Version 0.2.6 © 2014 Ryan M.M. All rights reserved (MATURE AND IMMATURE CONTENT FOLLOWS)

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 Y​our Character, Over Time ​...... ​ ...... ​ ...... 6 Action Sequences ​...... ​ ...... ​ ...... 7 Character Actions ​...... ​ ...... ​ ...... 8 Script Changes ​ ...... ​ ...... ​ ...... 9 CHARACTER CREATION ​...... ​ ...... ​ ...... 11 Stats ​...... ​ ...... ​ ...... 11 Health Points ...... ​ ...... ​ ...... 12 Speed ...... ​ ...... ​ ...... 12

Epics and Bloopers ​.​ ...... ​ ...... ​ ...... ​ 1​ 3 Making Characters in 5 Steps ​.​ ...... ​ ...... ​ ...... ​1​ 3

T​ropes ​...... ​ ...... ​ ...... ​ 1​ 4

P​erks ​...... ​ ...... ​ ...... ​ 2​ 2 ITEMS ​...... ​ ...... ​ ...... ​2​ 5 Example Items ​...... ​ ...... ​ ...... 25 Weapon Workshop ​...... ​ ...... ​ ...... 27

GRID RULES ​ ...... ​ ...... ​ ...... ​ 2​ 9 DIRECTING 101 ​...... ​ ...... ​ ...... 30 Creating and Ruling Challenges ​...... 30 Dramatic Effects ​ ...... ​ ...... ​ ...... 31 Typical Character Actions ​...... ​3​ 2 Setting Up the Movie ​...... ​ ...... ​ ...... ​ ​3​4 Welcome to Vicker’s Creek! ​...... ​ ...... ​ ...... ​3​ 5 Example Bad Guys ​...... ​ ...... ​ ...... 36 Creative Prompts ​...... ​ ...... ​ ...... 40 CHARACTER SHEET ​...... ​ ...... ​ ...... 43

Get pumped. WHAT IS STRAIGHT TO VHS?

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 a​sinine ​bitchin’ story with Straight to VHS, an easy-to-learn and fast-paced tabletop RPG inspired by bad movies. You’ll create a character by mixing and matching t​ropes ​and p​erks ​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 Director’s script for their gain and amusement. Straight to VHS is a work in progress, but is already sure-fire fun!

“SOUNDS BADASS! WHAT DO I NEED?” -That’s what you say.

You’ll need character sheets printed from this rulebook, pencils, some twenty-sided dice and a few friends, including one who will be the Director. That's it! Straight to VHS c​an ​be played with a grid. Grid play instructions are included in the "Grid Rules" section.

P​laying Straight to VHS takes at least a few hours, and your group might choose to have an epic, ongoing game that you come back to again and again. Straight to VHS is best with two to 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!

“I’m 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, “Don’t worry. 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 e​pic 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 aren’t 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. It’s what us nerds call an RPG (or “role-playing game”), you dig? RPGs share much with their video game counterparts, but brosauce, instead of interacting with a computer and some code, you’re going to be interacting with your friends and the human brain. If you don’t think that’s baller and dope, you’re straight trippin’. In a video game, you’re limited to the sorts of actions and decisions that the game creators coded into the game. Check it, peeps: with Straight to VHS and other RPGs, you’re given a level of freedom that no video game or traditional board game can really replicate. That’s hella fly. Straight to VHS is intended to be a good introduction to the format, thanks to having easy and straightforward game mechanics that define your character and how you interact with the game’s world. In short, yeah it’s nerdy, and it’s also really fun. I mean, it’s, uh, the sickest! It has...typhus or something.

The Bad Movie Mind-Set

L​et’s imagine a horror movie. Our heroine stands in the woods at the edge of a dark cave. A trail of blood leads into the cave’s mouth. If our heroine has any survival instincts or awareness of her existence in a horror movie, she’s gonna turn around, go home and read a book. That’s great for her, but it’s not very interesting.

It might be tempting to make your character’s survival your highest priority, but if you do so, you’ll probably bore yourself. In the end, the goal of Straight to VHS isn’t to “win.” The goal is to share in some belly laughs and come away with a stupid, kick-ass story! Y​ou should strive to move things forward and keep things interesting, even if you know your character isn’t making the smartest decisions. ​In general, act like someone in a horror movie. They aren’t suicidal, but their sense of self-preservation is trumped by the need for an interesting story. Besides, if your character dies, you can just make a shiny new one. Now go. Go explore that spooky cave! Take up the quarterback’s challenge to a drag race! Decide you have to learn more about the aliens! Go skinny dipping in the lake! The audience demands it!

Furthermore, t​he Director will reward the players for acting true to their characters and true to the spirit of bad movies ​by awarding something called e​pic dice tokens ​(which we’ll learn about on page 6).

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 ​r​eddit.com/r/badmovies.​

*A​ctually, you really can’t call this a bad movie. It might be the best movie ever made. HOW TO PLAY

Using the options in this document, you’ll create a B movie character with various strengths and weaknesses. The Director narrates the action and provides challenges for you and your fellow players. Hilarity and awesomeness ensues. Don’t worry about memorizing every rule; there will be reminders on your character sheet, and your Director will carry a lot of the weight (sorry, Director!) The game has some rules that can be kinda loose. When there is any doubt about how a rule ought to be interpreted, the Director makes the final call.

Anytime you see red text in a grey box like this, it’s information that only the Director really needs to read. Go ahead and skip it if you like so you can get started sooner. There’s also a section towards the end called “Directing 101”, which only demands the attention of the Director.

The Central Mechanic

W​ hen you want your character to attempt something that has a reasonable chance of failing (like rock climbing or punching someone in the mouth), you roll a twenty-sided die (called a d20). The higher you roll, the better your character does. Your d20 rolls get added to by your character’s most relevant stat + any bonuses and/or penalties.

Also, a character that is being attacked rolls a defensive d20 (+ their Defense stat + any bonuses and/or penalties). If the attack roll is higher than the defense roll, the defending character takes damage. The amount of damage they take is the difference between the two rolls. If a character takes too much damage, they die.

One more thing: rolling a 20 causes something really good for your character to happen (aka a c​ritical success)​. Rolling a 1 causes something really bad for your character to happen (aka a critical failure)​.

​A c​ritical success ​should cause something big to happen, like landing a three-way or causing the enemy to lose a hand. A c​ritical 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 didn’t deal any damage, but something big still occurs. Maybe they disarmed the bad guy. Or perhaps they psyched out the bad guy, thus giving them a penalty to future defensive rolls. Asking the player can be a good idea too! Let’s see a step-by-step example! Let’s say you made a shotgun-toting character named Lexi. The Director informs you that there is a deadly chupacabra about to leap toward Lexi, and it’s your turn. You might choose to have Lexi shoot the chupacabra with her shotgun. Tell the Director and...

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

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

8 (​from the d20) +​ 6 ​(from Lexi’s stat) =​ 14

Now add any bonuses and penalties. Penalties aren’t very common, and the Director will let you know if there’s a penalty. A really common way of getting a bonus is by using an i​tem.​ Let’s say Lexi’s shotgun gives a +5 bonus.

So that’s 8​ ​+​ 6 ​+​ 5.​ Lexi’s total attack roll was 1​9.​ Piece of cake!

Pro tip: There’s a spot on your character sheet for you to take notes. So if Lexi is always shooting things with her shotgun, 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 you’ll be glad you did it.

As Lexi’s player, you’re done. T​he 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 chupacabra’s total defense roll is equal to or higher than 19, Lexi’s attack missed.

But let’s say the chupacabra’s total defense roll was 12. Because that is lower than Lexi’s 19, the chupacabra is gonna take damage from Lexi’s attack. How much damage, exactly? 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 Lexi’s roll is higher, the chupacabra missed. If Lexi’s roll is lower, she takes damage equal to the difference between the two rolls.

Don’t just tell players, “You do 7 damage to the chupacabra. It’s still alive”. Say something like, “Lexi gets off the shot as the chupacabra leaps toward her, sending it flailing and screeching to the ground. It’s 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. Wouldn’t it be nice if you could roll it more than once and choose the roll you like? Well, you can...sometimes. W​ hen you use an e​pic die, ​just roll an extra d20 and then choose the roll you like. ​There are a few ways you can earn e​pic dice. F​or now, let’s learn about one. The Director can award you an e​pic die ​t​oken when your character has done something that fits any of the criteria below.

1. That was badass and creative. 2. That was good for the story or character development but risky for your character. 3. That was true to your character and it was probably tempting to do otherwise. 4. Anything else along those lines that duly impresses the Director.

You can have up to three e​pic dice tokens s​tored at a time for later use. At any time you can turn in an e​pic die token ​to get an e​pic die ​on a roll (do this before you roll, not after), or you can turn in an e​pic die token t​o 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 m​ ontages i​n Straight to VHS. D​ uring a m​ ontage,​ your character gains a p​erk, ​and three different stats of your choice get raised by 1 (HP is the exception: it gets raised by 3 if chosen). ​Some character options give you things depending on how many montages you’ve had, for this purpose you start the game with 0 montages.

