44
Version 0.2.6 © 2014 Ryan M.M. All rights reserved (MATURE AND IMMATURE CONTENT FOLLOWS) TABLE OF CONTENTS WHAT IS STRAIGHT TO VHS? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Wait, Is This One of Those Nerd Games? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 The Bad Movie Mind-Set . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . . 3 HOW TO PLAY . . . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . . . . . . 4 The Central Mechanic . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . 4 Epic Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . 6 Your Character, Over Time . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . 6 Action Sequences . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . 7 Character Actions . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . 8 Script Changes . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . 9 CHARACTER CREATION . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . 11 Health Points . . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . 12 Speed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . 12 Epics and Bloopers . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . 13 Making Characters in 5 Steps . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . 13 Tropes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . 14 Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . 22 ITEMS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Example Items . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . 25 Weapon Workshop . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . 27 GRID RULES . . . . . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . . . . . 29 DIRECTING 101 . . . . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Creating and Ruling Challenges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Dramatic Effects . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . 31 Typical Character Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Setting Up the Movie . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . 34 Welcome to Vicker’s Creek! . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . 35 Example Bad Guys . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . 36 Creative Prompts . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . 40 CHARACTER SHEET . . . . . . . . . . . . . . . . . . . . . . ........ . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Get pumped.

Straight to VHS action movie rpg 2.6

  • Upload
    kokkad

  • View
    55

  • Download
    4

Embed Size (px)

DESCRIPTION

Action B movies rpg with rules for heroes, ninjas, cyborgs and dinosaurs.

Citation preview

Page 1: Straight to VHS action movie rpg 2.6

 

 Version 0.2.6

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

TABLE OF CONTENTS  

WHAT IS STRAIGHT TO VHS? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

Wait, Is This One of Those Nerd Games? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

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

HOW TO PLAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

The Central Mechanic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

Epic Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

Your Character, Over Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

Action Sequences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

Character Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

Script Changes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

CHARACTER CREATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

Stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

Health Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Speed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Epics and Bloopers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

Making Characters in 5 Steps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

Tropes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

ITEMS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

Example Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

Weapon Workshop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

GRID RULES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29

DIRECTING 101 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

Creating and Ruling Challenges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

Dramatic Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

Typical Character Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

Setting Up the Movie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34

Welcome to Vicker’s Creek! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35

Example Bad Guys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36

Creative Prompts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40

CHARACTER SHEET . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43

 Get pumped. 

Page 2: Straight to VHS action movie rpg 2.6

WHAT IS STRAIGHT TO VHS?  

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

prostitute turned nun Gloria Vendetta has anything to say about it. Never mind

her cybernetically enhanced buddy in the precinct who suspects the werewolf is

being protected by Yakuza. If only former heavyweight champion Tucker Smash

could regain his memories. He was the only one who knew the antidote to

lycanism, and now the plague is spreading...

You and your friends can now indulge in your own asinine bitchin’ story with Straight to VHS,

an easy-to-learn and fast-paced tabletop RPG inspired by bad movies. You’ll create a character

by mixing and matching tropes and perks inspired by countless awful movies. Do you wanna be

a voodoo master with bionic legs, or maybe a streetwise preacher? Straight to VHS will let you!

The Director (or “game master”) will narrate the action and provide challenges and something

resembling a plot for the characters to smash and seduce their way through. Players also get

opportunities to tweak the Director’s script for their gain and amusement. Straight to VHS is a

work in progress, but is already sure-fire fun!

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

You’ll need character sheets printed from this rulebook, pencils, some twenty-sided dice and

a few friends, including one who will be the Director. That's it! Straight to VHS can be played

with a grid. Grid play instructions are included in the "Grid Rules" section.

Playing Straight to VHS takes at least a few hours, and your group might choose to have an

epic, ongoing game that you come back to again and again. Straight to VHS is best with two to

five players plus the Director, but any number is fine as long as the Director feels he or she can

deal with it. The Director will have to get real familiar with the rules and might want to do some

preparation, so be sure to be extra nice to your Director!

“I’m a discerning RPG veteran. Why should I play this game in particular?” The “Bad Movie” theme (which permeates the game and character options) is a blank check that says, “Don’t worry. Have fun.” In my experience, players cash that check. This goes double for the Director. The use of d20s raises some eyebrows at first, but the wild swing of the d20 is somewhat tamed by the players earning rerolls called epic dice. And the differences between attacking and defending d20s are used as the amount of damage dealt, creating quick combat in which rolling a 19 is really almost as exciting as rolling a 20. This is a grounded rules-light game (maybe rules-medium) that gives the players clear gameplay tools and direction. The players aren’t forced to drive the story-telling, but are allowed to get hugely creative if they choose!

Page 3: Straight to VHS action movie rpg 2.6

Wait, Is This One of Those Nerd Games?      Yo, flat out, homebro. It’s what us nerds call an RPG (or “role-playing game”), you dig? RPGs

share much with their video game counterparts, but brosauce, instead of interacting with a

computer and some code, you’re going to be interacting with your friends and the human

brain. If you don’t think that’s baller and dope, you’re straight trippin’. In a video game, you’re

limited to the sorts of actions and decisions that the game creators coded into the game. Check

it, peeps: with Straight to VHS and other RPGs, you’re given a level of freedom that no video

game or traditional board game can really replicate. That’s hella fly. Straight to VHS is intended

to be a good introduction to the format, thanks to having easy and straightforward game

mechanics that define your character and how you interact with the game’s world. In short,

yeah it’s nerdy, and it’s also really fun. I mean, it’s, uh, the sickest! It has...typhus or something.

 

The Bad Movie Mind-Set       Let’s imagine a horror movie. Our heroine stands in the woods at the edge of a dark cave.

A trail of blood leads into the cave’s mouth. If our heroine has any survival instincts or

awareness of her existence in a horror movie, she’s gonna turn around, go home and read a

book. That’s great for her, but it’s not very interesting.

It might be tempting to make your character’s survival your highest priority, but if you do so,

you’ll probably bore yourself. In the end, the goal of Straight to VHS isn’t to “win.” The goal is to

share in some belly laughs and come away with a stupid, kick-ass story! You should strive to

move things forward and keep things interesting, even if you know your character isn’t

making the smartest decisions. In general, act like someone in a horror movie. They aren’t

suicidal, but their sense of self-preservation is trumped by the need for an interesting story.

Besides, if your character dies, you can just make a shiny new one. Now go. Go explore that

spooky cave! Take up the quarterback’s challenge to a drag race! Decide you have to learn

more about the aliens! Go skinny dipping in the lake! The audience demands it!

Furthermore, the Director will reward the players for acting true to their characters and

true to the spirit of bad movies by awarding something called epic dice tokens (which we’ll

learn about on page 6).

Oh! And to really get in the right mind-set, you should watch some fine cinema. May I

recommend the following: 2019: After the Fall of New York, Avalanche Sharks, Big Trouble in

Little China*, Dead Heat, Deadly Prey, Eliminators, Future War, Gymkata, Hard Ticket to Hawaii,

Hell Comes to Frogtown, Independence Day, Krull, Latitude Zero, Leprechaun 4, Masters of the

Universe, Miami Connection, Mortal Kombat: Annihilation, Samurai Cop, Sharknado, Star Crash,

Thankskilling, Tremors 2, Troll 2, Wolfcop and for more, check out reddit.com/r/badmovies.  

*Actually, you really can’t call this a bad movie. It might be the best movie ever made.   

Page 4: Straight to VHS action movie rpg 2.6

HOW TO PLAY Using the options in this document, you’ll create a B movie character with various strengths

and weaknesses. The Director narrates the action and provides challenges for you and your

fellow players. Hilarity and awesomeness ensues. Don’t worry about memorizing every rule;

there will be reminders on your character sheet, and your Director will carry a lot of the weight

(sorry, Director!) The game has some rules that can be kinda loose. When there is any doubt

about how a rule ought to be interpreted, the Director makes the final call.

Anytime you see red text in a grey box like this, it’s information that only the Director

really needs to read. Go ahead and skip it if you like so you can get started sooner. There’s

also a section towards the end called “Directing 101”, which only demands the attention

of the Director.

The Central Mechanic

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

(like rock climbing or punching someone in the mouth), you roll a twenty-sided die (called a

d20). The higher you roll, the better your character does. Your d20 rolls get added to by your

character’s most relevant stat + any bonuses and/or penalties.

Also, a character that is being attacked rolls a defensive d20 (+ their Defense stat + any

bonuses and/or penalties). If the attack roll is higher than the defense roll, the defending

character takes damage. The amount of damage they take is the difference between the two

rolls. If a character takes too much damage, they die.

One more thing: rolling a 20 causes something really good for your character to happen (aka

a critical success). Rolling a 1 causes something really bad for your character to happen (aka a

critical failure).        A critical success should cause something big to happen, like landing a three-way or

causing the enemy to lose a hand. A critical failure should be more than a typical miss; it

should be an embarrassing mistake that backfires on the roller, like shooting their own foot

or having their pants fall off. You can then apply bonuses, penalties or extra damage

accordingly.

