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S T R UL EBOOK

PLAYTE
CREATOR ARTWORK BY
Ryan Mellon Roman Lutsenko - pg. 4
Simon Underwood - pg. 9
GAME DESIGNERS John Celardot* - pg. 1 2
Luke Denby - pg. 1 3
Kirsten Hostbjor Joe Doolin* - pg. 41
Ryan Mellon Maurice Whitman* - pg. 90

THANKS TO EVERYONE WHO *Used under license. Some artwork


HAS SHARED FEEDBACK! Copyright ©2013 Steve Miller

lostcatgames.com
[email protected]

HEY! There's a lot to love about bad movies from the VHS era. However, they
could be callous, jingoistic and downright hostile towards women. Straight to VHS
does NOT revel in the worst tendencies of these movies, but it echoes and plays
with some of their bad habits.

When Straight to VHS jokes about "punching commies in the mouth", or when it
presents the "Hobo" character option, we intend no serious comment about
political violence, homelessness or any other issue. We mean to poke at the
hamfistedness of wild retro movies.

"Authenticity" is a lousy excuse for treating other players without respect.


Be awesome instead.

2
LVED!
T INVO
GE

Straight to VHS needs your feedback to become the best game it can be. We'd
love to see you join the conversation with one of the links below.

Reddit: r/straighttovhs
Twitter: @Straight_to_VHS
Discord: discord.gg/VpM49rt

Facebook: StraightToVHSgame

The Discord server is the new addition here, and I hope everyone will feel free to
come and chat with me and everyone else about the game and where you want
to see it go from here.

Thank you! May your games end with a high-five in a glorious freeze-frame,

-Ryan

3
TABLE OF CONTENTS
WHAT IS STRAIGHT TO VHS? --------------------------- 5
A TOUR OF THIS BOOK ------------------------------- 6
"WH
WAIT, IS THIS ONE OF THOSE NERD GAMES? ------ 7 OA !
L OT
WHY SHOULD I PLAY StVHS? ------------------------ 7 TA P
A GES
THE BASICS ---------------------------------------------- 8 !"
THE CORE MECHANIC -------------------------------- 8
TOKENS ---------------------------------------------- 11
MECHANICS AT A GLANCE -------------------------- 12 S
, B U T IT' R
ANATOMY OF A HERO ----------------------------------- 14 E TE
"SUR HA RA C PLE
STATS ------------------------------------------------ 15 TLY C
MOS XA M
HIT POINTS ------------------------------------------ 16 S A ND E
ON ."
MOVEMENT ------------------------------------------ 18 OPTI BA DDIES
SPECIAL ABILITIES ---------------------------------- 19
SKILLS AND FLAWS ---------------------------------- 20
HOW TO MAKE A HERO ------------------------------ 20 "A S
HERO FEATURES ---------------------------------------- 21 IN
A ND 51% O
BA D P
KNOW YOUR TROPES ------------------------------- 21 DIES TIONS
TROPES ---------------------------------------------- 22 ?"
GIMMICKS -------------------------------------------- 41
ITEMS --------------------------------------------------- 48
MELEE WEAPONS ----------------------------------- 49 VER
RANGED WEAPONS --------------------------------- 50 J UST O
RE'S ITH
RANGED BLAST WEAPONS ------------------------- 51 "THE A GES W
IMPROVISED WEAPONS ---------------------------- 52 20 P L RULES."
A
OTHER ITEMS --------------------------------------- 53 A CTU
HOW TO PLAY ------------------------------------------- 55
SCENES & ACTS ------------------------------------- 55 "HE
MONTAGES ------------------------------------------ 56 Y! T
HAT
SCRIPT CHANGES ----------------------------------- 57 'S NOT
B A D!"
SCRIPT CHANGE CONCEPTS ------------------------ 58
ACTION SEQUENCES -------------------------------- 59
ATTACKING ------------------------------------------ 62
". . ."
USING YOUR SURROUNDINGS ---------------------- 65
THE STUNT RULE ----------------------------------- 66
GAINING THE UPPER HAND ------------------------- 67 "A N
DIRECTING 101 ------------------------------------------ 68 Y PICT
URE
SETTING UP THE MOVIE ---------------------------- 68 S ?"
INTEGRATING THE HEROES ------------------------ 69
CREATING AND SCALING CHALLENGES ------------ 71
BAD GUYS -------------------------------------------- 74
W."
INSPIRATION -------------------------------------------- 88 EH, A FE
"
RECOMMENDED VIEWING -------------------------- 88
VHS PLOT ELEMENTS ------------------------------ 89
CHARACTER TRAITS ------------------------------- 90
CHARACTER SHEET & PARTING WORDS ------------- 91

4
WH A T IS
STRA IG H T TO VH S?

A werewolf stalks the mean streets of Miami,


but not for much longer. Not if a nun
(and former prostitute) named
Gloria Vendetta has anything
to say about it. Gloria’s
cybernetically enhanced
buddy in the precinct
notices ties between the
werewolf and the Yakuza,
but why? If only the scientist
(and retired heavyweight champion)
Tucker Smash could regain his memories.
Only he knew the antidote to lycanism,
and now the plague spreads.

Coming straight to VHS, it’s. . .

MIA MI FUZZ

You and your friends can now indulge in your own asinine bitchin’ story with
Straight to VHS. This easy-to-learn and fast-paced tabletop RPG emulates the
most ridiculous and awesome movies of the VHS era.

The Director (or “game master”) narrates the action, provides challenges and
presents something resembling a plot. The other players create over-the-top
characters who smash, seduce and stunt their way to glory. Players also get
opportunities to tweak the Director’s script for their gain and amusement.

5
"SOUNDS BADASS! WHAT DO I NEED?" -THAT'S YOUR LINE.
• Some pencils.
• A bunch of 6-sided dice.
• Printouts of the hero sheet.
• A bunch of tokens (something small and plentiful, like coins).
• People to play with! Three to five players including the Director is ideal,
but other group sizes are possible.

Playing Straight to VHS usually takes a couple hours, and your group can choose
to have an epic, ongoing game that you continue over multiple game sessions.

A TOUR OF THIS BOOK


This book contains the following sections.

THE BASICS: Get a quick understanding of how the game is played.

ANATOMY OF A HERO: Learn how to make your very own VHS action hero!

HERO FEATURES: The meat of the book! Pick out features and items to create
your Hero.

HOW TO PLAY: Learn how to do your part in creating the straight-to-VHS


adventure that never was.

DIRECTING 101: This section is for the Director's eyes only.

INSPIRATION: Get inspired!

HERO SHEET & PARTING WORDS: View and print the hero sheet

Anytime you see white text in a red box like this, it’s text that only the Director
needs to read. Other players should feel free to skip these boxes.

6
PICK ONE

WAIT, IS THIS ONE OF I LOVE RPGs, BUT WHY


THOSE NERD GAMES? SHOULD I PLAY StVHS?
Ahem. . . Yo, flat out, homebro. It’s what The “bad movie” theme is a blank
we call a tabletop RPG (or “role- check that says, “No pressure. Just
playing game”), you dig? It’s a bit like have fun.” Players will cash that check.
some videogames, but instead of This goes double for the Director.
prepared interactions in a coded When the player characters are
world, you’re going to be interacting gangster preachers or ninja cops and
with an infitely flexible world you when the expectation is for the story
create with your friends as you play. to be a schlocky mess, it’s hard to not
If you don’t think that’s baller and have a great time.
dope, you’re straight tripping.
And I mean that. While veteran players hopefully find
lots to like in StVHS’ character creation
It's a game, and it's collaborative and quick-playing game mechanics,
storytelling. There are rules, and the game is also intended to be an
there's also 155 quadrillion possible excellent and low-pressure RPG for
action sequences and stories within introducing new players to the hobby.
these pages. Stories that have never The players are given clear gameplay
been told. That’s hella fly and jiggy. tools and direction but are never
buried with rules. Players are able to
You'll be equipped with options and get hugely creative, but shouldn’t feel
tools that guide you into this action- forced to drive the storytelling.
packed universe of explosions and
cheesy one-liners. So even though the StVHS excels at short campaigns, low-
possibilities are endless, you're prep play and introducing friends to
guided to the fun ones. RPGs. I hope it proves to be a fun and
useful arrow in your RPG quiver.
In short, yeah it’s nerdy, and it’s also
extremely fun. I mean, it’s, uh, the
sickest! It has...typhus or something.

7
THE BASICS

One player takes on the role of the Director. This player creates a basic B-movie
"plot" and creates challenges for the other players to deal with.

Every other player creates their own B-movie Hero by picking out Hero features
from this book and filling out a character sheet (found on the last two pages).

Everyone then collaborates to tell a tale befitting of a straight-to-VHS movie. The


players control their Heroes and the Director controls the world around them.
The Director also describes the results of the players' dice rolls. Although, players
do get opportunities to tweak the "movie's script" for their gain and amusement.

THE CORE MECHANIC


Sometimes you want your Hero to attempt something and the Director simply
allows you to do it. But if the Director thinks there’s a chance of failure and that
failure could be interesting, the thing you're attempting becomes a TASK. To find
out what happens, roll your POOL of six-sided dice (from here on, a six-sided die
will be called a “d6”).

THE DICE POOL


• Your Hero has STATS like "Strength" and "Intellect" and each has a number.
Look at the Stat that is most relevant to your TASK and add that number of
d6s to your POOL.
• Add 1d6 for each BOON you have. A Boon is any advantage you have in your
current TASK. Do you have a relevant item? That’s a Boon! Did everyone just
watch you save a puppy and now you’re trying to ask Caitlin to the prom?
Hey, you might have a Boon!
• You can turn in TOKENS . Add 1d6 to your POOL for each Token you turn in.

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• Remove 1d6 for each PROBLEM you have in your current situation.
Are you fighting while handcuffed? Are you out in a blizzard? Did the baddie
just reveal that she’s your sister? Sounds like you’ve got Problems.
• Now, roll every d6 in your Pool.

ROLL RESULTS
• Every d6 that comes up as a 5 or a 6, is a PASS.
• For normal TASKS, a single Pass is enough to succeed. Difficult tasks require
more than one Pass.
• In which case, those multiple Passes have to occur in the same roll.

SUCCESS: Getting the required number of PASSES means you succeed in your
TASK. If your Task is an attack, you deal one point of damage.

DOUBLE DAMAGE: If you get any extra PASSES on an attack, you deal Double
Damage. To be clear, any amount of extra Passes results in a maximum of two
points of damage.

LUCKY BREAKS: If you get two extra PASSES (or more), you get a LUCKY BREAK.
This means the Director causes something especially fortunate to occur for you.

TOUGH BREAKS: When your roll contains more 1s than PASSES, something
unfortunate happens (this is called a TOUGH BREAK). If you simultaneously roll a
Tough Break and roll enough Passes, you will succeed in your Task and
experience something unfortunate.

A LUCKY BREAK can be a direct result of whatever the character just did (“your
attack cuts off Lord Scorn’s weapon hand”) or a stroke of luck (“while searching the
archives, you find a $50 bill tucked into the pages”). A TOUGH BREAK is the same idea,
but negative for the character that rolled it. Maybe they shot their own foot, or
an avalanche occurs. BREAKS are the game saying “make something happen”. Let
it play out and affect the scene.

Having trouble coming up with a fitting BREAK? Ask the players! This is a great way
for players to add more to the story-telling.

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LET'S SEE A STEP-BY-STEP EXAMPLE!
Let’s say I made a shotgun-toting Hero named Lexi. She's hunting for the truth
outside Area 51 and now the Director says a chupacabra is about to leap at Lexi.
On my turn, I tell the Director that Lexi tries to shoot the beast with her shotgun.

1. To find out how many dice I roll, I first check the relevant STAT. To shoot, I
should use ACCURACY. Let's say Lexi's Accuracy is a 4.

2. Lexi's got a pretty sweet shotgun. Attacking with it adds 3 .


4 + 3 = 7, so I've got a POOL of 7 dice (or 7d6).
3. Crap! The Director says "Don't forget, the dim light is a PROBLEM . Subtract 1 ."
Fine, I still roll a POOL of 6 dice .

4. The director says the Chupacabra is a tricky enemy that requires two PASSES to
hit. Let's say I roll and get four Passes. That's enough to hit, plus two extra!

5. When an ATTACK has any extra PASSES, one extra point of damage is inflicted
(aka: Double Damage). The Director takes note of this and tells me "you hit the
chupacabra square in the chest. It shrieks as it tumbles away. Still living, still mad.
But it might not survive another hit like that. "

6. Furthermore, I get a LUCKY BREAK because I rolled two or more extra PASSES.
The Director has more to say: "The gunshot echoes and is followed-up by a
rockslide, which conveniently knocks down part of the barbwire fence that was
blocking your progress. "

10
TOKENS
When playing Straight to VHS, you need a pile of coins, or bottle caps or anything
else that’ll work as TOKENS .

• Every player starts with one Token in their possession.


• The rest remain in a pile where everyone can reach.

EARNING TOKENS
The other players may award you a TOKEN any time your Hero...

• Takes an interesting risk.


• Kicks the action up a notch.
• Tackles a problem creatively
• Is true to themselves in a difficult situation.
If the Director thinks a Token is awarded too easily, they can veto.

Some Hero features give you special methods for earning Tokens.

USING TOKENS
When a new SCENE begins, you may turn in one TOKEN to restore one HIT POINT.

Also, you can spend a Token at any time to add 1d6 to your POOL.
• Feel free to use as many as you can.
• You can do this after seeing the result of your roll.
Some Hero features give you other interesting ways to use Tokens.

11
MECHANICS AT A GLANCE
There’s a bit more to the game than rolling dice and using TOKENS . Let’s introduce
some concepts real quick before you start making your Hero. You can learn more
in the How To Play section.

ACTION SEQUENCES
Normally, when playing Straight to VHS, anybody can say or do whatever they
want at any time. Sometimes the Director might say “well, before you do anything
else, this other thing happens” or “hold up, lemme find out what player B is doing”. It’s
pretty loosey-goosey.

However, when a fight breaks out or any other ACTION SEQUENCE occurs where the
order of events is critical, players take turns. On your turn you can do one MOVE
ACTION for free no matter what. Additionally, you can do...
• One MAJOR ACTION and one MINOR ACTION , or...
• Two MINOR ACTIONS .

WHY YOU NEED TO KNOW THIS NOW: When picking out your Hero’s features,
you’ll see SPECIAL ABILITIES that are sometimes MINOR or MAJOR ACTIONS .

SCENES AND ACTS


The game is broken up into SCENES and ACTS . Scenes are exactly what they sound
like. When the Heroes change locations or move from one obstacle to another, a
new Scene begins. They usually last between 10 minutes and an hour.

ACTS describe a longer chunk of the story. How long they last depends on the kind
of story the Director is aiming for, but at the very least, an Act is comprised of a
few SCENES .

WHY YOU NEED TO KNOW THIS NOW: When picking out your Hero’s features,
you’ll see SPECIAL ABILITIES that can only be used once per SCENE or once per ACT.

12
MONTAGES
After playing for a while, the Director might enact a MONTAGE . When Montages
occur, the Heroes become more powerful.

WHY YOU NEED TO KNOW THIS NOW: When picking out your Hero’s features,
you’ll see bonuses that depend on how many MONTAGES you’ve had.

SCRIPT CHANGES
Players get to temporarily hijack the Director's narration when they earn a SCRIPT
CHANGE . This happens by getting LUCKY BREAKS , and by SHOWING WEAKNESS (which
usually means making an important roll for something your Hero is bad at).

WHY YOU NEED TO KNOW THIS NOW: Some Hero features provide new
methods for SHOWING WEAKNESS .

13
ANATOMY OF
A HERO

In this section, you'll learn everything you need to know before making your own
B-movie Hero, whether they're an otherworldly doctor, sentimental ninja,
cybernetic cop, blind detective, skateboarding reporter, vampire hobo, rock & roll
werewolf, cowardly robot, Voodoo biker, insane cartoon rabbit, chesty wrestler, computer-hacking preacher,

vine-swinging scientist or wh ate ve r!

Each Hero gets two TROPES , which are big, flavorful bundles of SKILLS , FLAWS , STAT
bonuses and special abilities. Heroes also get a single GIMMICK (these are small
features that you can earn more of as you play). Lastly, you'll pick out items. But
before we get to all that, let's learn about a Hero's basic building blocks.