If you’re running a long movie (or “campaign”), you may decide that characters earn a perk ​every other m​ ontage.​ It's all up to you, dear Director. The frequency of m​ ontages ​is also left up to the Director, as there is no XP to keep track of. Simply figure out good timing for your players. Does it seem like a good time to beef up the characters? Yeah? Do it!

Play is broken up into s​cenes.​ The Director determines when a s​cene ​is over, but it’s usually just the duration that the characters stay in a general location or strive towards a particular goal. Expect scenes to usually last between 30 and 90 minutes. Certain character abilities will recharge when a new s​cene b​egins, and m​ ontages ​usually occur between s​cenes.​ Similarly, HP and some abilities recharge at the start of a new "d​ay." ​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 m​ ontage ​or once per real-life day.

NOT DIGGIN’ A rule? G​ET 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 "athletics" stat. The highest roller goes first, followed by the second-highest and so on. After the lowest roller goes, it’s back to the highest again.

You can only do so much on a single turn before it’s the next character’s turn. On your turn, you have 5 action points (which I’ll shorten to AP from now on). M​ aking an attack or using a healing item uses 3 AP. ​(​Note: You can actually attack more than one target with those 3 AP, but doing so gives a penalty to those attacks. This is allowed because spraying bullets all over the room or spinning your axe in a circle is AWESOME! You can’t use this to attack the same target more than once, though.) M​ oving around uses 2 AP, unless you only move 5ft (or 1 square), which is called a Scoot and only costs 1 AP. ​When you aren’t taking turns because of combat or something similar, you don’t have to consider AP costs at all.

Take a look at some examples of the different types of actions:

3 AP 2 AP 1 AP 0 AP Attack To walk, run, drive, Push it to the limit One-Liners swing, ski, ... (see next page) (see next page)

Heal Standing up Scan surroundings Script changes

Hack a computer Conceal yourself or Trying to recall Sensing the obvious an object crucial knowledge (“is there a window?”)

Pick a lock Reload Picking up an item Banter

Barricading a door Persuade Dropping an item Winking

Starting a fire Intimidate Scoot 5ft (or 1sq) Flicking your ponytail

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

T​hese examples ought to cover most character actions, but you should also find yourself doing all sorts of stuff that isn’t on this list. So, if you want to cut the chandelier’s rope, just ask the director how much AP it’ll take. For some, it might be tempting to try to talk the Director down to a lower AP cost. Resist that temptation. It’s generally more fun for the group to go with the flow. If you really think the Director is making something cost too much or too little, chat them up with your thoughts after the game or at least in between ​scenes.​

There’s also a list of typical character actions and how to rule them on page 31 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.

Special Actions Here are three special actions that are on everyone’s character sheet:

● Once per d​ay,​ you can use 1 AP to P​ush It to the Limit.​ This heals you by half your total HP and gives you an e​pic die token.​ Your character ought to say or do something really lame or totally sweet when using this action.

● Once per s​cene,​ you can use a B​ad Edit,​ ​w​ hich gives you a single extra action 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 B​ad Edit ​to sneak in one action before he gets his mummy hands on you!

● Once per s​cene,​ you can gain a ep​ic die token w​ hen you use a relevant O​ ne-Liner.​ You know, like saying “ice to know you” after shoving someone into a glacier crevasse. It doesn’t have to a pun, it just has to feel like an awesome/terrible movie line.

Many t​ropes a​nd p​erks ​will grant you special actions if you pick them, and there is a handy spot on your character sheet to write these special actions down, but never forget that you aren’t limited to these. You can j​ust ​d​escribe 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." Y​ou can do that, right? Let the Director worry about the complicated stuff.

So, let’s learn some complicated stuff now. Attacks that are aimed at more than one enemy get penalties. F​or 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 g​amble ​gets an e​pic die ​on their defense roll. If you still manage to hit, the Director treats your attack just as though you rolled a 20.

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

Script Changes S​cript changes ​are a way for you to get a moment in the Director’s chair. You’ll get an opportunity to make a change to the story. Keep in mind that s​cript changes ​need to make at least a little bit of sense. If you say there’s a time machine in the room, you ought to have a reason. With that in mind, the Director is within their holy gaming rights to ask you to come up with something else.

Mostly, let your players go wild with s​cript changes.​ They can be silly, amazing, coincidental, surprising and game-changing. But if it’s just total nonsense and/or the other players aren’t feeling it, you can veto a s​cript change or perhaps suggest a compromise.

Also, you’ll find that sometimes a player’s s​cript change ​doesn’t really change things because of something the player wasn’t aware of. Avoid making a s​cript changes ​pointless; find a way to ensure it does something interesting. Even a backfire can be better than being completely pointless. In short, s​cript changes should always make a difference. This is the player’s chance to mix things up.

P​layers start without a s​cript change, ​but they pick a type of s​cript change ​when they roll (and use) either a 1 or a 20 (note: this doesn’t count the automatic 20s from g​ambles ​as described on page 8). The s​cript change ​is not yet ready to use, though. Just choose a type of script change ​from the list on the next page and mark it on your sheet; the actual details will be up to you when it’s time to use it.

The next time you roll either a 1 or 20, your s​cript change ​is ready to use. You can now use it at any time; it doesn’t have to be right away. After you use it, you can once again gain a s​cript change ​type from rolling a 1 or 20, which will again be ready when you roll another 1 or 20. Your character sheet will remind you how this works.

So, with that out of the way, let’s see the types of s​cript changes ​and some examples on the next page.

Types of Script Changes:

1: A M​ ISHAP ​or force of nature (that doesn’t directly take anyone out). Examples: “Actually, the security camera DIDN’T see us. I’m using my script change. The security system accidentally got unplugged.” “When the alien goes to shoot Timmy, the gun just sparks and starts smoking.”

2: A C​HARACTER ​arrives (but you can’t dictate their features or items). 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 T​HING ​is at hand (that isn’t an uber weapon). Examples: “Script change time! There IS a helicopter on the roof.” “I find a scroll with a translation of the Egyptian hieroglyphics.”

4: An E​MOTION ​is felt (but don’t dictate the feelings of another player’s character). Examples: “Oh, this’ll be good! OK, suddenly the sasquatch looks at me with my hairy legs and everything and it’s love at first sight.” “I tell him all about Bill, and the prison guard is filled with deep remorse. He suddenly realizes that maybe this isn’t the right thing to do.”

5: A secret T​RUTH ​is revealed (that won’t change a character’s game mechanics). Examples: “I pull from my pocket a crumpled photo of a woman and I show it to Dracula. I say to him, ‘I bet she looks familiar. Your old flame and my mother! Don’t you see...Dad!?’” “As the Mafia goons point their guns at us, I pull out my gun and walk over to them, keeping it aimed at you guys. The mob boss explains that I’ve been reporting back to them and that you’ve all been double crossed. But you notice that I sneak a little wink to you guys.”

6: Just about A​ NYTHING ​(but the Director shall charge a terrible price). Examples: ????????!!?

So, let’s say your original vision was a simple tale of the players being terrorized by a sasquatch out in the woods. Now let’s say a player’s s​cript change ​has resulted in the sasquatch falling in love with one of the players. This will require a serious rethink of your plans. If you’re not sure how to work with a player’s s​cript 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 it’s time to meet the ‘squatch’s parents. Maybe the sasquatch comes to trust the players and reveals his secret alter ego: Santa Claus. If you can’t think of anything satisfactory for your situation, you can veto the s​cript change ​or suggest some sort of compromise.

CHARACTER CREATION

​Before picking your t​ropes ​and p​erk,​ you’ll want to know about the character features they affect. Let’s take a look.

Stats (ACC) A​CCURACY: Ability with ranged weapons and delicate procedures. (ATH) ​ATHLETICS: Athleticism, reflexes, speed and initiative.​ (CHA) C​HARISMA: Persuasion, intimidation, and seduction. Resistance to despair. (DEF) D​EFENSE: Ability to dodge attacks and mitigate damage. (INT) ​INTELLIGENCE: History, science, criminology, culture and so on. Resistance to coercion. (SPY) S​PYING: Perception, deceit, sneaking, lock-picking. (STR) ​STRENGTH: Body strength, melee attacks, intimidation. Resistance to fear.

When you create your character, follow the directions below for s​tat 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 t​ropes,​ p​erks ​and i​tems ​will often make additional changes to your stat values. For example, let's say you chose SPY to give +3 and you chose a t​rope ​that gives you +4 SPY. Just add them up. Your SPY is 7. So what do stats do again? They add to your d20 rolls. So let's say you have +7 on SPY and you’re trying to read someone’s lips; roll a d20 and add 7 to the result, as well as any other bonuses or penalties.

Not all actions fit neatly into a single stat. In these situations, the players choose a stat that they feel is relevant, though they need to explain how it's going to help the character. Driving is a good example; depending on the specifics, ATH, INT or ACC could be used. "I use INT to pull off some maneuvers to ditch the cops," or "I'll roll with ACC ‘cause I'm trying to drift right between the two semi trucks," and so on.