What if someone rolls a 20 on an attack, but his/her overall attack was still lower than the

defensive roll? They didn’t deal any damage, but something big still occurs. Maybe they

disarmed the bad guy. Or perhaps they psyched out the bad guy, thus giving them a penalty

to future defensive rolls. Asking the player can be a good idea too! 

Page 5: Straight to VHS action movie rpg 2.6

Let’s see a step-by-step example! Let’s say you made a shotgun-toting character named Lexi. The Director informs you that there

is a deadly chupacabra about to leap toward Lexi, and it’s your turn. You might choose to have

Lexi shoot the chupacabra with her shotgun. Tell the Director and...

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

Now add your most relevant stat. You’re gonna learn about the stats in a bit, for now just

believe me when I say the relevant stat for shooting is always ACC (Accuracy). You’ll look at

your “character sheet” to see Lexi’s ACC. Let’s say Lexi’s ACC is +6.

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

Now add any bonuses and penalties. Penalties aren’t very common, and the Director will let

you know if there’s a penalty. A really common way of getting a bonus is by using an item. Let’s

say Lexi’s shotgun gives a +5 bonus.

So that’s 8 + 6 + 5. Lexi’s total attack roll was 19. Piece of cake!

Pro tip: There’s a spot on your character sheet for you to take notes. So if Lexi is always shooting

things with her shotgun, make sure to write down something like “Shotgun Attack: +11” so that

instead of checking what her ACC is (+6) and her shotgun bonus is (+5) every time, you can just

glance at that single number (+11). It seems like a small thing, but you’ll be glad you did it.

As Lexi’s player, you’re done. The rest is all handled by the Director. The Director rolls a

defensive d20 for the chupacabra and will also add its DEF (defense) stat and any bonuses and

penalties.

If the chupacabra’s total defense roll is equal to or higher than 19, Lexi’s attack missed.

But let’s say the chupacabra’s total defense roll was 12. Because that is lower than Lexi’s 19,

the chupacabra is gonna take damage from Lexi’s attack. How much damage, exactly? He takes

the difference between the two rolls.

19 - 12 = 7, so the chupacabra takes 7 damage. The Director will narrate this result and let you

know that 7 damage was dealt to the chupacabra.

This all works the exact same way if the chupacabra is attacking Lexi. The Director rolls an

ATTACK d20 + stat + bonuses/penalties for the chupacabra. You roll a DEFENSIVE d20 + DEF +

bonuses/penalties for Lexi. If Lexi’s roll is higher, the chupacabra missed. If Lexi’s roll is lower,

she takes damage equal to the difference between the two rolls.

Don’t just tell players, “You do 7 damage to the chupacabra. It’s still alive”. Say

something like, “Lexi gets off the shot as the chupacabra leaps toward her, sending it

flailing and screeching to the ground. It’s not dead, but it looks badly hurt and really pissed

off. That was 7 damage.” This sort of delivery keeps things much more lively.

Page 6: Straight to VHS action movie rpg 2.6

Epic Dice

Rolling a d20 leaves an awful lot to chance. Wouldn’t it be nice if you could roll it more than

once and choose the roll you like? Well, you can...sometimes. When you use an epic die, just

roll an extra d20 and then choose the roll you like. There are a few ways you can earn epic

dice. For now, let’s learn about one. The Director can award you an epic die token

when your character has done something that fits any of the criteria below.

1. That was badass and creative.

2. That was good for the story or character development but risky for your character.

3. That was true to your character and it was probably tempting to do otherwise.

4. Anything else along those lines that duly impresses the Director.

You can have up to three epic dice tokens stored at a time for later use. At any time you can

turn in an epic die token to get an epic die on a roll (do this before you roll, not after), or you

can turn in an epic die token to get an additional 1 AP on your current turn (more about AP on

the next page). And yes, you can use more than one at a single time.

Your Character, Over Time      “Level ups” are called montages in Straight to VHS. During a montage, your character gains

a perk, and three different stats of your choice get raised by 1 (HP is the exception: it gets

raised by 3 if chosen). Some character options give you things depending on how many

montages you’ve had, for this purpose you start the game with 0 montages.

If you’re running a long movie (or “campaign”), you may decide that characters earn a

perk every other montage. It's all up to you, dear Director. The frequency of montages is

also left up to the Director, as there is no XP to keep track of. Simply figure out good timing

for your players. Does it seem like a good time to beef up the characters? Yeah? Do it!

Play is broken up into scenes. The Director determines when a scene is over, but it’s usually

just the duration that the characters stay in a general location or strive towards a particular

goal. Expect scenes to usually last between 30 and 90 minutes. Certain character abilities will

recharge when a new scene begins, and montages usually occur between scenes. Similarly, HP

and some abilities recharge at the start of a new "day." Usually this is a new in-game day, but

depending on the nature of the story (for example, if everything happens in one day), the

Director may use a different method, like once per montage or once per real-life day. 

NOT DIGGIN’ A rule? GET RID OF IT!

Page 7: Straight to VHS action movie rpg 2.6

Action Sequences    In high-stakes situations (like combat), characters take turns. To figure out the order, all

participants roll a d20 and add their "athletics" stat. The highest roller goes first, followed by

the second-highest and so on. After the lowest roller goes, it’s back to the highest again.

You can only do so much on a single turn before it’s the next character’s turn. On your turn,

you have 5 action points (which I’ll shorten to AP from now on). Making an attack or using a

healing item uses 3 AP. (Note: You can actually attack more than one target with those 3 AP,

but doing so gives a penalty to those attacks. This is allowed because spraying bullets all over

the room or spinning your axe in a circle is AWESOME! You can’t use this to attack the same

target more than once, though.) Moving around uses 2 AP, unless you only move 5ft (or 1

square), which is called a Scoot and only costs 1 AP. When you aren’t taking turns because of

combat or something similar, you don’t have to consider AP costs at all.

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

 

3 AP 2 AP 1 AP 0 AP Attack To walk, run, drive,

swing, ski, pilot... Push it to the limit (see next page)

One-Liners (see next page)

Heal Standing up Scan surroundings Script changes

Hack a computer Conceal yourself or an object

Trying to recall crucial knowledge

Sensing the obvious (“is there a window?”)

Pick a lock Reload Picking up an item Banter

Barricading a door Persuade Dropping an item Winking

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

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

 

     These examples ought to cover most character actions, but you should also find yourself

doing all sorts of stuff that isn’t on this list. So, if you want to cut the chandelier’s rope, just ask

the director how much AP it’ll take. For some, it might be tempting to try to talk the Director

down to a lower AP cost. Resist that temptation. It’s generally more fun for the group to go

with the flow. If you really think the Director is making something cost too much or too little,

chat them up with your thoughts after the game or at least in between scenes.

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

Directing 101 section further in. This can be a really handy list to print and reference,

especially when playing for the first time.

Page 8: Straight to VHS action movie rpg 2.6

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

 ● Once per day, you can use 1 AP to Push It to the Limit. This heals you by half your total

HP and gives you an epic die token. Your character ought to say or do something really

lame or totally sweet when using this action.

● Once per scene, you can use a Bad Edit, which gives you a single extra action that can

occur at anytime on anybody's turn, including your own. So, if Mummy Abe Lincoln is

about to place his curse on you, you can use a Bad Edit to sneak in one action before he

gets his mummy hands on you!

● Once per scene, you can gain a epic die token when you use a relevant One-Liner. You

know, like saying “ice to know you” after shoving someone into a glacier crevasse. It

doesn’t have to a pun, it just has to feel like an awesome/terrible movie line.

Many tropes and perks will grant you special actions if you pick them, and there is a handy

spot on your character sheet to write these special actions down, but never forget that you

aren’t limited to these. You can just describe what your character wants to do and the

Director will adjudicate accordingly. What do I mean by just describing what your character

wants to do? Let's look at some examples: "I go for a headshot on the yeti," or "I grab the

curtain and try to climb up,” or "I swing my sword as I spin around, trying to get all three

assassins at once," or "I try to rip the wires right out of the computer," or "I line up my shot so

the Olympic torch is right between me and the mecha crocodile, hopefully hitting the croc and

setting him on fire," or "I try to stay perfectly still in the hopes that they don't notice me" or "I

give her the most intimidating stare I can muster." You can do that, right? Let the Director

worry about the complicated stuff.

So, let’s learn some complicated stuff now. Attacks that are aimed at more than one enemy

get penalties. For each additional target, add a -2 to melee attacks and -4 to ranged attacks.

So if Chip Human has three enemies surrounding him and he does a melee attack in the hopes

of hitting all three, Chip Human rolls a single attack roll and takes a -4 penalty. Each enemy

makes their own defensive roll.

Also, if you describe a really brutal or ambitious attack, you can decide to make your attack a

gamble. The target of your gamble gets an epic die on their defense roll. If you still manage to

hit, the Director treats your attack just as though you rolled a 20.

 

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

Page 9: Straight to VHS action movie rpg 2.6

Script Changes      Script changes are a way for you to get a moment in the Director’s chair. You’ll get an

opportunity to make a change to the story. Keep in mind that script changes need to make at

least a little bit of sense. If you say there’s a time machine in the room, you ought to have a

reason. With that in mind, the Director is within their holy gaming rights to ask you to come up

with something else.

