What Is Straight To VHS? .: Version 0.2.8 ©2014 Ryan M.M. All Rights Reserved

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Version 0.2.

2014 Ryan M.M.

All rights reserved

TABLE OF CONTENTS
WHAT IS STRAIGHT TO VHS?
.
................................................2
Wait, Is This One of Those Nerd Games?
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

3
The Bad Movie Mind-Set
. . . . . . . . . . . . . . .

.......
......................3
HOW TO PLAY
. . . . . . . . . . . . . . . . . . . . . . . . . . .
.......
.......................... 4
The Central Mechanic
. . . . . . . . . . . . . . . . . .
.......
.....................4
Epic Dice
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
.......
....................6
Your Character, Over Time

. . . . . . . . . . . . . . .
.......
.................... 6
Action Sequences
. . . . . . . . . . . . . . . . . . . . . .
.......
.....................7
Cinematic Actions
. . . . . . . . . . . . . . . . . . . . . .
.......
.....................8
Script Changes
. . . . . . . . . . . . . . . . . . . . . . . . .
.......
....................9
CHARACTER CREATION
. . . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . . . . . . . . . . . . . 11
Stats
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . . . . . . . 11
Health Points . . . . . . . . . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . . . . . . 12
Speed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . . . . . . . . 12
Epics and Bloopers
. . . . . . . . . . . . . . . . . . . . . .

.......
...................
13

Making Characters in 5 Steps


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

.......
. . . . . . . . . . . . . . . . . . . .
13

Tropes

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
.......
....................
14

Perks

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
.......
....................
23

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

Example Items
. . . . . . . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . . . . . . . . 28
Weapon Workshop
. . . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . . . . . . . . 30
GRID RULES
. . . . . . . . . . . . . . . . . . . . . . . . . . . . .
.......
.........................
32

DIRECTING 101
. . . . . . . . . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . . . . . . . . . . . . . 33
Creating and Ruling Challenges
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Dramatic Effects
. . . . . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . . . . . . . . 34
Typical Character Actions
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
35

Setting Up the Movie


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

37

Welcome to Vickers Creek!


. . . . . . . . . . . . . .
.......
....................
38

Example Bad Guys


. . . . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . . . . . . . . 39
Creative Prompts
. . . . . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . . . . . . . . 43
CHARACTER SHEET
. . . . . . . . . . . . . . . . . . . . . . .
.......
. . . . . . . . . . . . . . . . . . . . . . . . . . 46
Get pumped.


A werewolf stalks the streets...but not for much longer, not if former

prostitute turned nun Gloria Vendetta has anything to say about it. Never mind
her cybernetically enhanced buddy in the precinct who suspects the werewolf is
being protected by Yakuza. If only former 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 bad movies. Youll create a character
by mixing and matching character options inspired by countless awful movies. Do you wanna be
a voodoo master with bionic legs, or maybe a streetwise preacher? Straight to VHS will let you!
The Director (or game master) will narrate the action and provide challenges and something
resembling a plot for the characters to smash and seduce their way through. Players also get
opportunities to tweak the Directors script for their gain and amusement. Straight to VHS is a
work in progress, but is already sure-fire fun!
SOUNDS BADASS! WHAT DO I NEED? -Thats what you say.
Youll need character sheets printed from this rulebook, pencils, some twenty-sided dice and
a few friends, including one who will be the Director. That's it! Straight to VHS
can
be played
with a grid. Grid play instructions are included in the "Grid Rules" section.
laying Straight to VHS takes at least a few hours, and your group might choose to have an
P
epic, ongoing game that you come back to again and again. Straight to VHS is best with two to
five 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 real familiar with the rules and might want to do some
preparation, so be sure to be extra nice to your Director!
Im a discerning RPG veteran. Why should I play this game in particular?
The Bad Movie theme (which permeates the game and character options) is a blank
check that says, No pressure. Just have fun. In my experience, players 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 somewhat
tamed by the players earning rerolls called
epic dice
. And 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.
This is a grounded rules-light game (maybe rules-medium) that gives the players clear
gameplay tools and direction. The players arent forced to drive the story-telling, but are
allowed to get hugely creative if they choose!

Wait, Is This One of Those Nerd Games?

Yo, flat out, homebro. Its what us nerds call an RPG (or role-playing game), you dig? RPGs

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

The Bad Movie Mind-Set

Lets imagine a horror movie. Our heroine stands in the woods at the edge of a dark cave.

A trail of blood leads into the caves mouth. If she has any survival instincts or awareness of her
existence in a horror movie, shes gonna turn around, go home and read a book. Thats great
for her, but its not very interesting.
It might be tempting to make your characters survival your highest priority, but if you do so,
youll probably bore yourself. In the end, the goal of Straight to VHS isnt to win. The goal is to
share in some belly laughs and come away with a stupid, kick-ass story!
You should strive to
move things forward and keep things interesting, even if you know your character isnt
making the smartest decisions. The Director will
reward you for doing so, by giving you

something called epic dice tokens (which well learn about on page 6).
In general, act like
someone in a horror movie. They arent suicidal, but their sense of self-preservation is trumped
by the desire to tell an awesome story. Now go. Go explore that spooky cave! Take up the
quarterbacks challenge to a drag race! Decide you have to learn more about the aliens! Go
skinny dipping in the lake! The audience demands it!
Oh! And to really get in the right mind-set, you should watch some fine cinema. May I
recommend the following:
2019: After the Fall of New York, Avalanche Sharks, Big Trouble in
Little China
*
, Dead Heat, Deadly Prey, Eliminators, Future War, Gymkata, Hard Ticket to Hawaii,
Hell Comes to Frogtown, Independence Day, Krull, Latitude Zero, Leprechaun 4, Masters of the
Universe, Miami Connection, Mortal Kombat: Annihilation, Samurai Cop, Sharknado, Star Crash,
Thankskilling, Tremors 2, Troll 2, Wolfcop and for more, check out
reddit.com/r/badmovies

.
*
Actually,youreallycantcallthisabadmovie.Itmightbethebestmovieevermade.

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

The Central Mechanic

When you want your character to attempt something that has a reasonable chance of failing

(like rock climbing or punching someone in the mouth), 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
characters most relevant stat + any bonuses and/or penalties.
Also, a character that is being attacked rolls a defensive d20 (+ their Defense stat + any
bonuses and/or penalties). If the attack roll is higher than the defense roll, the defending
character takes damage. The amount of damage they take is the difference between the two
rolls. If a character takes too much damage, they die.
One more thing: rolling a 20 causes something 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
defensive roll? They didnt 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!