Health Points C​haracters also have Health Points. Let’s learn, shall we?

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

This is the number that you subtract from when you take damage. It goes back to it’s full value at the start of a new d​ay.​ HP starts at 20, but some t​ropes ​and p​erks ​will make it so that your maximum HP is higher or lower than 20. Player characters are knocked unconscious when they are brought down to 0 HP, and they die at -10 HP. If your character dies, make the most of it! Give them some good last words and make a new character for the Director to add to the movie.

“Bad guys” have HP too, though sometimes it’s a lot less or a lot more than 20. Also, if you knock a bad guy down to 0 HP, it’s usually assumed they’re dead unless you specify that you merely knocked them unconscious.

Speed

​ ​ ​ ATH SPEED Characters' s​peed ​is dictated by their ATH stat. -8 or less 10 ft or 2 sq Speed ​tells you how many feet (without a grid) or squares (with a grid) you can move at a time. -7, -6 and -5 15 ft or 3 sq Remember, moving uses 2 AP, so theoretically you -4, -3 and -2 20 ft or 4 sq can move twice in a single turn (effectively doubling your s​peed)​, but you’ll only have 1AP left over. -1, 0, and 1 25 ft or 5 sq Movement can occur diagonally on a grid.

2, 3 and 4 30 ft or 6 sq ​ Make sure to include (at least occasionally) 5, 6 and 7 35 ft or 7 sq enemies or goals that are a considerable distance away. Why? Because it ensures that fast characters 8 and more 40 ft or 8 sq 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 Y​our t​ropes ​and p​erks ​will sometimes give you “e​pics”.​ E​pics ​are specific subjects that your character has skill or knowledge with, like “Sneaking”, “Intimidation” or “Animals”. When you’re rolling for something relevant to one of your e​pics,​ you get an e​pic die,​ meaning you roll twice and use the die you prefer.

You might come up with a clever reason that an e​pic ​ought to help with a​ll ​your attack rolls because of the item or technique you’re using. Quit it! E​pics ​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 e​pics, ​which are called b​loopers.​ ​W​ hen you roll for something that you have a b​looper ​in, you roll an extra d20 and use the lower roll. Be cool and remind everyone when you have a b​looper ​that should affect you. Otherwise, the b​looper ​will call for ANOTHER d20 for the rest of the movie! B​looper dice ​and e​pic 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 t​ropes. T​hey start on the next page. Get excited! 2 P​ick a p​erk.​ ​You’ll get another one every time you get a m​ ontage (unless the Director says otherwise). 3 P​ick out some i​tems.​ ​Characters (usually) start with $200. And remember, you don’t have to spend all of it. It might be nice to have some cash later. 4 ​Allocate the ​stat tweaks ​a​s described on page 11. Then add up those numbers with the stat changes made by your t​ropes,​ p​erks a​nd i​tems.​ 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, after all. 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 I​f need be, work with the Director to adjust a trope to fit the movie or your character idea. Batshit Crazy 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. If the Director rolls 9 or higher, they tell you a truth. Once per scene,​ you may spend 4 AP to describe your character’s crazy antics and roll with a bonus equal to your CHA penalty (so, if you have -4 CHA, you’d get a +4 bonus. Positive CHA gets you +0), your target defends with INT and on a hit the target is gobsmacked and loses their next turn. Once per s​cene,​ you may spend 2 AP to gain an e​pic die token ​by responding to an emotional moment inappropriately. +3 to any two stats // -2 CHA // Blooper: Composure

Batteries Included You are a robot, android, automaton, or golem. You are unharmed by poison, radiation and asphyxiation. You can see in the dark and in infrared. Once per s​cene,​ use 1 AP to scan your surroundings as a SPY check with an e​pic die.​ Once per d​ay,​ 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. +8 HP or +5 STR // -3 to CHA, INT or SPY // Epic: Mathematics // Blooper: Romance

Beastmaster You have a pet animal (any kind the Director approves). It can’t speak and it can’t use ​items.​ During your turn, You can spend up to 6 AP on your turn, as long as both you and your pet use AP on your turn. If only one of you acts, it’s just the regular 5 AP. The pet gets a m​ ontage whenever you do (but never earns p​erks)​ and starts out with 20 HP and the following stat bonuses; you choose which stat they go to: -5, -3, -1, 0, +1, +3, +5. If your pet is killed, the Director may supply you with an opportunity to get a new one with effort. +3 to any stat // +2 to another stat // Epic: Animals

Blind Master You are blind and take a b​looper die ​on all rolls that would benefit from sight, including nearly all attack rolls. Once per s​cene,​ spend 2 AP to focus on your surroundings, and you won’t take any b​looper dice ​for being blind until the end of your next turn. +7 to any stat // +4 to another stat // Epics: Hearing, Smell, Taste and Touch

The Brave One Once per s​cene,​ 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. Once per s​cene,​ if you are within your s​peed ​distance from an ally that has just taken damage, you can immediately move to their position and take the damage for them. However, 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. +4 DEF // +2 to any two other stats Bumbling Sidekick You don’t seem like a helpful member of the party. If anything, it seems like the others keep you around so that they know what n​ot ​to do. Despite your general ineptitude, you tend to avoid serious injury. Anytime you attempt and fail at something that isn’t an attack, the next person to try the same task gets a +5 bonus. Once per d​ay,​ turn a CHA failure into a success thanks to your bumbling charm. Every time you roll (and use) a 1, you can award an e​pic die token ​to another player. +6 DEF // -1 to four stats // Epics: Children, Animals

Chest of Wonders Once per d​ay,​ take off your shirt by using 2 AP to get an e​pic die ​to CHA rolls for the rest of the scene.​ Also, once per d​ay,​ take off your shirt by using 2 AP to get an e​pic die ​to STR rolls for the rest of the ​scene.​ Once per d​ay ​you get a e​pic die token ​when you get your top wet. +2 to any two stats // -2 to any stat // E​pics: Seduction, Intimidation

Coward You can attempt to hide by only using 1 AP. You get an e​pic die ​against enemies that are unaware of your presence. Once per d​ay,​ when you take damage, you can give it to an adjacent person that isn’t the attacker. Once per d​ay ​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 // +5 to ATH, CHA, DEF or INT // -3 to STR and ACC // -6 HP

Crime Robber Add $400 to starting amount. Roll a d20 when seen by a police officer; on a 15+, they will attempt to apprehend you. You can attempt to pick-pocket by spending only 2 AP, rather than 3. +4 SPY or ATH // +2 to another stat // Epic: Crime

Cyborg You are part human, part machine. You have a built-in weapon, either a +3 melee weapon or a +3 ranged weapon. If you get wet or electrocuted, add a b​looper die ​to every roll for the remainder of the scene. ​Pick one of the following (you can never use the option you don’t pick): Once per s​cene ​you can spend 2 AP to see through walls until the start of your next turn -OR- once per s​cene ​you can spend 2 AP to launch a 20ft 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) // Blooper: Swimming

Die Hardly: Yeah, right! Like a shark bite and gunshot wound are gonna stop y​ou! ​Once per s​cene,​ spend 2 AP to heal 5 HP. 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. +8 HP // +3 to a stat of your choice // -4 to a stat of your choice

Dual Wielding Get a +1 to all attacks if you are wielding two weapons. Once per s​cene, ​you can make a 0 AP attack with one of your weapons, but only if you already used another weapon on your current turn. Y​ou can get into a defensive posture for only 1 AP, giving you an e​pic die ​to one DEF roll before the start of your next turn. +3 ACC or STR // +2 to ACC or STR (whichever you didn’t choose to give +3)

Famous Add $700 to your starting amount. Anytime you meet a new person, you can roll a d20. On a 1-5, the person loathes you and you get a -5 penalty to CHA rolls with them. 6-10 means they don’t know you. 11-15 gives you a +5 bonus to CHA rolls with them. 16-20 gives you +10. Your experience with the paparazzi has also left you skilled at concealing your identity and avoiding notice and capture. You can escape grabs by only spending 2 AP. +2 to any two stats // Epics: 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 mostly never do anything of consequence. Once per s​cene,​ and at any time, one of them can take a single action. Once per d​ay,​ 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 end of the scene. They both have 1 HP, and all their other stats are equal to your number of m​ ontages.​ Their weapons give an attack bonus of +3 for both ranged and melee attacks. If a member of your entourage dies, the Director may eventually provide you with an opportunity to enlist a new member with some effort. +2 to any two stats // Epics: Street Smarts, Intimidation // Blooper: Polite Society