Mostly, let your players go wild with script changes. They can be silly,

amazing, coincidental, surprising and game-changing. But if it’s just total

nonsense and/or the other players aren’t feeling it, you can veto a script change

or perhaps suggest a compromise.

Also, you’ll find that sometimes a player’s script change doesn’t really change

things because of something the player wasn’t aware of. Avoid making a script

changes pointless; find a way to ensure it does something interesting. Even a

backfire can be better than being completely pointless. In short, script changes

should always make a difference. This is the player’s chance to mix things up.

Players start without a script change, but they pick a type of script change when they roll

(and use) either a 1 or a 20 (note: this doesn’t count the automatic 20s from gambles as

described on page 8). The script change is not yet ready to use, though. Just choose a type of

script change from the list on the next page and mark it on your sheet; the actual details will be

up to you when it’s time to use it.

The next time you roll either a 1 or 20, your script change is ready to use. You can now use it

at any time; it doesn’t have to be right away. After you use it, you can once again gain a script

change type from rolling a 1 or 20, which will again be ready when you roll another 1 or 20.

Your character sheet will remind you how this works.

So, with that out of the way, let’s see the types of script changes and some examples on the

next page.

 

Page 10: Straight to VHS action movie rpg 2.6

Types of Script Changes:

1: A MISHAP or force of nature (that doesn’t directly take anyone out).

Examples: “Actually, the security camera DIDN’T see us. I’m using my script change. The

security system accidentally got unplugged.” “When the alien goes to shoot Timmy, the gun just

sparks and starts smoking.”

2: A CHARACTER arrives (but you can’t dictate their features or items).

Examples: “Ah, OK! Hot Kevin walks in just in time to see my courageous act!” “We

suddenly see Officer Friendly sneaking up behind the Anti-Easter Bunny.”

3: A THING is at hand (that isn’t an uber weapon).

Examples: “Script change time! There IS a helicopter on the roof.” “I find a scroll with a

translation of the Egyptian hieroglyphics.”

4: An EMOTION is felt (but don’t dictate the feelings of another player’s character).

Examples: “Oh, this’ll be good! OK, suddenly the sasquatch looks at me with my hairy

legs and everything and it’s love at first sight.” “I tell him all about Bill, and the prison guard is

filled with deep remorse. He suddenly realizes that maybe this isn’t the right thing to do.”

5: A secret TRUTH is revealed (that won’t change a character’s game mechanics).

Examples: “I pull from my pocket a crumpled photo of a woman and I show it to Dracula.

I say to him, ‘I bet she looks familiar. Your old flame and my mother! Don’t you see...Dad!?’” “As

the Mafia goons point their guns at us, I pull out my gun and walk over to them, keeping it

aimed at you guys. The mob boss explains that I’ve been reporting back to them and that you’ve

all been double crossed. But you notice that I sneak a little wink to you guys.”

6: Just about ANYTHING (but the Director shall charge a terrible price).

Examples: ????????!!?

So, let’s say your original vision was a simple tale of the players being

terrorized by a sasquatch out in the woods. Now let’s say a player’s script

change has resulted in the sasquatch falling in love with one of the players. This

will require a serious rethink of your plans. If you’re not sure how to work with a

player’s script change, you could call for a five minute break so that you can

figure out how to move forward. Maybe poachers come for the sasquatch or

maybe it’s time to meet the ‘squatch’s parents. Maybe the sasquatch comes to

trust the players and reveals his secret alter ego: Santa Claus. If you can’t think

of anything satisfactory for your situation, you can veto the script change or

suggest some sort of compromise.

Page 11: Straight to VHS action movie rpg 2.6

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

affect. Let’s take a look.

Stats (ACC) ACCURACY: Ability with ranged weapons and delicate procedures.

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

(CHA) CHARISMA: Persuasion, intimidation, and seduction. Resistance to despair.

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

(INT) INTELLIGENCE: History, science, criminology, culture and so on. Resistance to coercion.

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

(STR) STRENGTH: Body strength, melee attacks, intimidation. Resistance to fear.

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

Stat Tweaks:

Give one stat a +3,

one gets a +2,

one gets a +1,

one of them gets nothing,

one gets a -1,

one gets a -2,

and one gets a -3.

Your tropes, perks and items will often make additional changes to your stat values. For

example, let's say you chose SPY to give +3 and you chose a trope that gives you +4 SPY. Just

add them up. Your SPY is 7. So what do stats do again? They add to your d20 rolls. So let's say

you have +7 on SPY and you’re trying to read someone’s lips; roll a d20 and add 7 to the result,

as well as any other bonuses or penalties.

Not all actions fit neatly into a single stat. In these situations, the players choose a stat

that they feel is relevant, though they need to explain how it's going to help the character.

Driving is a good example; depending on the specifics, ATH, INT or ACC could be used. "I

use INT to pull off some maneuvers to ditch the cops," or "I'll roll with ACC ‘cause I'm

trying to drift right between the two semi trucks," and so on.

Page 12: Straight to VHS action movie rpg 2.6

Health Points      Characters also have Health Points. Let’s learn, shall we?

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

This is the number that you subtract from when you take damage. It goes back to it’s full

value at the start of a new day. HP starts at 20, but some tropes and perks will make it so that

your maximum HP is higher or lower than 20. Player characters are knocked unconscious when

they are brought down to 0 HP, and they die at -10 HP. If your character dies, make the most of

it! Give them some good last words and make a new character for the Director to add to the

movie.

“Bad guys” have HP too, though sometimes it’s a lot less or a lot more than 20. Also, if you

knock a bad guy down to 0 HP, it’s usually assumed they’re dead unless you specify that you

merely knocked them unconscious. 

Speed

  

     ATH SPEED

-8 or less 10 ft or 2 sq

-7, -6 and -5 15 ft or 3 sq

-4, -3 and -2 20 ft or 4 sq

-1, 0, and 1 25 ft or 5 sq

2, 3 and 4 30 ft or 6 sq

5, 6 and 7 35 ft or 7 sq

8 and more 40 ft or 8 sq

 

Characters' speed is dictated by their ATH stat.

Speed tells you how many feet (without a grid) or

squares (with a grid) you can move at a time.

Remember, moving uses 2 AP, so theoretically you

can move twice in a single turn (effectively doubling

your speed), but you’ll only have 1AP left over.

Movement can occur diagonally on a grid.

Make sure to include (at least occasionally)

enemies or goals that are a considerable distance

away. Why? Because it ensures that fast characters

and characters with ranged weapons get their time

to feel special. This sort of consideration for

character differences is key to a really excellent

game where everyone has a blast.

 

 

Page 13: Straight to VHS action movie rpg 2.6

Epics and Bloopers      Your tropes and perks will sometimes give you “epics”. Epics are specific subjects that your

character has skill or knowledge with, like “Sneaking”, “Intimidation” or “Animals”. When

you’re rolling for something relevant to one of your epics, you get an epic die, meaning you roll

twice and use the die you prefer.

You might come up with a clever reason that an epic ought to help with all your attack rolls

because of the item or technique you’re using. Quit it! Epics aren't meant to be a constant

bonus to combat prowess. Your Director might let you use it once for your clever thinking

though.

There are also negative counterpoints to epics, which are called bloopers. When you roll for

something that you have a blooper in, you roll an extra d20 and use the lower roll. Be cool and

remind everyone when you have a blooper that should affect you. Otherwise, the blooper will

call for ANOTHER d20 for the rest of the movie! Blooper dice and epic dice sometimes end up in

the same roll. In this case, they just cancel each other out, die for die.

Making Characters in 5 Steps 1

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

2 Pick a perk. You’ll get another one every time you get a montage

(unless the Director says otherwise).

3 Pick out some items. Characters (usually) start with $200. And remember, you don’t have to

spend all of it. It might be nice to have some cash later.

4 Allocate the stat tweaks as described on page 11. Then add up those numbers with the stat

changes made by your tropes, perks and items. Voila! Final stats!

5 Give your character some personality! For a lot of players, this might be the first step. Give

them a backstory, goals and compulsions. Do they have a catchphrase or play in a rock band?

Don't worry about being hammy; this is in the spirit of bad movies, after all. Talk to the Director

and other players and see if you want to weave your characters’ histories together, though

some movies may start with everyone being strangers. 

Page 14: Straight to VHS action movie rpg 2.6

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

Batshit Crazy

At some point in each scene, the director rolls a d20 and keeps the result hidden. If the Director

rolls 8 or less, they tell you a lie. If the Director rolls 9 or higher, they tell you a truth. Once per

scene, you may spend 4 AP to describe your character’s crazy antics and roll with a bonus equal

to your CHA penalty (so, if you have -4 CHA, you’d get a +4 bonus. Positive CHA gets you +0),

your target defends with INT and on a hit the target is gobsmacked and loses their next turn.

Once per scene, you may spend 2 AP to gain an epic die token by responding to an emotional

moment inappropriately.

+3 to any two stats // -2 CHA // Blooper: Composure

Batteries Included

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

asphyxiation. You can see in the dark and in infrared. Once per scene, use 1 AP to scan your

surroundings as a SPY check with an epic die. 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.

+8 HP or +5 STR // -3 to CHA, INT or SPY // Epic: Mathematics // Blooper: Romance

Beastmaster

You have a pet animal (any kind the Director approves). It can’t speak and it can’t use items.