Lets see a step-by-step example!


Lets say you made a shotgun-toting character named Lexi. The Director informs you that there
is a deadly chupacabra about to leap toward Lexi, and its your turn. You might choose to have
Lexi shoot the chupacabra with her shotgun. Tell the Director and...
Roll a d20! Lets say you rolled an
8
.
Now add your most relevant stat. Youre gonna learn about the stats in a bit, for now just
believe me when I say the relevant stat for shooting is always ACC (Accuracy). Youll look at
your character sheet to see Lexis ACC. Lets say Lexis ACC is +6.
8
(from the d20)
+ 6
(from Lexis stat)
= 14
Now add any bonuses and penalties. Penalties arent very common, and the Director will let
you know if theres a penalty. A really common way of getting a bonus is by using an
item
. Lets
say Lexis shotgun gives a +5 bonus.
So thats
8
+ 6

+ 5

. Lexis total attack roll was


19
. Piece of cake!
Pro tip: Theres a spot on your character sheet for you to take notes. So if Lexi is always shooting
things with her shotgun, make sure to write down something like Shotgun Attack: +11 so that
instead of checking what her ACC is (+6) and her shotgun bonus is (+5) every time, you can just
glance at that single number (+11). It seems like a small thing, but youll be glad you did it.
As Lexis player, youre done.
The rest is all handled by the Director
. The Director rolls a
defensive d20 for the chupacabra and will also add its DEF (defense) stat and any bonuses and
penalties.
If the chupacabras total defense roll is equal to or higher than 19, Lexis attack missed.
But lets say the chupacabras total defense roll was 12. Because that is lower than Lexis 19,
the chupacabra is gonna take damage from Lexis attack. How much damage, exactly? He 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 exact 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 Lexis roll is higher, the chupacabra missed. If Lexis roll is lower,
she takes damage equal to the difference between the two rolls.
Dont just tell players, You do 7 damage to the chupacabra. Its still alive. Say
something like, Lexi gets off the shot as the chupacabra leaps toward her, sending it
flailing and screeching to the ground. Its not dead, but it looks badly hurt and really pissed
off. That was 7 damage. This sort of delivery keeps things much more lively.

Epic Dice
Rolling a d20 leaves an awful lot to chance. Wouldnt it be nice if you could roll it more than
once and choose the roll you like? Well, you can...sometimes.
When you use an
epic die,
just
roll an extra d20 and then choose the roll you like.
There are a few ways you can earn
epic
dice.
For now, lets learn about one. The Director can award you an
epic dice
token

when your character has done something that fits any of the criteria below.
1.
2.
3.
4.

That was badass and creative.


That was good for the story or character development but risky for your character.
That was true to your character and it was probably tempting to do otherwise.
Anything else along those lines that duly impresses the Director.

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 youve had, for this purpose you start the game with 0 montages.
If youre running a long movie (or campaign), have the characters earn a
perk
every
other
montage

. Otherwise the characters end up too complicated. The frequency of


montages
is up to the Director, as there is no XP to keep track of. Simply figure out good
timing for your players. If it seem 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 its usually
just the duration that the characters stay in a general location or strive towards a particular
goal. Expect scenes to usually last between 30 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.

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 its the next characters turn. On your turn,
you have 5 action points (which Ill 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 cant 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 arent taking turns due to combat or something similar,
you dont have to consider AP costs at all.
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 isnt on this list. So, if you want to cut the chandeliers rope, just ask
the director how much AP itll take. For some, it might be tempting to try to talk the Director
down to a lower AP cost. Resist that temptation. Its 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
.
Theres also a list of typical character actions and how to rule them on page 36 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.

Dont 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 theres one complicated bit you oughta know about. Attacks that are aimed at more
than one enemy get penalties.
For each additional target, add a -2 to melee attacks and -4 to
ranged attacks.
So if 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 everyones character sheet:

Once per
scene
, you can
Push It to the Limit
by spending 1 AP and turning in an
epic dice
token
. This heals you by half your total HP.
Once per
scene
, you can use a
Bad Edit
,
which gives you a single extra action (thats any

one thing with an AP cost) that can occur at 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 gets his mummy hands on you!
Once per
scene
, you can gain an e
pic 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
doesnt 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.

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 Directors chair. Youll 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 theres 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 game-changing. But if its just total
nonsense and/or the other players arent feeling it, you can veto a
script change
or perhaps suggest a compromise.
Also, youll find that sometimes a players
script change
doesnt really change
things because of something the player wasnt aware of. Avoid making a
script
change
pointless. Find a way to ensure it does something interesting. Even a
backfire can be better than being completely pointless. In short,
script changes
should always make a difference. This is the players chance to mix things up.
layers start without a
P
script change,
but they pick a
script change type
when they roll (and
use) either a 1 or a 20 (note: this doesnt count the automatic 20s from
gambles
as described
on page 8). 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 its 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 doesnt 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, youre surely wondering what
script changes
actually do, so lets 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 (that doesnt directly take anyone out).
Examples: Actually, the security camera DIDNT see us. Im using my script change. The
security system accidentally got unplugged. When the alien goes to shoot Timmy, the gun just
sparks and starts smoking.
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 isnt an uber weapon).
Examples: Script change time! There IS a helicopter on the roof. I find a scroll with a
translation of the Egyptian hieroglyphics.
4: An
EMOTION
is felt (but dont dictate the feelings of another players character).
Examples: Oh, thisll be good! OK, suddenly the sasquatch looks at me with my hairy
legs and everything and its love at first sight. I tell him all about Bill, and the prison guard is
filled with deep remorse. He suddenly realizes that maybe this isnt the right thing to do.
5: A secret
TRUTH
is revealed (that wont change a characters game mechanics).
Examples: I pull from my pocket a crumpled photo of a woman and I show it to Dracula.
I say to him, I bet she looks familiar. Your old flame and my mother! Dont you see...Dad!? As
the Mafia goons point their guns at us, I pull out my gun and walk over to them, keeping it
aimed at you guys. The mob boss explains that Ive been reporting back to them and that youve
all been double crossed. But you notice that I sneak a little wink to you guys.
6: Just about
ANYTHING
(but the Director shall charge a terrible price).
Examples: ????????!!?
So, lets say your original vision was a simple tale of the players being
terrorized by a sasquatch out in the woods. Now lets say a players
script
change
has resulted in the sasquatch falling in love with one of the players. This
will require a serious rethink of your plans. If youre not sure how to work with a
players
script change
, you could call for a five minute break so that you can
figure out how to move forward. Maybe poachers come for the sasquatch or
maybe its time to meet the squatchs parents. Maybe the sasquatch comes to
trust the players and reveals his secret alter ego: Santa Claus. If you cant think
of anything satisfactory for your situation, you can veto the
script change
or
suggest some sort of compromise.