Don't worry. There's only six breezy pages before we start building Heroes!

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STATS
Your Hero will have a number for each STAT. The higher the number, the better
your Hero is at the things the Stat covers. Each Stat is listed below, along with
what they determine about your Hero.

ACCURACY (ACC): Ranged attacks, dexterity, finesse.

ATHLETICS (ATH): Athleticism, reflexes, speed, and the order of turns.

CHARISMA (CHA): Allure, persuasion and strength of personality.

INTELLECT (INT): Problem solving and knowledge.

SPYCRAFT (SPY): Perception, deceit, sneaking.

STRENGTH (STR): Melee attacks, physical strength, intimidation.

When attempting a TASK, determine which STAT is most relevant. That Stat’s
number is how many dice go into your POOL. There’s many ways to add more
dice to your Pool, but Stats provide the baseline.

Every STAT starts out at zero. Your TROPES , GIMMICKS and some ITEMS change your
Stat values. Just follow the instructions on the Hero features you pick.

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
their Hero. Driving is a good example. Depending on the specifics, ATH , INT or ACC
might 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.

USING STATS AT ZERO


You can attempt TASKS even when your relevant STAT is at zero. First off, you
might be able to add dice to your POOL. Still, if your total Pool is zero or a negative
number, roll 1d6 and only count a 6 as a PASS .

15
HIT POINTS
Every character, including your Hero, has a track of HIT POINTS (HP for short) that
looks somewhat like the following:

By default, a brand new Hero has 3 HEARTS and 3 SHIELDS .

Each time an opponent or any other danger succeeds against you, mark a HIT
POINT, starting from the right side. So, if you fall off a two story building and the
Director says you lose two HP , use a pencil to mark your sheet like the following:

• When a new SCENE begins, you may turn in a TOKEN to restore one HP.
• When you restore HP, erase the leftmost mark.
As you might imagine, you don’t want to mark all of your HP . But why are there
shield and heart icons? How are they different from each other?

SHIELDS
SHIELDS can be marked by...
• Physical Hits, like falling or getting punched in the face.
• Narrative Hits, like having your spouse kidnapped or having your criminal
record exposed. We'll learn more about this later.

HEARTS
HEARTS can only be marked off by...
• Physical Hits, like falling or getting punched in the face.
What happens when a character has marked all their HEARTS ?
• If it’s a Hero, they are ON DEATH ’S DOOR (see next page).
• A non-player character that has marked all their HEARTS is dead.

16
NOTHING TO LOSE
When all of a character's SHIELDS are marked, they have NOTHING TO LOSE .
• Heroes with NOTHING TO LOSE , add 1d6 to all their POOLS. However, Pools that
target them also add 1d6!
• Bad Guys can change in various ways when they have NOTHING TO LOSE .
• As soon as a SHIELD is restored, that character no longer has NOTHING TO LOSE .

ON DEATH’S DOOR
While ON DEATH ’S DOOR:
• Your enemies will prioritize other threats.
• Your MOVE DISTANCE becomes VERY CLOSE .
• Otherwise, you can act normally.
• However, for every 1 you roll and for every point of damage dealt to you,
mark one of your HEARTS a second time, creating an “X”.
• If all your HEARTS have been marked a second time, you are 100% dead.
• If you die because of a 1 that you rolled, the result of that roll plays out and
then you immediately die.

If you get healed before you die:


• You’re no longer ON DEATH ’S DOOR.
• You can’t heal HEARTS that have been marked twice.
• Those twice-marked HEARTS represent a serious injury and are only restored
when you start a new ACT. Consider them useless until then.

Damage to HP doesn’t need to always be narrated as literal damage to the


character. It could be a near-miss, ripped clothes or anything that shows a
character is in danger. In movies, we feel characters are in danger when we see
them under duress... “The slo-mo kicks in, we hear a heartbeat. You slump behind
the barricade, which crumbles from the rain of bullets. Lose 1 HP. ”

It might only be the last couple hits that actually draw blood.

17
MOVEMENT
The Director’s camera can plays fast and loose with exact distances, but still,
some things are within the grasp of our Heroes and some things are not. This
becomes particularly important in ACTION SEQUENCES . The following terms are
used to describe how far away something is.

ADJACENT You can reach out and touch it without moving.

VERY CLOSE It’s probably in the shot with you. You don't need to move much.

CLOSE The camera has to follow you or change shots, but it’s not far.

FAR There is a meaningful distance between you and it.

VERY FAR In the same general area as you, but just barely.

OFF CAMERA Getting there would mean leaving this SCENE .

These terms of distance are more about "feel" than set units of distance. In the
ancient and claustrophobic Egyptian tunnels, the Director might call 50 feet FAR.
But then, in the big battle across the open desert sands, the Director might call 80
feet CLOSE . That’s OK. Different scenes call for different scales. On a VHS tape,
time and space are strange and amorphous things.

YOUR MOVE DISTANCE


The distance a character can travel in a MOVE ACTION is determined by their ATH
STAT. Use the grid below to determine your Hero’s MOVE DISTANCE .

ATH STAT MOVE DISTANCE WHAT IT MEANS


0 Very Close You move carefully or sluggishly.

1 or 2 Close You get around just fine.

3 or 4 Far The camera struggles to keep up with you.

5 and up Very Far Wait, how the hell did you get over there?

18
So if you have an ATH of "1” you can move to anything that is CLOSE or closer with
one MOVE ACTION . If something is further, like a VERY FAR enemy ninja, it may take
another couple Move Actions to get there (one for each additional level of
distance is a good rule of thumb). Of course, the ninja might meet you halfway.

While taking turns, you get one free MOVE ACTION each turn. You can move a
second time as a MAJOR ACTION .

SPECIAL ABILITIES
Special abilities allow you to do amazing things. Most special abilities are MAJOR,
MINOR or FREE ACTIONS , but if you use them outside ACTION SEQUENCES , you don't
need to worry about what kind of action they are. The TROPES and GIMMICKS you
select give you unique special abilities, but the following two are on everyone’s
Hero sheet.

PUSH IT TO THE LIMIT (minor action)


Once per ACT, explain how or why you push on despite your injuries, or how you
inspire an ally to do the same. The character gains two TOKENS and regains 2 +
their number of MONTAGES in HP .

BAD EDIT (free action)


Once per SCENE , turn in a TOKEN to take a single extra action at any time, on
anybody's turn.

19
SKILLS AND FLAWS
The TROPES you pick give you SKILLS and FLAWS . These function like permanent
BOONS and PROBLEMS for your Hero.

• If you have a SKILL relevant to your TASK, add the number of dice indicated by
the skill to your POOL.
• If you have a FLAW relevant to your TASK, remove the number of dice indicated
by the flaw from your POOL.

For example, let's say I have SKILL: VEHICLES +2 . I get to add 2d6 to my POOL, so
long as I convince the Director that "vehicles" are relevant to my TASK..

This could be me flying a plane, fixing a car, impressing someone with my


knowledge on motorcycles, or identifying tire marks left at the scene of a crime.

If I make "vroom vroom" sounds with my mouth while hacking a computer, the
Director may decide that my vehicle SKILL won't help this time. But hey, I tried.

HOW TO MAKE A HERO

1: Print out a copy of the Hero Sheet (it's the last two pages of this book).
2: Pick two TROPES
3: Pick out one GIMMICK (Gimmicks are a fun customization option, but groups
pressed for time can choose to start without Gimmicks. It won't mess things up.)

4: Pick out some ITEMS. Heroes start with $200 (unless a TROPE says otherwise).
You don’t need to spend all of it. It might be nice to have some cash for later.

5: Be sure to indicate your number of HEARTS and SHIELDS by tracing the dotted
ones on the Hero Sheet. Unless your TROPES say otherwise, you start with three
Hearts and three Shields.

6: Fill out the rest of the Hero Sheet, including the questions about your Hero on
the second sheet. Also, talk to the Director and other players and see if you want
to weave your Heroes’ histories together.

20
HERO FEATURES

This section holds all the awesome stuff you'll use to make your Hero: TROPES to
get the big picture on your hero, ITEMS to gear up with and GIMMICKS to earn.

KNOW YOUR TROPES


Pick any two TROPES from the following purple-bordered pages. Here's a few
things to be aware of:

• Each trope includes a list of STAT bonuses, SKILLS, FLAWS, and SPECIAL ABILITIES
granted by the trope. Your hero gets all of it.

• Your Hero is not exclusively defined by your Tropes. For example, if you pick
Mad Scientist and Paid Sponsor, your Hero could still be a robot as well.
However, you won’t get tangible in-game benefits for being a robot.

• Some special abilities refer to your "target". This is simply shorthand for
"whatever person, place, or thing you're trying to interact with".

• Some special abilities grant you a token for doing certain things. If you do
something that would normally earn anybody a token and it satisfies one
of these special ability's requirements... you should get two tokens.

• Pay attention to the wording for stat bonuses. "+3 to ATH or STR, +1 to two
other stats" means that after choosing to give +3 to ATH or STR, I then give +1
to two different stats and neither of them can be the one I gave +3 to.
However, I can choose to give +3 to STR and give ATH one of my +1s.

ENOUGH EXPLAINING. LET’S SEE THE TROPES!

21
TROPES

BADASS: Most of these other Tropes are for eggheads and commies. You believe
in the power of doing. “Doing” just means kicking all sorts of ass. You get a +1
Boon when you attack multiple targets with a single attack. Also, the special
ability "Bad Edit" doesn't cost you a Token.
Stat Bonuses: +3 ACC or STR, +1 to two other stats
Skill: Destruction +2
Flaw: Diplomacy -2
SPECIAL ABILITIES:
Bloodlust (free action): Once per Scene, when you cause an enemy to mark
their last Heart, immediately use a major action as a free action.
Bull in a China Shop: Once per Scene, when you break something substantial or
important, gain a Token.

BATSHIT CRAZY: Some call you insane, and maybe they’re right. But they’d be a
bit mad too if if they saw the world as clearly as you do… if they knew the things
you do.
Stat bonuses: +2 to any three stats
Flaw: People Skills -2
SPECIAL ABILITIES:
Conspiracy Theorist (free action): Once per Scene, turn in a Token to ask the
Director a question. The Director rolls 2d6 and keeps the result hidden. If the
Director gets a PASS , they answer your question truthfully. Otherwise, they lie. If
you act on The Director's answer, gain a Token.
Innappropriate (minor action): Once per Scene, respond to a serious moment
inappropriately to gain a Token.
Train Wreck (major action): Once per Scene, describe your crazy antics. A
witness of your choice is astonished and loses two PASSES on their next roll in this
Scene.

22
BATTERIES INCLUDED: You're some kind of robot, unfazed by bio-hazards like
poison or outer-space. Pick a SUBROUTINE you were designed for. This should be a
specific verb (for example, a cleaning-bot might "suck", a murder-bot might
"grind", and a cooking-bot might "incinerate").
Stat bonuses: +2 to one stat, +1 to two other stats
Skill: Electronics +2
Flaw: Emotions -2
SPECIAL ABILITIES:
Built Tough (free action): Once per Act, every potential source of damage is
useless against your robotic body until the start of your next turn.
Preprogrammed (free action): Once per Scene, when you attempt a Task, use
your SUBROUTINE . If the Director thinks it fits your Task, gain a Token. If not, your
Task has a -2 Problem and you Show Weakness.
Overload (free action): Once per Scene, Get a +4 Boon when you attempt a Task
that can be aided by your SUBROUTINE . However, for every 1 you rolled, reduce the
relevant Stat by 1 until the end of the Scene.

BLIND MASTER: You’re a master at something (check out that Stat bonus!), but
you're blind and your (Flaw: Sight) applies to all Tasks that would benefit from
sight, including attacks. You can't Show Weakness with attacks affected by your
(Flaw: Sight).
Stat Bonuses: +4 to any stat, +1 to two other stats
Skills: Hearing +1, Smell +1, Taste +1, Touch +1
Flaw: Sight -3
SPECIAL ABILITIES:
Heightened Senses (minor action): Once per Scene, turn in a Token to focus on
your surroundings. Ignore (Flaw: Sight -3) until the end of your next turn (or for
your next two rolls if you’re not taking turns).
Ancient Wisdom (minor action): Once per Scene, turn in a Token and supply
wisdom (or something that sounds like it) to your allies. Each ally that heard your
wisdom gains a Token.
Student and Master (free action): Once per Scene, when an ally turns in a
Token to add to their roll, you heal 1 + your number of MONTAGES if their roll
succeeds. If their roll fails, you gain a Token instead.

23
BORN WILD: There’s something wild about you. An animal (any type the Director
approves) follows you. It can’t speak or use items. It has 1 Heart and 2 Shields.
When its Heart is marked, It's unconscious and wakes at the end of the Scene.
Two of its Stats (your choice) are 1; the remaining Stats are 0. When you get a
Montage, raise one of your animal’s stats or give them a Shield.
Stat Bonuses: +3 to ATH, +1 to two other stats
Skills: Animals +2, Plants +1
Flaws: Technology -2, People Skills -1
SPECIAL ABILITIES:
Beastmaster (free action): Once per Scene, at any time, your animal
companion can take a full turn of its own. Spend 2 Tokens to use this ability an
extra time.
Critter Chatter (minor action): Once per Scene, pose a simple question to an
animal and the Director provides a simple answer which you somehow gathered
from the animal. Animals are not all-knowing.
Swinger (free action): Once per Scene, turn in a Token. There is now something
sturdy for you to climb or swing on, exactly where you want it! It could be a
chandelier, rope, cable, vine or so on.

BRAVEHEARTED: You seem to thrive in dangerous situations. Choose one thing


you're terrified of and get Director approval (something the Director can use
about once per Act is ideal). While confronted with your fear, you have a -2
Problem on all Tasks and you automatically Show Weakness. You have an extra
Heart and an extra Shield.
Stat Bonuses: +2 to any two stats
Skill: Imminent Danger +1
SPECIAL ABILITIES:
Double Edged (free action): Once per Scene, when you succeed on an action
that hurts both you and an enemy (like pulling the enemy through a second-story
window or setting off a nearby explosive), your enemy takes an extra point of
damage (for a maximum total of 3).
Into the Fire (free action): Once per Scene, get a token for acting recklessly
and/or putting yourself directly in harm’s way.
You Owe Me One (free action): Once per Scene, when an ally within your Move
Distance takes damage, you can immediately move to their position and take the
damage for them instead.

24
BUMBLING SIDEKICK: You don’t seem like a helpful member of the party. If
anything, it seems the others keep you around so that they know what not to do.
When you fail a Task, the next person to try the same Task (or one the Director
deems very similar) gets a +1 Boon.
Stat Bonuses: +1 to three stats
Skills: Animals +1, Children +1, Emotions +1
Flaws: Acrobatics -2, Reflexes -2
SPECIAL ABILITIES:
Dumb Luck (free action): Once per Act, turn a failed roll into a success with a
Lucky Break (and double damage if it's an attack), but you must explain how your
success is due to your bumbling nature.
Whoops (minor action): Once per Act, explain how you manage to accidentally
or haphazardly break one Close object. The Director may exempt one important
thing per Act.

CHESTY: It’s pretty clear why your character’s actor or actress was cast...
Stat Bonuses: +2 to thee stats
Skill: Sex Appeal +2
Flaw: Book Smarts
SPECIAL ABILITIES:
The Gun Show (minor action): Once per Act, take off an article of clothing to get
+2 STR for the rest of the Scene.
The Talent Show (minor action): Once per Act, take off an article of clothing to
get +2 CHA for the rest of the Scene.
Wet T-shirt Champ (free action): Once per Scene, gain a Token when your
clothes get wet due to an existing feature in the Scene.

25
COWARD: Facing danger head-on is for dumb-dumbs, but you think you're
pretty smart. Add one free Pass when you attack enemies that you are hidden
from or who are otherwise surprised by your attack. You're a bit frail though, and
have one less Heart than normal.
Stat Bonuses: +2 to SPY, +2 to another stat
Skills: Fleeing +1, Stealth +1
Flaw: Direct Attacks -1
SPECIAL ABILITIES:
False Surrender (major action): Once per Scene, cower until the start of your
next turn. While you are cowering, nobody will attack you. At the start of your
next turn, take any action as a free action.
Meatshield (free action): Once per Scene, when you take physical damage, turn
in a Token to make a Very Close person (who isn’t the attacker) take the damage
instead. If that person is an ally, you Show Weakness.