Haunted You are aided by a ghost. Who they are and why they help you is up to you. The ghost has its own character sheet, with starting stats and one p​erk ​(no ​items o​r t​ropes).​ It gets a m​ ontage when you do. When it reaches 0 HP, the ghost retreats. Once per s​cene ​use 1 AP to summon the ghost anywhere within 100 ft of you, then direct the ghost to take a single action that isn’t an attack. ​O​ nce per d​ay,​ use 2 AP to summon the ghost anywhere within 100 ft of you, then direct the ghost to take a full 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 (h​as a +2 bonus, and can be thrown short range)​, two gauze, a lighter, lighter fluid, a can opener, a flask and a flashlight. Once per s​cene, ​you can throw a can of beans (a short-range weapon with a +2 bonus) for 2 AP. You suffer from halitosis, and once per s​cene,​ you can breathe on an adjacent enemy by spending 2 AP; this automatically succeeds in giving them a b​looper die t​o their next roll. +2 to any three stats // Epics: Trains, Street smarts // Blooper: High Society

Jack Burtonesque Get b​looper die ​on all rolls! Once per d​ay,​ you can choose to have an automatic critical success. Once per d​ay,​ 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. 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). You also own a trailer truck, but you don’t have it right now. Yes, this is probably unbalanced, but you know what ol' Jack Burton says? "Fuck it." +2 DEF // +2 to any other two stats // Epic: Reflexes

Know-It-All Once per d​ay,​ spend 1 AP to dramatically remove your glasses and receive uncanny insight from the Director. Once per s​cene ​spend 4 AP to get a read on a target, after doing so, you’ll receive an e​pic die ​to all rolls against the target until the end of the s​cene.​ +5 to INT // -2 to STR or CHA // Epic: Recalling Any Knowledge!

Mad Scientist Your intensity and your zest for experimentation can be off-putting to others, but no one can doubt your ingenuity. After you or anyone else attempts something and fails, you gain a one-time +2 bonus to attempting the same thing as long as you describe a more elaborate solution to the problem. Once per s​cene,​ you may spend 2 AP to gain an e​pic die token ​b​y laughing maniacally after you’ve succeeded at something. +5 INT // +2 ACC or SPY // -2 CHA or STR // Epic: Science, Technology

Man/Woman of Action Anytime you attack multiple targets with a single attack, reduce your total attack penalty by 2. Once per s​cene,​ when you break something, gain 1 AP to use on your current or next turn. Get an extra b​ad edit ​each d​ay.​ +4 to ACC or STR // -2 INT or SPY

Man/Woman of the Cloth You are some sort of religious authority. Once per ​scene, w​ hether through the divine or the mundane, you can use 2 AP to heal yourself or an ally by 1/4 of their HP. Years of sermons and/or ceremonies have made you a gifted speaker; you can persuade others using only 1 AP. +3 CHA // +2 to another stat // Epics: Religion, Public Speaking // Blooper: Romance

Martial Artist You get +5 to STR if you are unarmed and +2 to DEF if you aren't using any sort of armor. If you succeed in defending against a melee attack, you can move yourself or your opponent a number of feet equal to the amount you succeeded by. You can spend 4 AP to put on an intimidating martial arts display that works as an i​ntimidate ​action with an e​pic die.​ +2 ATH // Epic: Acrobatics // Blooper: Firearms

Monkey Man There’s something wild about you. Anytime you’d like something to climb or swing on, it's conveniently there! Be it a chandelier, rope, cable or vine, it’ll be the length you need and will never break on you. You have a monkey companion who follows you and mostly doesn’t do anything 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 s​cene, ​the monkey gets 5 AP total and can act during anyone’s turn. The monkey get a blooper die when using items. If your monkey dies, the Director may eventually provide you with an opportunity to befriend a new monkey with some effort. +4 to ATH // -1 CHA or INT // Epics: Animals, Climbing, Parkour

Net Hacker The digital webs are your playground. Computer systems are your play blocks. It's...playtime, or something. You have some sort of portable device that apparently allows you to wirelessly access all sorts of electronic systems by using only 2 AP. Note: this doesn’t mean automatic success at your hacking goals, as you still must roll an INT check to succeed. Once per s​cene,​ earn an e​pic die token ​by spending 2 AP to do something that supports the hollywood idea that hackers are nerdy, awkward and/or weird. +3 INT // +3 SPY or DEF // -2 to STR or CHA // Epic: Electronics, Research // Blooper: Nature

Paid Sponsor Add $200 to your starting amount. Once per s​cene,​ use 1 AP to have a refreshing and/or relieving [INSERT PRODUCT] which can either heal 1/4 of your total HP or give you an e​pic die ​to your next roll. Once per s​cene,​ use 1 AP to use an [INSERT PRODUCT] on an ally within 25 feet (5 squares). +2 to any two stats

Police Cop You start with a weapon with a +4 bonus, a cop car and of course, a badge! But remember, the police chief and populace might not always be on your side. Once per d​ay,​ 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 other stats are equal to your number of m​ ontages.​ 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 d​ay ​to have 8 AP on your turn (starting on your next turn) for the rest of the s​cene.​ +2 to any stat // Epic: Police Work, Persuasion // Blooper: Criminal Society

Protagonist You're the star, so nothing bad will happen to you, right? Once per d​ay,​ ask for a rewrite that turns a roll into a c​ritical success.​ Once per d​ay, ​ask for a rewrite that turns a roll into a c​ritical failure.​ 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

Psychic Mindfreaker You have the power to move things under 10 pounds with your mind, no problem, even using them to attack using INT. Moving heavier objects requires an INT roll with the t​arget number set by the Director. Once per d​ay,​ spend 2 AP to read someone's mind. Once per s​cene,​ spend 3 AP to freak someone’s mind, giving them a b​looper die ​to their next roll. +3 INT

Road Rash Anytime you’d like a motorcycle with keys in the ignition to be nearby, spend 2 AP to spot one. Get a +2 bonus to all rolls while on a speeding motorcycle, except INT and SPY. Note that sometimes being on a motorcycle will still net you a penalty (while attempting stealth, for example). Getting on or off vehicles doesn’t cost you any AP and you look cool doing it. +2 to any two stats // -2 to any stat // Epic: Motorcycling

Sentimentalist You carry something with you, like a flask, locket, shrapnel in your chest, lucky coin, etc. Once per s​cene,​ spend 2 AP to gaze upon it and gain an ​epic die ​on your next roll. When you receive damage that would take you to 0 HP or less, give the damage to your trinket instead. It’s destroyed after taking a total of 30 damage since the start of the movie. +3 to any two stats

Skating Ninja: Subtract $100 from your starting amount, but you have a +4 katana, an unending supply of +2 shurikens and a skateboard. You get a +2 to melee attacks made from above or below your target. +3 to SPY and ATH // -3 to any stat // Epics: Acrobatics, Stealth

Sniper Start with a +6 sniper rifle in your possession! You’re a damn fine shot and also skilled at concealing yourself and your weapon. You can spend 5 AP on an attack with a sniper rifle in order to gain a +2 bonus. Hopefully you don’t ever have to fight in close quarters combat. +3 ACC // +2 SPY // Epic: Stealth // Blooper: Melee defense, Melee offense

Stoner Subtract $100 from your starting amount. You have a knapsack with $100 worth of the weedpot, your treasured bong and 5 snacks. Your treasured bong is a +10 melee weapon that shatters irreparably after dealing any damage. You can buy a new pipe or bong for smoking, but none can attack like this one can. Eating a snack costs 3 AP and heals 5 HP. Once per s​cene ​you can spend 3 AP to do marijuana smoke (and deduct $5 of your dopegrass supply). For the rest of the s​cene,​ eating a snack costs 2 AP and heals 10 HP, and you get two b​looper dice ​on all rolls. When you roll with b​looper dice ​and two dice roll the same number, it’s a c​ritical success (as if you rolled a 20). Once per d​ay,​ say something wise to give out three e​pic die tokens ​as you see fit, but you must be high. +3 to any stat // +2 to another stat

Street Tough You carry a boombox with you wherever you go and always seem to be wearing sunglasses. Some people seem to think this makes you look tough. Once per s​cene,​ you can use 2 AP to blast some tunes to pump up you and your allies, giving +2 to their next roll. Once per d​ay,​ you can use 2 AP to use your boombox to sonically assault an opponent, causing them to miss their next turn. +2 to any two stats // Epics: Youth Culture, Dancing, Intimidation // Blooper: Polite Society

Talking Dog You are a relatively intelligent canine (or similar) who can freely communicate with his friends. For some reason, other people don’t seem to acknowledge this. You lack opposable thumbs and take a -3 to any rolls that would benefit from them. You can also talk to animals. You can grab enemies by spending only 2 AP instead of 3 AP (​grab rules on page 31). +5 ATH or CHA // +2 to DEF or STR // Epics: Smell, Digging

Thou Art from the Past You are a warrior from the relative past who has been transported to...well, whatever time your game takes place. You have no money but start with a melee +4 weapon and armor that gives +2 DEF. Once per d​ay ​you can spend 2 AP to unexpectedly phase in and out of time, making yourself untouchable until the start of your next turn. Once per s​cene ​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. +4 STR // +2 to another stat // -2 ACC // Bloopers: Current Events, Pop Culture, Technology

