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We are going to be using an RPG system called...

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"You and your friends can now indulge in your own asinine bitchin’ story with Straight to VHS, an easy-to-learn and fast-paced tabletop RPG inspired by bad movies."

We are going to be playing a crazy 'straight to VHS' buddy cop movie called Miami Mismatch. The first movie is called Season's Beatings.

1980s. Two mismatched cops are thrown together due to a 'special program' to fight crime over Christmas.

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Click to toggle

Before picking your tropes and perk, you’ll want to know about the character features they affect.

Let’s take a look.

(ACC) ACCURACY: Ranged attacks, dexterity, delicate procedures.

(ATH)ATHLETICS: Athleticism, reflexes, speed and initiative.

(CHA) CHARISMA: Allure and strength of personality...Resistance to despair.

(DEF) DEFENSE: Ability to dodge attacks and mitigate damage.

(INT)INTELLIGENCE: Problem solving and knowledge...Resistance to coercion.

(SPY) SPYING: Perception, deceit, sneaking, lock-picking.

(STR)STRENGTH: Melee attacks, body strength, intimidation...Resistance to fear.


When you create your character, follow the directions below for stat tweaks.

Give one stat a +3,

one gets a +2,

one gets a +1,

one of them gets nothing,

one gets a -1,

one gets a -2,

and one gets a -3.

Your tropes, perks and items will often make additional changes to your stat values. For example, let's say you chose SPY to give +3 and you chose a trope that gives you +4 SPY. Just add them up. Your SPY is 7. So what do stats do again? They add to your d20 rolls. So let's say you have +7 on SPY and you’re trying to read someone’s lips; roll a d20 and add 7 to the result, as well as any other bonuses or penalties.

Click to toggle

YOU PICK TWO TROPES AND COMBINE THEM TO MAKE YOUR CHARACTER...

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Batshit Crazy: You are classic 80s movie crazy. Screw loose, loose cannon, wild card, comic goof, groovy mad mystic or terrifying mad man the choice is yours as long as you're super loco.

Mechanics: At some point in each scene, the director rolls a d20 and keeps the result hidden. If the Director rolls 8 or less, they tell you a lie about the in-game world or situation. If the Director rolls 9 or higher, they tell you a truth about the in-game world or situation. Cinematic Action: Once per scene, spend 4 AP to describe your character’s crazy antics and roll with a bonus equal to your CHA penalty (if you have -4 CHA, get a +4 bonus. Positive CHA gets you +0) + your number of montages. Your target defends with INT and on a hit the target is gobsmacked and loses their next turn. Cinematic Action: Once per scene, you may spend 2 AP to gain an epic dice token by responding to an emotional moment inappropriately. +3 to any two stats // -2 CHA // Blooper: Composure


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Batteries Included: You are a robot, android, automaton, or golem.

Mechanics: You are unharmed by poison, radiation and asphyxiation. You can see in the dark and in infrared (so if you have line of sight on something warm-blooded, you’ll likely notice it). Cinematic Action: Once per scene, drain the “electro-energy” from a nearby electrical device. The device is either permanently fried by the process or just temporarily drained (Director discretion). This heals you by 5 + your number of montages. Cinematic Action: Once per day, spend 3 AP to activate a built-in magnet which can pull one metal object (less than 500lbs) to you from up to 25ft away. +4 STR or DEF // -4 to CHA, INT or SPY // Epic: Mathematics // Blooper: Romance.


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Beastmaster: You have a pet animal (any kind the Director approves). 

Mechanics: During your turn, you can spend up to 7 AP on your turn, as long as both you and your pet use at least 2 AP on your turn. If only one of you acts, it’s just the regular 5 AP. The pet gets a montage whenever you do (but never earns perks). It starts out with 20 HP and the following stat bonuses; you choose which stats they go to: -5, -3, -1, 0, +1, +3, +5. If your pet is killed, the Director may eventually supply you with an opportunity to get a new one with effort. +3 to any stat // +2 to another stat // Epic: Animals



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Bumbling Sidekick: You don’t seem like a helpful member of the party. If anything, it seems like the others keep you around so that they know what not to do. Despite your general ineptitude, you tend to avoid serious injury.