During your turn, You can spend up to 6 AP on your turn, as long as both you and your pet use

AP on your turn. If only one of you acts, it’s just the regular 5 AP. The pet gets a montage

whenever you do (but never earns perks) and starts out with 20 HP and the following stat

bonuses; you choose which stat they go to: -5, -3, -1, 0, +1, +3, +5. If your pet is killed, the

Director may supply you with an opportunity to get a new one with effort.

+3 to any stat // +2 to another stat // Epic: Animals

Blind Master

You are blind and take a blooper die on all rolls that would benefit from sight, including nearly

all attack rolls. Once per scene, spend 2 AP to focus on your surroundings, and you won’t take

any blooper dice for being blind until the end of your next turn.

+7 to any stat // +4 to another stat // Epics: Hearing, Smell, Taste and Touch

The Brave One

Once per scene, if you succeed on an action that hurts both you and an enemy (like pulling the

enemy through a second-story window), your enemy takes 10 extra damage. Once per scene, if

you are within your speed distance from an ally that has just taken damage, you can

immediately move to their position and take the damage for them. However, you are terrified

of something; choose what it is and get Director approval. While confronted with your fear, you

only get 3 AP on your turn.

+4 DEF // +2 to any two other stats

Page 15: Straight to VHS action movie rpg 2.6

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. Anytime you attempt and fail at something that isn’t an attack, the next

person to try the same task gets a +5 bonus. Once per day, turn a CHA failure into a success

thanks to your bumbling charm. Every time you roll (and use) a 1, you can award an epic die

token to another player.

+6 DEF // -1 to four stats // Epics: Children, Animals

Chest of Wonders

Once per day, take off your shirt by using 2 AP to get an epic die to CHA rolls for the rest of the

scene. Also, once per day, take off your shirt by using 2 AP to get an epic die to STR rolls for the

rest of the scene. Once per day you get a epic die token when you get your top wet.

+2 to any two stats // -2 to any stat // Epics: Seduction, Intimidation

Coward

You can attempt to hide by only using 1 AP. You get an epic die against enemies that are

unaware of your presence. Once per day, when you take damage, you can give it to an adjacent

person that isn’t the attacker. Once per day you can cower until the start of your next turn by

spending 3 AP. While you are cowering in this way, nobody will attack you.

+5 to SPY // +5 to ATH, CHA, DEF or INT // -3 to STR and ACC // -6 HP

Crime Robber

Add $400 to starting amount. Roll a d20 when seen by a police officer; on a 15+, they will

attempt to apprehend you. You can attempt to pick-pocket by spending only 2 AP, rather than

3.

+4 SPY or ATH // +2 to another stat // Epic: Crime

Cyborg

You are part human, part machine. You have a built-in weapon, either a +3 melee weapon or a

+3 ranged weapon. If you get wet or electrocuted, add a blooper die to every roll for the

remainder of the scene. Pick one of the following (you can never use the option you don’t pick):

Once per scene you can spend 2 AP to see through walls until the start of your next turn -OR-

once per scene you can spend 2 AP to launch a 20ft arm extension (your hand still functions and

can be retracted for 1 AP).

+4 to ACC or STR // +2 to ATH or SPY // Epics: (Pick two senses) // Blooper: Swimming

Die Hardly:

Yeah, right! Like a shark bite and gunshot wound are gonna stop you! Once per scene, spend 2

AP to heal 5 HP. Upon reaching 0 HP or less, immediately roll a d20. You only fall unconscious if

you roll an odd number; you still die if you reach -10, however.

+8 HP // +3 to a stat of your choice // -4 to a stat of your choice

Page 16: Straight to VHS action movie rpg 2.6

Dual Wielding

Get a +1 to all attacks if you are wielding two weapons. Once per scene, you can make a 0 AP

attack with one of your weapons, but only if you already used another weapon on your current

turn. You can get into a defensive posture for only 1 AP, giving you an epic die to one DEF roll

before the start of your next turn.

+3 ACC or STR // +2 to ACC or STR (whichever you didn’t choose to give +3)

Famous

Add $700 to your starting amount. Anytime you meet a new person, you can roll a d20. On a

1-5, the person loathes you and you get a -5 penalty to CHA rolls with them. 6-10 means they

don’t know you. 11-15 gives you a +5 bonus to CHA rolls with them. 16-20 gives you +10. Your

experience with the paparazzi has also left you skilled at concealing your identity and avoiding

notice and capture. You can escape grabs by only spending 2 AP.

+2 to any two stats // Epics: Hide Identity, Sneak // Blooper: Common Society

Gangster

Roll a d20 when seen by police; on a 15+, they will try to apprehend you. You are accompanied

by a two-person entourage. They mostly never do anything of consequence. Once per scene,

and at any time, one of them can take a single 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 end of the scene. 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. If a member of your entourage dies, the Director may eventually provide you with an

opportunity to enlist a new member with some effort.

+2 to any two stats // Epics: Street Smarts, Intimidation // Blooper: Polite Society

Haunted

You are aided by a ghost. Who they are and why they help you is up to you. The ghost has its

own character sheet, with starting stats and one perk (no items or tropes). It gets a montage

when you do. When it reaches 0 HP, the ghost retreats. Once per scene use 1 AP to summon

the ghost anywhere within 100 ft of you, then direct the ghost to take a single action that isn’t

an attack. Once per day, use 2 AP to summon the ghost anywhere within 100 ft of you, then

direct the ghost to take a full 5 AP turn with the ability to attack.

+2 to any two stats // Epic: Ghosts

Hobo

Subtract $170 from your starting amount. Start with a bindle on a stick containing a knife (has a

+2 bonus, and can be thrown short range), two gauze, a lighter, lighter fluid, a can opener, a

flask and a flashlight. Once per scene, you can throw a can of beans (a short-range weapon with

a +2 bonus) for 2 AP. You suffer from halitosis, and once per 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

Page 17: Straight to VHS action movie rpg 2.6

Jack Burtonesque

Get blooper die on all rolls! Once per day, you can choose to have an automatic critical success.

Once per day, when you are hit, you can take zero damage and give the damage you would

have taken to your attacker but you must be able to explain this as being the result of good

reflexes. You can spend 2 AP to make your enemies not really pay attention to you until the

start of your next turn, so long as they have someone or something else to focus on instead

(also you should say or do something cocky). You also own a trailer truck, but you don’t have it

right now. Yes, this is probably unbalanced, but you know what ol' Jack Burton says? "Fuck it."

+2 DEF // +2 to any other two stats // Epic: Reflexes

Know-It-All

Once per day, spend 1 AP to dramatically remove your glasses and receive uncanny insight from

the Director. Once per scene spend 4 AP to get a read on a target, after doing so, you’ll receive

an epic die to all rolls against the target until the end of the scene.

+5 to INT // -2 to STR or CHA // Epic: Recalling Any Knowledge!

Mad Scientist

Your intensity and your zest for experimentation can be off-putting to others, but no one can

doubt your ingenuity. After you or anyone else attempts something and fails, you gain a

one-time +2 bonus to attempting the same thing as long as you describe a more elaborate

solution to the problem. Once per scene, you may spend 2 AP to gain an epic die 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 Action

Anytime you attack multiple targets with a single attack, reduce your total attack penalty by 2.

Once per scene, when you break something, gain 1 AP to use on your current or next turn. Get

an extra bad edit each day.

+4 to ACC or STR // -2 INT or SPY

Man/Woman of the Cloth

You are some sort of religious authority. Once per scene, whether through the divine or the

mundane, you can use 2 AP to heal yourself or an ally by 1/4 of their HP. Years of sermons

and/or ceremonies have made you a gifted speaker; you can persuade others using only 1 AP.

+3 CHA // +2 to another stat // Epics: Religion, Public Speaking // Blooper: Romance

Martial Artist

You get +5 to STR if you are unarmed and +2 to DEF if you aren't using any sort of armor. If you

succeed in defending against a melee attack, you can move yourself or your opponent a

number of feet equal to the amount you succeeded by. You can spend 4 AP to put on an

intimidating martial arts display that works as an intimidate action with an epic die.

+2 ATH // Epic: Acrobatics // Blooper: Firearms

Page 18: Straight to VHS action movie rpg 2.6

Monkey Man

There’s something wild about you. Anytime you’d like something to climb or swing on, it's

conveniently there! Be it a chandelier, rope, cable or vine, it’ll be the length you need and will

never break on you. You have a monkey companion who follows you and mostly doesn’t do

anything of consequence. It has 10 HP, and its stats are 0 except for ACC, ATH and SPY which

are equal to your number of montages. Each 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

Net Hacker

The digital webs are your playground. Computer systems are your play blocks. It's...playtime, or

something. You have some sort of portable device that apparently allows you to wirelessly

access all sorts of electronic systems by using only 2 AP. Note: this doesn’t mean automatic

success at your hacking goals, as you still must roll an INT check to succeed. Once per scene,

earn an epic die token by spending 2 AP to do something that supports the hollywood idea that

hackers are nerdy, awkward and/or weird.