Though Art from the Future You are a warrior from the relative future who has been transported to...well, whatever time your game takes place. You have no money but start with a ranged +4 weapon and armor that gives +2 DEF. Once per d​ay ​you can spend 2 AP to unexpectedly phase in and out of time, making yourself untouchable until the start of your next turn. Once per d​ay,​ you can allow the forces of time to tug on you, revealing a possible vision of the near future (the Director reveals something). +4 ACC // +2 to another stat // -2 STR // Bloopers: Current Events, Nature, Etiquette

Troubled Athlete Coach always said you could become one of the greats, if only you could find your confidence. After you roll and use a 1, you gain "the yips". While you have the yips you suffer from self-doubt and you get a b​looper die ​on all ATH and STR rolls. However, after you roll and use a 20 you gain "the touch". While you have the touch you are brimming with confidence and get an e​pic die ​on all ATH and STR rolls. Once per s​cene,​ use 2 AP to compare a challenge you face to a sport; you’ll get an e​pic 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. If you ever take damage from a wooden stake, double the damage dealt. You get a special melee attack called Blood Sucking.​ Though B​lood Sucking ​gets no weapon bonus, you add STR a​nd ​ACC to your Blood Sucking ​attack rolls. If the B​lood Sucking ​attack hits, you heal the amount of damage you dealt. Once per d​ay,​ you can use 2 AP to turn into a bat until the end of the s​cene.​ While you are a bat, the only attack you can make is B​lood Sucking.​ As a bat you can fly, and have E​pic: Stealth.​ +2 to any three stats // Epic: Persuasion, (Stealth as a bat) // Blooper: Animals

Voodoo Master You have a voodoo doll, some glue and a pair of scissors. If you collect some hair from someone and attach it to the doll: Once per d​ay ​for 2 AP, roll a d20 and the hair donor will take damage equal to the amount shown on the d20. Once per d​ay ​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. Once per s​cene, ​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 s​cene.​ +3 INT or CHA // +1 to another stat // Epic: The Supernatural

Werewolf In the moonlight (full or otherwise), you turn into a werewolf with the following bonuses and penalties: (+8 HP. Epic: All STR and ATH rolls! Blooper: All CHA and INT rolls!) Turning into a werewolf heals 8 HP and destroys normal-fitting clothing. As a werewolf, you can not attack with weapons. You only stop being a werewolf after spending a few hours out of the moonlight (meaning the sun has risen or you’ve been indoors). As a werewolf, you can earn an e​pic die token o​nce per s​cene,​ by spending 2 AP to howl. +2 to any stat // Epic: Intimidation, Smell // Blooper: Animals

What a Scoop! You are employed at a newspaper, news magazine or TV news show. You have a press pass and a camera. Spend 2 AP to take a photo. Once per s​cene,​ you can blind someone with your camera’s flash when taking a photo, giving them a b​looper 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 Y​ou 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 b​olded ​words and/or numbers. This can result in x2 epics or x2 bloopers which call for three rolls rather than two. Adrenaline Rush: ​Once per s​cene, ​you get o​ne ​e​pic die ​on a STR roll. Calmly Walk Away: ​You get o​ne ​e​pic die ​on DEF rolls against explosions if you are not looking at the explosion. You get a +​1 ​to all explosive attacks. Crunch Time: ​As long as you aren't in a high-pressure situation, you are good at figuring things out. +​2 ​INT when you aren't taking turns (such as in combat). Dramatic Reveal*: ​You get to choose a third t​rope.​ However, you completely lose your ability to Push It to the Limit a​nd your max HP drops by 3. Druid, or Possibly Farmer: ​In any case, you've been getting in touch with nature. (​Epics: Plants & Animals, Living off the Land, Weather Prediction) Duct Tape and Solder*: ​In 10 minutes, you can combine any two weapons together. The resulting weapon has the properties of one of the weapons (your choice) and gets an additional +1. If you combine a melee weapon and a ranged weapon, the resulting weapon can switch between melee and ranged by spending 1 AP. And no, you can’t keep combining already-combined weapons to get bigger and bigger bonuses. Nice try, though. Eagle-Eyed: ​For whatever reason, you seem to have great vision. (​+1 ACC, Epic: Sight) Elite Shooter: ​Drop your weapons’ r​eload ​numbers by ​2​ ​(so if a weapon has to r​eload ​on a 3 or less, you only have to r​eload ​it on a 1). (​+1 ACC) Evil Eye: ​O​ nce ​per s​cene, ​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 s​cene.​ On a 16-20, they lose their next turn, paralyzed with fear. Explosives Expert: ​Get a +​2 ​bonus to attacks with explosives. Fight Me Like a Man: ​While fighting unarmed, you disarm your opponent if you roll an 18+ on your attack roll, placing the weapon anywhere on the ground within 1​0 ​f​eet. (​+1 STR) Float Like a Butterfly: ​Once per d​ay,​ you can tap into a heightened level of self-preservation. For the rest of the ​scene, ​get a +​2 ​to DEF. Glancing Blows: ​If you miss with an attack, do ​1​ ​damage to the target/s. Good Judge of Character: ​You've been around the block and tend to know a shady character when you see one. (​Epics: Sense Motives, Lie Detection.) Hell of an Arm: ​You can throw with great strength, gaining +​2 ​on attacks with throwables. Also, you can throw things at a long range, including gauze, first aid kits, molotovs, grenades etc. High Five of Life: ​Once per S​cene, ​for 1 AP,​ g​iving an ally a high five heals ​2​ ​H​P for you and the ally. I’m Not Supposed to Die Like This: ​Choose one of the following categories. You get +​2 ​to DEF rolls against your chosen 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)

Leap of Faith: ​O​ nce ​per d​ay,​ when you would take damage from falling, something really lucky happens and you end up not taking damage. Jump away! (​+1 ATH) Live, Man, Live!: ​If you give a passionate plea when you use a healing item, add 3​ ​to the amount healed. Masochistic: ​+​2 ​to your next roll after taking damage. Receiving damage more than once does not cause the bonus to increase. Mass Destruction: ​A​nytime you attack multiple targets in the same action, reduce your total attack penalty by 1​.​ Master of Disguise: ​You’re skilled at changing your mannerisms, voice and appearance to seem like a different person. ​(​Epic: Disguises & Mimickry) Mr. Roy Rogers*: ​You can make any trick shot you can imagine with no penalty, negating any cover your enemies might be using. My Body Is a Weapon: ​All of your unarmed attacks get a +​2.​ My Body is Literally a Weapon: ​You’ve attached a weapon onto your body in place of o​ne ​o​f your ​h​ands or feet. This weapon receives a +2 bonus but you may receive penalties on actions that the Director believes would be aided by having the hand or foot instead. It takes 3 AP to both remove the weapon and also to place a new weapon or artificial limb. Payday: ​Get paid. $500. (This can be taken as many times as you like). Point Blank*: ​You can used ranged weapons at melee range with no penalty. Push It Real Good: ​Your "Push It to the Limit" heals an extra ​2​ ​H​P, and you can choose to use the ability to an ally that can see or hear you, instead of on yourself. Quick to Act: ​You have “E​pic: Initiative”​. This means anytime you roll to determine the order everyone acts in, you can roll twice and choose either result. Sexual Tyrannosaurus: ​You get +​2 ​to CHA with anyone attracted to your gender. Also, no matter what hell you go through, you always look great. Sleeper Hold: ​O​ nce ​p​er s​cene,​ 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': ​Once per s​cene, ​you can smack-talk to someone for 1 AP, giving them a -​2 ​to the rest of their rolls in the s​cene,​ unless those rolls would directly deal damage to you. The penalty goes away if you are knocked unconscious. Suppressing Fire: ​O​ nce ​per s​cene, ​you can spend 2 AP to wildly fire a ranged weapon, suppressing enemy action. Enemies within your weapon’s range take a -​3 t​o all rolls on their next turn. The John Woo: ​Once per s​cene,​ you get a +​4 b​onus to ACC if you are jumping into or out of cover this turn. You seem to attract and then startle doves, giving you B​looper: Stealth The Speed of Plot: ​O​ nce ​per d​ay,​ 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.) Trenchcoat*: ​You wear a trenchcoat in which you can visually conceal anything smaller than yourself. O​ nce ​per d​ay ​pop the collar to gain a​n ​e​pic die ​to a CHA roll. Under the Radar: ​If you didn't attack anyone on your last turn, you have a +​2 ​t​o DEF until the start of your next turn. Warrior Training: ​You dodged the rocks the sensei was throwing at you as you ran up the stairs while lifting buckets of water. You are ready. +​1 ATH, +1 STR, +1 DEF,​ but the experience made you kinda bitter, giving you B​looper: Charm Where’s My Mark?: ​You get a +​1 ​to all rolls made by using a B​ad Edit. E​ach d​ay,​ you receive o​ne additional B​ad Edit.​ Why Didn't You Say So?: ​O​ nce ​per ​Scene,​ when any other character mentions the need for an item that isn't a weapon or extremely rare, you can roll a d20. If you rolled 10+, that item is within arm’s reach. Winning Smile: ​+​2 ​CHA against targets that aren’t hostile towards you. You Never Know: ​Choose 2 of the following E​pics:​ Animal Calls, Astronomy, Balance, Bartering, Chemicals, Cuisine, Current Affairs, Dancing, Dinosaurs, Diseases, Drugs, Eavesdropping, The Forest, Forgery, Gambling, Geopolitics, Hacking, History, Hunting, Intimidation, 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 e​pics,​ or double down on the ones you already picked.) You Sick Sonovabitch: ​Any time you deal damage to somebody or mentally mess with them enough that they start taking penalties, you heal ​1​ ​HP. You Thought I Was Down*: ​Upon reaching 0 HP, you pass out just like anybody else and you miss your next turn, but on the turn afterward, you 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. ITEMS

A Note About Melee Combat VS. Ranged Combat

W​ ith a ranged weapon, you can attack people who are far away from you and keep yourself relatively out of harm’s way. This is a huge advantage. However, ranged weapons cost a little more than melee weapons and they typically suffer from four drawbacks.