Mechanics: Anytime you attempt and fail at something that isn’t an attack, the next person to try the same task gets a +5 bonus. Also, every time you roll (and use) a 1, you can award an epic dice token to another player. Cinematic Action: Once per day, turn a CHA failure into a success thanks to your bumbling charm. You succeed by the amount you had originally failed. +6 DEF // -1 to four stats // Epics: Children, Animals


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Robber: You're a professional thief. You could be a bank robber or art thief, stick-up liquor stores or cat burgle bad guys.

Mechanics: Add $400 to starting amount. Roll a d20 when seen by a police officer; on a 15+, they will attempt to apprehend you. You can attempt to pick-pocket by spending only 2 AP, rather than 3. Most importantly, you’re skilled in all things “crime”. +4 SPY or ATH // +2 to another stat // Epic: Crime (see?)


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Cyborg: You are part human, part machine. How this happened is up to you. 

Mechanics: If you get wet or electrocuted, add a blooper die to every roll for the remainder of the scene. Cinematic Action: Once per scene you can spend 2 AP to see through walls until the start of your next turn Cinematic Action: Once per scene you can spend 2 AP to launch a 25ft arm extension (your hand still functions and can be retracted for 1 AP). +4 to ACC or STR // +2 to ATH or SPY // Epics: (Pick two senses)


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Doctor: You are a medically trained professional although you might no longer be working in that field it's up to you.

You carry around a bag filled with all sorts of doctor stuff. At the end of each scene, you can allow yourself or a present ally to double their normal end-of-scene healing. Cinematic Action: Once per scene, spend 2 AP to administer first-aid on yourself or an ally, healing your target by 5 + your number of montages. Cinematic Action: Once per day, spend 2 AP to administer an adrenaline shot. The recipient gets 3 epic dice tokens and no token limit until the end of the scene (if the recipient has more than 3 tokens at the end of the scene, they lose the surplus). +3 to any two stats // -2 to any two stats // Epic: Doctoring


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Famous: You are famous, a celebrity in your own right why everybody knows your name is up to you!

Add $700 to your starting amount. Anytime you meet a new person, you can roll a d20. On a 1-5, the person loathes you and you get a -5 penalty to CHA rolls with them. 6-10 means they don’t know you. 11-15 gives you a +5 bonus to CHA rolls with them. 16-20 gives you +10. Your experience with the paparazzi has also left you skilled at concealing your identity and avoiding notice and capture. You can escape grabs by only spending 2 AP. +2 to any two stats // Epics: Hide Identity, Sneak // Blooper: Common Society


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Gangster: Dam, it feels good to be a gangster! You might be a made member of the mob or the meanest assassin in the hood but you operate on the wrong side of the law.

Mechanics: Roll a d20 when seen by police; on a 15+, they will try to apprehend you. You are accompanied by a two-person entourage. They both have 1 HP, and all their other stats are equal to your number of montages. Their weapons give an attack bonus of +3 for both ranged and melee attacks. They mostly never do anything of consequence. If a member of your entourage dies, the Director may eventually provide you with an opportunity to enlist a new member with some effort. Cinematic Action: Once per day, you can spend 2 AP to command your entourage to jump into the action right before your next turn; you then control them until the scene ends. Cinematic Action: Once per scene, and at any time, a member of your entourage can take a single action. +2 to any two stats // Epics: Street Smarts, Intimidation // Blooper: Polite Society


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Haunted: You are aided by a ghost who kinda comes and goes. Who they are and why they help you is up to you.