Before picking your


tropes
and
perk
, youll want to know about the character features they

affect. Lets take a look.

Stats
(ACC)
ACCURACY: Ranged attacks, dexterity, delicate procedures.
(ATH)
ATHLETICS: Athleticism, reflexes, speed and initiative
.
(CHA)
CHARISMA: Allure and strength of personality...Resistance to despair.
(DEF)
DEFENSE: Ability to dodge attacks and mitigate damage.
(INT)
INTELLIGENCE: Problem solving and knowledge...Resistance to coercion.
(SPY)
SPYING: Perception, deceit, sneaking, lock-picking.
(STR)
STRENGTH: Melee attacks, body strength, intimidation...Resistance to fear.
When you create your character, follow the directions below 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 often make additional changes to your stat values. For
example, let's say you chose SPY to give +3 and you chose a
trope
that gives you +4 SPY. Just
add them up. Your SPY is 7. So what do stats do again? They add to your d20 rolls. So let's say
you have +7 on SPY and youre trying to read someones lips; roll a d20 and add 7 to the result,
as well as any other bonuses or penalties.
Not all actions fit neatly into a single stat. In these situations, the players choose a stat
that they feel is relevant, though they need to explain how it's going to help the character.
Driving is a good example; depending on the specifics, ATH, INT or ACC could be used. "I
use INT to pull off some maneuvers to ditch the cops," or "I'll roll with ACC cause I'm
trying to drift right between the two semi trucks," and so on.

Health Points

Characters also have Health Points. Lets 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 its 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 its a lot less or a lot more than 20. Also, if you
knock a bad guy down to 0 HP, its usually assumed theyre dead unless you specify that you
merely knocked them unconscious.

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 theoretically you
can move twice in a single turn (effectively doubling
your
speed
), but youll only have 1AP left over.
Movement can occur diagonally on a grid.
Make sure to include (at least occasionally)
enemies or goals that are a considerable distance
away. Why? Because it ensures that fast characters
and characters with ranged weapons get their time
to feel special. This sort of consideration for
character differences is key to a really excellent
game where everyone has a blast.

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
youre 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 youre using. Quit it!
Epics
aren't meant to be a constant
bonus to combat prowess. Your Director might let you use it once for your clever thinking
though.
There are also negative counterpoints to
epics,
which are called
bloopers
.
When you roll for

something that you have a


blooper
in, you roll an extra d20 and use the lower roll. Be cool and
remind everyone when you have a
blooper
that should affect you. Otherwise, the
blooper
will
call for ANOTHER d20 for the rest of the movie!
Blooper dice
and
epic dice
sometimes end up in
the same roll. In this case, they just cancel each other out, die for die.

Making Characters in 5 Steps


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

2
Pick a

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

3
Pick out some

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

Allocate the
stat tweaks
as described on page 11. 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

If need be, work with the Director to adjust a trope to fit the movie or your character idea.

Your character isnt exclusively defined by the tropes you pick. For example, if you pick Mad
Scientist and Paid Sponsor as your tropes, your character could also be a robot. However, you
wont get in-game benefits for being a robot.

BatshitCrazy:

At some point in each scene, the director rolls a d20 and keeps the result

hidden. If the Director rolls 8 or less, they tell you a lie about the in-game world or situation. If
the Director rolls 9 or higher, they tell you a truth about the in-game world or situation.
inematicAction:
C
Once per
scene
, spend 4 AP to describe your characters crazy antics
and roll with a bonus equal to your CHA penalty (if you have -4 CHA, get a +4 bonus. Positive
CHA gets you +0) + your number of
montages
. Your target defends with INT and on a hit the
target is gobsmacked and loses their next turn.
inematicAction:
C
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

BatteriesIncluded:

You are a robot, android, automaton, or golem. You are unharmed by

poison, radiation and asphyxiation. You can see in the dark and in infrared (so if you have line of
sight on something warm-blooded, youll likely notice it).
inematicAction:
C
Once per
scene
, 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.
inematicAction:
C
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: Romance

Beastmaster:

You have a pet animal (any kind the Director approves). It cant speak or use
items.
During your turn, you can spend up to 7 AP on your turn, as long as both you and your

pet use at least 2 AP on your turn. If only one of you acts, its 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

BlindMaster:

You are blind and take a


blooper die
on all rolls that would benefit from sight,
including nearly all attack rolls.
inematicAction:
C
Once per

scene
, spend 2 AP to focus on your surroundings. You wont
take any
blooper dice
for being blind until the end of your next turn.
+7 to any stat // +3 to another stat // Epics: Hearing, Smell, Taste and Touch

TheBraveOne:

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.
inematicAction:
C
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.
inematicAction:
C
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

BumblingSidekick:

You dont seem like a helpful member of the party. If anything, it


seems like the others keep you around so that they know what
not
to do. Despite your general

ineptitude, you tend to avoid serious injury. Anytime you attempt and fail at something that
isnt 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.
inematicAction:
C
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

ChestofWonders:
Its pretty clear why your characters actor/actress was cast...
CinematicAction:
Once per
day,
take off your shirt by using 2 AP to get an
epic die
to CHA
rolls for the rest of the
scene.
CinematicAction:

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

Once per
day
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.
inematicAction:
C
Once per

day
, when you take damage, you can give it to an adjacent
person that isnt the attacker.
inematicAction:
C
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

CrimeRobber:
Add $400 to starting amount. Roll a d20 when seen by a police officer; on a
15+, they will attempt to apprehend you. You can attempt to pick-pocket by spending only 2
AP, rather than 3. Most importantly, youre skilled in all things crime.
+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.


inematicAction:
C
Once per

scene
you can spend 2 AP to see through walls until the start
of your next turn
inematicAction:
C
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)