1. After rolling a 3 or less when attacking, ranged weapons jam or need to be reloaded. You must spend 2 AP to fix it before you can use it again. 2. When attacking someone who is within 5ft (1sq) of you, ranged weapon attacks get a blooper die.​ 3. If you choose to attack more than one target in a single ranged attack roll, you take a ­4 penalty for each additional target. By comparison, melee weapons take a ­2 penalty for each additional target. 4. Most ranged weapons are loud, which isn’t ideal when trying to keep a low profile.

In the end, both options are just about equal, and you shouldn’t worry too much about the choice. Simply pick the t​ropes ​and p​erks (​some of which favor ranged or melee) that appeal to you and build the character that sounds fun to play.

Example Items

Want an item that's not on the lists below? Ask your Director. Also, feel free to add some personal flair to your items. "Brass Knuckles" could just as well be "Ring of Power" or "False Fingernails." Be aware, depending on how the movie starts out, the Director might ask you to wait on items.

The following are just examples; in your game, the players might need to get scuba gear, potions of anti-fairy, wooden stakes or a trampoline. Just create any relevant stats and costs and go wild! Starting with $200 is just a suggestion, and depending on the plot, you might go with something very different. Just be sure to adjust relevant t​ropes a​nd p​erks 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 player’s item when the character’s actions really call for it, and give the character a chance to avoid it, repair it or replace it.

MELEE: ​Y​ou 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 Sturdy Stick [$5] ● +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 Poseidon’s Trident [$3,300]

RANGED: ​R​anged 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 Hunting Rifle (normal range) [$230] ● +4 Bow and Arrow (quiet, normal range) [$300] ● +5 Revolver (needs r​eload ​on a 5 or less, normal range) [$435] ● +5 Sawed-off Shotgun (no melee-range penalty, short range) [$690] ● +5 Uzi (normal range) [$510] ● +6 Combat Rifle (normal range) [$1,050] ● +7 Flamethrower (short range) [$1,755] ● +7 Sniper Rifle (must r​eload ​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: ​T​hese 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) HEALING: ​U​ sing a healing item takes 3 AP.

● Gauze: Heal 5 HP ($10) ● First Aid Kit: Heal 10 HP ($30) ● Defib Paddles: Revive within 5 minutes at 1 HP ($1,000)

OTHER:

● Armor (poor): +1 to DEF ($100) ● Armor (average): +2 to DEF ($300) ● Armor (good): +3 to DEF ($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 s​cene ​for 2 AP, On a hit the target doesn’t 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 d​ay ​($80) ● “Study” Pills: +1 to all ACC rolls for the rest of the d​ay ​($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 s​peed.​ Bloopers ​while riding: Defending, Stealth. ($70) ● Spyglass: See things from far away and get a nautical thing going for you. ($30) ● Super Duper Glue: It’s really sticky! ($20)

Weapon Workshop

I​f none of the example weapons called to you, you might want to make your own. It’s a simple process, but you’ll probably want a calculator to add up the item’s final price tag (round to the nearest 5). Pick the “Melee” or “Ranged” column on the next page and just follow the instructions. You can then describe the weapon as anything that reasonably fits the features you’ve chosen.

You can augment your existing weapon, but you need to have somehow gained the knowledge and materials needed to do so (this might be as simple as buying a Frankenweapon magazine and a screwdriver. Or it might require breaking into the Pentagon). Alternatively, you can take it to an expert, though you’ll likely be asked to pay for the upgrade.

MELEE RANGED Pick one: Pick one: Regular melee [free] Short range [x0.9] 10ft melee [x2] Normal range [free] Long range [x1.5] Pick an attack bonus: +1: [$5] +6: [$700] Pick an attack bonus: +2: [$20] +7: [$1,300] +1: [$10] +6: [$1,050] +3: [$60] +8: [$2,200] +2: [$30] +7: [$1,950] +4: [$150] +9: [$3,300] +3: [$90] +8: [$3,300] +5: [$340] +10: [$4,600] +4: [$230] +9: [$4,950] +5: [$510] +10: [$6,900] BADASS FEATURES ​(​pick any or none) - Can be thrown short range [x1.5] BADASS FEATURES (​pick any or none) - Reduce total penalty for attacking multiple - (2 AP) Convert to/from regular melee [x3] targets by 1 [x1.5] - Quiet [x1.3] - Reduce total penalty for attacking multiple - Only reload on a 1 [x1.3] targets by 2 [x2] - Never needs to r​eload ​[x1.5] - Counts as unarmed [x2] - No melee range penalty [x1.5] - You can move your enemy a number of feet - Arc: Free attack on a different target within equal to the amount of damage dealt [x2.5] 25ft if you rolled a 15 or higher on your attack - (2 AP) Convert to/from normal range [x4] roll. [x3] - Blooper die to target’s next roll if you hit. -Explosive ammunition attacks a 10x10ft area [x5] [x3] -Explosive ammunition attacks a 15x15ft area SUCKY FEATURES ​(​pick any or none) [x4] - Penalty for attacking multiple targets goes -Explosive ammunition attacks a 20x20ft area up by 1 [x0.9] [x5] - Penalty for attacking multiple targets goes up by 2 [x0.8] SUCKY FEATURES ​(​pick any or none) - Loud [x0.85] - Must r​eload ​on 5 or lower (x0.85) - Uses an extra 1 AP [x0.8] - Must r​eload ​on 10 or lower (x0.75) - One-time-use [x0.1] - Must r​eload ​after every shot (x0.6)

- One-time-use [x0.1] - Must be retrieved to use again [x0.5]

GRID RULES

​ This section is focused on providing rules to allow play on a grid. This is entirely optional, but will help groups who want to have a firmer grasp on what's happening on the battlefield.

What’s a grid? It’s simply a grid of squares that you use to map out the physical location the characters are in. You can use something to represent the characters, like a coin or a miniature figure; it just needs to be small enough that it doesn’t take up more than one square on the grid.

FLANKING: When two allied characters are on opposite sides of a bad guy and are both in melee range, they get a +2 bonus to their attack rolls against that bad guy.

RANGE: You'll notice that ranged weapons give a general range (short, normal, long). For grid battle, we'll want a tighter explanation. For that, take a look below.

● Short range: 5/10 ● Normal range: 10/20 ● Long range: 20/40

The first number displayed is how many squares away the weapon can attack with no problem. The weapon CAN attack up to the second number, but will take a -2 penalty for being farther away than the ideal range.

When characters are in touching squares (including ones that just touch corners), ranged weapons used by those characters get a -5 penalty.

If you are drawing out the layout of a location, make sure to tell your players that there may be details present that you haven’t included. This might sound unnecessary, but I highly recommend it. Why? Because a creative player might ask if there’s a ventilation shaft she can crawl in, and you might think something like “yeah, you know what? There totally is!” You want to always leave room for unexpected player creativity.

DIRECTING 101

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

Creating and Ruling Challenges

We’ve already learned about how attack rolls go up against defense rolls, but what about when a character is trying to do something like karate chop a door open or do a backflip on their motorcycle? There’s no need to roll a defensive roll for this sort of thing. Instead, just choose a number that the character’s roll needs to match or exceed. It’s as simple as that. We call this number the t​arget number.​ How high should you set the t​arget number?​ Here are some guidelines:

<10 = Easy. Don’t even bother with rolls, unless the character has a negative relevant stat. 10 = Kinda easy. (Listening in on a conversation, climbing over a chain-link fence) 15 = Kinda tricky, but easy for experts. (Charming the bouncer, jumping from roof to roof) 20 = Hard. But an expert has a good chance. (Kicking a door down, hacking the mainframe) 25 = Very hard. Tricky for an expert. (breaking handcuffs, riding a shark) 30 = Hard for an expert. (Jumping over a bus, sneaking into the White House) 35 = Seems impossible. Everything needs to come together. (Punching a house down) (By “expert”, I mean anyone with a high relevant stat and/or E​pic.​)

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 w​ orse: 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 s​uccess points.​ Let’s say you set a t​arget number ​of 20 for defusing a bomb and you require 10 s​uccess points.​ If a character rolls a 26, they overshot the t​arget number ​by 6, thus earning 6 s​uccess 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 M​ ovies, even bad ones, usually involve the characters facing emotional and psychological trials, not just physical ones. They can get scared, tempted, conflicted and much else. That’s where d​ramatic 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 t​arget number ​and have the player/s roll against it, using whatever stat you think is appropriate (usually CHA, INT or STR, which grant resistance to “despair”, “coercion”, and “fear” respectively.).