Mechanics: The ghost has its own character sheet, with starting stats and two perks (no items or tropes). It gets a montage when you do, but no further perks. If it reaches 0 HP or less, the ghost retreats until the end of the scene. Cinematic Action: Once per scene use 1 AP to summon the ghost anywhere within 100 ft of you, then direct the ghost to take an immediate single action that isn’t an attack. Cinematic Action: Once per day, use 1 AP to summon the ghost anywhere within 100 ft of you, then direct the ghost to take an immediate 5 AP turn with the ability to attack. +2 to any two stats // Epic: Ghosts


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Hobo: You are a member of the underclass, and you've learnt a thing or two by living on the streets.

Mechanics: Subtract $170 from your starting amount. Start with a bindle on a stick containing a knife (has a +2 bonus, and can be thrown short range), two gauze, a lighter, lighter fluid, a can opener, a flask and a flashlight. Cinematic Action: Once per scene, you can throw a can of beans (a short-range weapon with a +2 bonus) for 2 AP. Cinematic Action: You suffer from halitosis, and once per scene, you can breathe on an adjacent enemy by spending 2 AP. This automatically succeeds in giving them a blooper die to their next roll. +2 to any three stats // Epics: Trains, Street smarts // Blooper: High Society


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Mad Scientist: Your intensity and your zest for experimentation can be off-putting to others, but no one can doubt your ingenuity.

Mechanics: After you or anyone else attempts something and fails, you gain a one-time +2 bonus to attempting the same thing as long as you describe a more elaborate solution to the problem. Cinematic Action: Once per scene, you may spend 2 AP to gain an epic dice token by laughing maniacally after you’ve succeeded at something. +5 INT // +2 ACC or SPY // -2 CHA or STR // Epic: Science, Technology


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Man/Woman of the Cloth: You are some sort of religious authority.

Mechanics: Years of sermons and/or ceremonies have made you a gifted speaker; you can persuade others using only 1 AP. Cinematic Action: Once per scene, whether through the divine or the mundane, you can use 2 AP to heal yourself or an ally by 5 + your number of montages. +3 CHA // +2 to another stat // Epics: Speaking, Religion // Blooper: Romance


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Martial Artist: You know how to throw your fists and your feet and every other body part. You're a wanna-be Bruce Lee.

You get +5 to STR if you are unarmed and +2 to DEF if you aren't using any sort of armor. If you succeed in defending against a melee attack, you can move yourself or your opponent a number of feet equal to the amount you succeeded by. Cinematic Action: Once per scene, spend 3 AP to put on an intimidating martial arts display that works as an intimidate action with an epic die. +2 ATH // Epic: Acrobatics // Blooper: Firearms


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Monkey Man: There’s something wild about you. Anytime you’d like something to climb or swing on, it's conveniently there! Be it a chandelier, rope, cable or vine, it’ll be the length you need and will never break on you. You have a monkey companion who follows you and mostly doesn’t do much of consequence.

Mechanics: It has 10 HP, and its stats are 0 except for ACC, ATH and SPY which are equal to your number of montages. Each scene, the monkey gets 5 AP total and can act during anyone’s turn. The monkey get a blooper die when using items. If your monkey dies, the Director may eventually provide you with an opportunity to befriend a new monkey with some effort. +4 to ATH // -1 CHA or INT // Epics: Animals, Climbing, Parkour


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Psychic Mindfreaker: You can move things with the power of your mind and peer into the minds of others.

You have the power to move things under 10 pounds with your mind, no problem, even using them to attack using INT. Moving heavier objects requires an INT roll with the difficulty level set by the Director. Cinematic Action: Once per day, spend 2 AP to read someone's mind. Cinematic Action: Once per scene, spend 2 AP to freak someone’s mind, giving them a blooper die to their next roll. +3 INT


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Road Rash: You know how to drive and you can make your chosen transport do things that seem to defy the laws of gravity.

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


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Skating Ninja: You are a skate boarding ninja! 

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


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Sniper: You are a sniper, expert at the long distance kill.