DieHardly:
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.
inematicAction:
C
Once per
scene,
get an
epic dice token
when you drop to 10 HP or less.
inematicAction:
C
Once per
scene
, spend 1 AP to act totally nonchalant and earn an
epic
dice token
. The rest of this turns AP is deferred to your next turn.
+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.
inematicAction:
C
Once per
scene
, spend 2 AP to administer first-aid on yourself or an ally,
healing your target by 5 + your number of montages.
inematicAction:
C
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

DualWielding:
You can get into a defensive posture for only 1 AP, giving you an

epic die
to
one DEF roll before the start of your next turn.
inematicAction:
C
Once per

scene,
you can make a 0 AP attack with a weapon, but only if
you already used another weapon on your current turn.
inematicAction:
C
Once per

scene,
you can make a 2 AP attack with a weapon, but only if
you already used another weapon on your current turn.
+3 ACC or STR // +2 to ACC or STR (whichever you didnt choose to give +3)

Famous:
Add $700 to your starting amount. Anytime you meet a new person, you can roll a
d20. On a 1-5, the person loathes you and you get a -5 penalty to CHA rolls with them. 6-10
means they dont know you. 11-15 gives you a +5 bonus to CHA rolls with them. 16-20 gives you
+10. Your experience with the paparazzi has also left you skilled at concealing your identity and
avoiding notice and capture. You can escape grabs by only spending 2 AP.
+2 to any two stats // Epics: Hide Identity, Sneak // 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.
inematicAction:
C
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.
inematicAction:
C
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.
inematicAction:
C
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 isnt an attack.
inematicAction:
C
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.
inematicAction:
C
Once per
scene,
you can throw a can of beans (a short-range weapon
with a +2 bonus) for 2 AP.
inematicAction:
C
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

JackBurtonesque:
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).
inematicAction:
C
Once per
day
, you can choose to have an automatic
critical success
.
inematicAction:
C
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.
CinematicAction:

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

MadScientist:
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.
inematicAction:
C
Once per
scene
, you may spend 2 AP to gain an
epic dice token
by

laughing maniacally after youve succeeded at something.


+5 INT // +2 ACC or SPY // -2 CHA or STR // Epic: Science, Technology

Man/WomanofAction:
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.
CinematicAction:

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/WomanoftheCloth:
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.
inematicAction:
C
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

MartialArtist:
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.
inematicAction:
C
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

MonkeyMan:
Theres something wild about you. Anytime youd like something to climb or
swing on, it's conveniently there! Be it a chandelier, rope, cable or vine, itll be the length you
need and will never break on you. You have a monkey companion who follows you and mostly
doesnt 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 anyones 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

NetHacker:
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 isnt automatically successful, as you must make an INT roll to beat a
difficulty
level
set by the director.
inematicAction:
C
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

PaidSponsor:
Add $200 to your starting amount. You seem to solve a lot of your problems
with one particular product.
inematicAction:
C
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
.
inematicAction:
C
Once per
scene
, use 1 AP to use an [INSERT PRODUCT] on an ally within
25 feet (5 squares).
+2 to any two stats

PoliceCop:
You start with a weapon with a +4 bonus, a cop car and of course, a badge! But
remember, the police chief and populace might not always be on your side.
inematicAction:
C
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?
CinematicAction:

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

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

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

PsychicMindfreaker:
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.
inematicAction:
C
Once per
day
, spend 2 AP to read someone's mind.
inematicAction:
C
Once per
scene
, spend 2 AP to freak someones mind, giving them a
blooper die
to their next roll.
+3 INT

RoadRash:
Anytime youd like a motorcycle with keys in the ignition to be nearby, spend 2
AP to spot one. Get a +2 bonus to all rolls while on a speeding motorcycle, except INT and SPY
rolls. Note that sometimes being on a motorcycle can still net you a penalty (while attempting
stealth, for example). Getting on or off vehicles doesnt cost you any AP and you look cool doing
it.
+2 to any two stats // -2 to any stat // Epic: 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. Its destroyed after taking a total of 30 damage since the start of the
movie.
inematicAction:
C
Once per
scene
, spend 2 AP to gaze upon your trinket and gain an
epic
dice
token.
+3 to any two stats

SkatingNinja:
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. Youre 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. Youre a damn fine shot and also skilled at concealing yourself and your weapon. You can
spend 5 AP on an attack with a sniper rifle in order to gain a +2 bonus. Hopefully you dont 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.
inematicAction:
C
Once per
scene
, earn an
epic dice token
by perpetuating stoner
stereotypes.
inematicAction:
C
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)

StreetTough:
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.
inematicAction:
C
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.
inematicAction:
C
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

TalkingDog:
You are a relatively intelligent canine (or similar) who can freely communicate
with his friends. For some reason, other people dont seem to acknowledge this. You lack
opposable thumbs and take a -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 35).
+5 ATH or CHA // +2 to DEF or STR // Epics: Smell, Digging

ThouArtfromthePast:
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.
inematicAction:
C
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.
inematicAction:
C
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

ThoughArtfromtheFuture:
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.
inematicAction:
C
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.
inematicAction:
C
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

TroubledAthlete:
Coach always said you could become one of the greats, if only you could
find your confidence. After you roll and use a 1, you gain "the yips", which last until you roll and
use a 20. While you have the yips you suffer from self-doubt and you get a
blooper die
on all
ATH and STR rolls. However, after you roll and use a 20 you gain "the touch", which lasts until
you roll and use a 1. While you have the touch you are brimming with confidence and get an
epic die
on all ATH and STR rolls.
inematicAction:
C
Once per
scene
, use 2 AP to compare a challenge you face to a sport;
youll get an
epic die
to the next relevant roll in the same scene.
+5 ATH // +3 CHA or STR // -2 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.
inematicAction:
C
Once per
day
, you can use 2 AP to turn into a bat until the end of the
scene
. While you are a bat, the only attack you can make is
Blood Sucking
. As a bat you can fly,
and have
Epic: Stealth
.
+2 to three stats // Epic: Persuasion, (Stealth as a bat) // Blooper: Animals, Wooden Stakes

VoodooMaster:
You have a voodoo doll, some glue and a pair of scissors.
inematicAction:
C
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.
inematicAction:
C
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.
inematicAction:
C
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 youve been indoors).
inematicAction:
C
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

WhataScoop!:
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.
inematicAction:
C
Once per
scene
, spend 2 AP to blind someone with your cameras flash,
giving them a
blooper die
to all rolls until the start of your next turn.
+3 to two of the following: INT, CHA, SPY // 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

You can take most perks twice if you like, exemptions have an asterix next to their names.

