmen poisoned theirs.

40 Threat Speed: 30ft or 6sq

HP: 28 ACC: 1 ATH: 0 CHA: 4 DEF: 5 INT: 6 SPY: 4 STR: 0

Tommy Gun: +7

Cane/Secret sword: +5

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

healing ½ total HP.

Epics: Sense Motive, Hide Motive, Surprised

Enemies

GIANT KILLER ROBOT Rumor has it that these guys don’t survive exposure to paradoxes, but violence just seems more reliable.

44 Threat Speed: 30ft or 6sq

HP: 40 ACC: 4 ATH: 0 CHA: -4 DEF: 10 INT: -2 SPY: -4 STR: 6

Rocket Fist: 10ft +6

Laser Blast: +4

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 aren’t subject to hazards that would

only affect biological creatures.

POSSESSED MONSTER TRUCK You’re gonna die on SUNDAY SUNDAY SUNDAY!!!

46 Threat Speed: 50ft or 10sq

HP: 50 ACC: 0 ATH: 8 CHA: -3 DEF: 2 INT: 0 SPY: -5 STR: 8

Ramming Attack: +8

Doorcheck (1 AP, twice per scene): +4

The Monster Truck has side and rearview mirrors, so is difficult to sneak up on.

Epics: Perception, Destroying stuff Blooper: Stealth

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

50 Threat Speed: 50ft or 10sq

HP: 50 ACC: 0 ATH: 8 CHA: 0 DEF: 0 INT: -5 SPY: -5 STR: 8

Tooth & Nail: 10ft +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.

Epics: Intimidation, Destroying stuff Blooper: Arms

APACHE HELICOPTER Thupthupthupthupthupthupthupthupthupthup...

68 Threat Speed: 75ft or 15sq

HP: 50 ACC: 0 ATH: 17 CHA: 0 DEF: 5 INT: 0 SPY: 0 STR: 0

Mini Gun: +6

Missile: Long +10 (up to four times a day)

Crashsplosion: 30ft +6 (no multi-target penalty) This kills the Apache Helicopter

If it’s in the air when its HP (or its pilot’s 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...

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

MECHA-DRAGON Apparently regular dragons weren’t bad enough. To be fair, it does look pretty rad. Lots of chrome and a bitchin’ rear spoiler.

70 Threat Speed: 50ft or 10sq

HP: 70 ACC: 5 ATH: 8 CHA: 0 DEF: 3 INT: 0 SPY: 4 STR: 7

Tooth, Nail & Tail: 10ft +7

Laser Cannon: +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 aren’t subject to hazards that would only affect biological creatures.

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 Speed: 45ft or 9sq

HP: 66 ACC: 6 ATH: 6 CHA: 6 DEF: 6 INT: 6 SPY: 6 STR: 6

Vexing Strike: +6

Missile of Vexation: +6

Spend 2 AP to create an illusory duplicate of Vexius. The duplicate acts convincingly but can’t 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, you’re 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 brand new in this version of Straight to VHS. Consequentially, it’s far too

short, for now. Even in its finished 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 you’ll 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, I’ve left a fair amount of wiggle room so that you can

customize them to suit your nefarious plans. I hope you’ll look forward to lots more villains in

future updates.

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 is drawn to a particular source of energy that it needs in order to replicate. Let’s have a list of some possible energy sources for you to use:

● Electricity ● Radiation ● Blood ● Alcohol ● Dreams

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. Crucially, The invader and its kin are weakened when exposed to something. It shouldn’t 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 invader’s DEF drops to zero (same for the Invaderlings). Before the invader is weakened, it is nearly untouchable. Before it’s 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 invader’s power source, discovering and collecting its weakness).

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 player- characters know too much. Or worse yet, they might call in a bomb strike to wipe out the whole area!

THE INVADER It is unknowable, unimaginable and nigh unstoppable!

145 Threat (73 Threat when weakened)

Speed: 35ft or 7sq

HP: 80 ACC: 0 ATH: 2 CHA: 0 DEF: 20 INT: 0 SPY: 0 STR: 9

Tentacle: 20ft +9

The invader has 7 AP on its turn.