CRIME ROBBER: You know that glory is not given, it’s taken! You have the
incredibly broad (Skill: Crime) and you can attempt to pickpocket as a minor
action, rather than a major one.
Stat Bonuses: +2 ATH or SPY, +1 to two other stats
Skill: Crime +2
Flaw: Authority Figures -1
SPECIAL ABILITIES:
Appraisal (free action): Once per Scene, ask the Director “what is the most
valuable object I can see?” or “what is the most important object I can see?”. The
Director answers truthfully, excluding objects already in the possession of the
Heroes.
Criminal Element (free action): Once per Scene, earn a Token by commiting a
crime.

26
CYBORG: You are part human, part machine. If you get wet or electrocuted, you
Show Weakness and have a -2 Problem to all rolls for the remainder of the Scene.
Stat Bonuses: +3 ACC or STR, +1 to two others stats
Skills: [A sense of your choice] +1, Technology +1
SPECIAL ABILITIES:
Calibration (major action): Once per act, roll INT and then another Stat. If you
get more Passes on your INT roll, raise the other Stat by 1 for the rest of the Act.
Otherwise, lower the other Stat by 2 for the rest of the Scene and Show
Weakness.
Grab-o-tron (minor action): Once per Scene, launch an arm extension that can
reach anywhere within Close distance (your hand still functions and can be
retracted as a minor action).
Nowhere to Hide (minor action): Once per Scene, see through walls until the
start of your next turn (or for 10 seconds outside an Action Sequence).

DIE HARDLY: A shark bite and a gunshot wound? Big deal! At the end of each
Scene you heal 1 HP without needing to turn in a Token. Also, while all your
Hearts are marked, you get to ignore a single “1” in each of your rolls. Being so
resilient has made you almost unaware of danger.
Stat Bonuses: +3 to any stat, +1 to two others
Flaw: Awareness -2
SPECIAL ABILITIES:
Makin’ Me Angry (free action): Once per Scene, get two Tokens when you have
Nothing To Lose.
Come and Get It (major action): Once per Scene, during an Action Sequence,
earn a Token by acting cool and casual. On your next turn, you can do any one
action as a free action.

27
DOCTOR: You carry around a bag filled with all sorts of “doctor stuff”. At the end
of each Scene, heal yourself or a present ally by 1 HP. If any ally or innocent dies
in your presence, you Show Weakness.
Stat Bonuses: +1 to three stats
Skill: Doctoring +2
Flaw: Manners -1
SPECIAL ABILITIES:
Check-Up (free action): Once per Scene, visually examine an injured person.
You know how much HP they have left and you add one free Pass on your next
attack roll against them.
Juiced Up (minor action): Once per Act, administer an adrenaline shot. The
recipient gets 3 Tokens.
First Aid (minor action): Once per Scene, administer first-aid on yourself or an
adjacent ally, healing HP by 1+ your number of Montages. Heal another point of
HP for each Token you choose to turn in.

GUMSHOE: You are some sort of detective or private investigator. You have a
magnifying glass and binoculars (allowing you to notice things others can’t). You
also have a camera, and a kit which allows you to collect fingerprints (gather
evidence to use as you see fit).
Stat Bonuses: +3 INT or SPY, +1 to two other stats
Skills: Investigation +1, Perception +1
Flaw: Emotions -2
SPECIAL ABILITIES:
Analytical (free action): Once per Scene, add your INT or SPY as a bonus Stat to
a Task that is using a different Stat. Explain how the action is aided by the bonus
Stat.
Deduction! (free action): Once per Scene, roll 1d6. On a Pass, pick a single
person or thing you can currently see. The Director tells you everything of
interest that can be humanly deduced about it.

28
HOBO: Subtract $150 from your starting amount. Start with a bindle on a stick
containing a lighter, lighter fluid, a can opener, a flask, a flashlight and a knife (a
+1 melee weapon).
Stat Bonuses: +2 to three stats
Skill: Street Smarts +2
Flaw: High Society -2
SPECIAL ABILITIES:
Get Beaned! (minor action): Once per Scene, throw a can of beans (a +1 Close-
range thrown weapon).
Only Natural (free action): Once per Scene, Your natural hobo odors inflict a -2
Problem on an adjacent enemy's next Task.

HOLY: You are some sort of religious authority. Years of espousing the virtues
and inexorable truths of your religion has made you a gifted speaker.
Stat Bonuses: +2 CHA, +1 to three other stats
Skills: Religion +2, Speaking +1
Flaw: Romance -2
SPECIAL ABILITIES:
Faith Healing (minor action): Once per Scene, whether through the divine or
the mundane, heal yourself or an ally who can see and/or hear you by 1 + your
number of Montages.
Instant Karma (free action): Once per Scene, when an attack misses you,
describe how the attacker gets injured as a result of their own attack. The
attacker takes 1 damage.

29
KNOW-IT-ALL: You’re an egghead who knows a bunch of junk, and knowing is
50% of the skirmish.
Stat Bonuses: +4 INT, +1 to two other stats
Skill: Book Smarts +2
Flaw: People Skills -1
SPECIAL ABILITIES:
Epiphany (free action): Once per Scene, turn in a Token and dramatically
remove your glasses to have an epiphany. You may ask the Director a yes-or-no
question, and they must answer truthfully with a yes or no.
Get a Bead on ‘Em (minor action): Once per Scene, turn in a Token to examine
someone for weaknesses. Your next Task targeting that person has a +2 Boon.

MAD SCIENTIST: You're an unhinged genius. Pick a noun (something specific


like lizard, reggae or towel) and get Director approval (ideally the Director can
integrate it about twice per Act). You consider yourself at the forefront of [YOUR
NOUN] science!
Stat Bonuses: +2 INT, +1 to two other stats
Skills: Science +1, Technology +1
Flaw: Pop Culture -2
SPECIAL ABILITIES:
Better Mouse Trap (minor action): Once per Scene, after you or an ally fails a
Task, turn in a Token to attempt the same Task with a +2 Boon, as long as you
describe and try a more elaborate solution.
Thrill of Discovery (free action): Once per Scene, when you use an uncommon
opportunity to study or experiment on [YOUR NOUN], earn two Tokens.
It’s Working! (minor action): Once per Act, declare that you can create a device
to serve one (semi-plausible and Director-approved) purpose. The Director
describes a requirement for creating the device (such as a specific tool, location,
or material). When the requirement is met, the mad scientist may create the
device if they're not in an Action Sequence.

30
MARTIAL ARTIST: You are a deadly weapon. Add 1d6 to your unarmed attacks.
If a melee attack against you misses, you can move yourself or your opponent
anywhere within Close range.
Stat Bonuses: +3 ATH or STR, +1 to two other stats
Skill: Acrobatics +1
Flaw: Firearms -2
SPECIAL ABILITIES:
Kata (minor action): Once per Scene, put on an intimidating martial arts display.
Every present enemy loses 1d6 on all rolls before your next turn. If used outside
an Action Sequence, gain a Token instead.
Whirlwind (major action): Once per Act, unleash a whirlwind of a melee attack
that targets every enemy within Close range.

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
computer that allows you to wirelessly access all sorts of electronic systems and
devices with your “Hackatronic” special ability.
Stat Bonuses: +3 INT or SPY, +1 to two other stats
Skills: Electronics +1, Research +1
Flaws: Nature -2, Being Cool -2
SPECIAL ABILITIES:
Personality.exe (free action): Once per Scene, earn a Token by doing
something that supports the cliche that hackers are nerdy or weird.
Hackotronic (minor action): Once per Scene, wirelessly access an electronic
device that you have line-of-sight to. For the rest of the Scene you can use a
minor action to hack it in any way the Director considers remotely feasible (for
example: overheat, extract information, reprogram, etc...) The Director may
require rolls with one or more Passes for devices the Director considers “secure”.
Double Hack (free action): Once per Scene, spend a Token to gain another use
of “Hackatronic”.

31
NINJA: You’re a deadly and silent shadow. Add 1d6 to melee attacks made from
above or below your target. Ninjitsu demands perfection, so you Show Weakness
if you fail a consequential Task involving acrobatics or stealth.
Stat Bonuses: +3 to ATH or SPY, +1 to two other stats
Skills: Acrobatics +1, Stealth +1
Flaw: [You pick] Electronics -1 [or] Emotions -1
SPECIAL ABILITIES:
Shadow Strike (free action): Once per Scene, upon making a successful
physical attack, describe a surprise second attack and roll 1d6. On a Pass, deal
another point of damage.
Smoke Bomb (minor action): Once per Act, create a momentary cloud of
smoke. You then reappear anywhere within Far range. If you reappear behind
cover, you’re automatically Hidden.

NOSY REPORTER: You’re a determined journalist at a news publication. You


have a press pass, a camera and a desire to uncover the truth!
Stat Bonuses: +2 CHA or INT+, +1 to two other stats
Skills: Investigation +2, Research +2
SPECIAL ABILITIES:
What a Scoop! (free action): Once per Scene, when you take decisive and risky
action to doggedly pursue a story, earn a token or Show Weakness.
Flasher (minor action): Once per Scene, spend a Token to blind someone within
Very Close range by using your camera flash. They have (Problem: Blinded -3)
until the start of your next turn.
Mightier Than the Sword (minor action): Once per Act, tell the Director how
you want to leverage your profession to get what you want. The Director must
make it happen or give you four Tokens.

32
OLD GEEZER: You’ve been through a lot over the years and these
whippersnappers shouldn’t take you so lightly! You're experienced, so you start
out with an extra Gimmick.
Stat Bonuses: +2 to any stat, +1 to three other stats
Skills: History +1, Old Fogies +1
Flaws: Hearing -1, Youths -1
SPECIAL ABILITIES:
Back in My Day (free action): Once per Scene, earn a Token when you do
something to highlight your age and/or depth of experience.
Go on Without Me (free action): Once per Act, earn two Tokens when you fend
off danger so that others might flee or move forward. Afterwards, if no Heroes
can see you, the narration cuts away from you and you will simply rejoin the
team in the next Scene with a wild tale of how you survived.

PAID SPONSOR: You seem to solve a lot of your problems with one particular
and spectacular product or brand.
Stat Bonuses: +2 to any two stats, +1 to another stat
Skill: Persuasion +1
Flaw: [You pick] Awareness -2 [or] Stealth -2 [or] Technology -2
SPECIAL ABILITIES:
Shameless Plug (minor action): Once per Scene, use an [INSERT PRODUCT] on
yourself or an ally within Close range. The product-user heals by 1 + their
number of Montages or gains two Tokens.
Withdrawals (free action): Once per Act, narrate your separation from (or
inability to use) your product. You Show Weakness and can’t use your product.
After you get a Lucky Break or a Tough Break, narrate your reunion with your
product, and the next time you use "Shameless Plug" it either heals to full health
or grants five Tokens.

33
POLICE COP: You have a badge, a cop car and some authority. If you're "off-the-
grid" somewhere that separates you from both your car and a lawful populace,
gain a Token at the start of each Scene.
Stat Bonuses: +2 to one stat, +1 to two other stats
Skills: Persuasion +1, Police Work +2
Flaw: Being Cool -2
SPECIAL ABILITIES:
Freeze! (minor action): Once per Scene, show your badge to a target and say
something like “hold it, dirtbag!”. On their next turn, the target can't use a major
action. If used outside an Action Sequence, your target has a -3 Problem on their
next roll in this Scene.
Good Cop / Bad Cop (free action): Once per Scene, heal 1 HP by faithfully
upholding the law. Or earn a Token by violating the law to "get results".

PROTAGONIST: You're the star, so nothing bad will happen to you, right? You
Show Weakness when a Push it to the Limit is used to heal you.
STAT BONUSES: +2 to one stat, +1 to two other stats
Skill: Passionate Speeches +2
SPECIAL ABILITIES:
Script Immunity: Once per Scene, on a roll that targets you or was rolled by
you, turn a 6 into a 1, or a 1 into a 6.
Captive Audience (major action): Once per Act, goad a character into
monologuing instead of actually doing anything on their next turn. Or if used
outside an Action Sequence, they have (Problem: Distracted -2) while
monologuing.
Center of Attention: Once per act, when something is happening that isn't
really about you, make it about you. You and the other Heroes each get a Token
for being around the most important person ever.

34
SENTIMENTALIST: You carry a trinket with you that has sentimental meaning,
like a flask, framed picture, shrapnel in your chest, lucky coin, etc.
Stat Bonuses: +2 to two stats, +1 to another stat
Skill: Emotions +2
SPECIAL ABILITIES:
Misty Eyes (minor action): Once per Scene, turn in two Tokens. Reveal a detail
about your sentimental past to another character in order to heal 1 HP and Show
Weakness.
Never Let Go: Once per Scene, after failing a Consequential Task, gain a Token
by gazing at or clutching your trinket and describing a briefly seen or heard
flashback.
Pocket Protector: Once per Act, when you receive damage that would put you
On Death's Door, your trinket deflects that damage.

SHREDMEISTER: A "shred machine" (skateboard, surfboard, snowboard, BMX


bike, rollerblades, piano dolly, etc...) is always nearby. You get on and off of shred
machines as a free action. While shredding, you can move within Close distance
as a minor action. Shredding can be a Boon or Problem in some cases. If you go
through an Action Sequence without a shred machine, you Show Weakness.
Stat Bonuses: +2 ATH or CHA, +1 to two other stats
Skill: The Youth +2
Flaw: Old Fogies -2
SPECIAL ABILITIES:
The World is a Playground (free action): Once per Scene, add a ramp, rail,
half-pipe or another feature of a skate-park to the Scene, but the Director
chooses where. Gain two Tokens when you first make use of the skate-park
feature while shredding. If used outside an Action Sequence, using the skate-park
feature must serve an appreciable purpose.
Freestyle (major action): Once per Scene, attack with a +2 Boon while riding on
a shred machine. Then, take a free move action.

35
SNOT-NOSED BRAT: You can’t vote, drink, or serve in the military... might as
well embark on a perilous adventure! Whenever you heal, roll 1d6. On a Pass,
heal 1 extra HP.
Stat Bonuses: +2 to one stat, +1 to two other stats
Skills: Kids +2, Charm +1, Deception +1
Flaw: Grown-Up Stuff -2, Intimidation -2
SPECIAL ABILITIES:
Prankster (minor action): Once per scene, set up a rudimentary hazard using
your environment. You or an ally get a free Pass on the first attack that uses the
hazard.
Untouchable (free action): Once per Scene, when you're On Death's Door you
immediately get a Lucky Break.
Young and Dumb (free action): Once per scene, earn an Token if you take a
consequential action that highlights your age and/or lack of experience.

SOPHISTICATED: You’re well-connected, affluent and of proper taste. You’re


likely well-dressed and almost certainly British. Do be a dear and start with an
extra $300.
Stat Bonuses: +2 CHA or INT, +1 to two other stats
Skills: High Society +2, Persuasion +1
Flaws: Roughin' It -2, Street Smarts -2
SPECIAL ABILITIES:
Well-Connected (free action): Once per Act, turn in a Token and state the
name of a new character that you’re acquainted with and two facts about them,
like "She is the director of the C.I.A. and she owes me a favor". The Director asks
a revealing question about the character, like "why do you two no longer get
along?" or "Why is she checked into the hospital?" Answer the question. The
character exists, placed and controlled by the Director.
Well-Endowed (free action): Once per Act, turn in a Token and state an item
you own, like “I own a private jumbo jet”, and state whether the item is off-
camera or not. If it’s off-camera, the Director adds a complication. Otherwise, the
Director adds two complications. Complications place limitations or caveats, like
“you’ll need a trained pilot to fly it” or “you’ve only got enough fuel to get to
Kyoto”. The item exists and its exact location is determined by the Director.
Upper Crust (free action): Once per Scene earn a Token by doing something to
highlight your civility and/or snobbery.