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


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Stoner: Wow man. Chill out. You are a classic stoner character. 

Mechanics: You have the munchies, but you never think to bring snacks with you. If you eat a snack during a scene, heal an extra 5 HP at the end of the scene, which is pretty sweet. Less sweet is the fact that you get critical failures on rolls of 3 or less. Cinematic Action: Once per scene, earn an epic dice token by perpetuating stoner stereotypes. Cinematic Action: Once per scene, dispense some stoner wisdom to an ally, who then earns an epic dice token. +4 to any stat // +3 to another stat // Bloopers: Authority Figures, Fear (paranoia)


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Talking Dog: You are a talking dog. Bright enough to be a person but you are covered in hair. How this happened is up to you.

Mechanics: You are a relatively intelligent canine (or similar) who can freely communicate with his friends. For some reason, other people don’t seem to acknowledge this. You lack opposable thumbs and take a -3 to any rolls that would benefit from them. You can also talk to animals. You can grab enemies by spending only 2 AP instead of 3 AP (grab rules on page 35). +5 ATH or CHA // +2 to DEF or STR // Epics: Smell, Digging


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Thou Art from the Past: You are a warrior from the relative past who has been transported to... whatever time your game takes place.

Mechanics: You have no money but start with a melee +4 weapon (or a custom melee weapon worth $150 or less) and armor with +2 DEF. Cinematic Action: Once per day you can spend 2 AP to unexpectedly phase in and out of time, making yourself untouchable until the start of your next turn. Cinematic Action: Once per scene you can allow the forces of time to tug on you, dealing 2 damage to you, but slowing your surroundings and granting you an extra 2 AP on your current turn. +3 STR // +2 to another stat // -2 ACC // Bloopers: Current Events, Pop Culture, Technology


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Though Art from the Future: You are a warrior from the relative future who has been transported to... whatever time your game takes place.

Mechanics: You have no money but start with a ranged +4 weapon (or a custom ranged weapon worth $230 or less) and armor with +2 DEF. Cinematic Action: Once per day you can spend 2 AP to unexpectedly phase in and out of time, making yourself untouchable until the start of your next turn. Cinematic Action: Once per day, you can allow the forces of time to tug on you, revealing a possible vision of the near future (the Director reveals something). +3 ACC // +2 to another stat // -2 STR // Bloopers: Current Events, Nature, Etiquette


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Troubled Athlete: Coach always said you could become one of the greats, if only you could find your confidence.

Mechanics: After you roll and use a 1, you gain "the yips", which last until you roll and use a 20. While you have the yips you suffer from self-doubt and you get a blooper die on all ATH and STR rolls. However, after you roll and use a 20 you gain "the touch", which lasts until you roll and use a 1. While you have the touch you are brimming with confidence and get an epic die on all ATH and STR rolls. Cinematic Action: Once per scene, use 2 AP to compare a challenge you face to a sport; you’ll get an epic die to the next relevant roll in the same scene. +5 ATH // +3 CHA or STR // -2 INT or SPY // Epic: The Sporting Life


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What a Scoop!: You are employed at a newspaper, news magazine or TV news show. You have a press pass and a camera.

Mechanics: Spend 2 AP to take a photo. Cinematic Action: Once per scene, spend 2 AP to blind someone with your camera’s flash, giving them a blooper die to all rolls until the start of your next turn. +3 to two of the following: INT, CHA, SPY // Epics: Interviewing, Public Affairs.


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Wheelman: You start with a 1969 Dodge Charger. It is your everything.

Mechanics: While in a car, spend 5AP to use the car as a melee weapon with a +7 bonus. You never take damage from a vehicle crash. You can automatically hotwire any vehicle. You also seem to have a special touch with machines; you can use STR or ACC instead of INT when trying to fix machinery. +2 CHA // +2 to STR or ACC // Epic: Vehicles (but not to attack)


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Super Snob: You are a snotty snob. Perhaps a wine taster or an art critic? Rich and cultured you consider everyone else beneath you. 