The invader’s long tentacles can worm their way through tight spaces and can sense movement.

1 Bad Edit per scene

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 ACC: 0 ATH: -2 CHA: 0 DEF: 2 INT: 0 SPY: 0 STR: 3

Tendril: +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, it’s almost cute in this stage… in a weird sorta way.

46 Threat Speed: 30ft or 6sq

HP: 40 ACC: 0 ATH: 0 CHA: 0 DEF: 10 INT: 0 SPY: 0 STR: 6

Tendracle: 10ft +6

Epics: Climbing, Jumping, Destroying Stuff

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 it’s 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, there’s always a chance that they’re 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 won’t 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 character’s INT. If Tommy succeeds, the player character takes a dramatic effect penalty (the size of Tommy’s success) to actions meant to hurt Tommy. To read more about dramatic effects (including how players overcome them), see page 36.

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

70 Threat Speed: 35ft or 7sq

HP: 40 ACC: 6 ATH: 3 CHA: 8 DEF: 6 INT: 8 SPY: 6 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) 1 Bad Edit per scene 1 Push it to the Limit per day (with no token cost) Once per day, when you take damage, you can make an adjacent person (who isn’t 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. 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 Hollywood’s golden age ● Blondes in glasses ● Information ● Cocaine

Dislikes: ● Competition ● Peanuts (allergic) ● Being touched

TORFF, THE WARLOCK has traveled

through centuries, and possibly dimensions. He’s 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. Let’s 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 doesn’t 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, he’s getting a blooper die to all 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 player- characters 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.

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.

TORFF, THE WARLOCK “Check the freakazoid in the cape! Hey! Weirdo! Who let you in h-AAAAAUGGGGHHH!!! … Ribbit.”

80 Threat Speed: 30ft or 6sq

HP: 80 ACC: 3 ATH: 0 CHA: 0 DEF: 5 INT: 5 SPY: 5 STR: 2

Staff Thwack: 10ft +4

Magic Staff Bolt: Long +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 can’t use items and have -5 STR.)

Feargasm: +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 Torff’s success to any action that isn’t running away or hiding.) 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 doesn’t 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 Torff’s 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. You’re smoking that reefer any chance you can get.

3. You’ve 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. You’ve come from the future, but you can’t 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 couldn’t be there for them.

20. You are/used to be a prostitute. You, of course, have a heart of gold.

21. You ain’t got time for these damn kids.

22. You have just woken from a coma and are suffering from amnesia.

23. No one knows that you’re...The Shadow.

24. You make drinking look fun and wholesome.

25. You’re the only one that gets it. They’re 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. You’ve 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. You’ve 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.

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.

   

 

   

The following two pages are extremely important! They’re 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 they’ve picked for their character. And don’t forget to include the stat tweaks (pg. 11)! That’s it. You know it all.

                                 - Ryan M. M.

                                

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

   

 

  Stat Totals = Tropes + Perks + Items + Tweak + Other

ACC 

ATH 

CHA 

DEF 

INT 

SPY 

STR 

USED? CINEMATIC ACTIONS 

PUSH IT TO THE LIMIT (once per scene, 1 AP) Turn in an epic dice token to heal ½ your total HP

BAD EDIT (once per scene, at any time, 0 AP) Get an extra action at any time, on anyone’s turn

ONE-LINER (once per scene, at any time, 0 AP) Say something cool/lame and gain an epic die token

WRITE DOWN

CINEMATIC ACTIONS

IN HERE

CURRENT HP         TOTAL HP 

             Heal 5 + # of montages at the end of each scene. 

Pick a script change type when you roll a 1 or 20. It’s ready the next time

you roll a 1 or 20.

Put/draw something in the circle when your script change is ready.

 

Script Change Types  

 

EPICS:__________________ BLOOPERS:_____________

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TROPE & PERK NOTES:  __________________________

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STRAIGHT to VHS   Character Name: _____________________________________ 

Items: ________________________________________ _______________________________________________

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Backstory: ______________________________________________________________________________________

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Personality:_____________________________________________________________________________________

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Description:_____________________________________________________________________________________

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Other Notes:  ___________________________________________________________________________________

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