When you take a perk a second time, double the value of the
underlined
words and/or numbers.

This can result in x2 epics or x2 bloopers which call for three rolls rather than two.

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

on a STR roll.

AspiringScriptWriter

When its time to pick a


script change type
, pick two instead. When its time to use your

script change
you can choose either, not both. You dont keep the one you didnt use.

CalmlyWalkAway
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.

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

Deceitful
You are skilled at misleading others.
(
Epics: Lying, Sleight of Hand
)

DramaticReveal*
You get to choose a third
trope
. However, you no longer heal between scenes.

Druid,orPossiblyFarmer
In any case, you've been getting in touch with nature.
(
Epics: Plants & Animals, Living off the
Land, Weather Prediction
)

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

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

EliteShooter
Drop your weapons
reload
numbers by
2

(so if a weapon has to


reload
on a 3 or less, you
only have to
reload
it on a 1).
(
+1 ACC
)

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

ExplosivesExpert
Get a
+2
bonus to attacks with explosives.

FightMeLikeaMan
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
)

FloatLikeaButterfly
CinematicAction:

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

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

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

HellofanArm
You can throw with great strength, gaining
+2
on attacks with throwables. Also, you can
throw things at a long range, including gauze, first aid kits, molotovs, grenades etc.

HighFiveofLife
inematicAction:
C
Once per
Scene,
for 1 AP
,
giving an ally a high five heals
2

HP for you

and the ally.

ImNotSupposedtoDieLikeThis
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)

JohnWoo
inematicAction:
C
Once
per
scene
, you get a +4
bonus to ACC if you are jumping into or

out of cover this turn. You seem to attract and then startle doves, giving you
Blooper: Stealth

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

on an ACC roll.

LeapofFaith
inematicAction:
C
Once
per
day
, when you would take damage from falling, 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.

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

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

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

MyBodyIsaWeapon
All of your unarmed attacks get a
+2
.

MyBodyisLiterallyaWeapon
Youve attached a weapon onto your body in place of
one
of your

hands or feet. This weapon

receives a +2 bonus BUT you will 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).

PhotographicMemory
Once

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

PointBlank*
You can used ranged weapons at melee range with no penalty.

PushItRealGood
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.

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

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

SexyNerd
You wear glasses, which means youre smart and a nerd. If you take off your glasses, you get
a blooper die
to all rolls that would be aided by sight. However, you gain

+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
)

SleeperHold
inematicAction:
C
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'
inematicAction:
C
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.

SpeedofPlot
inematicAction:
C
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.)

SuppressingFire
inematicAction:
C
Once per
scene,
you can spend 2 AP to wildly fire a ranged weapon,
suppressing enemy action. Enemies within your weapons range take a
-3
to all rolls on their

next turn.

TheMoretheMerrier
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 yourself.
inematicAction:
C
Once per
day
pop the collar to gain an
epic die
to a CHA roll.

UndertheRadar
If you didn't attack anyone on your last turn, you have a
+2
to DEF until the start of your next

turn.

WarriorTraining
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

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

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

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

WinningSmile
+2

CHA against targets that arent hostile towards you.

YouNeverKnow
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.
)

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

HP.

YouThoughtIWasDown*
Upon reaching 0 HP, you pass out just like anybody else and you miss your next turn, but on
the turn afterward, you can act normally, and you receive a +1 bonus to all rolls. At the end of
that turn (if you didn't get yourself healed), you pass out for good until healed.

A Note About Melee Combat VS. Ranged Combat


Witharangedweapon,youcanattackpeoplewhoarefarawayfromyouandkeep

yourselfrelativelyoutofharmsway.Thisisahugeadvantage.However,rangedweapons
costalittlemorethanmeleeweaponsandtheytypicallysufferfromfourdrawbacks.

1. Afterrollinga3orlesswhenattacking,rangedweaponsjamorneedtobereloaded.
Youmustspend2APtofixitbeforeyoucanuseitagain.
2. Whenattackingsomeonewhoiswithin5ft(1sq)ofyou,rangedweaponattacksgeta
blooperdie
.
3. Ifyouchoosetoattackmorethanonetargetinasinglerangedattackroll,youtakea
4penaltyforeachadditionaltarget.Bycomparison,meleeweaponstakea2penalty
foreachadditionaltarget.
4. Mostrangedweaponsareloud,whichisntidealwhentryingtokeepalowprofile.

Intheend,bothoptionsarejustaboutequal,andyoushouldntworrytoomuchaboutthe
choice.Simplypickthe
tropes
and
perks
(someofwhichfavorrangedormelee)thatappeal
toyouandbuildthecharacterthatsoundsfuntoplay.

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 NPCs for
completing tasks, it could be found on defeated enemies or it could even be stolen or
extorted from NPCs. Money could be a central goal for the characters.
Characters can have their items taken or broken, but items are a way for players to
customize their characters. As such, only smite a players item when the characters actions
really call for it, and give the character a chance to avoid it, repair it or replace it.

MELEE:
You have to be next to an enemy to use a melee weapon on them. When attacking more

than one target in a single action, melee attacks take a -2 penalty per additional target.

+1 Brass Knuckles (counts as unarmed) [$15]


+1 Zapper (blooper die to target's next roll. Bzzzt!) [$50]
+2 Baseball bat [$20]
+2 Knife or Dagger (can be thrown short range) [$45]
+3 Machete [$60]
+3 Whip (10ft melee) [$120]
+4 Axe [$150]
+5 Sword [$340]
+5 Chainsaw (loud) [$290]
+6 Katana [$700]
+6 Cyber Halberd (10ft melee) [$1,400]
+7 Battleaxe [$1,300]
+8 Lasersword [$2,200]
+9 Poseidons Trident [$3,300]

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

adjacent enemy. When attacking more than one target in a single action, take a -4 penalty per
additional target. If you roll a 3 or less on an attack, you must reload. Reloading uses 2 AP.