Mechanics: Cinematic Action: Once per scene, spend 2 AP to put someone in their place roll your CHA with added +4 against their CHA and the insult puts them off balance - the difference is a penalty on their next attack roll.

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BMX Bandit: You own the iconic kids bike of the 80s and you aren't half proud of the fact. The two of you are rarely separated.

Mechanics:  Cinematic Action: Once per scene you can use your bike to force someone to chase you diverting them from an ally. While on your bike, spend 5AP to use the bike as a melee weapon with a +7 bonus. You never take damage from a bike crash. +2 CHA // +2 ACC // Epic: BMX Bike


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Stunt Man: You are good at taking a fall.

Mechanics: Cinematic Action once per scene you can fall from a great height, out a car, off a mountain etc without hurting yourself. You can spend 5AP to take no damage for the next turn. +4 DEF Epics: Stunts, falls, leaps and such


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Roller Skater: You skate everywhere and you look good doing it

Mechanics: Cinematic Action: Once per scene you can roll accuracy +4 against a cars DEF and if successful you are hooked onto the back of that car as it drives off. You can spend 5 AP to use your skates as a +5 melee weapon. +2 ACC +4 ATH -1 DEF Epics: Skating related stuff


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Urban Cowboy: You're a classic fish out of water - a cowboy in the city.

Mechanics: You can spend 2AP to call your horse the trusty mount appearing as if out of nowhere. Cinematic Action: You can call anyone out any time for a duel. You roll with +5 DEX against DEF whoever wins kills the other instantly. +5 when using a hand gun. + 2 ACC +2 ATH Epics: Cowboy stuff


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Boxing Champ: You are/were one of greatest to ever get in the ring.

You get +5 to STR if you are unarmed and +2 to DEF if you aren't using any sort of armour. Cinematic Action: Once per scene you can get in an extra punch, . +2 ATH // Epic: Fist Fighting when both parties are unarmed 


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Paranormal Researcher: You have dedicated your life to study UFOs, cryptozoology and conspiracy theories. 

Mechanics: Cinematic Action: Once per session with the agreement of the director you can prove you were right about one of your conspiracy theories all along! + 3 SPY Epics: Anything to do with knowing about or detecting the paranormal. 


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Disco Dynamite: You're dynamite on the dance floor, the other kids wish they could set the club on fire like you can!

Mechanics: Cinematic Action: Once per session you can challenge an enemy to a dance off with a +4 ATH if they loose they get a blooper dice on any future attack rolls against you. Cinematic Action: Once per scene you can do a dance attack with a +5 ATH attack, +4v ATH, Epics: Disco/Dancing  


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Trapped in the Body of a Child: Somehow by some hocus pocus you've been trapped in the body of a child.

Mechanics: Cinematic Action: Once per scene you can reveal that you aren't a child in some way rolling a CHA +4 vs CHA check if you win you unbalance your opponent and they get a blooper dice on any roll against you. +3 CHA, Epics: Anything to do with pretending to be a kid.


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Hungry Like the Wolf: It's not just full moons - you can change into a werewolf at will.

Mechanics: Use 5 AP to turn into a werewolf. Once a wolf you may use your bite/claws as a +7 melee weapon however at any time the Director can call for a blood lust check roll INT under 10 and you loose control and attack an ally +3 ATH, Epics: Smell, dogs, wolves


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Masked Serial Killer: Your usually the bad guy but for whatever reason now your the hero or anti-hero!

Mechanics: Cinematic: Midnight Monologue Once per day, spend 2 AP to deliver a chilling speech. This gives all opponents a -2 penalty to rolls for the rest of the scene. Cinematic: Precision Strike" (Once per scene, spend 4 AP to make a ranged or melee attack with perfect timing. Roll with an epic die; if the attack hits, deal double damage.), +2 INT, Epics: Torture


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Pyro ProdigyYou’re obsessed with fire. Whether you’re a rogue arsonist, an eccentric demolition expert, or just a maniac with a flamethrower, your solutions always involve something going up in flames.