+3 INT // +3 SPY or DEF // -2 to STR or CHA // Epic: Electronics, Research // Blooper: Nature

Paid Sponsor

Add $200 to your starting amount. Once per scene, use 1 AP to have a refreshing and/or

relieving [INSERT PRODUCT] which can either heal 1/4 of your total HP or give you an epic die to

your next roll. Once per scene, use 1 AP to use an [INSERT PRODUCT] on an ally within 25 feet

(5 squares).

+2 to any two stats

Police Cop

You start with a weapon with a +4 bonus, a cop car and of course, a badge! But remember, the

police chief and populace might not always be on your side. Once per day, spend 2 AP to call for

backup. Two cops will enter combat right before your next turn. Each cop has 1 HP, and all their

other stats are equal to your number of montages. Their weapons give an attack bonus of +3 to

ranged attacks. The backup cops exit at the end of the scene. If the story disallows the arrival of

backup, you can instead spend 2 AP once per day to have 8 AP on your turn (starting on your

next turn) for the rest of the scene.

+2 to any stat // Epic: Police Work, Persuasion // Blooper: Criminal Society

Protagonist

You're the star, so nothing bad will happen to you, right? Once per day, ask for a rewrite that

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

failure. Once per day, spend 3 AP to make a character waste their next turn monologuing

instead of actually doing anything.

+3 DEF // +2 to another stat

Page 19: Straight to VHS action movie rpg 2.6

Psychic Mindfreaker

You have the power to move things under 10 pounds with your mind, no problem, even using

them to attack using INT. Moving heavier objects requires an INT roll with the target number

set by the Director. Once per day, spend 2 AP to read someone's mind. Once per scene, spend 3

AP to freak someone’s mind, giving them a blooper die to their next roll.

+3 INT

Road Rash

Anytime you’d like a motorcycle with keys in the ignition to be nearby, spend 2 AP to spot one.

Get a +2 bonus to all rolls while on a speeding motorcycle, except INT and SPY. Note that

sometimes being on a motorcycle will still net you a penalty (while attempting stealth, for

example). Getting on or off vehicles doesn’t cost you any AP and you look cool doing it.

+2 to any two stats // -2 to any stat // Epic: Motorcycling

Sentimentalist

You carry something with you, like a flask, locket, shrapnel in your chest, lucky coin, etc. Once

per scene, spend 2 AP to gaze upon it and gain an epic die on your next roll. When you receive

damage that would take you to 0 HP or less, give the damage to your trinket instead. It’s

destroyed after taking a total of 30 damage since the start of the movie.

+3 to any two stats

Skating Ninja:

Subtract $100 from your starting amount, but you have a +4 katana, an unending supply of +2

shurikens and a skateboard. You get a +2 to melee attacks made from above or below your

target.

+3 to SPY and ATH // -3 to any stat // Epics: Acrobatics, Stealth

Sniper

Start with a +6 sniper rifle in your possession! You’re a damn fine shot and also skilled at

concealing yourself and your weapon. You can spend 5 AP on an attack with a sniper rifle in

order to gain a +2 bonus. Hopefully you don’t ever have to fight in close quarters combat.

+3 ACC // +2 SPY // Epic: Stealth // Blooper: Melee defense, Melee offense

Stoner

Subtract $100 from your starting amount. You have a knapsack with $100 worth of the

weedpot, your treasured bong and 5 snacks. Your treasured bong is a +10 melee weapon that

shatters irreparably after dealing any damage. You can buy a new pipe or bong for smoking, but

none can attack like this one can. Eating a snack costs 3 AP and heals 5 HP. Once per scene you

can spend 3 AP to do marijuana smoke (and deduct $5 of your dopegrass supply). For the rest

of the scene, eating a snack costs 2 AP and heals 10 HP, and you get two blooper dice on all

rolls. When you roll with blooper dice and two dice roll the same number, it’s a critical success

(as if you rolled a 20). Once per day, say something wise to give out three epic die tokens as you

see fit, but you must be high.

+3 to any stat // +2 to another stat

Page 20: Straight to VHS action movie rpg 2.6

Street Tough

You carry a boombox with you wherever you go and always seem to be wearing sunglasses.

Some people seem to think this makes you look tough. Once per scene, you can use 2 AP to

blast some tunes to pump up you and your allies, giving +2 to their next roll. Once per day, you

can use 2 AP to use your boombox to sonically assault an opponent, causing them to miss their

next turn.

+2 to any two stats // Epics: Youth Culture, Dancing, Intimidation // Blooper: Polite Society

Talking Dog

You are a relatively intelligent canine (or similar) who can freely communicate with his friends.

For some reason, other people don’t seem to acknowledge this. You lack opposable thumbs

and take a -3 to any rolls that would benefit from them. You can also talk to animals. You can

grab enemies by spending only 2 AP instead of 3 AP (grab rules on page 31).

+5 ATH or CHA // +2 to DEF or STR // Epics: Smell, Digging

Thou Art from the Past

You are a warrior from the relative past who has been transported to...well, whatever time

your game takes place. You have no money but start with a melee +4 weapon and armor that

gives +2 DEF. Once per day you can spend 2 AP to unexpectedly phase in and out of time,

making yourself untouchable until the start of your next turn. Once per 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.

+4 STR // +2 to another stat // -2 ACC // Bloopers: Current Events, Pop Culture, Technology

Though Art from the Future

You are a warrior from the relative future who has been transported to...well, whatever time

your game takes place. You have no money but start with a ranged +4 weapon and armor that

gives +2 DEF. Once per day you can spend 2 AP to unexpectedly phase in and out of time,

making yourself untouchable until the start of your next turn. Once per day, you can allow the

forces of time to tug on you, revealing a possible vision of the near future (the Director reveals

something). +4 ACC // +2 to another stat // -2 STR // Bloopers: Current Events, Nature, Etiquette

Troubled Athlete

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

After you roll and use a 1, you gain "the yips". While you have the yips you suffer from

self-doubt and you get a blooper die on all ATH and STR rolls. However, after you roll and use a

20 you gain "the touch". While you have the touch you are brimming with confidence and get

an epic die on all ATH and STR rolls. 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

Page 21: Straight to VHS action movie rpg 2.6

Vampire

You take 5 damage each round in which your skin is exposed to direct sunlight. If you ever take

damage from a wooden stake, double the damage dealt. You get a special melee attack called

Blood Sucking. Though Blood Sucking gets no weapon bonus, you add STR and ACC to your

Blood Sucking attack rolls. If the Blood Sucking attack hits, you heal the amount of damage you

dealt. Once per day, you can use 2 AP to turn into a bat until the end of the scene. While you

are a bat, the only attack you can make is Blood Sucking. As a bat you can fly, and have Epic:

Stealth.

+2 to any three stats // Epic: Persuasion, (Stealth as a bat) // Blooper: Animals

Voodoo Master

You have a voodoo doll, some glue and a pair of scissors. If you collect some hair from someone

and attach it to the doll: Once per day for 2 AP, roll a d20 and the hair donor will take damage

equal to the amount shown on the d20. Once per day for 3 AP, you can try to hypnotize

someone who can see you. Roll INT or CHA, your target defends with INT. On a success you

manage to hypnotize your target into immediately doing a single action. Once per scene, you

can spend 1 AP to place a hex on someone, causing them to take a -2 penalty to all rolls for the

rest of the scene.

+3 INT or CHA // +1 to another stat // Epic: The Supernatural

Werewolf

In the moonlight (full or otherwise), you turn into a werewolf with the following bonuses and

penalties: (+8 HP. Epic: All STR and ATH rolls! Blooper: All CHA and INT rolls!) Turning into a

werewolf heals 8 HP and destroys normal-fitting clothing. As a werewolf, you can not attack

with weapons. You only stop being a werewolf after spending a few hours out of the moonlight

(meaning the sun has risen or you’ve been indoors). As a werewolf, you can earn an epic die

token once per scene, by spending 2 AP to howl.

+2 to any stat // Epic: Intimidation, Smell // Blooper: Animals

What a Scoop!

You are employed at a newspaper, news magazine or TV news show. You have a press pass and

a camera. Spend 2 AP to take a photo. Once per scene, you can blind someone with your

camera’s flash when taking a photo, giving them a blooper die to all rolls until the start of your

next turn.

+3 to two of the following: INT, CHA, SPY // Epics: Interviewing, Public Affairs.  Wheelman

You start with a 1969 Dodge Charger. While in a car, spend 5AP to use the car as a melee

weapon with a +7 bonus. You never take damage from a vehicle crash. You can automatically

hotwire any vehicle. You also seem to have a special touch with machines; you can use STR or

ACC instead of INT when trying to fix machinery.

+2 CHA // +2 to STR or ACC // Epic: Vehicles (but not to attack)  

Page 22: Straight to VHS action movie rpg 2.6

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

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

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

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

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).

Dramatic Reveal*: You get to choose a third trope. However, you completely lose your ability to

Push It to the Limit and your max HP drops by 3.

Druid, or Possibly Farmer: In any case, you've been getting in touch with nature. (Epics: Plants

& Animals, Living off the Land, Weather Prediction)

Duct Tape and Solder*: In 10 minutes, you can combine any two weapons together. The

resulting weapon has the properties of one of the weapons (your choice) and gets an additional

+1. If you combine a melee weapon and a ranged weapon, the resulting weapon can switch

between melee and ranged by spending 1 AP. And no, you can’t keep combining

already-combined weapons to get bigger and bigger bonuses. Nice try, though.