36
STRAIGHT-LACED: All your life you've kept your nose clean, paid your taxes,
and you even flossed everyday. But Gosh-darn it all, you're in over your head this
time. Hopefully this whole adventure business won't affect your sleep schedule.
Stat Bonuses: +2 to any two stats
Skill: Normal Things +2
Flaw: Indecency -2
SPECIAL ABILITIES:
Finger Wag (minor action): Once per Scene, turn in a Token to lecture or
naysay anyone or anything. While everyone ignores you, an ally of your choice
immediately uses a major action with a +2 Boon.
Let's Be Reasonable (free action): Once per Scene, mark one of your Shields
during an Action Sequence, but before anyone has attacked. You calmly talk as
everyone watches you immediately take a full turn that doesn't include an attack.
Lose Control (free action): Once per Act, while you Have Nothing to Lose, take
two major actions, each with a +2 Boon.

SURVIVALIST: You always knew things were headin' to hell in a handbasket,


and you made sure that you'd be ready for the day.
Stat Bonuses: +2 to any two stats, +1 to another
Skills: Awareness +1, Forage & Scavenge +1
Flaw: Social Skills -1
SPECIAL ABILITIES:
I Came Prepared (free action): Once per Act, reveal that you possess an item.
It’s not a weapon, one-of-a-kind, or bigger than a breadbox. The item is left
behind or rendered unusable by the end of the scene.
Patch Job (major action): Once per Scene, patch up yourself or an adjacent ally,
healing your target by 1 + your number of Montages.
Situational Awareness (minor action): Once per Scene, turn in a Token to
scope out the area and choose one of the following:
• The Director tells me about a previously unnoticed feature of the area that
could give me an edge.
• The Director tells me about the best available escape route.
• The Director tells me about an unseen danger as long as it could be
noticed or suspected.

37
TALKING ANIMAL: You’re a strangely intelligent animal who talks. For some
reason, this doesn’t elicit as much surprise as it should. You can talk to other
animals, but they’re usually not as smart as you.
Stat Bonuses: +3 ATH or CHA, +1 to two other stats
Skills: Smell +1, [You choose] Climbing +1 [or] Digging +1
Flaw: No Opposable Thumbs -1
SPECIAL ABILITIES:
Wild Thing (free action): Once per Scene, earn a Token by acting on your
animal instincts.
Looney (free action): Once per Act, successfully do something that should only
work in a cartoon. For example, it could involve ignoring physics, unnatural
speed, improbable deceit, or breaking the fourth wall. This can’t be used to
directly damage an enemy. Some Director discretion applies.

TROUBLED ATHLETE: Coach always said you could become one of the greats, if
only you could find your confidence. After you roll a Lucky Break, you gain "The
Touch". While you have The Touch you are brimming with confidence and have a
+2 Boon on ACC, ATH and STR rolls. The Touch lasts until you roll a Tough Break;
this shatters your confidence and Shows Weakness.
Stat Bonuses: +2 to one stat, +1 to another stat
Skill: The World of Sports +2
Flaw: Book Smarts -1
SPECIAL ABILITIES:
It’s Like Coach Says (minor action): Once per Scene, compare a challenge you
face to a sport. You have a +2 Boon on the next relevant roll in this Scene.
Called Shot (major action): Once per Act, attempt a Task relevant to your sport
and describe a Lucky Break you want from this Task. If the Director accepts, your
Task auto-succeeds with your Lucky Break. If the Director does not accept, you
roll to complete the Task as normal and then gain 4 Tokens.

38
VAMPIRE: If you're exposed to crosses, direct sunlight, garlic or holy water you
take 1 damage. Take another point of damage each time you have a chance to
stop the exposure but fail to do so. You own a full-body cloak that blocks the sun,
but it makes you look like a creep.
Stat Bonuses: +2 to any three stats
Skill: Persuasion +2
Flaw: Charisma -2 (only when wearing your cloak)
SPECIAL ABILITIES:
Bat Form (minor action): Once per Scene, spend a Token to become a bat until
the end of the Scene (or sooner). As a bat you can fly, fit through small spaces
and you have (Skill: Stealth +2). As a bat you have 0 STR and can't use items.
Blood Suck (major action): Once per Scene, make an unarmed melee attack
against a living creature. Add your CHA as a bonus Stat (hopefully you're not
wearing your cloak). Heal yourself by the amount of damage dealt. If an ally or
bystander sees this attack, you get a -1d6 Problem on all rolls in this Scene.

WEREWOLF: In moonlight (full or otherwise), you turn into a werewolf with two
extra Hearts, (Skill: STR and ATH +2), and (Flaw: CHA and INT -2)... As a werewolf,
you can’t use weapons. Spending time out of the moonlight turns you back to
normal. Your hunter instincts tell you when an enemy has Nothing To Lose (the
Director must tell you when asked). Animals act with unease in your presence.
Stat Bonuses: +3 ATH or STR, +1 to two other stats
Skill: Smell +2
Flaw: Animals -2
SPECIAL ABILITIES:
Awooo! (minor action): Once per Scene, howl as a werewolf to earn two Tokens.
Bloodfrenzy (free action): Once per Scene, when an enemy has Nothing To
Lose, get a +3 Boon on an attack or another highly physical Task.

39
WRESTLER: You’re either a professional wrestler or you're played by one.
You’re not into using weapons other than your body and improvised weapons.
When Push it to the Limit is used on you, get a +3 Boon on your next Task.
Stat Bonuses: +3 STR, +2 to two other stats
Skill: Acrobatics +2,
Flaw: Non-improvised Weapons -2
SPECIAL ABILITIES:
Signature Move (major action): Once per Scene, bust out your “signature
move” on an opponent you’ve already damaged in this Scene. Whatever this
move is, it’s an unarmed melee attack with a +2 Boon, and it leaves your enemy
lying Prone.
Fan Favorite (minor action): Once per Scene, spend a Token and use a
signature phrase or gesture as you attempt a Task. If you succeed, earn two
Tokens.

40
GIMMICKS
As Heroes progress through their adventures, they'll gain or reveal abilities called
GIMMICKS . In short games, this happens every time you earn a MONTAGE . In long-
running games, the Director might choose to give out Gimmicks every other
Montage.

GIMMICKS with an asterisk at the end of their names can be taken twice. When you
take the same Gimmick a second time, double the value of the underlined
numbers. You can not take the same Gimmick more than twice.

ADRENALINE RUSH: Gain this special ability:


Adrenaline Rush (free action): Once per Scene, when you use your STR Stat,
reroll all 1s.

ASPIRING SCRIPT WRITER: When it’s time to pick a Script Change Concept, pick
two instead. When it’s time to use your Script Change use either Concept, not
both.

CALMLY WALK AWAY: Gain this special ability:


Calmly Walk Away (free action): Once per Scene, when something explodes
gain a Token and take no damage as long as you don't look at the explosion.

CRUNCH TIME*: When it's time to hit the books or analyze the evidence, nobody
does it better than you. (Skills: Investigation +1 , Research +1 )

DECEITFUL*: You are skilled at misleading others with both your words and your
motions. (Skills: Lying +1 , Sleight of Hand +1 )

DEMOLITION MAN*: Gain (Skill: Explosives +1 ). Gain this special ability:


Demolition Man (free action): Once per Scene, roll 1 d6. On a Pass, the
Director adds and/or reveals something in the Scene that could explode.

DOMINO STRIKE: Gain this special ability:


Domino Strike (free action): Once per Scene, upon defeating an enemy with
a melee attack, send the defeated enemy hurtling at another target within Close
distance as a ranged attack using your STR instead of ACC.

EAGLE-EYED*: Little escapes your steely and bird-like gaze. (Skill: Sight +1 )

41
ELITE SHOOTER: Enemies don’t benefit from cover against your ranged attacks,
unless the cover is absolute.

EVEN THE ODDS: Gain this special ability:


Even the Odds (free action): Once per Scene, upon making a successful
unarmed attack, place your opponent’s weapon anywhere on the ground within
Very Close range.

EVIL EYE: You have a gaze that can make a rock sweat. Gain this special ability:
Evil Eye (minor action): Once per Scene, give someone the evil eye. Roll 1d6.
On a 1, the target focuses on you. On a 2 or 3, the target avoids you. On a 4 or 5,
the target's next Task has a -2 Problem. On a 6, choose from the other results.

FLOAT LIKE A BUTTERFLY*: Gain this special ability:


Float Like a Butterfly (free action): Once per Act, you can tap into a
heightened level of self-preservation. For the rest of the Scene, physical attacks
against you have a -1 Problem.

GOOD JUDGE OF CHARACTER*: You've been around the block and tend to know
a shady character when you see one. (Skills: Sense Motives +1 , Lie Detection +1 )

HELL OF AN ARM*: You throw as hard and far as a dang quarterback. Whether it's
a grenade, rope or a commie, you throw it better than most. (Skills: Throwing +1 ,)

I'M NOT SUPPOSED TO DIE LIKE THIS*: Choose one of the following attack types.
Attacks of that type have a -1 Problem when targeting you.
• Projectiles (bullets, arrows, thrown bricks, etc...)
• Melee weapons and explosives (swords, chainsaws, grenades, rockets, etc...)
• Natural weapons (fists, feet, teeth, claws, elbows, etc...)
(When taken a second time, you don't pick a new attack type.)

JOHN WOO: Gain (Flaw: Stealth -1) because you tend to attract and then startle
doves for some reason. You also gain this special ability:
John Woo (major action): Once per Scene, make a ranged attack with a +2
Boon if you jump into or out of cover this turn.

42
KEEP 'EM COMING: Gain this special ability:
Keep ‘Em Coming (major action): Once per Act, attack. If this attack hits, you
get to make a free attack (with a -1 Problem). If that attack hits, you can make
another free attack (with a -2 Problem), and so on with increasing Problems, until
you miss.

LASER FOCUS: Gain this special ability:


Laser Focus (free action): Once per Scene, when you use your ACC stat,
reroll all 1s.

LEAP OF FAITH: Gain this special ability:


Leap of Faith (free action): Once per Scene, turn in a Token when you'd take
damage from a fall. Something lucky happens (a passing hang-glider or mattress
truck perhaps?) and you take no damage. Jump away!

MASOCHISTIC: When you take 2 damage from a single attack, receive a Token.

MASTER OF DISGUISE*: You’re skilled at changing your mannerisms, voice and


appearance to seem like a different person. (Skill: Disguise & Mimicry +1 )

MENTAL GYMNASTICS: Gain this special ability:


Mental Gymnastics (free action): Once per Scene, when you use your INT
Stat, reroll all 1s.

MR. ROY ROGERS*: Gain this special ability:


Mr. Roy Rogers (major action): Once per Scene, make a ranged attack with a
+1 Boon. The attack ricochets and ignores any cover your enemies are using.

MY BODY IS A WEAPON*: Your deadly weapon of choice can never be


confiscated. (Skill: Unarmed Attacks +1 )

MY BODY IS LITERALLY A WEAPON*: You’ve replaced a hand or foot with a


weapon. The weapon gets a +1 bonus. It takes a major action to swap the
weapon. Sometimes this set-up isn't ideal, so you have (Flaw: Replaced Limb -1).

43
NO BODY, NO DEATH: Gain this special ability:
No Body, No Death (minor action): Once per Act, put yourself in a dire a
situation and tell the others to run. As long as the other Heroes don't actually
witness your “inevitable” death, you will rejoin the team in the next Scene with a
wild tale of survival.

NOOOOO!: Gain this special ability:


Nooooo! (free action): Once per Scene, when an ally has marked all their
Hearts, dramatically shout in slow motion and get three Tokens which you must
use on your next turn (unused ones are forfeited).

PAYDAY: Gain $200.

PEAK PERFORMANCE: Gain this special ability:


Peak Performancel (Free action): Once per Scene, when you use your ATH
Stat, reroll all 1s.

PEDAL TO THE METAL: Gain this special ability:


Pedal to the Metal (Free action): Once per Scene, turn in a Token to give it
all you've got on your first Task in an Action Sequence. If that Task succeeds at
all, you succeed with a Lucky Break (and Double Damage if it's an attack). If you
don't succeed, you get a Tough Break.

PEOPLE PERSON: Gain this special ability:


People Person (free action): Once per Scene, when you use your CHA Stat,
reroll all 1s.

PHOTOGRAPHIC MEMORY: Gain this special ability:


Photographic Memory (minor action): Once per Scene, you can perfectly
invision an area, person or object you’ve seen in the past. You can roll to
investigate it as though you were looking at it now.

POINT BLANK: You can use ranged weapons in an enemy’s melee range without
penalty.

PUSH IT REAL GOOD*: When you use "Push It to the Limit", it gives three tokens
and heals 3 HP + number of Montages..

44
RESHOOT: Gain this special ability:
Reshoot (free action): Once per Scene, when you fail a roll that's not for a
special ability, attempt the same roll again.

RICOCHET: Gain this special ability:


Ricochet (free action): Once per Scene, when an opponent’s ranged attack
misses you, roll 1 d6. If you roll a 4, 5, or 6, the attack hits an opponent of your
choice within Far distance, dealing one point of damage.

RIGHTEOUS HIGH FIVE*: Gain this special ability:


High Five of Life (major action): Once per Scene, give a high-five to an ally.
They heal 1 HP.

SEXUAL TYRANNOSAURUS*: Add 1 d6 to all CHA rolls targeting someone


attracted to your gender (or one you’re projecting). Also, no matter what hell you
go through, you always look great.

SEXY NERD*: You have (Skill: Bookworm +1 ) and are clearly beautiful and have
(Skill: Sex Appeal +1 ). However, you have terrible eyesight and have (Flaw: Sight
-2). You can ignore this Flaw by putting on your glasses, but anybody who sees
you in your glasses won't be affected by your Sex Appeal skill ever again*.

SHOCK ABSORBER: Gain this special ability:


Shock Absorber (free action): Once per Scene, when you take two points of
damage at once, don’t take the damage. Instead, explain how the hit reduces
your highest Stat (choose if tied) by two. The stat stays at the reduced value until
the end of the Scene.

SLEEPER HOLD: Gain this special ability:


Sleeper Hold (major action): Once per Scene, if you are behind an opponent,
make a melee attack with a -2 Problem. If successful, the opponent falls
unconscious. Each round, the opponent rolls 1d6, and they wake if they roll a 6
or if they are attacked.

SMACK-TALKIN': Gain this special ability:


Smack-Talkin’ (minor action): Once per Scene, turn in a Token to smack-talk
someone. They get a -2 Problem on attack rolls that don't target you. This lasts
until the end of the scene or until all your Hearts are marked.

*The creator of this game wears glasses, as does his sexy wife.
45
SMALL BUT FIERCE: At any time you can ask the Director if someone has higher
STR than you. The Director answers honestly, but doesn’t say how much higher.
Gain this special ability:
Small but Fierce: Once per Scene, attack an enemy with higher STR than you.
The attack has a Boon equal to the difference between your STR and your
target's STR.

SPEED OF PLOT: Gain this special ability:


Speed of Plot: Once per Act, 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.

SPRAY AND PRAY: Gain this special ability:


Spray and Pray (minor action): Once per Scene, wildly fire a ranged weapon.
Enemies within your weapon’s range have a -2 Problem on their attacks before
your next turn.

SPYMASTER: Gain this special ability:


Spymaster (free action): Once per Scene, when you use your SPY Stat, reroll
all 1s.

STILL ALIVE: Gain this special ability:


Still Alive (free action): Once per Scene, when you make a roll while On
Death's Door, ignore every "1" rolled.

THE MORE THE MERRIER: Gain this special ability:


The More the Merrier (major action): Once per Scene, roll to attack with a
Boon equal to the number of enemies adjacent to you.

TRENCHCOAT: You wear a trenchcoat in which you can visually conceal anything
smaller than you.

UNDER THE RADAR: If you're in an Action Sequence and you didn't attack anyone
on your last turn, attacks against you have a -2 Problem until the start of your
next turn.

46
WHAT DID YOU SAY?: If someone insults you or says something particularly evil,
get a +2 Boon on your next Task if it targets the offender.

WHERE'S MY MARK?: You don’t have to spend a Token to use Bad Edit, unless
you use Bad Edit to use another special ability.

WHY DIDN'T YOU SAY SO?*: Gain this special ability:


Why Didn’t You Say So?: Once per Scene, when another character mentions
the need for an item that isn't a weapon or extremely rare, roll 1 d6. If you get a
Pass, that item is within arm’s reach.