Mechanics: Cinematic Actions: "Burn Baby Burn" (Once per day, spend 34AP to engulf an area in flames. Stunning enemies for the next round) +4 ACC or STR (You’re either a sharpshooter with fire weapons or a brute who enjoys throwing explosives.), +2 CHA (Fire is mesmerizing, and you know it.), -3 INT (Your obsession with destruction makes thinking ahead... difficult. Epics: Firearms (Anything flammable is your domain.), Explosives (You’re an artist with things that go BOOM.)


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Chainsaw Massacre: You live by one rule: if it can’t be solved with a chainsaw, it’s not worth solving.

Mechanics: Cinematic ActionsSaw Frenzy - Once per scene, spend 4 AP to spin wildly, attacking all enemies within 10 feet. Log Splitter- Once per day, spend 3 AP to make an attack that deals triple damage to a single target. +4 STR (Swinging that chainsaw takes muscle.) +2 ATH (You’re surprisingly nimble for a lumbering berserker.) -3 SPY (Stealth? Not your style.) Epics: Any chainsaw (non-combat)


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Wrestle Mania: You are a god of the ring and the high rope, an entertainer and a warrior, you're an 80s wrestler.

Mechanics: Cinematic Actions: Top Rope Slam. Once per scene, spend 4 AP to leap from a high place, dealing 2d10 damage to a single target. Cinematic Actions: Tag Team Justice. Once per day, spend 5 AP to call in a wrestler ally who fights with you for the rest of the scene.) +4 STR (You’re built for grappling.) +2 DEF (You can take a hit like a champ.), -2 SPY (You’re about as subtle as a piledriver.) EpicsGrappling (Nobody escapes your iron grip.), Showmanship (Your moves always get a reaction.

Click to toggle

Pick a single perk. You'll get more as we go.

You can take most perks twice if you like, exemptions have an asterix next to their names. When you take a perk a second time, double the value of the underlined words and/or numbers. This can result in x2 epics or x2 bloopers which call for three rolls rather than two.


THE PERKS

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

Aspiring Script Writer When it’s time to pick a script change type, pick two instead. When it’s time to use your script change you can choose either, not both. You don’t keep the one you didn’t use.

Calmly Walk Away You get one epic die on DEF rolls against explosions if you are not looking at the explosion. You get a +1 to all explosive attacks.

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

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

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

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

Duct Tape and Solder* In 10 minutes, you can combine any two weapons together. The resulting weapon has the properties of one of the weapons (your choice) and gets an additional +1. If you combine a melee weapon and a ranged weapon, the resulting weapon can switch between melee and ranged by spending 1 AP. And no, you can’t keep combining already-combined weapons to get bigger and bigger bonuses. Nice try, though.

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

Elite Shooter Drop your weapons’ reload numbers by 2 (so if a weapon has to reload on a 3 or less, you only have to reload it on a 1). (+1 ACC)

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

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

Fight Me Like a Man While fighting unarmed, you disarm your opponent if you roll an 18+ on your attack roll, placing the weapon anywhere on the ground within 10 feet. (+1 STR)

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

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

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

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

High Five of Life Cinematic Action: Once per Scene, for 1 AP, giving an ally a high five heals 2 HP for you and the ally.

I’m Not Supposed to Die Like This Choose one of the following categories. You get +2 to DEF rolls against that category.