Let’s say the bad guy just revealed that he is a player character’s father. Now let’s say your desired d​ramatic 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 -out, so we’ll set the t​arget number ​up at 25. The player rolls a 16, thus failing by 9. The penalizing effect affects them by the amount they failed. So, the player character will take a -9 penalty to attacks against that bad guy. If they had rolled 25 or higher, they would’ve taken no penalty.

Keep in mind, that this doesn’t and shouldn’t force the character to act a certain way. If the player still wants to attack, they can, but if they fail, it should be narrated that they failed because of the d​ramatic effect:​ “Bucky swings half-heartedly. He misses badly, unable to fully commit to killing his father.” D​ramatic effects ​help steer the character actions towards cinematic motivations and drama without dictating what your players do. Still, it’s best to use a light touch with them in order to keep things moving speedily and smoothly. Most s​cenes ​will work just fine without them.

Let’s have some more examples: T​ake a penalty to any actions taken before going to sleep, because you've been on the run for 28 hours now. Take a penalty to balance because the rickety rope bridge is freaking you out. Take a penalty to any action that isn’t taking the diamond skull because its mystical power calls to you. Take a penalty to anything that isn’t some sort of action against the duke because he insulted you for your lack of propriety.

You may be wondering how the characters can overcome d​ramatic 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 d​ramatic effect,​ have the acting character roll and add any relevant stat and bonuses/penalties. So, if the d​ramatic 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 d​ramatic effects ​can be overcome more directly; if you’re being penalized because you haven’t slept, simply sleep. If you get past the rickety bridge, it is no longer freaking you out. Typical Character Actions

Characters can do all sorts of stuff! So much stuff, in fact, that it would be foolish to make a list. After all, it’s the high degree of freedom and infinite possibilities that draw us to tabletop RPGS. On that note, I’m about to give you a list.

It’s not a complete list, and you probably shouldn’t pay it much attention. Skim it. Maybe keep it around for reference. Otherwise, let’s just forget about it, shall we?

Remember what we told the players before: “describe what your character wants to do and the Director will adjudicate accordingly.” This list doesn’t include using the power of child-like imagination to embolden yourself in the face of adversity, but that doesn’t mean a character shouldn’t try and do exactly that, and it doesn’t mean the Director shouldn’t make up some numbers or mechanics to go along with it.

ASSIST (3 AP) A​s long as you have a positive relevant stat and can explain how you’re assisting, you can assist another character with a specific task. They will receive a +2 bonus on their next relevant roll.

ATTACK m​ elee ​(3 AP) R​oll 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 r​anged ​(3 AP) R​oll 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 r​eload ​before you can attack with that weapon again.

DEFEND (2 AP) ​Get an e​pic 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 e​pic 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 b​looper 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) R​oll STR. Your target rolls DEF or ATH. If you succeed, you have grabbed your target. While grabbed, the target takes a b​looper die ​to attack rolls and defense rolls. Both the grabber and the grabbed can only move half their normal s​peed.​ 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 s​peed ​of your vehicle.

MOVE d​ifficult (​2 AP) W​ hen climbing, balancing, swimming or doing something similar, the Director might reduce your ​speed.​ The Director will ask for an ATH roll against a t​arget number.​ Rolling under the ​target number ​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) R​oll SPY against an adjacent target. The target defends with SPY. On a success, take an item from them (large bonuses or penalties may apply depending on the item and how it is or isn’t secured.)

PUSH (3 AP) R​oll 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) M​ ust be preceded by at least 10ft (2sq) of movement. Roll STR or ATH. Your target rolls STR or ATH. On a success, the difference between the rolls is the number of feet you pushed the target and the amount of damage dealt to the target. Both you and the target end up prone on the floor.

TAUNT (2 AP) ​Roll CHA. Your target rolls INT. On a success, your target takes a penalty (the amount you succeeded by) to all rolls that don’t deal with you. The penalty goes away at the end of your next turn.

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

Setting up the Movie

There are no rules about how you plan or set-up the story and the characters...But that doesn’t mean I don’t have some suggestions for you!

While it may be a fool’s errand to try to plan out the whole story before play, it’s best to come up with a core concept and how you’ll set it up. Then you can share the set-up with the players to consider before they make their characters. For example: “You’ve all won tickets to a brand-new amusement park on a secluded island” or “We’ll be starting off in the distant future. The year is 1998. The place: Alcatraz.”

So, what sort of things should you plan out as part of your core concept? That’s totally up to you! It’s a good idea to have a central conflict in mind like “aliens are silently invading” “the school dean is looking for any excuse to expel the members of Kappa Omega” or “The player characters are indebted to the mob”. Having a secondary conflict is great too, but these can often develop naturally as the game is played (like when the cops chase after the player characters because they robbed the bank to pay back the mob.)

The other thing I personally like to do before starting a game is to create a few characters to insert into the game world. Locations and items can go a long way too. You don’t have to know exactly how you’ll use these things, but having a few details ready to go can do a lot to put some meat on your story’s bones. When the players hear about something detailed and unique, they’ll become much more interested in it and you might be surprised at what becomes important to them and the story.

Once the players finish up their characters, take a nice long look at their sheets. Take notice of their character concept and ask yourself how the concept might fit into the larger picture. If you have a plot about invading aliens and a player made a psychic werewolf, ask yourself how they fit into the larger story. Maybe werewolves are part of an ancient alien breeding program! Remember, this is a bad movie, so feel free to get pretty wild with the story. I also like to write down notes for myself, including any e​pics ​and b​loopers ​they might have. That way, I can try to work them into the game whenever possible.

If you’re strapped for time, take a look at the premade setting idea on the next page, along with related character concepts for the players to consider (or ignore).

Welcome to Vicker’s Creek!

Vicker’s Creek is a sleepy little Georgia town, populated by charming locals with quaint customs. Make no mistake, though: excitement is never far away! Come see the wildlife and natural beauty of the mangrove swamps and Kwapoo Forest State Park. And while you’re out there, keep an eye out for the mysterious Yaliqwe! Some still claim to catch glimpses of the elusive swamp creatures from Kwapoo legend.

Vicker’s Creek Resort features all the latest amenities (color TVs, mini fridges, an ice machine, and an on-site storm shelter). The resort has its own bar and lounge and is adjacent to the brand-new Greens in the Mangroves golf course.

Don’t forget the neighboring Kwapoo reservation, home of the Kwapoo Lodge Casino, where good times go hand in hand with good fortune.

CHARACTER CONCEPTS TO CONSIDER/TWEAK/COMBINE: ● Park ranger ● Hillbilly/swamp dweller ● Yaliqwe believer hunting for the truth ● Yaliqwe skeptic hunting for the truth ● Game hunter/taxidermist ● Card shark ● Casino employee ● Criminal planning a casino heist ● Local police officer ● Federal agent investigating a missing person case ● Professional golfer paid to promote the new golf course ● Environmental advocate concerned about the golf course ● Resort guest/tourist ● Resort employee ● SOMETHING ELSE ENTIRELY!

Remember, this is all just a suggested starting point. Throw in a carnival, add time travel, set it in the Canadian Rockies, throw in cursed pirate treasure, set the focus on prom! However, don’t plan out the whole plot before looking at your players’ characters. Take special note of things like their backgrounds, t​ropes,​ e​pics ​and b​loopers.​ Find ways that you might weave these things into the movie’s plot. You’ll probably want to keep the characters more or less together throughout the story. Doing so can seem tricky, but the players ought to put forth the effort to meet you halfway on this point. There can always be well-executed exceptions, though. Example Bad Guys

​Below, you’ll 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 you’ll find yourself needing to come up with some quick stats for a new bad guy. If you’re in a rush, make numbers for their attack bonus, HP and DEF. The other stats you can wing if you need them. Feel free to get creative with enemy abilities, they can be as wild or wilder than the player characters’ abilities. You could also make use of t​ropes ​and/or p​erks ​when creating bad guys. And don’t forget to give your baddies some style and personality. Nobody likes fighting numbers. Give them an e​nemy! ​If you want to make a fight really interesting, have something else occurring at the same time. You’ll see this a lot in movies too. Perhaps a missile is about to be fired and some codes must be entered into the command console, maybe there are hostages in the mix or everyone is in a burning building. Go nuts!

A​ note about difficulties: Especially as you start out, don’t 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, I’ll 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 We used to call these henchmen, but that’s pretty sexist. Ladies can hench too. This is DEF: -3 your typical henchperson, but they come in all flavors (ex: Henchmerperson).