WIRE WORK*: You have little regard for gravity. You have (Skills: Climbing +1 ,
Jumping +1 )

YOU NEVER KNOW*: Choose 2 of the following +1 Skills: Animal Calls, Astronomy,
Balance, Bartering, Chemicals, Cuisine, Current Affairs, Dancing, Dinosaurs,
Diseases, Drugs, Eavesdropping, The Forest, Forgery, Gambling, Geopolitics,
Hacking, History, Hunting, Jumping, Lock-picking, Lying, Music, Nuclear Energy,
The Ocean, Parkour, Pop Culture, Religion, Reptiles, Ropes, Seduction, Singing,
Stealing, Surgery, or something else that your Director approves. (When taken a
second time, simply pick two new skills, or double down on the ones you already
picked.)

YOU SICK SONOVABITCH*: Anytime you cause an enemy to mark their last Heart,
you can turn in a Token to heal 1 HP.

47
ITEMS

By default, Heroes start out with $200 to spend. You'll notice that weapons have a
"possible look" instead of a name or description. Feel free to use a custom
description that gels with how that item works.

For example, a +2 weapon that attacks from Far range might be "Grandpa's
Revolver" or it could be a "magic electric guitar" that sends out waves of rock no
lame-wad can withstand. It's your character, and it's their item. Go ahead and
make it unique.

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 Heroes with $200 is the default, but depending on the plot, you might go
with something very different. Just be sure to adjust relevant TROPES that affect
starting money 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
for completing tasks, it could be found on defeated enemies or it could even be
stolen or extorted from Director-controlled characters. Money could be a central
goal for the heroes.

Items can be taken or broken, but items are a way for players to customize their
Heroes. As such, only smite a player’s item when the Hero’s actions clearly put
their stuff at risk, and give them a chance to save it, repair it or replace it.

48
MELEE WEAPONS

Melee weapons can only be used on ADJACENT targets, unless they specify a range
of VERY CLOSE .

If multiple targets are within their limited reach, melee fighters can attack all of
them simultaneously with no penalty. Some of the melee weapons below break
that rule by imposing a -1d6 penalty when attacking multiple targets. This penalty
doesn't increase for every additional target; it's always just -1d6.

BONUS SPECIAL POSSIBLE LOOK PRICE


+1 -1d6 if attacking multiple targets. Heavy luggage $10
Brass Knuckles $30
Can attack at Very Close range. Rake $60
+2 -1d6 if attacking multiple targets. Pocket Knife $80
Baseball bat $90
Can attack at Very Close range. Staff $170
+3 -1d6 if attacking multiple targets. Power Drill $180
Sword $200
Can attack at Very Close range. Whip $360
+4 -1d6 if attacking multiple targets. Prized trophy $340
Chainsaw $380
Can attack at Very Close range. Poseidon's Trident $650

49
RANGED WEAPONS
Ranged weapons attack best at (or closer than) their listed “range”. You can use
them at the next furthest range with a -1d6 PROBLEM .

If you're in an enemy’s melee range, your ranged attacks have a -1d6 PROBLEM ,
even if you're targeting a different enemy.

If you try to hit multiple targets with a ranged attack, you get a -1d6 PROBLEM for
each additional target.

There are two types of ranged weapons. Normal ranged weapons are on this
page. On the next page you'll find ranged blast weapons which attack an entire
area but are more expensive.

NORMAL RANGED WEAPONS

BONUS RANGE POSSIBLE LOOK PRICE


+1 Close Boomerang $20
Far BB Gun $30
Very Far Attack Pigeon $40
+2 Close Throwing Knives $80
Far Handgun $90
Very Far Hunting Rifle $120
+3 Close Shotgun $180
Far Wand of Thruxxor $200
Very Far Sniper Rifle $250
+4 Close Flamethrower $340
Far Electro Pulse Cannon $380
Very Far Zeta Cluster Beam Rifle $470

50
RANGED BLAST WEAPONS
Ranged blast weapons have a normal range as well as a blast range.

These weapons are usually things like fireworks or rocket launchers, but a rapid-
fire machine gun or a sawed-off shotgun that obliterates a small area can also be
an appropriate description.

With a blast weapon, attack a spot or target within the normal range. That spot
becomes the blast's center. Everything and everyone within blast range of the
blast's center is targeted by the attack (wtih no penalties for multiple targets).

You'll notice there are two price columns below. A weapon bought at the "one-
use price" can only be used a single time. Y'know, like a grenade.

BONUS NORMAL RANGE BLAST RANGE PRICE ONE-USE PRICE


+1 Close Very Close $80 $8
Far Very Close $100 $10
Far Close $160 $16
Very Far Very Close $140 $14
Very Far Close $220 $22
+2 Close Very Close $280 $28
Far Very Close $310 $31
Far Close $490 $49
Very Far Very Close $420 $42
Very Far Close $660 $66
+3 Close Very Close $630 $63
Far Very Close $700 $70
Far Close $1,100 $110
Very Far Very Close $870 $87
Very Far Close $1,370 $137
+4 Close Very Close $1,190 $119
Far Very Close $1,330 $133
Far Close $2,090 $209
Very Far Very Close $1,640 $164
Very Far Close $2,580 $258

51
IMPROVISED WEAPONS
Sometimes, the best weapon is whatever is at hand.

Each time an improvised weapon is used, its attack bonus is lowered by 1. So a +1


improvised weapon is useless after a single use. You can think of this as the item
breaking, but the real reason is that movie fights are more interesting when the
hero is moving from one prop to another. See any Jackie Chan fight scene for
evidence.

In the table below, a "baseball" is an example of a +1 item, and a “baseball signed


by a legend of the game” is an example of a powerful item. With this sorta thing,
an item’s narrative punch matters more than its physical punch. In VHS land, a
signed baseball simply hurts more.

BONUS CATEGORY EXAMPLES


Baseball, frozen fish, beer bottle, folding chair,
+1 Looks Slapstick
garden hose, spatula, potted plant

Pool cue, broken beer bottle, guitar, car door,


+2 Looks Cool
T-rex bones, manhole cover

Meat hook, nail gun, a red-hot fire poker,


+3 Looks Deadly
butcher knife,

The lair’s security laser, The Dagger Throne,


+4 Looks Important
baseball signed by a legend of the game

52
OTHER ITEMS
Indeed, not every problem can be solved with a weapon.

NAME ABOUT PRICE


Great Outfit +1d6 on CHA rolls aimed at people
$40
(business pro) the Director thinks will dig this look.

Perfect Outfit +2d6 on CHA rolls aimed at people


$90
(business pro) the Director thinks will dig this look.

Great Outfit +1d6 on CHA rolls aimed at people


$40
(seductive) the Director thinks will dig this look.

Perfect Outfit +2d6 on CHA rolls aimed at people


$90
(seductive) the Director thinks will dig this look.

Great Outfit +1d6 on CHA rolls aimed at people


$40
(street tough) the Director thinks will dig this look.

Perfect Outfit +2d6 on CHA rolls aimed at people


$90
(street tough) the Director thinks will dig this look.

Great Outfit +1d6 on CHA rolls aimed at people


$40
(weirdo) the Director thinks will dig this look.

Perfect Outfit +2d6 on CHA rolls aimed at people


$90
(weirdo) the Director thinks will dig this look.

Camera Useful for gathering evidence and blackmail! $70

Uses a major action to set up and to retrieve.


Climbing Gear $80
While using, gain Skill: Climbing +2.

Illuminate a narrow swath of darkness.


Flashlight $20
Also, be seen in the dark.

Major action to shoot cable in two opposite


Line Launcher directions. Cable is 150ft and anchors on both sides. $130
It can support the weight of two people.

Night Vision See in the dark,


$80
Goggles hands-free and stealthy!

53
Continued. . .

NAME ABOUT PRICE

Rope 50ft of the stuff. Maybe you have a plan for it. $20

Safe-Cracking Gain the following Skills:


$100
Tools Lockpicking +2, Listening Through Walls +2

Minor action to start/stop shredding. If shredding,


$40
Shred Machine you may move very close distance as minor action.
Shredding can be a boon or problem in some cases.

When prone, you can use


Silk Shorts $40
a Minor Action to stand up

Toolkit A box of very typical tools. Might be handy. $40

Uber Glue Use this to make something uber sticky. $25

Walkie-Talkies 5-mile radius. Don't forget to push to talk. $60

Welding and A portable torch used to weld and cut metal.


$70
Cutting Torch ... What are you planning?

That Thing Got an idea? Ask the Director about it. $?

54
HOW TO PLAY

SCENES AND ACTS


Play is broken up into SCENES . The Director typically ends a Scene when the
heroes go to a new location, or sometimes when they start working towards a
new goal. Generally, if a scene takes an hour, its too long.

When a SCENE ends...


• You may turn in a TOKEN to heal 1 HP.
• Some SPECIAL ABILITIES recharge (look for the ones that say "once per Scene").
An ACT is a larger chunk of the game, comprised of at least a few SCENES . The
Director determines when a new Act begins. Classic story-structure definitions
work, or the Director may switch Acts upon enacting MONTAGES or at the end of
each game session.

When a new ACT begins...


• All HP (including twice-marked HEARTS) is healed.
• All SPECIAL ABILITIES recharge.

Clearly state when a SCENE or ACT has ended so players know what recharges.
Scene transitions can also move the story and let players flesh-out the Heroes.

“After Vinnie spills the beans, the cops come to secure the perimeter. Officer Jim
congratulates you guys on a job well done. Do you wanna do anything else while
you’re here? . . . Ok, that’ll be the end of the SCENE. We cut to black and fade in on the
next day. Where are you guys and what’re you up to?”

Now we're on the next day, plus the players get to set the scene with their
Heroes. Slick! Now narrate that ominous phone call, or mutant outbreak or
whatever you wanna throw at the players next.

55
MONTAGES
After several SCENES , the Director may enact a MONTAGE . During a Montage, each
Hero earns a GIMMICK (in lengthy games, the Director might grant Gimmicks every
other Montage). Each Hero also does one of the following:

• Increase your highest STAT (or one tied for highest) by one, and add a new
SHIELD to your HP track.
• Or… Increase a Stat that isn’t the highest, and add a new HEART to your HP
track.

If you describe how and/or why your Hero has become more capable (especially
in the style of a movie training-montage), the Director may award you a TOKEN .

Some Hero features give you bonuses depending on how many MONTAGES you’ve
had; for this purpose you start the game with 0 Montages.

If your game will run so long


the Heroes will end up with
more than a dozen or so
MONTAGES , consider granting
GIMMICKS every other Montage.
Otherwise, the heroes can end
up quite complicated.

The frequency of Montages is


up to the Director, as there are
no “experience points” to keep
track of. Montages probably
should not happen every few
SCENES (too often), or only
after several game sessions
(too slow). Just figure out
good timing for your players.
If it seems like a good time to
beef up the Heroes, do it!

56
SCRIPT CHANGES
SCRIPT CHANGES let you narrate an addition to the current SCENE . Keep in mind,
Script Changes should make at least a little bit of sense. If you say there’s a time
machine in the room, you ought to have a reason.

If the Director feels a SCRIPT CHANGE kills the action or is too powerful, they add a
COMPLICATION . Complications are narrative details that add an unforseen problem
to the situation, either subtle or dramatic. Complications should keep things fun
and interesting, not "override" a Script Change or make it feel like a net negative.

EARN A SCRIPT CHANGE BY COMPLETING BOTH OF THE FOLLOWING STEPS.


THEY CAN BE DONE IN EITHER ORDER.

STEP A: STEP B:
GET A LUCKY BREAK "SHOW WEAKNESS"

• After completing one of these steps, pick a SCRIPT CHANGE CONCEPT (listed on
the next page and on your Hero sheet). The Concept determines the kind of
SCRIPT CHANGE you can make.
• After completing both steps, your Script Change is ready to use.
• You can't implement your Script Change in the same SCENE you picked your
Concept in.
• You can’t start earning another Script Change while you have one ready.

SHOWING WEAKNESS
Simply declare that you're SHOWING WEAKNESS when you attempt a CONSEQUENTIAL
TASK with one of your FLAWS or with your lowest STAT. The Consequential Task
automatically fails and you Show Weakness.

Also, some TROPES give you unique methods of Showing Weakness.

A CONSEQUENTIAL TASK is exactly what it sounds like. If you try to remember the
order of the planets for no real reason, that isn't consequential. If you try to
remember the order of the planets before setting course on a spaceship... Well,
that's different. You'll know a Consequential Task when you see it.

57
SCRIPT CHANGE CONCEPTS
A SCRIPT CHANGE can be nearly anything that can be summed up by your chosen
CONCEPT, but it can’t include two Concepts.

So, let’s say you chose the “Mishap” CONCEPT and say “a ceiling tile smacks the
gunman on the head as Grandpa Joe falls through from the floor above, giving the
hostages a chance to flee. ” Unless the Director already established that Grandpa
Joe was on the floor above, this would definitely fall under both the “Character”
and “Mishap” Concepts and would need to be changed accordingly.

The CONCEPTS are listed below with examples included.

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


“We suddenly see Officer Friendly sneaking up behind the Anti-Easter Bunny.
He’s come to save us!” . . . “I turn around and Kevin McSteamy is watching from
the stands. He saw the whole thing. ”

• An EMOTION is felt (but don’t dictate how another hero feels)


“Oh, this’ll be good! OK, suddenly the sasquatch looks at me with my hairy
legs and everything, and it’s love at first sight. ” . . . “The prison guard is filled
with deep remorse. He suddenly feels that this isn’t the right thing to do. ”

• A MISHAP occurs (but doesn’t directly take out a major character).


“Actually, the security camera DIDN’T see us. I’m using my script change.
There’s a quick shot of a guard tripping on a wire, unknowingly unplugging
the security system. ” . . . “When the alien goes to shoot Timmy, the gun just
sparks and starts smoking. ”

• A THING is at hand (but not cash or some sort of ultra weapon).


“Script change time! There IS a helicopter on the roof. ” . . . “I find a scroll with a
clear English translation of the Egyptian hieroglyphics. ”

• A TRUTH is revealed (that won’t change a character sheet).


“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
walk over to them, and aim my gun 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. ”

58
ACTION SEQUENCES
When a SCENE becomes a high-stakes contest between opposing forces, everyone
involved enters an ACTION SEQUENCE . During an Action Sequence...
• Characters take turns
• Characters can do a limited number of things each turn.
ACTION SEQUENCES are usually fights or chases, but they can be negotiations,
infiltrations or any other kind of contest.

ORDER OF TURNS
When an ACTION SEQUENCE starts, the Director decides which side (the Heroes or
the Bad Guys) has THE EDGE . This is usually whichever side started things or has a
situational advantage.

• Those with the highest ATH act first. If there is a tie between a baddie and
a Hero, the side with THE EDGE goes first.
• Those with the second highest ATH act next. If there is a tie between a baddie
and a Hero, the side with THE EDGE goes first.
• And so on until every character has acted, and then the order starts over.

If two or more Heroes have tied ATH , they just choose who goes first among
them. They can even alternate between parts of their turn.

For example, Tommy could move below an open vent and wait while Sidney
shoots the terrible lab creature they're fighting. Sidney could then move toward
Tommy so that he can hoist Sidney up into the vent. Teamwork!

You don't need to write down or remember the players' ATH values.
You only need to know the highest one.
Here's an example where the highest Hero ATH is 5:

• If any baddies have ATH higher than 5, have them act.


• Call for the player with ATH 5 to act.
• "Any 4s?"
• "Any 3s?"
And so on. Just stitch in the baddies as needed. This works well in Straight to
VHS because there isn't a huge range in ATH values.

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ANATOMY OF A TURN
On your turn you can do one MOVE ACTION for free no matter what. Additionally,
you can do...

• One MAJOR ACTION and one MINOR ACTION , or...


• Two MINOR ACTIONS.
Some actions are considered FREE ACTIONS , meaning they don't detract from your
ability to do other actions.

TROPES and GIMMICKS grant SPECIAL ABILITIES that clearly state what kind of action
they are. But this is an RPG, dammit! You can try to do anything a movie
character can try. So how do you know whether something should be MAJOR,
MINOR or FREE ? Consult the following chart to find out.

MAJOR MINOR FREE


Attempts to hinder,
injure or directly steal
from someone. Any possibly Quick or unimportant
consequential action stuff that the Director
Actions the Director that shouldn't be lets you do so you'll
deems time-consuming. a "Major" action. think they're cool.

Move a second time.

• If you end your turn, but could have still done a MINOR ACTION , you can do one
Minor Action anytime before the start of your next turn.