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

Elite Shooter: Drop your weapons’ 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: 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: 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, do 1 damage to the target/s.

Good Judge of Character: You've been around the block and tend to know a shady character

when you see one. (Epics: Sense Motives, Lie Detection.)

Hell of an Arm: You can throw with great strength, gaining +2 on attacks with throwables. Also,

you can throw things at a long range, including gauze, first aid kits, molotovs, grenades etc.

Page 23: Straight to VHS action movie rpg 2.6

High Five of Life: 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 your chosen category.

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

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

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

Leap of Faith: 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)

Live, Man, Live!: If you give a passionate plea when you use a healing item, add 3 to the amount

healed.

Masochistic: +2 to your next roll after taking damage. Receiving damage more than once does

not cause the bonus to increase.

Mass Destruction: Anytime you attack multiple targets in the same action, reduce your total

attack penalty by 1.

Master of Disguise: You’re skilled at changing your mannerisms, voice and appearance to seem

like a different person. (Epic: Disguises & Mimickry)

Mr. Roy Rogers*: You can make any trick shot you can imagine with no penalty, negating any

cover your enemies might be using.

My Body Is a Weapon: All of your unarmed attacks get a +2.

My Body is Literally a Weapon: You’ve attached a weapon onto your body in place of one of

your hands or feet. This weapon receives a +2 bonus but you may receive penalties on actions

that the Director believes would be aided by having the hand or foot instead. It takes 3 AP to

both remove the weapon and also to place a new weapon or artificial limb.

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

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

Push It Real Good: Your "Push It to the Limit" heals an extra 2 HP, and you can choose to use

the ability to an ally that can see or hear you, instead of on yourself.

Quick to Act: You have “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.

Sleeper Hold: 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+.

Page 24: Straight to VHS action movie rpg 2.6

Smack-Talkin': 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.

Suppressing Fire: 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 John Woo: 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

The Speed of Plot: 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.)

Trenchcoat*: You wear a trenchcoat in which you can visually conceal anything smaller than

yourself. 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?: 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.

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, Intimidation, Jumping,

Lock-picking, Lying, Music, Nuclear Energy, The Ocean, Parkour, Pop Culture, Religion, Reptiles,

Ropes, Seduction, Singing, Stealing, Surgery, or something else that your Director approves.

(When taken a second time, simply pick two new 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.

Page 25: Straight to VHS action movie rpg 2.6

ITEMS

A Note About Melee Combat VS. Ranged Combat

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

1. After rolling a 3 or less when attacking, ranged weapons jam or need to be reloaded. You must spend 2 AP to fix it before you can use it again. 

2. When attacking someone who is within 5ft (1sq) of you, ranged weapon attacks get a blooper die. 

3. If you choose to attack more than one target in a single ranged attack roll, you take a ­4 penalty for each additional target. By comparison, melee weapons take a ­2 penalty for each additional target. 

4. Most ranged weapons are loud, which isn’t ideal when trying to keep a low profile.       In the end, both options are just about equal, and you shouldn’t worry too much about the choice. Simply pick the tropes and perks (some of which favor ranged or melee) that appeal to you and build the character that sounds fun to play.

Example Items

Want an item that's not on the lists below? Ask your Director. Also, feel free to add some

personal flair to your items. "Brass Knuckles" could just as well be "Ring of Power" or "False

Fingernails." Be aware, depending on how the movie starts out, the Director might ask you to

wait on items.

The following are just examples; in your game, the players might need to get scuba gear,

potions of anti-fairy, wooden stakes or a trampoline. Just create any relevant stats and

costs and go wild! Starting with $200 is just a suggestion, and depending on the plot, you

might go with something very different. Just be sure to adjust relevant tropes and perks

appropriately. You'll likely want to give players options for getting new items, either through

finding them and/or purchasing them. If your players have the option of buying items,

provide opportunities for characters to get money. Money could be earned from NPCs for

completing tasks, it could be found on defeated enemies or it could even be stolen or

extorted from NPCs. Money could be a central goal for the characters.

Characters can have their items taken or broken, but items are a way for players to

customize their characters. As such, only smite a player’s item when the character’s actions

really call for it, and give the character a chance to avoid it, repair it or replace it.

Page 26: Straight to VHS action movie rpg 2.6

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

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

● +1 Sturdy Stick [$5]

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

● +1 Zapper (blooper die to target's next roll. Bzzzt!) [$50]

● +2 Baseball bat [$20]

● +2 Knife or Dagger (can be thrown short range) [$45]

● +3 Machete [$60]

● +3 Whip (10ft melee) [$120]

● +4 Axe [$150]

● +5 Sword [$340]

● +5 Chainsaw (loud) [$290]

● +6 Katana [$700]

● +6 Cyber Halberd (10ft melee) [$1,400]

● +7 Battleaxe [$1,300]

● +8 Lasersword [$2,200]

● +9 Poseidon’s Trident [$3,300]

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

adjacent enemy. When attacking more than one target in a single action, take a -4 penalty per

additional target. If you roll a 3 or less on an attack, you must reload. Reloading uses 2 AP.

● +1 BB Gun (normal range) [$10]

● +2 Blowdart (quiet, short range) [$35]

● +3 Handgun (normal range) [$90]

● +4 Hunting Rifle (normal range) [$230]

● +4 Bow and Arrow (quiet, normal range) [$300]

● +5 Revolver (needs reload on a 5 or less, normal range) [$435]

● +5 Sawed-off Shotgun (no melee-range penalty, short range) [$690]

● +5 Uzi (normal range) [$510]

● +6 Combat Rifle (normal range) [$1,050]

● +7 Flamethrower (short range) [$1,755]

● +7 Sniper Rifle (must reload after every shot, long range) [$1,755]

● +8 Gattling Gun (normal range) [$3,300]

● +9 Zanrethi Alliance Vectorblaster (normal range) [$4,950]

● +10 Rocket Launcher (one-time-use, 20x20ft target, normal range) [$3,450]

THROWN WEAPONS: These are short-range weapons.

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

● +2 Shuriken (can be retrieved to reuse) [$15]

● +3 Molotov Cocktail (10x10ft target, one-time-use) ($25)

● Grenade: +5. (15x15ft target, one-time-use) ($185)

Page 27: Straight to VHS action movie rpg 2.6

HEALING: Using a healing item takes 3 AP.

● Gauze: Heal 5 HP ($10)

● First Aid Kit: Heal 10 HP ($30)

● Defib Paddles: Revive within 5 minutes at 1 HP ($1,000)

OTHER:

● Armor (poor): +1 to DEF ($100)

● Armor (average): +2 to DEF ($300)

● Armor (good): +3 to DEF ($750)

● Climbing Gear (3 AP to set up and retrieve): Epic: Climbing ($80)

● Clothing (nice): +1 CHA ($70)

● Clothing (stylish): +2 CHA ($210)

● Clothing (stunning): +3 CHA ($525)

● Fine fragrance: Epic: Seduction ($150)

● Mace Spray: Once per scene for 2 AP, On a hit the target doesn’t take damage but gets a

blooper die on all rolls until the end of their next turn. Very Short Range. (2 squares, no

melee penalty) ($50)

● Night Vision Goggles: No darkness penalties ($80)

● "Protein" Pills: +1 to all STR rolls for the rest of the day ($80)

● “Study” Pills: +1 to all ACC rolls for the rest of the day ($80)

● Silky Short Shorts: Only spend 1 AP to stand up ($50)

● Skateboard: 1 AP to mount or dismount. While riding gain +15ft (or +3sq) of speed.

Bloopers while riding: Defending, Stealth. ($70)

● Spyglass: See things from far away and get a nautical thing going for you. ($30)

● Super Duper Glue: It’s really sticky! ($20)

Weapon Workshop

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

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

Page 28: Straight to VHS action movie rpg 2.6

 

MELEE 

Pick one: Regular melee [free] 10ft melee [x2] 

Pick an attack bonus: +1: [$5] +6: [$700] +2: [$20] +7: [$1,300] +3: [$60] +8: [$2,200] +4: [$150] +9: [$3,300] +5: [$340] +10: [$4,600] 

BADASS FEATURES (pick any or none)

- Can be thrown short range [x1.5]

- Reduce total penalty for attacking multiple targets by 1 [x1.5]

- Reduce total penalty for attacking multiple targets by 2 [x2]

- Counts as unarmed [x2]

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

- (2 AP) Convert to/from normal range [x4]

- Blooper die to target’s next roll if you hit. [x5]

SUCKY FEATURES (pick any or none)

- Penalty for attacking multiple targets goes up by 1 [x0.9]

- Penalty for attacking multiple targets goes up by 2 [x0.8]

- Loud [x0.85]

- Uses an extra 1 AP [x0.8]

- One-time-use [x0.1]

 

 

RANGED 

Pick one: Short range [x0.9] Normal range [free] Long range [x1.5] 

Pick an attack bonus: +1: [$10] +6: [$1,050] +2: [$30] +7: [$1,950] +3: [$90] +8: [$3,300] +4: [$230] +9: [$4,950] +5: [$510] +10: [$6,900]

BADASS FEATURES (pick any or none)

- (2 AP) Convert to/from regular melee [x3]

- Quiet [x1.3]

- Only reload on a 1 [x1.3]

- Never needs to reload [x1.5]

- No melee range penalty [x1.5]

- Arc: Free attack on a different target within 25ft if you rolled a 15 or higher on your attack roll. [x3]

-Explosive ammunition attacks a 10x10ft area [x3]

-Explosive ammunition attacks a 15x15ft area [x4]

-Explosive ammunition attacks a 20x20ft area [x5]

SUCKY FEATURES (pick any or none)

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

- Must reload on 10 or lower (x0.75)

- Must reload after every shot (x0.6)

- One-time-use [x0.1]

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

Page 29: Straight to VHS action movie rpg 2.6

GRID RULES

   This section is focused on providing rules to allow play on a grid. This is entirely optional, but

will help groups who want to have a firmer grasp on what's happening on the battlefield.