+1 BB Gun (normal range) [$10]


+2 Blowdart (quiet, short range) [$35]
+3 Handgun (normal range) [$90]
+4 Revolver (needs
reload
on a 5 or less, normal range) [$195]
+4 Hunting Rifle (normal range) [$230]
+4 Bow and Arrow (quiet, normal range) [$300]
+5 Uzi (normal range) [$510]
+5 Sawed-off Shotgun (no melee-range penalty, short range) [$690]
+5 Grenade Launcher (15x15ft target, normal range) [$2,040]
+6 Combat Rifle (normal range) [$1,050]
+7 Flamethrower (short range) [$1,755]
+7 Sniper Rifle (must
reload
after every shot, long range) [$1,755]
+8 Gattling Gun (normal range) [$3,300]
+9 Zanrethi Alliance Vectorblaster (normal range) [$4,950]
+10 Rocket Launcher (one-time-use, 20x20ft target, normal range) [$3,450]

THROWN WEAPONS:
These are short-range weapons.

+1 Rock (can be retrieved to reuse) [free]


+2 Shuriken (can be retrieved to reuse) [$15]
+3 Molotov Cocktail (10x10ft target, one-time-use) ($25)
Grenade: +5. (15x15ft target, one-time-use) ($185)

OTHER:

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): Epic: Climbing ($80)
Clothing (nice): +1 CHA ($70)
Clothing (stylish): +2 CHA ($210)
Clothing (stunning): +3 CHA ($525)
Fine fragrance: Epic: Seduction ($150)
Mace Spray: Once per
scene
for 2 AP, On a hit the target doesnt take damage but gets a
blooper die on all rolls until the end of their next turn. Very Short Range. (2 squares, no
melee penalty) ($50)
Night Vision Goggles: No darkness penalties ($80)
"Protein" Pills: +1 to all STR rolls for the rest of the
day
($80)
Study Pills: +1 to all ACC rolls for the rest of the
day
($80)
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. ($70)
Spyglass: See things from far away and get a nautical thing going for you. ($30)
Super Duper Glue: Its really sticky! ($20)
Defib Paddles: Revive within 5 minutes at 1 HP ($1,000)

Weapon Workshop

Ifnoneoftheexampleweaponscalledtoyou,youmightwanttomakeyourown.Itsa
simpleprocess,butyoullprobablywantacalculatortoadduptheitemsfinalpricetag(round
tothenearest5).PicktheMeleeorRangedcolumnonthenextpageandjustfollowthe
instructions.Youcanthendescribetheweaponasanythingthatreasonablyfitsthefeatures
youvechosen.

Youcanaugmentyourexistingweapon,butyouneedtohavesomehowgainedthe
knowledgeandmaterialsneededtodoso(thismightbeassimpleasbuyinga
Frankenweaponmagazineandascrewdriver.OritmightrequirebreakingintothePentagon).
Alternatively,youcantakeittoanexpert,thoughyoulllikelybeaskedtopayfortheupgrade.

MELEE
Pick one:
Regular melee [free]
10ft melee [x2]
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]
BADASS FEATURES
(pick any or none)

- Can be thrown short range [x1.5]

RANGED
Pick one:
Short range [x0.9]
Normal range [free]
Long range [x1.5]
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]
BADASS FEATURES
(pick any or none)

- Reduce total penalty for attacking multiple


targets by 1 [x1.5]

- Quiet [x1.3]

- Reduce total penalty for attacking multiple


targets by 2 [x2]

- Never needs to
reload
[x1.5]

- Counts as unarmed [x3]


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

- Arc: Free attack on a different target within


25ft if you rolled a 15 or higher on your attack
roll, and repeat... [x3]

- Blooper die to targets next roll if you hit.


[x5]

- Reduce total penalty for attacking multiple


targets by 1 [x1.5]

SUCKY FEATURES
(pick any or none)

- Reduce total penalty for attacking multiple


targets by 2 [x2]

- Only reload on a 1 [x1.3]


- No melee range penalty [x1.5]

- Penalty for attacking multiple targets goes


up by 1 [x0.9]

-Explosive ammunition attacks a 10x10ft area


[x3]

- Penalty for attacking multiple targets goes


up by 2 [x0.8]

-Explosive ammunition attacks a 15x15ft area


[x4]

- Loud [x0.85]

-Explosive ammunition attacks a 20x20ft area


[x5]

- Uses an extra 1 AP [x0.8]


- One-time-use [x0.1]

SUCKY FEATURES
(pick any or none)

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

- Must
reload
on 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.
Whats a grid? Its simply a grid of squares that you use to map out the physical location the
characters are in. You can use something to represent the characters, like a coin or a miniature
figure. It just needs to be small enough that it doesnt take up more than one square on the
grid.
FLANKING:
When two allied characters are on opposite sides of a bad guy and are both in melee range,
they get a +2 bonus to their attack rolls against that bad guy.
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 havent included. This might sound unnecessary, but I highly
recommend it. Why? Because a creative player might ask if theres a ventilation shaft she can
crawl in, and you might think something like yeah, you know what? There totally is! You
want to always leave room for unexpected player creativity.

This entire section only needs to be read by the director. However, its not a bad idea for
players to read through in order to gain a more complete understanding of the game.