• FREE ACTIONS can be done any time and as often as the Director tolerates.

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MOVE ACTIONS
Each turn, you get one free MOVE ACTION . You can move a second time as a MAJOR
ACTION .

You can use your Move Action to go as far as your MOVE DISTANCE allows.
Movement isn't just walking and running. It's also climbing, swimming, skating or
even swinging on jungle vines.

BREAKING UP A MOVE ACTION: If you move and then do a MAJOR ACTION or


pass your turn to someone else, your MOVE ACTION is all used up, even if you
could have moved much further.

But if you move and do a MINOR or FREE ACTION , the Director might determine you
still have some MOVE DISTANCE available.

BEING PRONE: If you're horizontal on the ground, you are considered PRONE . it
takes a MOVE ACTION to stand back up. While Prone, your MOVE DISTANCE is VERY
CLOSE and melee attacks against you get a +1 BOON .

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ATTACKING
Attacks are simply TASKS that aim to defeat an enemy. There are two major types
of attack (PHYSICAL and NARRATIVE ).

PHYSICAL ATTACKS
Use the most relevant STAT, and if you’re using a weapon it also adds to your
POOL.

• If you get the required number of PASSES, your target loses 1 HP.
• If you get one extra Pass or more, you deal Double Damage, meaning your
target loses 2 HP.
• If you get two extra Passes or more, you get a LUCKY BREAK.

So, if you attack a Bad Guy who requires two PASSES to hit and you get four or
more Passes, you would deal two damage and get a LUCKY BREAK.

ATTACKING MULTIPLE TARGETS: You can attack multiple targets with a single
attack roll (because spraying bullets all over the room or spinning your axe in a
circle is bad-ass!)

• If you attack multiple targets with a ranged weapon, add a -1 PROBLEM to your
attack for each additional target. This means the more people you try to
attack, the less likely you are to succeed.
• Melee attackers don’t have to worry about that. If there’s more than one
baddie within melee range, have at it!

ATTACKING IN A BADDIE'S MELEE RANGE: While you're in an enemy's melee


range, add a -1 PROBLEM to your ranged attacks. That's ranged attacks only.

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NARRATIVE ATTACKS
When watching a movie-villain that we love to hate, we’re not just waiting for a
hero to punch their lights out. We want comeuppance! We want that awesome
moment when the baddie realizes that things aren’t going to (diabolical) plan.
Similarly, the hero’s lowest points are often about more than a bullet wound to
the shoulder.

On a VHS tape, narrative lows and highs can be as powerful as getting shot by a
laser. NARRATIVE ATTACKS allow these moments to actually lower a character’s HP
(but only by marking SHIELDS , not HEARTS ).

WHEN: You can roll a NARRATIVE ATTACK if your target has an unmarked SHIELD
and...

• ...you use a situational advantage (gained through trickery, preparation,


investigation, insight or even luck)...

• ...to shock, enrage, panic, humiliate, intimidate or persuade your target.


Put another way, you need an earned opportunity to inflict serious emotional,
psychological or social damage to your enemy.

Players in RPGs are always doing this stuff, but here it deals damage to HP . Just
have fun trying to take the bad guys down a peg, and from time to time ask
"could this be a NARRATIVE ATTACK?"

HOW: Just like any other TASK, NARRATIVE ATTACKS require a roll with the most
relevant STAT and any BOONS and PROBLEMS accounted for (including any Boons
that have to do with your situational advantage).

• If an adversary requires multiple PASSES to hit, that applies to NARRATIVE


ATTACKS as well.
• Narrative Attacks can deal Double Damage (to SHIELDS only) and earn
a LUCKY BREAK with extra PASSES , just like a Physical Attack can. They can also
trigger a TOUGH BREAK if you're unlucky.

Keep in mind, if you do something awesome enough to allow a NARRATIVE ATTACK,


it will affect the SCENE in every other way that makes sense to the Director. Even if
your Narrative Attack misses, the Scene is likely affected by your actions, you
merely failed to damage your target's HP .

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EXAMPLES: The Narrative Attack can be tricky to conceptualize, so let's look at
examples of what does and does not qualify as a Narrative Attack.

THIS IS A NARRATIVE ATTACK: While sneaking around the villain's cement-


factory-turned-evil-lair, the Heroes discover a heinous plan to fill the Grand
Canyon with cement. Later, the villain comes face to face with the Heroes and
begins to monologue about his evil plan, and a Hero chimes in "Oh, you mean
them plans to fill the Grand Canyon with cement? Yeah, we already know. Listen
up bucko, it aint gonna happen!" That's a Narrative Attack!

THIS ISN'T: Now, let's imagine the players didn't learn about this plan ahead of
time. Instead, the villain reveals his plan and a Hero simply says "Listen up bucko,
it aint gonna happen"... That's all well and good, but it's not a Narrative Attack
because the player didn't earn any sort of situational advantage.

THIS ALSO IS A NARRATIVE ATTACK: Block by block, the neighborhood falls


under the control of Psychopath Lenny, a notorious gangster. The players get a
hot tip from Lenny's sister, Well-Adjusted Rachael, and a Hero tells her "We could
use your help when the time comes. Can I get your number?"... If this Hero gets
Rachael to come along to face down Lenny, that's a Narrative Attack! Hell,
another Narrative Attack would be if the Hero tricks Lenny into checking the
Hero's notepad where he sees Well Adjusted Racheal's name and number
surrounded by a heart.

THIS ISN'T: If a random person joins the Heroes to face down Lenny, that seems
unlikely to affect Lenny's mental state.

BUT WAIT!: What if the Heroes rile up a neighborhood mob to finally fight back
against their psychopathic oppressor? Yeah, that's totally a Narrative Attack!

Narrative Attacks are one of those things where "you know it when you see it".
You probably don't need to think too hard about whether "you used a situational
advantage (gained through trickery, preparation, investigation, insight or even luck) to
shock, enrage, panic, humiliate, intimidate or persuade your target. "

That's a dry and mechanical explanation because we need one of those. But if I
had it to put it another way... Narrative Attacks happen when you do something
to a baddie that really makes an impression.

64
USING YOUR SURROUNDINGS

Characters don't exist in a vacuum in Straight to VHS. Make sure to ask the
Director pointed questions about your Hero's surroundings. "Is the fence
electrified? Is there a ceiling fan? Where’s the light switch in this room? Is there a pot
of coffee in the lobby?"

Ask questions and try things! You'll find that your surroundings can be a key ally.

HIDING
You can HIDE in order to evade danger and to get an advantage over your foes.

Here's how Hiding works:


• Utilize camouflage, darkness or COVER.
• Use a MINOR ACTION to Hide. This is a Task, and it uses SPY.
• Baddies who require multiple PASSES to hit, will also require that many PASSES
to Hide from.
• You are Hidden from everyone you succeed against.
• Being Hidden from someone grants a BOON to ATTACKS against them, allows
you to avoid confrontations, and is likely to provide other opportunities.

You are no longer Hidden after...

• You move out of COVER or darkness.


• You make an attack.
• Another circumstance draws attention to you.

COVER

When a character is behind COVER or otherwise concealed, attacks against them


have a -1 PROBLEM (-2 if the the Director thinks it’s good cover). If the cover is
absolute (like standing behind a concrete wall), the cover must be circumvented
in order to attack at all.

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THE STUNT RULE

THE STUNT RULE reads as follows:


If a Hero does something that seems like it should be consequential, but no rule
in the game appears to apply to it...
• It directly affects the in-game situation.
• Or it creates a BOON or PROBLEM .

EXAMPLE 1: A player successfully rolls to charm the lizard man. The Director
could decide the lizard man allies with the Heroes. Alternatively, The Director
might decide that the lizard man has his doubts now and until the end of his next
turn he has a -1 PROBLEM on Tasks that oppose the Heroes

EXAMPLE 2: A player successfully rolls to grab and pin the lizard man. The
Director could decide the lizard man can't move as long as the Hero keeps
pinning him. Or the Director might say that the Heroes have a +2 BOON on rolls
targeting the lizard man until he manages to escape.

EXAMPLE 3: A player says their Hero jumps from the balcony of the lizard
cathedral, grabs the bone chandelier on the way down and uses it to swing into a
flying kick aimed at the lizard man. The Director might grant a Token for kicking
the action up a notch, but still want to do more to reward that bitchin' move.
Perhaps the lizard man is automatically neutralized. Or perhaps the player gets a
+1 BOON to the flying kick.

There's a bigger point here. Straight to VHS doesn't have rules for everything
players can try. Instead, there is THE STUNT RULE , which allows the Director to
implement results that fit the action, without digging through the rulebook.

There are two companion rules to THE STUNT RULE . They are as follows:
• Brief and good-natured discussion on the particulars is fine.
• If the Director realizes they made a tactic too powerful or weak, they can
change how they implement The Stunt Rule. No biggie.

That second companion rule is important. THE STUNT RULE exists to encourage
players to experiment, not to rely on the same tricks over and over.

66
GAINING THE UPPER HAND

You can improve your Hero’s odds by putting them in advantageous narrative
positions. Let’s imagine a few scenarios.

SCENARIO 1: You are facing down Jimmy the Knife and his goons. You shout “tell
me who ordered the hit on the Vice President, or else!” in an attempt to
intimidate Jimmy.

SCENARIO 2: You lean over the pile of defeated goons. To the outnumbered
Jimmy the Knife, you shout “tell me who ordered the hit on the Vice President, or
else!” in an attempt to intimidate Jimmy.

SCENARIO 3: Jimmy’s goons are defeated. The player characters surround the
injured and disarmed Jimmy. You tell the director that your character holds a
knife up to Jimmy’s neck and through gritted teeth your character says “you
wanna die here or do you wanna start getting real helpful?”

In scenario 2, Jimmy is outnumbered and just watched the Heroes beat up his
goons, so he'll be more easily intimidated. The Director ought to give the player a
BOON .

In scenario 3, Jimmy is outnumbered, surrounded, injured, disarmed and is


hearing a hell of a line. It’s hard to imagine Jimmy holding out. The Director could
just call it an automatic success.

This sounds similar to THE STUNT RULE because it is similar. But here we're not
talking about the result of a single "stunt" or action. Sometimes the very arc of
the Heroes' actions can place them in a stronger position.

The lesson here is to look past the numbers and abilities on your Hero sheet.
Think about what your character can do to come out on top!.

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DIRECTING 1 01

This entire section only needs to be read by the Director. If you aren’t the
Director, the last thing you might need to do is download the hero sheet. Bye
players!

Now, let’s learn the most important rule of all: “If everyone is having fun, you’re
doing it right.” If you already have a fun solution in mind, you don't need to pause
the game to find out the nitty gritty rules in the book.

With that understood, in this section you're gonna find helpful advice, tools and
some Bad Guys that will help you make your directorial debut!

SETTING UP THE MOVIE


If you don’t already have ideas on how to setup and structure your movie
adventure, here's a suggestion. Prior to play, come up with a “setup” and a
“situation”. The setup explains how the movie starts and suggests why the Heroes
might work together. The situation fuels the action from there. Share the set-up
with the players before they make their characters, but keep the situation to
yourself. Let’s see a couple examples.

The setup: The Heroes are all on a plane that crash lands on an island.
The situation: The island is remote and populated with violent drug-smugglers.
The set-up: In World War III, the commies blew up the moon, leading to a
meteor-strewn global apocalypse that saw the world’s nations crumble. But the
remnants of the U.S. Government have a crackerjack team of operatives working
to restore order. They call you "D.O.O.M. Squad"!
The situation: D.O.O.M. squad is tasked with retrieving the remains of a top
secret pre-war satellite. Of course, the damn thing fell in commie territory.

68
If you’re feeling ambitious, you could add a third part, typically a “twist”. But don’t
be too surprised if the players lead the story to a totally new twist.

Next, create a few characters to insert into the game world. Characters are easy;
just give each character a few things.

Role: What’s their role? Maybe they’re a “cop” or “the villain’s right-hand man”.
Name: Make it nice and cheesy.
Motive: What drives their actions? Maybe they “will stop at nothing to claim the
Destiny Stone” or maybe they’re "trying to do as little as possible at the office”.

Knowledge: Maybe they know something of interest the players don't know.
Perhaps this person knows of Dracula's weakness for redheads, or this is the
person who saw Bobby fleeing the poolhall after those shots were fired.

Traits: Give them a couple unique traits like “great moustache”, “drunk”, “talks
really fast”, or "loves The Cure".

Locations and items help too. You don’t need to know exactly how you’ll use
these things, but having such details ready can add meat to your story's bones.
When the players hear about something detailed and unique, they’ll become
more interested and you might be surprised at what becomes important to them.

INTEGRATING THE HEROES

Once the players finish their Heroes, look at their sheets. Ask yourself how they
might fit into the larger picture. If your “situation” involves invading aliens and a
player made a psychic werewolf, you might decide that werewolves are part of an
ancient alien breeding program! Remember, this is a bad movie, so get wild with
the story.

Consider making a sheet of notes like on the next page. In this example, the
Director is plotting a simple alien-invasion tale and gave the players a
set-up about a Canadian town in the 80's beset by mysterious happenings.

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We have broad descriptions on the far left. We listed their SKILLS and FLAWS so we
can work them into the game whenever possible. And on the right we've let loose
with some ideas on how these characters might add to the alien-invasion plot.

HEROES SKILLS FLAWS DIRECTOR IDEAS

Jonathan Payback Gets missing persons


Police work Criminal Society
Loose-cannon cop case to kick off alien
Persuasion
with a missing abduction plot.
Emotions
daughter Daughter = abductee?

Sasha Azarov Alien methods baffle


Thief turned police Crime Authority figures police, Sasha tapped to
contact. Her slain Acrobatics Resist coercion assist... The necklace
dojo-master left Stealth Computers should be some sorta
her a necklace mystic key!

Justice Unit 499 Oh! The necklace could


Current events
Robot bounty Computers be part of 499’s mission.
Nature
hunter from the Robotics Sent back in time to
Etiquette
future with robo- thwart alien victory
Emotions
amnesia over earth?

Before gathering this information we might have had a basic alien-invasion plot
planned, but now we have a missing daughter to rescue, a time-traveling robot
bound to a mysterious neclace and probably some drama surrounding a lawman
working alongside a crook. Hell, we can probably throw in a ghostly appearance
by the dojo-master if we want to!

This is why a simple set-up and situation is all you need up until this point. Once
you have the heroes, LOOK FOR OPPORTUNITIES TO BUILD ON THE STORY IN
WAYS THAT MAKE THE HEROES CENTRAL TO IT. DOING SO IS THE KEY TO AN
AWESOME GAME.

Another tool to help ensure this is to ask the players leading questions mid-game.

"Does this remind your character of something from their past?"


"Have any of you run into this gang before?"
"Does your character know the bar owner? How would you have met?"
Even something like "How does your character feel about this?"

70
CREATING AND SCALING CHALLENGES

The difficulty of the Heroes’ trials can be scaled up and down in a few different
ways.

NUMBER OF PASSES REQUIRED


The most obvious way to affect difficulty is to change the number of PASSES a TASK
requires. If a Task requires a single Pass, even someone rolling 1d6 has a one in
three chance of succeeding. Meanwhile, someone rolling 8d6 is probably going to
not only succeed, but get a LUCKY BREAK while they’re at it.

Meanwhile, someone rolling 10d6 only has a 44% chance of succeeding in a TASK
that requires 4 PASSES , and anyone rolling less than 4d6 has no chance at all!

As you can see, requiring rolls to include multiple PASSES affects difficulty
dramatically! In fact, consider 1-to-4 Passes the entire normal range. Requiring 5
or 6 can make sense in unusual situations, but should not see regular use.

PASSES NEEDED WHAT IT MEANS


1 Pass Normal . The heroes always do this kinda stuff.
2 Passes Tricky. The heroes are doing big things.
3 Passes Hard . The heroes are going all-out.
4 Passes Extreme . The heroes are out of their minds.
5 Passes + Unbelievable. Ok, this part is ridiculous.

The above chart applies to Heroes who have had between 0 and 3 MONTAGES . If
the Heroes have had 4 to 7 MONTAGES , you should consider 2 PASSES as normal
difficulty, 3 PASSES as tricky and so on. The difficulty will slide downward in that
fashion roughly every 4 MONTAGES or so.