What’s a grid? It’s simply a grid of squares that you use to map out the physical location the

characters are in. You can use something to represent the characters, like a coin or a miniature

figure; it just needs to be small enough that it doesn’t take up more than one square on the

grid.

FLANKING:

When two allied characters are on opposite sides of a bad guy and are both in melee range,

they get a +2 bonus to their attack rolls against that bad guy.

RANGE:

You'll notice that ranged weapons give a general range (short, normal, long). For grid battle,

we'll want a tighter explanation. For that, take a look below.

● Short range: 5/10

● Normal range: 10/20

● Long range: 20/40

The first number displayed is how many squares away the weapon can attack with no

problem. The weapon CAN attack up to the second number, but will take a -2 penalty for being

farther away than the ideal range.

When characters are in touching squares (including ones that just touch corners), ranged

weapons used by those characters get a -5 penalty.

If you are drawing out the layout of a location, make sure to tell your players that there

may be details present that you haven’t included. This might sound unnecessary, but I highly

recommend it. Why? Because a creative player might ask if there’s a ventilation shaft she can

crawl in, and you might think something like “yeah, you know what? There totally is!” You

want to always leave room for unexpected player creativity.

Page 30: Straight to VHS action movie rpg 2.6

DIRECTING 101 This entire section only needs to be read by the director. However, it’s not a bad idea for

players to read through in order to gain a more complete understanding of the game.

Creating and Ruling Challenges   We’ve already learned about how attack rolls go up against defense rolls, but what about

when a character is trying to do something like karate chop a door open or do a backflip on

their motorcycle? There’s no need to roll a defensive roll for this sort of thing. Instead, just

choose a number that the character’s roll needs to match or exceed. It’s as simple as that. We

call this number the target number. How high should you set the target number? Here are

some guidelines:

<10 = Easy. Don’t even bother with rolls, unless the character has a negative relevant stat.

10 = Kinda easy. (Listening in on a conversation, climbing over a chain-link fence)

15 = Kinda tricky, but easy for experts. (Charming the bouncer, jumping from roof to roof)

20 = Hard. But an expert has a good chance. (Kicking a door down, hacking the mainframe)

25 = Very hard. Tricky for an expert. (breaking handcuffs, riding a shark)

30 = Hard for an expert. (Jumping over a bus, sneaking into the White House)

35 = Seems impossible. Everything needs to come together. (Punching a house down) (By “expert”, I mean anyone with a high relevant stat and/or Epic.)

When they do fail at something, avoid results where nothing happens like “No, you failed to

unlock the door, but you can just try again”. Instead, have them fail and have things get worse:

The cops show up, something breaks, an alarm goes off or they get ridiculed by another

character. Similarly, if they succeed by a lot, give them a little extra for the huge success. In

short, make stuff happen.

Some actions might take a while, like computer hacking, chopping down a tree, or taming a

unicorn. For these actions you can require a certain amount of success points. Let’s say you set

a target number of 20 for defusing a bomb and you require 10 success points. If a character rolls

a 26, they overshot the target number by 6, thus earning 6 success points. Now only 4 more

success points are needed. This is a handy trick when you want to create a beat the clock sort of

scenario, or if the player characters are trying to do something important while being attacked.

Page 31: Straight to VHS action movie rpg 2.6

Dramatic Effects Movies, even bad ones, usually involve the characters facing emotional and psychological

trials, not just physical ones. They can get scared, tempted, conflicted and much else. That’s

where dramatic effects come into play. As Director, you can imagine any penalizing effect that

could befall a player character due to the in-game situation. Create a target number and have

the player/s roll against it, using whatever stat you think is appropriate (usually CHA, INT or

STR, which grant resistance to “despair”, “coercion”, and “fear” respectively.).

Let’s say the bad guy just revealed that he is a player character’s father. Now let’s say your

desired dramatic effect is to make the player character take a penalty to attacking the bad guy

because of their conflicted emotions. This is a top-notch psych-out, so we’ll set the target

number up at 25. The player rolls a 16, thus failing by 9. The penalizing effect affects them by

the amount they failed. So, the player character will take a -9 penalty to attacks against that

bad guy. If they had rolled 25 or higher, they would’ve taken no penalty.

Keep in mind, that this doesn’t and shouldn’t force the character to act a certain way. If the

player still wants to attack, they can, but if they fail, it should be narrated that they failed

because of the dramatic effect: “Bucky swings half-heartedly. He misses badly, unable to fully

commit to killing his father.” Dramatic effects help steer the character actions towards

cinematic motivations and drama without dictating what your players do. Still, it’s best to use a

light touch with them in order to keep things moving speedily and smoothly. Most scenes will

work just fine without them.

Let’s have some more examples: Take a penalty to any actions taken before going to sleep,

because you've been on the run for 28 hours now. Take a penalty to balance because the rickety

rope bridge is freaking you out. Take a penalty to any action that isn’t taking the diamond skull

because its mystical power calls to you. Take a penalty to anything that isn’t some sort of action

against the duke because he insulted you for your lack of propriety.

You may be wondering how the characters can overcome dramatic effects. There are a lot of

options: Another character might make a rousing speech, the bad guy father might do

something to cheapen his own words, the affected character might spend an action to

strengthen their own resolve. If the action seems like it might break the dramatic effect, have

the acting character roll and add any relevant stat and bonuses/penalties. So, if the dramatic

effect is giving a -10 penalty and they rolled a 16, the penalty is reduced by the amount the

attacking roll succeeded by (in this case 6). Some dramatic effects can be overcome more

directly; if you’re being penalized because you haven’t slept, simply sleep. If you get past the

rickety bridge, it is no longer freaking you out.

Page 32: Straight to VHS action movie rpg 2.6

Typical Character Actions

Characters can do all sorts of stuff! So much stuff, in fact, that it would be foolish to make a

list. After all, it’s the high degree of freedom and infinite possibilities that draw us to tabletop

RPGS. On that note, I’m about to give you a list.

It’s not a complete list, and you probably shouldn’t pay it much attention. Skim it. Maybe

keep it around for reference. Otherwise, let’s just forget about it, shall we?

Remember what we told the players before: “describe what your character wants to do and

the Director will adjudicate accordingly.” This list doesn’t include using the power of child-like

imagination to embolden yourself in the face of adversity, but that doesn’t mean a character

shouldn’t try and do exactly that, and it doesn’t mean the Director shouldn’t make up some

numbers or mechanics to go along with it.

ASSIST (3 AP) As long as you have a positive relevant stat and can explain how you’re assisting,

you can assist another character with a specific task. They will receive a +2 bonus on their next

relevant roll.

ATTACK melee (3 AP) Roll STR. Your target rolls DEF. If you rolled higher, you do damage equal

to the difference between the attack roll and the defense roll. Take a -2 penalty for each

additional target you include in your attack.

ATTACK ranged (3 AP) Roll ACC Your target rolls DEF. If you rolled higher, you do damage equal

to the difference between the attack roll and the defense roll. Take a -4 penalty for each

additional target you include in your attack. If you rolled a 3 or less on your attack, you must

use 2 AP to reload before you can attack with that weapon again.

DEFEND (2 AP) Get an epic die to one DEF roll before the start of your next turn.

DISARM (3 AP) Roll ACC. Your target rolls DEF or STR and gets an epic die. On a success you

have taken their weapon. If your hands are full, the weapon travels up to a number of feet

equal to the amount you succeeded by.

DISTRACT (2 AP) Roll CHA. Your target rolls INT. If you succeed, your target gets a blooper die

on their next roll.

ESCAPE GRAB (3 AP) Roll DEF or ATH. Your target rolls STR. If you succeed, you have escaped

the grab and are now adjacent to the target in the direction of your choosing.

GRAB (3 AP) Roll STR. Your target rolls DEF or ATH. If you succeed, you have grabbed your

target. While grabbed, the target takes a blooper die to attack rolls and defense rolls. Both the

grabber and the grabbed can only move half their normal speed.

Page 33: Straight to VHS action movie rpg 2.6

HIDE (2 AP) To hide, you must utilize darkness or cover. Roll SPY. Anyone you want to hide from

now rolls SPY as well. If a target rolls lower than you did, they can not see you until you move,

attack or something else happens to draw attention to you. You get a +2 bonus to attacks

against targets you are hidden from.