● Projectiles (bullets, arrows, thrown bricks and so on)

● Melee weapons and explosives (swords, chainsaws, grenades, rockets and so on)

● Natural weapons (fists, feet, teeth, claws, elbows and so on)

John Woo Cinematic Action: Once per scene, you get a +4 bonus to ACC if you are jumping into or out of cover this turn. You seem to attract and then startle doves, giving you Blooper: Stealth

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

Leap of Faith Cinematic Action: Once per day, when you would take damage from falling, something really lucky happens and you end up not taking damage. Jump away! (+1 ATH)

Masochistic +2 to your next roll after taking damage. Receiving damage more than once does not cause the bonus to increase.

Mass Destruction When you attack multiple targets in the same action, reduce your total attack penalty by 1. Master of Disguise You’re skilled at changing your mannerisms, voice and appearance to seem like a different person. (Epic: Disguises & Mimickry)

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

My Body Is a Weapon All of your unarmed attacks get a +2. My Body is Literally a Weapon You’ve attached a weapon onto your body in place of one of your hands or feet. This weapon receives a +2 bonus BUT you will receive penalties on actions that the Director believes would be aided by having the hand or foot instead. It takes 3 AP to remove the weapon from your stub, and 3 AP to mount a new weapon or artificial limb.

Payday Get paid. $500 (this perk can be taken as many times as you like).

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

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

Push It Real Good Your "Push It to the Limit" heals an extra 2 HP, and you can choose to use the ability on an ally that can see or hear you, instead of on yourself.

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

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

Sexy Nerd You wear glasses, which means you’re smart and a nerd. If you take off your glasses, you get a blooper die to all rolls that would be aided by sight. However, you gain +3 to CHA while your glasses are off. Putting on and removing your glasses costs 3 AP (because you always make such a big deal about it). (+1 INT, -1 CHA)

Sleeper Hold Cinematic Action: Once per scene, if you can get behind an opponent, you can make a melee attack with a -3 penalty. If successful, the opponent falls unconscious. Each round, the opponent rolls a d20, and they wake up on a 17+.

Smack-Talkin' Cinematic Action: Once per scene, you can smack-talk to someone for 1 AP, giving them a -2 to the rest of their rolls in the scene, unless those rolls would directly deal damage to you. The penalty goes away if you are knocked unconscious.

Speed of Plot Cinematic Action: Once per day, an event or action of your choice takes three times longer than it ought to. (Examples: someone falling from a building, a bomb about to explode, a door shutting, a particular combat action. Some Director discretion required.)

Suppressing Fire Cinematic Action: Once per scene, you can spend 2 AP to wildly fire a ranged weapon, suppressing enemy action. Enemies within your weapon’s range take a -3 to all rolls on their next turn.

The More the Merrier When you have 2 or more active enemies adjacent to you, you get a +2 bonus to all rolls.

Trenchcoat* You wear a trenchcoat in which you can visually conceal anything smaller than yourself. Cinematic Action: Once per day pop the collar to gain an epic die to a CHA roll.

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

Warrior Training You dodged the rocks the sensei was throwing at you as you ran up the stairs while lifting buckets of water. You are ready. +1 ATH, +1 STR, +1 DEF, but the experience made you kinda bitter, giving you Blooper: Charm

Where’s My Mark? You get a +1 to all rolls made by using a Bad Edit. Each day, you receive one additional Bad Edit.

Why Didn't You Say So? Cinematic Action: Once per Scene, when any other character mentions the need for an item that isn't a weapon or extremely rare, you can roll a d20. If you rolled 10+, that item is within arm’s reach.

Wildcard* It seems like things tend to either go amazingly or horribly for you. You get a critical success when you roll an 18, 19 or 20. You get a critical failure when you roll a 1 or 2. [Not compatible with the Stoner trope].

Winning Smile +2 CHA against targets that aren’t hostile towards you.

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

You Sick Sonovabitch Any time you deal damage to somebody or mentally mess with them enough that they start taking penalties, you heal 1 HP.

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

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You start with $200 dollars to spend unless your Perks or Tropes have altered that amount.

If there's something you want that isn't listed we can create a price/stats for that.

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Just to give you an idea of the action movie-esque actions you can perform...

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