Creating and Ruling Challenges

Weve 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? Theres no need to roll a defensive roll for this sort of thing. Instead, just
choose a number that the characters roll needs to match or exceed. Its as simple as that. We
call this number the
difficulty level
. 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
. Lets say you set
a
difficulty level
of 20 for defusing a bomb and you require 10
success points
. If a character rolls
a 26, they overshot the
difficulty level
by 6, thus earning 6
success points
. Now only 4 more
success points
are needed. This is a handy trick 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
ovies, even bad ones, usually involve the characters facing emotional and psychological
M
trials, not just physical ones. They can get scared, tempted, conflicted and much else. Thats
where
dramatic effects
come into play. As Director, you can imagine any penalizing effect that
could befall a player character due to the in-game situation. Create a
difficulty level
and have
the player/s roll against it, using whatever stat you think is appropriate (usually CHA, INT or
STR, which grant resistance to despair, coercion, and fear respectively.).
Lets say the bad guy just revealed that he is a player characters father. Now lets say your
desired
dramatic effect
is to make the player character take a penalty to attacking the bad guy
because of their conflicted emotions. This is a top-notch psych-out, so well set the
difficulty
level
up at 25. The player rolls a 16, thus failing by 9. The penalizing effect affects them by the
amount they failed. So, the player character will take a -9 penalty to attacks against that bad
guy. If they had rolled 25 or higher, they wouldve taken no penalty.
Keep in mind, that this doesnt and shouldnt force the character to act a certain way. If the
player still wants to attack, they can, but if they fail, it should be narrated that they failed
because of the
dramatic effect
: Bucky swings half-heartedly. He misses badly, unable to fully
commit to killing his father.
Dramatic effects
help steer the characters actions towards
cinematic motivations and drama without dictating what your players do. Still, its best to use a
light touch with them in order to keep things moving speedily and smoothly. Most
scenes
will
work just fine without them.
Lets have some more examples:
Take a penalty to any actions taken before going to sleep,
because you've been on the run for 28 hours now. Take a penalty to balance because the rickety
rope bridge is freaking you out. Take a penalty to any action that isnt taking the diamond skull
because its mystical power calls to you. Take a penalty to anything that isnt some sort of action
against the duke because he insulted you for your lack of propriety.
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 youre being penalized because you havent 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, its the high degree of freedom and infinite possibilities that draw us to tabletop
RPGs. On that note, Im about to give you a list.
Its not a complete list, and you probably shouldnt pay it much attention. Skim it. Maybe
keep it around for reference. Otherwise, lets 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 doesnt include using the power of child-like
imagination to embolden yourself in the face of adversity, but that doesnt mean a character
shouldnt try and do exactly that, and it doesnt mean the Director shouldnt make up some
numbers or mechanics to go along with it.
ASSIST (3 AP)
As long as you have a positive relevant stat and can explain how youre assisting,
you can assist another character with a specific task. They will receive a +2 bonus on their next
relevant roll. If you have a relevant
epic
, you grant a +4 bonus instead.
ATTACK
melee
(3 AP)
Roll STR. Your target rolls DEF. If you rolled higher, you do damage equal
to the difference between the attack roll and the defense roll. Take a -2 penalty for each
additional target you include in your attack.
ATTACK
ranged
(3 AP)
Roll ACC Your target rolls DEF. If you rolled higher, you do damage equal
to the difference between the attack roll and the defense roll. Take a -4 penalty for each
additional target you include in your attack. If you rolled a 3 or less on your attack, you must
use 2 AP to
reload
before you can attack with that weapon again.
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 isnt secured.)
PUSH (2 AP)
Roll STR. Your target rolls STR or ATH. On a success, the difference between the
rolls is the number of feet you pushed the target. (also see TACKLE)
SCOOT (1 AP)
Use this to move 5 feet (or 1 square).
TACKLE (3 AP)
Must be preceded by at least 10ft (2sq) of movement. Roll STR or ATH. Your
target rolls STR or ATH. On a success, the difference between the rolls is the number of feet you
pushed the target and the amount of damage dealt to the target. Both you and the target end
up prone on the floor.
TAUNT (2 AP)
Roll CHA. Your target rolls INT. On a success, your target takes a penalty (the
amount you succeeded by) to all rolls that dont deal with you. The penalty goes away at the
end of your next turn.

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

Setting up the Movie


There are no rules about how you plan or set-up the story and the characters...But that
doesnt mean I dont have some suggestions for you!
While it may be a fools errand to try to plan out the whole story before play, its best to
come up with a core concept and how youll set it up. Then you can share the set-up with the
players to consider before they make their characters. For example: Youve all won tickets to a
brand-new amusement park on a secluded island or Well be starting off in the distant future.
The year is 1998. The place: Alcatraz.
So, what sort of things should you plan out as part of your core concept? Thats totally up to
you! Its a good idea to have a central conflict in mind like aliens are silently invading the
school dean is looking for any excuse to expel the members of Kappa Omega or The player
characters are indebted to the mob. Having a secondary conflict is great too, but these can
often develop naturally as the game is played (like when the cops chase after the player
characters because they robbed the bank to pay back the mob.)
The other thing I personally like to do before starting a game is to create a few characters to
insert into the game world. Locations and items can go a long way too. You dont have to know
exactly how youll use these things, but having a few details ready to go can do a lot to put
some meat on your storys bones. When the players hear about something detailed and
unique, theyll become much more interested in it and you might be surprised at what becomes
important to 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 youre strapped for time, take a look at the the next page. Its 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 Vickers Creek!


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

Example Bad Guys

Below, youll find just a few examples of bad guys you can throw at the player characters.

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

A note about difficulties: Especially as you start out, dont be afraid to adjust bad guy stats if
you realize that the fight is too easy or too hard. I have yet to break these example baddies
down into tidy difficulty levels. For now, Ill describe their basic difficulty with the following
terms.
Strength of their combat stats:
Wimpy, Toned, Tough, Scary Tough
Strength of their utility:
Dumb, Average, Crafty, Treacherous

Henchperson
// Wimpy and Dumb // Speed: 20 ft or 4 sq
HP: 10
DEF: 0

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

ACC: 2
ATH: 1
CHA: -3
INT: -1
SPY: -2
STR: 3

Uzi Attack: +5 (ranged) // Fists: +3 (melee)

Ghost
// Wimpy but Crafty // Speed: 25 ft or 5 sq
HP: 8
DEF: 3

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

ACC: -2
ATH: -1
CHA: -3
INT: 0
SPY: 3
STR: 3

Ghost Attack: +3 (melee)


Able to go through stuff, but they dont like to stay inside things for long.
Epics: Intimidation, History

Russian
// Toned and Average // Speed: 25 ft or 5 sq
HP: 13
DEF: 0

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

ACC: 2
ATH: 0
CHA: 0
INT: 0
SPY: 1
STR: 3

AK-47 Attack: +7 (normal range) // Knife: +5 (melee)


Speaks Russian and English. Has a walkie talkie. Russians like to check on each other
and see how theyre doing.
Epic: Resisting Interrogation.

Football Team Captain


// Toned and Average // Speed: 30 ft or 6 sq
HP: 13
DEF: 0

Not so bad on his own, but he seems to have a never-ending supply of faithful goons!
Never eats in the cafeteria.

ACC: 2
ATH: 4
CHA: 4
INT: -2
SPY: -4
STR: 3

Fists: +3 (melee)
No I in team: Spend 2 AP to call for teammates. Roll a d20. On a 5 or less, nobody
comes. On a 6-14, one teammate is on their way. On a 15+, two teammates are on
their way. The teammates have 0 in all stats and 5 HP. Roll initiative for the
teammate/s and have them show up next round.
Epic: Throwing Stuff

Jungle Cat
// Toned and Average // Speed: 40 ft or 8 sq
HP: 15
DEF: 0

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

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

Tooth and Nail: +6 (melee)


Jungle Meow: (1 AP, once per
scene
, targets everyone nearby) +4 attack versus STR. If
hit, take no damage but get a
blooper die
on your next roll.)
Epics: Perception, Stealth, Climbing

Laser Hawk
// Toned and Average // Speed: 40 ft or 8 sq
HP: 8
DEF: 5

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

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

Laserblast: +8 (normal range) // Beak and Talon: +3 (melee)


Like laserless hawks, laser hawks are expert flyers.
Epics: Eyesight

Yeti
// Tough and Average // Speed: 35 ft or 7 sq
HP: 30
DEF: 0

This guy is so big,


yeti
has managed to stay hidden.