This does not mean that something that required 1 PASS for a Hero when they
first started out should require 3 Passes after 8 MONTAGES . It means that Hero is
regularly doing bigger, crazier, more bad-ass stuff, and those tasks require 3
Passes and anything less is just easy.

71
BOONS AND PROBLEMS
The Director can make things easier or more difficult for the players by
introducing elements to the story and to the environment.

Is it pouring rain? Did you all just see Teddy get shot? Did the creature slime you?
We call these PROBLEMS . If the Director thinks a Problem might affect a TASK that a
Hero is attempting, the Hero’s POOL is reduced by 1d6. If you think a Problem is a
really big one, go ahead and have it reduce the Hero’s Pool by 2d6.

Similarly, if the Heroes make good use of their environment or situation, they can
gain a BOON , adding 1d6 to their dice POOL. And if you think a Boon is a big deal in
some particular moment, make it add 2d6.

SITUATIONAL DIFFICULTY
The previous methods are surely important ways to affect difficulty. However,
situational difficulty is king.

Let’s say you have a combat encounter with Bearborg, five government agents,
and it’s set in a secret facility with a haywire security turret. How can we change
the difficulty without even touching the STATS on the baddies or fiddling with
BOONS and PROBLEMS ?

We mess with the situation!

What if there’s a disagreement among the government agents that the Heroes
could exploit? What if there’s a hostage in the mix that the Heroes are trying to
rescue? Maybe the security turret has AI that can be reasoned with or confused?
And wouldn't it be interesting if there’s a hallway that’s not quite one Bearborg
wide? And, oh god, who started the countdown for the facility’s self-destruct
sequence?! Hey, is that Bearborg's control chip?!

Don’t simply have challenges. Have situations, and mess with those situations!

Do it.

72
BUCKET TASKS
Some TASKS might take a while, like computer hacking, chopping down a tree, or
taming a unicorn. For these Tasks you can require a number of PASSES that can be
earned over multiple rolls. Think of these as "bucket tasks” that can be filled up
over time.

Let’s say you require 6 PASSES for defusing a bomb. If a character rolls and gets 2
Passed, defusing the bomb now requires 4 more Passes. This is a handy trick for
"beat-the-clock" scenarios, or if the Heroes are trying to do something important
while being attacked.

73
BAD GUYS
In this section, you’ll find premade Bad Guys to throw at the Heroes, along with
thoughts on how to use them.

Bad Guys work similarly to Heroes, but there are some differences.

• Some Bad Guys require more than one PASS to hit.


• They immediately die (or pass out if the attacking player prefers) as soon as
their last HEART is marked.
• Some Bad Guys have a special type of ability called a REACTION . These abilities
have "triggers". Any time the trigger occurs, the baddie immediately uses the
Reaction (unless the trigger killed them!)
• Nothing happens when they have NOTHING TO LOSE . There are exceptions, and
each will explain how they function.

Just like Heroes, the Bad Guys can attempt much more than their specific abilities.
Let them surprise the Heroes with bold and creative actions. Come up with plans
mid-battle and allow yourself to have a blast playing the bad guys!

BAD GUYS, GOOD FIGHTS


Nobody likes fighting a faceless pile of numbers. Give the Heroes an enemy!
Encounters with a baddie outside an obvious ACTION SEQUENCE makes the baddie
feel like a genuine character, rather than a mere obstacle. Have the baddies insult
the Heroes, or better yet, betray them! Give them quirks, cool looks, simple
backstories or unusual goals.

To make a fight stand out, have something else occurring at the same time.
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 and everyone is in a
burning building. The time portal is about to close! Go nuts!

On that note, fights should not be a battle to the death every time. One side
might leave or stop a fight because they already failed or achieved their goal, or
maybe they're needed elsewhere. The losing side might give-up or run away.
That's fine! If every fight is a battle to the death, they become repetitive. Mix it up!

74
CUSTOM BADDIES
The Bad Guys listed ahead are examples, not a definitive list. Just because there
isn't a mutant kangaroo listed doesn't mean your game can't include one.

If you have the time and desire, prepare your own custom baddie, complete with
unique abilities (anything that gives the heroes a fair chance is allowed). That
said, it's easy to create a new Bad Guy on the fly. Just follow the steps below.

• Pick a name or description. This will serve as a SKILL and FLAW. If their name is
"Mutant Kangaroo" I might decide this Skill applies to jumping and punching,
and maybe the Flaw affects their intelligence. I can think of more as I go!
• Pick a single number that will be their STAT values, weapon bonuses, SKILL/FLAW
values and the number of PASSES needed to hit this baddie. A single number is
all you need!
- Pick "1" for a baddie that makes the heroes look good.
- Pick "2" for a baddie that puts pressure on the heroes.
- Pick "3" for a baddie that causes the heroes pain.
- Pick "4" for a baddie that the heroes should run from.
• Scribble down some HEARTS and SHIELDS to create an HP TRACK.
- One or two Hearts for cannon-fodder.
- A mix of Hearts and Shields that add up to 4 or 5 if this baddie is a major
presence in the current SCENE .
- More than that for a truly important or dangerous foe!

THREAT
Every bad guy has a THREAT number; higher numbers mean a tougher baddie.

In this version of Straight to VHS, these numbers are just a rough and abstract
difficulty rating. In future updates you should be able to determine the ideal
amount of threat for any party of heroes.

For now, this an incomplete feature and a priority for the Straight to VHS' next
update.

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TWEAKING BADDIES MID-FIGHT
If you want to tweak STATS to keep a scene from being boring, go for it. However,
consider changing the situation instead. For example, you could add a new
obstacle or opportunity, introduce allies or have the baddie make an offer.

Don't tweak a Bad Guy's stats mid-encounter just because things aren't going the
way you imagined. Players can usually tell when you're forcing a particular
outcome, and it can make them feel that their decisions don't matter.

VICTORIOUS BADDIES
A victory for the Bad Guys doesn't need to be the end to the Heroes' adventures
(unless the Heroes choose to risk it all while ON DEATH ' S DOOR).

Bad guys come out victorious in plenty of real movie scenes, they just never use
their victories to take out the heroes for good. Instead, you can just about count
on them to do one of the following:

• Take the heroes captive, and leave them with means of escape.
• Try to put the heroes to work for them.
• Reveal that they are actually good guys and that the heroes have been misled
by the real villains.
• Leave the heroes where they are because they will "certainly" die.
• Ship the heroes off somewhere far away.

The Heroes' failures should have consequences. They should face new difficulties
or lose old advantages, but Heroes only die if they think they'll look cool doing it.

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EXTRAS
Extras are a special kind of Bad Guy. And by "special", I mean not special at all.
These are the faceless mooks that get mowed down by the dozen. They have one
line in the whole script, and it looks like this:

Extras work a bit differently from other Bad Guys, so here's everything you
should know:

• Choose an amount of Hearts, perhaps between 5 and 10. The Extras all share
these Hearts. When every Heart has been marked, the Extras disperse or
they've all been taken out.

• All the Extras in the scene share a single attack. The dice Pool for that attack is
their amount of unmarked Hearts.

• Don't worry about tracking the positions and distances involved when it
comes to Extras. There's a bunch of 'em and they're just wherever they need
to be. Tell the players that. "These guys are popping up all over the place and
if you want to attack one, there's one within range. "

• Extras should always be accompanied by more interesting baddies, or they


should be harassing the Heroes while they try to accomplish something else.
Extras are good at keeping up the pace and adding a layer of pressure, but
they're just not interesting enough to be the star of the show.

EXTRAS
• One PASS to hit.

Threat: Amount of unmarked Hearts Always in range

Attack: MAJOR| ANY RANGE


Attack with 1d6 per unmarked Heart.

ACC: 1 ATH: 1 CHA: 1


INT: 1 SPY: 1 STR 1

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EXAMPLE BAD GUYS
There are two versions of each baddie. Versions on the right have higher stats
and require an additional PASS to hit.

Requiring an additional PASS means the Heroes will miss more and the fight will
last longer. Use the left versions, unless the heroes have a few MONTAGES under
their belt or you need a bad guy to really stand out.

If the Heroes are facing down the ninja master who killed their friend, and he's
flanked by two werewolves that serve him... Pick left version werewolves. But if
the Heroes track strange prints in a moonlit forest and run into a lone werewolf,
pick the right version because this werewolf is the star of this SCENE and he needs
to be a threat all on his own.

One last thing. Feel free to add or remove HP depending on how important the
baddie is to the SCENE . See the Custom Baddies section above for more guidance.

Now let's see some bad guys! We used to call these first ones henchmen, but
ladies can hench too. This is your typical henchperson, but they come in any style
that fits your setting (for example: henchmerperson).

HENCHPERSON TOUGH HENCHPERSON


• One PASS to hit. • • Two PASSES to hit.

Threat: 1 Move Distance: Close Threat: 3 Move Distance: Close

Uzi: MAJOR| FAR RANGED Uzi: MAJOR| FAR RANGED


Attack with 2d6. Attack with 3d6.

Punch: MAJOR| MELEE Punch: MAJOR| MELEE


Attack with 1d6. Attack with 2d6.

Other Actions: Other Actions:


• Patrol with eyes straight forward. • Speak tactics, but don't use 'em.
• Take a leak. • Take cover behind something flimsy.
• Stand next to a ledge or an explosive. • Die and then have someone ask for
them over the walkie talkie.
ACC: 1 ATH: 1 CHA: 1
INT: 1 SPY: 1 STR 1 ACC: 2 ATH: 2 CHA: 2
INT: 2 SPY: 2 STR 2

78
Ghosts just can’t get the hang of staying dead.

Ghosts might go away for a bit if their last HEART gets roundhouse kicked, but
they tend to show back up in another scene. Often, there’s some special method
for putting them down for good. You know... like finding their teddy bear or
something.

Ghosts can go through objects, but are too restless to stay safely inside the walls
longer than a single round.

GHOST TOUGH GHOST


• One PASS to hit. • • Two PASSES to hit.

Threat: 3 Move Distance: Close Threat: 9 Move Distance: Close

Ghostly Gouge: MAJOR| MELEE Ghostly Gouge: MAJOR| MELEE


Attack with 2d6. Attack with 3d6.

Ghastliness: MINOR| ONCE PER SCENE Ghastliness: MINOR| ONCE PER SCENE
Roll 1d6. All present targets with STR Roll 1d6+1. All present targets with STR
lower than the rolled number are lower than the rolled number are
spooked and can not use a major action spooked and can not use a major action
on their next turn. on their next turn.

Skill: Stealth +2 Skill: Stealth +2


Other Actions: Other Actions:
• Play a moody song on the piano. • Give a dire warning.
• Return in the next scene, even after • Go through walls and occasionally
being defeated. hide in them for a round.
• Die for real when their bones are • Turn out to have been holding back a
cremated or something. greater evil.

ACC: 1 ATH: 1 CHA: 1 ACC: 2 ATH: 2 CHA: 2


INT: 1 SPY: 1 STR 1 INT: 2 SPY: 2 STR 2

79
"Mature and solitary jungle cat. No fleas. Tired of the same old boars. Hunting for
something new. Maybe you’re the one?" - Cougar in Waiting

These hunters try to utilize their stealthy ways to launch surprise attacks from
the foliage. Alternatively, they make for a great exotic pet/guard for your typical
eccentric villain. Though one has to wonder, would that jungle cat turn on its
master given the opportunity?

JUNGLE CAT TOUGH JUNGLE CAT


• One PASS to hit. • • Two PASSES to hit.

Threat: 5 Move Distance: Far Threat: 12 Move Distance: Far

Tooth & Claw: MAJOR| MELEE Tooth & Claw: MAJOR| MELEE
Attack with 3d6. Attack with 4d6.

Jungle Meow: MINOR| ONCE PER SCENE Jungle Roar: MINOR| ONCE PER SCENE
Roll 1d6. All present targets with STR Roll 1d6+1. All present targets with STR
lower than the rolled number are lower than the rolled number are
spooked and have a -1d6 PROBLEM until spooked and have a -2d6 PROBLEM until
the end of their next turn. the end of their next turn.

REACTION ! Triggered by taking REACTION ! Triggered by taking


damage. Move within CLOSE distance or damage: Move within CLOSE distance or
use TOOTH & CLAW. use TOOTH & CLAW.

Skill: Tree Climbing +2, Stealth +2 Skill: Tree Climbing +2, Stealth +2
Other Actions: Other Actions:
• Attack from the shadows. • Attack with a giant leap.
• Betray its master. • Chase people up trees.
• Drag someone away. • Be stock footage.

ACC: 1 ATH: 4 CHA: 1 ACC: 2 ATH: 4 CHA: 1


INT: 1 SPY: 3 STR: 2 INT: 1 SPY: 4 STR: 3

80
Ninjas like being sneaky and will use any excuse to do flips and climb stuff.

While they sometimes just shuffle into a room and flex their muscles for all to
see, they prefer to announce their presence with a sneak attack.

For an authentic bad-movie experience, mix these baddies up with "Ninjas" that
use the Henchperson stat block a few pages up. Describe them as Ninjas but just
have them hanging out guarding doors with guns in hand.

NINJA TOUGH NINJA


• One PASS to hit. • • Two PASSES to hit.

Threat: 6 Move Distance: Far Threat: 16 Move Distance: Far

Katana: MAJOR| MELEE Katana: MAJOR| MELEE


Attack with 3d6. Attack with 4d6.

Shuriken: MAJOR| CLOSE RANGE Shuriken: MAJOR| CLOSE RANGE


Attack with 2d6. Attack with 3d6.

REACTION ! Triggered by avoiding REACTION ! Triggered by avoiding


damage: Move within CLOSE distance. damage: Move within CLOSE distance.

REACTION ! Triggered by taking REACTION ! Triggered by taking


damage: Attack with KATANA or SHURIKEN . damage: Attack with KATANA or SHURIKEN .

Skills: Acrobatics +2, Stealth +2 Skills: Acrobatics +2, Stealth +2


Equipment: Grappling hook Equipment: Grappling hook
Other Actions: Other Actions:
• Climb walls. • Be in a pond, breathing with a reed.
• Hide in waiting. • Never speak.
• Do lots of flips. • Use absurdly specialized camoflauge.

ACC: 1 ATH: 3 CHA: 1 ACC: 2 ATH: 4 CHA: 2


INT: 1 SPY: 3 STR: 1 INT: 2 SPY: 4 STR: 2

81
Werewolves can be pretty cool and sometimes they make great basketball
players. These ones are probably just jerks.

The werewolf's success as a brutal murderer comes not only from it's ferocity,
but also from the fearful panic it strikes in its victims. Truly, it is terrifying to
behold this twisted demon who yet exhibits a glimmer of humanity lurking
beneath its bestial visage.

And again, they can be so very good at dunking that basketball.

WEREWOLF TOUGH WEREWOLF


• One PASS to hit. • • Two PASSES to hit.

Threat: 20 Move Distance: Far Threat: 50 Move Distance: Far

Tooth & Claw: MAJOR| MELEE Tooth & Claw: MAJOR| MELEE
Attack with 4d6. Attack with 5d6.

Scarewolf: MINOR| ONCE PER SCENE Scarewolf: MINOR| ONCE PER SCENE
Roll 1d6+1. If the target's STR is lower Roll 1d6+2. If the target's STR is lower
than the rolled number, they are than the rolled number, they are
spooked and can not use a major action spooked and can not use a major action
on their next turn. on their next turn.

REACTION ! Triggered by being REACTION ! Triggered by being


attacked: Use TOOTH & CLAW or move attacked: Use TOOTH & CLAW or move
within CLOSE distance. within CLOSE distance.

Skills: Smell +2 Skills: Smell +2


Other Actions: Other Actions:
• Revel in the hunt! • Madly howl at the moon.
• Get along poorly with animals. • Be extremely good at basketball.
• Turn into a regular dude when the • Turn into a regular dude when killed,
moon goes down. the identity of which could be a clue.

ACC: 2 ATH: 3 CHA: 1 ACC: 3 ATH: 4 CHA: 2


INT: 1 SPY: 2 STR: 2 INT: 2 SPY: 3 STR: 3

82
"Don't you get it? We can't turn to the police 'cuz they're in on it! Maybe not all of 'em,
but you can bet your sweet caboose that the Triad's got eyes and ears in the police
station. No, we gotta take care of this ourselves!" - A hero who knows what's what.