ACC: -1 Uzi Attack: +4 (ranged) ATH: -2 Fists: +2 (melee) CHA: -2 INT: -4 SPY: 0 STR: 2

Ghost ​/ Wimpy but Crafty / Speed: 25 ft or 5 sq HP: 8 Ghosts can go through stuff, and they think it’s pretty funny that the living can’t. DEF: 4 Sometimes they go away when you burn their bodies or teddy bear or whatever.

ACC: 0 Ghost Attack: +2 (melee) ATH: 0 CHA: -3 Able to go through stuff, but they don’t like to stay inside things for long. INT: 0 SPY: 5 STR: 3 Epics: Intimidation, History

Russian ​/ Toned and Average / Speed: 25 ft or 5 sq HP: 13 Russians are like your typical Henchperson, but with better training facilities. DEF: 0 Fact: Russians are born with cool scars.

ACC: 0 AK-47 Attack: +7 (normal range) ATH: 0 Knife: +4 (melee) CHA: 0

INT: 0 SPY: 0 Speaks Russian and English. STR: 2 Has a walkie talkie. Russians like to check on each other and see how they’re doing. Epic: Resisting Interrogation.

Football Team Captain ​/ Toned and Average / Speed: 30 ft or 6 sq HP: 13 Not so bad on his own, but he seems to have a never-ending supply of faithful goons! DEF: 0 Never eats in the cafeteria.

ACC: 2 Fists: +3 (melee) ATH: 4 CHA: 4 No “I” in “team”: Spend 2 AP to call for teammates. Roll a d20. On a 5 or less, nobody INT: -2 SPY: -4 comes. On a 6-14, one teammate is on their way. On a 15+, two teammates are on STR: 3 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 Mature and solitary jungle cat. No fleas. Tired of the same old boars. Hunting for DEF: 0 something new. Maybe you’re the one?

ACC: 0 Tooth and Nail: +6 (melee) ATH: 8 CHA: 0 Jungle Meow: (1 AP, once per s​cene,​ targets everyone nearby) +4 attack versus STR. If INT: -5 SPY: 5 hit, take no damage but get a b​looper die ​on your next roll.) STR: 4 Epics: Perception, Stealth, Climbing

Yeti /​ Tough and Average / Speed: 35 ft or 7 sq HP: 30 This guy is so big, y​eti ​has managed to stay hidden. DEF: 0

ACC: 0 Tooth and Nail: +7 (melee) ATH: 5 CHA: -5 So long as the temperature is below freezing, the yeti has 6 AP on its turn. The yeti is INT: -4 SPY: 3 also unaffected by any hampering from deep snow. STR: 5 Epic: Stealth,

Ninja ​/ Tough and Crafty / Speed: 35 ft or 7 sq HP: 10 Ninjas like being sneaky and will use any excuse to do flips and climb stuff, because DEF: 5 that's just how ninjas are. Also, they rarely enter buildings through the front door.

ACC: 2 Shuriken Attack: +4 (short range) ATH: 5 Katana Attack: +7 (melee) CHA: 0

INT: 0 SPY: 4 STR: 2 Epics: Acrobatics, Stealth

Englishman ​/ Tough and Treacherous / Speed: 25 ft or 5 sq HP: 20 Englishmen drink tea and they act all friendly and charming, but the fact is that DEF: 3 Americans don’t drink tea because they’re p​retty sure ​Englishmen poisoned theirs.

ACC: 1 Tommy Gun: +7 (normal range) ATH: 0 Unsheathed cane that is actually a sword: +4 (melee) CHA: 4

INT: 6 SPY: 4 First Aid Kit (1), Vial of poison (1) STR: 0 Epics: Sense Motive, Hide Motive, Surprised Enemies

Vampire ​/ Tough and Treacherous / 30 ft or 6 sq HP: 25 I dunno what to tell ya. You’ll probably come up with your own take on these guys DEF: 0 anyway. No one really knows what their deal is anymore. Hopefully you go with capes.

ACC: 1 Revolver: +6 (normal range) Needs a r​eload ​after a roll of 5 or less. ATH: 3 CHA: 5 Blood Sucking: +4 (Melee) The vampire heals by the amount of damage dealt. INT: 3 SPY: 3 STR: 3 Bat Form (1 AP, Once per d​ay)​: Turn into a bat. While you are a bat, the only attack you can make is B​lood Sucking.​

Can freely climb along walls and ceilings.

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 You are s​o ​lucky this thing has stupid arms. Still, you better have a plan if you’re DEF: 0 gonna take this guy on!

ACC: 0 Tooth and Nail: +10 (melee) ATH: 8 CHA: 0 Pants-Destroying Roar (1 AP, once per s​cene,​ targets everyone nearby): +5 attack INT: -5 versus STR. If hit, take no damage but shit your pants and get a b​looper die ​on your SPY: -5 next roll.) STR: 8

Epics: Intimidation, Destroying stuff Blooper: Arms

Possessed Monster Truck ​/ Scary Tough and Average / Speed: 50 ft or 10 sq HP: 50 You’re gonna die on SUNDAY S​UNDAY ​S​UNDAY!!! DEF: 3

ACC: 0 Ramming attack: +8 (melee) ATH: 8 Doorcheck (1 AP, twice per s​cene)​: +5 (melee) CHA: -3 INT: 0 The Monster Truck has side and rearview mirrors, so is difficult to sneak up on. SPY: -5 STR: 8 Epics: Perception, Destroying stuff Blooper: The use of most items, Stealth

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

BAD MOVIE PLOT POINTS 1. Aliens 29. Kung fu 2. Alternate histories 30. Lost islands 3. Androids 31. Mafia 4. Antichrist 32. Military occupation 5. Apocalyptic wastelands 33. Monsters 6. Assassination 34. Mutant anything! 7. Asteroids 35. Natural disasters 8. Bank robberies 36. Nuclear launch codes 9. Bioweapons 37. Planetary colonization 10. Casinos 38. Prophecy 11. Circuses 39. Psychic powers 12. Crooked cops 40. Road Trips 13. Cults 41. Robots 14. Curses 42. Saving the holidays 15. Dance competitions 43. School dances 16. Demons and/or the devil 44. Scientific experiments 17. Digital worlds 45. Sewer mutants 18. Dinosaurs 46. Square school deans 19. Drug lords 47. Street gangs 20. Evil communists 48. Time travelers 21. Federal agents 49. Totalitarianism 22. Giant animals 50. “Unlocking 100% of your brain” 23. Goblins 51. Vampires 24. Heists 52. Werewolves 25. Hypnotists 53. Wild West 26. Indian burial grounds 54. Witchcraft 27. International spies 55. Worldwide conspiracies 28. Jazz clubs 56. Zombies 57. Gah! Almost made it without mentioning zombies.

The following two pages are extremely important! They’re the Straight to VHS character sheet. Print out a sheet for each player and have them fill in the values as indicated by the t​ropes,​ perks ​and i​tems ​they’ve picked for their character. And don’t forget to include the s​tat tweaks (pg. 11)! That’s it. You know it all, nerd. Straight to VHS is a work in progress and I would hugely appreciate it if you fill out the feedback survey here: h​ttps://www.surveymonkey.com/s/S75NJR6.​ Seriously, I really need your feedback! I will pore over it obsessively. It w​ ill ​be weird. Please feel free to contact me via email me at V​ [email protected].​ There is also a fledgling community at www.reddit.com/r/straighttovhs.​ For the latest version of the game and news about its development, visit w​ ww.straighttovhs.wix.com/home.​

Thank you for reading, and may you make it to the credits. ­ Ryan M. M.

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

S​ TRAIGHT to VHS ​ ​ P​layer Name: _​______

Number of Montages: _​___ S​ peed: _​_____ C​haracter Name: _​______

S​ tat Totals ​ =​ ​T​ropes +​ P​erks +​ ​ ​I​tems +​ ​ ​T​ weak ​+​ ​ Other CURRENT HP ​ ​ T​OTAL HP ACC

ATH

CHA Pick a s​cript change type Script Change Types DEF when you roll a 1 or 20. It’s ready the next time INT you roll a 1 or 20.

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

U​ SED? PUSH IT TO THE LIMIT ​(​once per day, 1 AP) Heal ½ your total HP, gain an e​pic die token

​​ BAD EDIT (once per scene, 0 AP) TROPE & PERK NOTES:_​______Get an extra action at any time, on anyone’s turn ______ONE-LINER ​(​once per scene, 0 AP) Say something cool/lame and gain a e​pic die token ______WRITE DOWN ______ANY ABILITIES ______GRANTED BY ______YOUR TROPES ______AND PERKS ______IN HERE. ______

EPICS:_​______​ B​ LOOPERS:_​______

______

STRAIGHT to VHS ​ ​​ C​ haracter Name: _​______

Items: ​_​ ______

Backstory:​ _​ ______

Personality:_​______

Description:_​______

Other Notes: ​ _​ ______