ACC: 0
ATH: 5
CHA: -5
INT: -4
SPY: 3
STR: 5

Tooth and Nail: +7 (melee)


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.
Epic: Stealth,

Ninja
// Tough and Crafty // Speed: 35 ft or 7 sq
HP: 10
DEF: 5

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

ACC: 2
ATH: 5
CHA: 0
INT: 0
SPY: 4
STR: 2

Shuriken Attack: +4 (short range) // Katana Attack: +7 (melee)


Epics: Acrobatics, Stealth

Englishman
// Tough and Treacherous // Speed: 25 ft or 5 sq
HP: 20
DEF: 3

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

ACC: 1
ATH: 0
CHA: 4
INT: 6
SPY: 4
STR: 0

Tommy Gun: +7 (normal range) //


Cane that is actually a sword: +4 (melee)
Items: First Aid Kit (1), Vial of poison (1)
Epics: Sense Motive, Hide Motive, Surprised Enemies

Vampire
// Tough and Treacherous // 30 ft or 6 sq
HP: 25
DEF: 0

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

ACC: 1
ATH: 3
CHA: 5
INT: 3
SPY: 3
STR: 3

Revolver: +6 (normal range) Needs a


reload
after a roll of 5 or less.
Blood Sucking: +4 (Melee) 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

Tyrannosaurus Rex
// Scary Tough but Dumb // Speed: 50 ft or 10 sq
HP: 50
DEF: 0

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

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

Tooth and Nail: +10 (melee)


Pants-Destroying Roar (1 AP, once per
scene
, targets everyone nearby): +5 attack
versus STR. If hit, take no damage but shit your pants and get a
blooper die
on your
next roll.)
Epics: Intimidation, Destroying stuff // Blooper: Arms

Possessed Monster Truck


// Scary Tough and Average // Speed: 50 ft or 10 sq
HP: 50
DEF: 3

Youre gonna die on SUNDAY


SUNDAY
SUNDAY!!!

ACC: 0
ATH: 8
CHA: -3
INT: 0
SPY: -5
STR: 8

Ramming attack: +8 (melee) // Doorcheck (1 AP, twice per


scene
): +5 (melee)
The Monster Truck has side and rearview mirrors, so is difficult to sneak up on.
Epics: Perception, Destroying stuff // Blooper: The use of most items, Stealth

Vexius
// Scary Tough and Crafty // Speed: 35 ft or 7 sq
HP: 66
DEF: 6

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

ACC: 6
ATH: 6
CHA: 6
INT: 6
SPY: 6
STR: 6

Vexation: +9 (melee) // Vexify: +9 (ranged)


Vexilate (2 AP): An adjacent target gets a blooper die to their next roll.
Vexius can create an illusory duplicate of himself.
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

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

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

Thefollowingtwopagesareextremelyimportant!TheyretheStraighttoVHScharacter
sheet.
Printoutasheetforeachplayerandhavethemfillinthevaluesasindicatedbythe
tropes
,
perks
and
items
theyvepickedfortheircharacter.Anddontforgettoincludethe
stattweaks
(pg.11)!Thatsit.Youknowitall,nerd.
StraighttoVHSisaworkinprogressandIwouldhugelyappreciateitifyouprovideme
withfeedback.Iwillporeoveritobsessively.It
will
beweird.Youcanleaveanonymous
feedbackat
https://www.surveymonkey.com/s/S75NJR6
.Or,ifyouwannahavemoreofa
conversationaboutthegame,checkoutthecommunityat
www.reddit.com/r/straighttovhs
.
Also,feelfreetocontactmeviaemailmeat
VHSgame@gmail.com
.Forthelatestversionof
thegameandnewsaboutitsdevelopment,visit
www.straighttovhs.wix.com/home
.

Thankyouforreading,andmayyoumakeittothecredits.
RyanM.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

CURRENTHP

TOTALHP

ATH

CHA

Heal5+#ofmontagesattheendofeach
scene
.

DEF

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

INT
SPY
STR
USED?

CINEMATICACTIONS

Script Change Types

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

PUSH IT TO THE LIMIT


(once per scene, 1 AP)

Turn in an
epic dice token to h
eal your total HP

BAD EDIT
(once per scene, at any time, 0 AP)

Get an extra action at any time, on anyones 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

EPICS:
__________________ B
LOOPERS:
_____________
___________________________

____________________________

___________________________

____________________________

___________________________

____________________________

___________________________

____________________________

TROPE&PERKNOTES:

__________________________
__________________________________________________________

IN HERE

__________________________________________________________
__________________________________________________________
__________________________________________________________
__________________________________________________________
__________________________________________________________
__________________________________________________________
__________________________________________________________
__________________________________________________________
__________________________________________________________
__________________________________________________________
__________________________________________________________

STRAIGHT to VHS

CharacterName:
_____________________________________

Items:

________________________________________

_______________________________________________

_______________________________________________

_______________________________________________

_______________________________________________

_______________________________________________

_______________________________________________

_______________________________________________

Backstory:

______________________________________________________________________________________
_________________________________________________________________________________________________
_________________________________________________________________________________________________
_________________________________________________________________________________________________
_________________________________________________________________________________________________
_________________________________________________________________________________________________
Personality:
_____________________________________________________________________________________
_________________________________________________________________________________________________
_________________________________________________________________________________________________
_________________________________________________________________________________________________
_________________________________________________________________________________________________
_________________________________________________________________________________________________
Description:
_____________________________________________________________________________________
_________________________________________________________________________________________________
_________________________________________________________________________________________________
_________________________________________________________________________________________________
_________________________________________________________________________________________________
_________________________________________________________________________________________________
OtherNotes:

___________________________________________________________________________________
_________________________________________________________________________________________________
_________________________________________________________________________________________________
_________________________________________________________________________________________________
_________________________________________________________________________________________________
_________________________________________________________________________________________________
_________________________________________________________________________________________________
_________________________________________________________________________________________________

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