The crooked cop can be introduced as someone who might be helpful, or even as
an ally to the heroes. Nothing gets players riled up quite like a backstabbing.

CROOKED COP TOUGH CROOKED COP


• • Two PASSES to hit. • • • Three PASSES to hit.

Threat: 25 Move Distance: Close Threat: 50 Move Distance: Far

Handgun: MAJOR| FAR RANGE Handgun: MAJOR| FAR RANGE


Attack with 3d6. Attack with 4d6.

Nightstick: MAJOR| MELEE Nightstick: MAJOR| MELEE


Attack with 2d6. Attack with 3d6.

NOTE: A Crooked Cop’s first tool is NOTE: A Crooked Cop’s first tool is
their authority. The Crooked Cop might their authority. The Crooked Cop might
only get physical when there’s little only get physical when there’s little
choice left, or when seriously pissed off. choice left, or when seriously pissed off.

Other Actions: Other Actions:


• Try to strike a deal. • Tamper with the evidence.
• Slap some cuffs on someone. • Make use of their state-issued vehicle.
• Call for backup! • Report back to the main villain.

ACC: 2 ATH: 2 CHA: 2 ACC: 3 ATH: 3 CHA: 3


INT: 2 SPY: 2 STR: 2 INT: 3 SPY: 3 STR: 3

83
Conjoined Mummies never have to be alone while they murderously stalk the
living.

Having attacks that are minor actions isn’t just useful, it allows you to describe
both heads doing something truly awful.

CONJOINED MUMMIES TOUGH CONJOINED MUMMIES


• • Two PASSES to hit. • • • Three PASSES to hit.

Threat: 40 Move Distance: Close Threat: 80 Move Distance: Close

Swipe: MINOR| MELEE Swipe: MAJOR| MELEE


Attack with 3d6. Attack with 4d6.

Bile Blast: MINOR| CLOSE RANGE Bile Blast: MINOR| CLOSE RANGE
Attack with 2d6. Attack with 3d6.

Mummy Curse: MAJOR| ONE TARGET Mummy Curse: MAJOR| ONE TARGET
Roll 3d6. If successful: until the end of Roll 4d6. If successful: until the end of
the SCENE the target can't heal and all 2 s the SCENE the target can't heal and all 2 s
they roll are treated like 1 s. they roll are treated like 1 s.

REACTION ! Triggered by being REACTION ! Triggered by being


attacked: Use SWIPE . attacked: Use SWIPE .

NOTE: The Conjoined Mummies' NOTE: The Conjoined Mummies'


attacks are minor actions, so do two attacks are minor actions, so do two
each turn. each turn.

Other Actions: Other Actions:


• Smash through windows. • Use secret passages.
• Scream into people's faces. • Whisper in an elder tongue.
• Grab two people and smash ‘em into • Detatch animate body parts that can
each other. spy on or attack the heroes.

ACC: 2 ATH: 1 CHA: 1 ACC: 3 ATH: 1 CHA: 1


INT: 1 SPY: 2 STR: 3 INT: 1 SPY: 3 STR: 4

84
The bulging muscles of a Beefcake Warrior are striking, sure. The hair though...
The beautiful hair is what sticks with you. Unless they're bald, in which case you
can bet that dome is smooth and gleaming.

Many Beefcake Warriors actually suffer from low self-esteem. This is why they
often try to put down the heroes by calling them names like "puny weakling".

Furthermore, their confidence falls apart as soon as they've got NOTHING TO LOSE .

BEEFCAKE WARRIOR TOUGH BEEFCAKE WARRIOR


• • Two PASSES to hit. • • • Three PASSES to hit.

Threat: 50 Move Distance: Close Threat: 100 Move Distance: Close

Muscle Fu: MAJOR| MELEE Muscle Fu: MAJOR| MELEE


Attack with 4d6. Attack with 5d6.

Like a Ragdoll: MAJOR| MELEE Like a Ragdoll: MAJOR| MELEE


ONCE - PER- SCENE ONCE - PER- SCENE
Roll 4d6. On success, the target is Roll 5d6. On success, the target is
moved within close distance and prone. moved within close distance and prone.

NOTE: When the Beefcake has NOTHING NOTE: When the Beefcake has NOTHING
TO LOSE , they add +1d6 to all their rolls TO LOSE , they add +1d6 to all their rolls
but it only takes one pass to hit them. but it only takes two passes to hit them.

Skills: Destruction +2 Skills: Destruction +3


Other Actions: Other Actions:
• Take shirt off. • Move with a complete lack of urgency.
• Act unfazed by a hero's attack. • Have perfect hair and be furious when
• Use strength to take advantage of or someone messes it up.
alter the environment. • Fight extremely dirty when desperate.

ACC: 3 ATH: 3 CHA: 3 ACC: 4 ATH: 4 CHA: 4


INT: 1 SPY: 1 STR: 4 INT: 2 SPY: 2 STR: 5

85
Let's talk about the Possessed Monster Truck's 2nd REACTION ability. A bad
situation means a bad situation. Think of the leeway players have with SCRIPT
CHANGES and give yourself the same with this ability. Stick the Hero in a pit, start
fires, pin Heroes under rubble, put 'em in the truck itself and lock the doors,
create chaos!

POSSESSED MONSTER TRUCK TOUGH POSSESSED MONSTER TRUCK


• • Two PASSES to hit. • • • Three PASSES to hit.

Threat: 60 Move Distance: Close Threat: 120 Move Distance: Close

Ram: MAJOR| MELEE Ram: MAJOR| MELEE


Attack with 4d6. Attack with 5d6.

Possess: MAJOR| ONE TARGET Possess: MAJOR| PRESENCE | ONE TARGET


Roll 1d6+2. On a roll higher than the Roll 1d6+3. On a roll higher than the
target's INT, the truck goes still. When target's INT, the truck goes still. When
the target would act next, they are the target would act next, they are
possessed for the full turn, during which possessed for the full turn, during which
their special abilities can not be used. their special abilities can not be used.

REACTION ! Triggered by a hero REACTION ! Triggered by a hero


ending their turn adjacent to (or inside) ending their turn adjacent to (or inside)
the truck. The truck uses some part of the truck. The truck uses some part of
itself to melee attack the hero. Roll 2d6. itself to melee attack the hero. Roll 3d6.

REACTION ! Triggered by the truck REACTION ! Triggered by the truck


having NOTHING TO LOSE . Charge a target, having NOTHING TO LOSE . Charge a target,
forcing them into a bad situation within forcing them into a bad situation within
their move distance (or the target their move distance (or the target
suffers some other TOUGH BREAK). suffers some other TOUGH BREAK).
Skills: Destruction +2, Perception +2 Skills: Destruction +3, Perception +3
Flaw: Stealth -2 Flaw: Stealth -2
Other Actions: Other Actions:
• Announce itself with a novelty horn. • Announce itself by smashing through
• Be irrisistably drawn to stunt a wall.
opportunities. • Stir up a cloud of dirt and exhaust.
• Show up in comically improbable • Play the one tape that's stuck in the
locations. casette deck.

ACC: 2 ATH: 5 CHA: 1 ACC: 3 ATH: 6 CHA: 1


INT: 1 SPY: 1 STR: 5 INT: 1 SPY: 2 STR: 6

86
The T-Rex would be truly unstoppable if it's weren't for the stupid arms.

Demonstrate that your T-Rex means business early on, and the players' reactions
should drive the scene from there.

Both versions of this baddie are quite hard to hit. Heroes ought to build up big
pools of dice to take this sucker down. Failing that, give 'em a chance to run.

T-REX TOUGH T-REX


• • • Three PASSES to hit. • • • • Four PASSES to hit.

Threat: 70 Move Distance: Far Threat: 140 Move Distance: Far

Tooth & Claw: MAJOR| VERY CLOSE MELEE Tooth & Claw: MAJOR| VERY CLOSE MELEE
Attack with 4d6. Attack with 5d6.

Terrifying Roar: MINOR Terrifying Roar: MINOR


ONCE PER SCENE ONCE PER SCENE
Roll 1d6+2. All present targets with STR Roll 1d6+3. All present targets with STR
lower than the rolled number are lower than the rolled number are
spooked and can not use a major action spooked and can not use a major action
on their next turn. on their next turn.

REACTION: Triggered by taking REACTION: Triggered by taking


damage. Move adjacent to a target damage. Move adjacent to a target
within your move distance. Roll 1d6+2. within your move distance. Roll 1d6+3.
If the target's ATH is lower than the If the target's ATH is lower than the
rolled number they are forced into a bad rolled number they are forced into a bad
situation within their move distance or situation within their move distance or
they suffer some other TOUGH BREAK. they suffer some other TOUGH BREAK.

Skills: Destruction +4 Skills: Destruction +6


Other Actions: Other Actions:
• Announce itself by eating a minor • Announce itself by eating or scaring
character. away another threat to the heroes.
• Be a puppet making use of forced • Be stop-motion animated or a guy in a
perspective. rubber suit.
• Flip things over, knock down • Be used by the Director to herd the
powerlines and bust through walls. heroes into a new location.

ACC: 1 ATH: 3 CHA: 1 ACC: 2 ATH: 4 CHA: 1


INT: 1 SPY: 2 STR: 4 INT: 1 SPY: 3 STR: 5

87
INSPIRATION

RECOMMENDED VIEWING
To really get in the right mind-set, you might wanna watch some fine cinema. The
movies listed below come from different decades, some are terrible and some
are genuinely good, but all of them are a bit crazy and ought to provide top-notch
inspiration for Straight to VHS stories and characters.
• Army of Darkness • Laser Mission
• Beastmaster 2: Through the Portal of Time • Latitude Zero
• Big Trouble in Little China • Masters of the Universe
• Black Dynamite • Miami Connection
• Bubba Hotep • Mortal Kombat
• Cleopatra Jones • Never Too Young to Die
• Commando • Revenge of the Ninja
• Dead Heat • The Road Warrior
• Deadly Prey • Samurai Cop
• Eliminators • Sharknado
• Escape From New York • Spacehunter: Adventures
• Escape From L.A. in the Forbidden Zone

• Future War • Starcrash


• Gymkata • Terrorvision
• Hard Ticket to Hawaii • The Last Dragon
• Independance Day • Thankskilling
• Judge Dredd • Tremors
• Killer Klowns From Outer Space • Troll 2
• Krull • Wolfcop

88
You can expect to find trailers for these movies online. If you’re not sure where to
start, I think Beastmaster 2: Through the Portal of Time, Big Trouble in Little
China, and Hard Ticket to Hawaii are easy recommendations.

A quick note about Sharknado (and similar films): It’s decent inspiration for
Straight to VHS shenanigans, so it stays on the list. However it’s our opinion that
there is something to be said for sincerity. Our favorite films give the impression
that at least someone was impassioned in its creation, even if their creativity was
unhinged or their film-making amusingly naive. Sincere passion shows, and it
makes us smile.

VHS PLOT ELEMENTS


Here's a list of stuff! Use it however you like.

Aliens Federal agents Prophecy


Alternate histories Giant animals Psychic powers
Androids Goblins Road Trips
Antichrist Heists Robots
Apocalyptic wastelands Hypnotists Satan
Assassination Indian burial grounds Saving the holidays
Asteroids International spies School dances
Bank robberies Jazz clubs Scientific experiments
Bioweapons Hybrid creatures Sewer mutants
Casinos Kung fu Square school Deans
Circuses Lost islands Street gangs
Costumed gangs Mafia Time travelers
Crooked cops Military occupation Totalitarianism
Cults Monsters Unlocking all of the brain!
Curses Mutant anything Vampires
Dance competitions Mystical thingamabobs Werewolves
Demons Natural disasters Wild West
Digital worlds Nuclear launch codes Witchcraft
Dinosaurs Outer Space Worldwide conspiracies
Drug lords Parallel universes Youth out of control
Evil Communists Parties Zombies

89
CHARACTER TRAITS
Need some ideas for your Hero or for a Director-controlled character?

You're a straight-laced and cautious square, letting loose for the first time.
You served in ‘Nam and saw some shit, man.
You are/used to be a priest or nun. Lately your faith has been challenged.
You’re smoking that reefer any chance you can get.
You’ve come from another planet to learn about this “love.”
You’re under a gypsy curse and seeking to redeem yourself in order to lift it.
You are a mystical shaman, supposedly.
You don't let people get close to you. People who do always end up getting hurt.
You are/were working for the Kremlin, but the tides are changing.
You are a hot tub salesperson always looking for clients.
You are/were a crooked cop with conflicting loyalties.
You are a carnie. No one just stops being a carnie.
You are a virgin and lie about it.
You are a disgraced former member of the Secret Service seeking redemption.
You are a chainsmoker trying to kick the habit.
You are an Olympic athlete, cheated out of the gold.
You are an incorrigible pervert, looking for love.
You’ve come from the future, but you can’t remember why or much of anything.
You have a face disease and time is running out.
You are in the witness protection program, but your old life has come knocking.
You have a child somewhere out there, but you couldn’t be there for them.
You are/were a prostitute. You, of course, have a heart of gold.
You ain’t got time for these damn kids.
You have just woken from a coma and are suffering from amnesia.
No one knows that you’re...The Steely Shadow.
You make drinking look fun and wholesome.
You’re the only one that gets it. They’re already here, man! They're among us!
You have/are an evil twin, raised in Quebec by carnies.
You are suffering from a recurring nightmare; bits are coming true.
You are a bounty hunter. Your latest target: Your sister.
You have given up a life of crime...or have you?
You have multiple personalities and one speaks only Spanish.
You’ve been married four times. They all had the same name.
You are in a rock band, but are looking to go solo.
Your sensei was murdered. He was going to teach you the ultimate technique.
You know the gold is buried somewhere ‘round these parts!
You never knew your real parents. You wonder if they too had the gift.

90
HERO SHEET AND
PARTING WORDS

You'll find the Hero Sheet on the next two pages. Print out a set of both pages for
each player. Fill in the values as indicated by the Tropes, Gimmick and items that
have been selected for that Hero.

If you're going to be playing online or at a computer, check out the fillable Hero
sheet here: lostcatgames.com/fillableherosheet.pdf

"WHERE'S THIS THING GOING?"

Straight to VHS is going to be expanded and refined until we're ready to launch a
crowdfunding campaign to create a professional, fully-illustrated and expanded
version of the game which can be purchased as a PDF (or possibly a physical
book). We will continue to offer a free version as well.

I hope you'll take a look at those links way back on page 3. The game is still a
work-in-progress and I'd be thrilled to hear from you regarding your thoughts so
far, as well as your hopes for the final version.

Thanks for checking out Straight to VHS!

91
HERO'S NAME
TROPE 1
TROPE 2

HP TRACK

IF ALL YOUR SHIELDS ARE MARKED, YOU HAVE "NOTHING TO LOSE" AND 1D6 IS ADDED TO YOUR POOLS AND POOLS THAT TARGET YOU.

ACC # OF MONTAGES CHECK THIS BOX WHEN SCRIPT CHANGE CONCEPTS


YOU SHOW WEAKNESS.
A CHARACTER ARRIVES
A TRUTH IS REVEALED
ATH MOVE DISTANCE CHECK THIS BOX WHEN AN EMOTION IS FELT
YOU GET A LUCKY BREAK.
A THING IS AT HAND
A MISHAP OCCURS
CHA MOVE DISTANCE IS DETERMINED
BY YOUR ATH STAT
0 = VERY CLOSE WHEN ONE BOX IS CHECKED, SELECT A SCRIPT CHANGE CONCEPT.
1 or 2 = CLOSE WHEN BOTH ARE CHECKED, YOUR SCRIPT CHANGE IS READY TO USE.
INT 3 or 4
5+
=
=
FAR
VERY FAR

SKILLS
SPY

FLAWS
STR

ACC + RANGED WEAPON = _______ STR + MELEE WEAPON = _______ _______ + _______________ = _______

HERO FEATURES AND NOTES


WHAT DO YOU LOOK LIKE?
SPECIAL ABILITIES
USED?

USED?

USED?
WHAT TROUBLES YOU?

USED?

USED?
WHAT'S YOUR DREAM/GOAL?

USED?

USED?

WHAT'S AMAZING ABOUT YOU?

USED?

USED?

WHAT'S NORMAL ABOUT YOU?

USED?

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