YOU PICK TWO TROPES AND COMBINE THEM TO MAKE YOUR CHARACTER...
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
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.
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
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
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?)
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)
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
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
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
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
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
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
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
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
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
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
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
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
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
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)
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
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
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
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
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.
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)
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.
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
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
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
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
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
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.
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
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.
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
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
Pyro Prodigy: You’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.)
Chainsaw Massacre: You live by one rule: if it can’t be solved with a chainsaw, it’s not worth solving.
Mechanics: Cinematic Actions: Saw 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)
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.) Epics: Grappling (Nobody escapes your iron grip.), Showmanship (Your moves always get a reaction.