INTIMIDATE* (2 AP) Roll STR or CHA. Your target rolls STR. (Large bonuses or penalties may

apply depending on the target and the goal of the intimidation. Also see PERSUADE.)

MOVE (2 AP) Move a number of feet (or squares) equal to your speed (or the speed of your

vehicle.

MOVE difficult (2 AP) When climbing, balancing, swimming or doing something similar, the

Director might reduce your speed. The Director will ask for an ATH roll against a target number.

Rolling under the target number results in a lack of progress or significant failure.

PERSUADE* (2 AP) Roll CHA. Your target rolls INT. (large bonuses or penalties may apply

depending on the target and the goal of the persuasion.)

PICK-POCKET (3 AP) Roll SPY against an adjacent target. The target defends with SPY. On a

success, take an item from them (large bonuses or penalties may apply depending on the item

and how it is or isn’t secured.)

PUSH (3 AP) Roll STR. Your target rolls STR or ATH. On a success, the difference between the

rolls is the number of feet you pushed the target. (also see TACKLE)

SCOOT (1 AP) Use this to move 5 feet (or 1 square).

TACKLE (3 AP) Must be preceded by at least 10ft (2sq) of movement. Roll STR or ATH. Your

target rolls STR or ATH. On a success, the difference between the rolls is the number of feet you

pushed the target and the amount of damage dealt to the target. Both you and the target end

up prone on the floor.

TAUNT (2 AP) Roll CHA. Your target rolls INT. On a success, your target takes a penalty (the

amount you succeeded by) to all rolls that don’t deal with you. The penalty goes away at the

end of your next turn.

*Note that when an Intimidate or Persuade succeeds against a player character, a suitable

dramatic effect is used, rather than directly forcing the actions of the player character. 

Page 34: Straight to VHS action movie rpg 2.6

Setting up the Movie

There are no rules about how you plan or set-up the story and the characters...But that

doesn’t mean I don’t have some suggestions for you!

While it may be a fool’s errand to try to plan out the whole story before play, it’s best to

come up with a core concept and how you’ll set it up. Then you can share the set-up with the

players to consider before they make their characters. For example: “You’ve all won tickets to a

brand-new amusement park on a secluded island” or “We’ll be starting off in the distant future.

The year is 1998. The place: Alcatraz.”

So, what sort of things should you plan out as part of your core concept? That’s totally up to

you! It’s a good idea to have a central conflict in mind like “aliens are silently invading” “the

school dean is looking for any excuse to expel the members of Kappa Omega” or “The player

characters are indebted to the mob”. Having a secondary conflict is great too, but these can

often develop naturally as the game is played (like when the cops chase after the player

characters because they robbed the bank to pay back the mob.)

The other thing I personally like to do before starting a game is to create a few characters to

insert into the game world. Locations and items can go a long way too. You don’t have to know

exactly how you’ll use these things, but having a few details ready to go can do a lot to put

some meat on your story’s bones. When the players hear about something detailed and

unique, they’ll become much more interested in it and you might be surprised at what becomes

important to them and the story.

Once the players finish up their characters, take a nice long look at their sheets. Take notice

of their character concept and ask yourself how the concept might fit into the larger picture. If

you have a plot about invading aliens and a player made a psychic werewolf, ask yourself how

they fit into the larger story. Maybe werewolves are part of an ancient alien breeding program!

Remember, this is a bad movie, so feel free to get pretty wild with the story. I also like to write

down notes for myself, including any epics and bloopers they might have. That way, I can try to

work them into the game whenever possible.

If you’re strapped for time, take a look at the premade setting idea on the next page, along

with related character concepts for the players to consider (or ignore).

Page 35: Straight to VHS action movie rpg 2.6

Welcome to Vicker’s Creek!

Vicker’s Creek is a sleepy little Georgia town, populated by charming locals with quaint

customs. Make no mistake, though: excitement is never far away! Come see the wildlife and

natural beauty of the mangrove swamps and Kwapoo Forest State Park. And while you’re out

there, keep an eye out for the mysterious Yaliqwe! Some still claim to catch glimpses of the

elusive swamp creatures from Kwapoo legend.

Vicker’s Creek Resort features all the latest amenities (color TVs, mini fridges, an ice

machine, and an on-site storm shelter). The resort has its own bar and lounge and is adjacent to

the brand-new Greens in the Mangroves golf course.

Don’t forget the neighboring Kwapoo reservation, home of the Kwapoo Lodge Casino, where

good times go hand in hand with good fortune.

CHARACTER CONCEPTS TO CONSIDER/TWEAK/COMBINE:

● Park ranger

● Hillbilly/swamp dweller

● Yaliqwe believer hunting for the truth

● Yaliqwe skeptic hunting for the truth

● Game hunter/taxidermist

● Card shark

● Casino employee

● Criminal planning a casino heist

● Local police officer

● Federal agent investigating a missing person case

● Professional golfer paid to promote the new golf course

● Environmental advocate concerned about the golf course

● Resort guest/tourist

● Resort employee

● SOMETHING ELSE ENTIRELY!

Remember, this is all just a suggested starting point. Throw in a carnival, add time travel, set

it in the Canadian Rockies, throw in cursed pirate treasure, set the focus on prom! However,

don’t plan out the whole plot before looking at your players’ characters. Take special note of

things like their backgrounds, tropes, epics and bloopers. Find ways that you might weave these

things into the movie’s plot. You’ll probably want to keep the characters more or less together

throughout the story. Doing so can seem tricky, but the players ought to put forth the effort to

meet you halfway on this point. There can always be well-executed exceptions, though.

Page 36: Straight to VHS action movie rpg 2.6

Example Bad Guys       Below, you’ll find just a few examples of bad guys you can throw at the player characters.

Players might surprise you with the trouble they get into, though, and you’ll find yourself

needing to come up with some quick stats for a new bad guy. If you’re in a rush, make numbers

for their attack bonus, HP and DEF. The other stats you can wing if you need them. Feel free to

get creative with enemy abilities, they can be as wild or wilder than the player characters’

abilities. You could also make use of tropes and/or perks when creating bad guys. And don’t

forget to give your baddies some style and personality. Nobody likes fighting numbers. Give

them an enemy! If you want to make a fight really interesting, have something else occurring at

the same time. You’ll see this a lot in movies too. Perhaps a missile is about to be fired and

some codes must be entered into the command console, maybe there are hostages in the mix

or everyone is in a burning building. Go nuts!

      A note about difficulties: Especially as you start out, don’t be afraid to adjust bad guy stats if

you realize that the fight is too easy or too hard. I have yet to break these example baddies

down into tidy difficulty levels. For now, I’ll describe their basic difficulty with the following

terms.

Strength of their combat stats: Wimpy, Toned, Tough, Scary Tough

Strength of their utility: Dumb, Average, Crafty, Treacherous

Henchperson / Wimpy and Dumb / Speed: 20 ft or 4 sq

HP: 10 DEF: -3

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

ACC: -1

ATH: -2

CHA: -2

INT: -4

SPY: 0

STR: 2

Uzi Attack: +4 (ranged)

Fists: +2 (melee)

Ghost / Wimpy but Crafty / Speed: 25 ft or 5 sq

HP: 8 DEF: 4

Ghosts can go through stuff, and they think it’s pretty funny that the living can’t. Sometimes they go away when you burn their bodies or teddy bear or whatever.

ACC: 0

ATH: 0

CHA: -3

INT: 0

SPY: 5

STR: 3

Ghost Attack: +2 (melee)

Able to go through stuff, but they don’t like to stay inside things for long.

Epics: Intimidation, History

Page 37: Straight to VHS action movie rpg 2.6

Russian / Toned and Average / Speed: 25 ft or 5 sq

HP: 13 DEF: 0

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

ACC: 0

ATH: 0

CHA: 0

INT: 0

SPY: 0

STR: 2

AK-47 Attack: +7 (normal range)

Knife: +4 (melee)

Speaks Russian and English.

Has a walkie talkie. Russians like to check on each other and see how they’re doing.

Epic: Resisting Interrogation.

Football Team Captain / Toned and Average / Speed: 30 ft or 6 sq

HP: 13 DEF: 0

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

ACC: 2

ATH: 4

CHA: 4

INT: -2

SPY: -4

STR: 3

Fists: +3 (melee)

No “I” in “team”: Spend 2 AP to call for teammates. Roll a d20. On a 5 or less, nobody

comes. On a 6-14, one teammate is on their way. On a 15+, two teammates are on

their way. The teammates have 0 in all stats and 5 HP. Roll initiative for the

teammate/s and have them show up next round.

Epic: Throwing Stuff

Jungle Cat / Toned and Average / Speed: 40 ft or 8 sq

HP: 15 DEF: 0

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

ACC: 0

ATH: 8

CHA: 0

INT: -5

SPY: 5

STR: 4

Tooth and Nail: +6 (melee)

Jungle Meow: (1 AP, once per scene, targets everyone nearby) +4 attack versus STR. If

hit, take no damage but get a blooper die on your next roll.)

Epics: Perception, Stealth, Climbing

Page 38: Straight to VHS action movie rpg 2.6

Yeti / Tough and Average / Speed: 35 ft or 7 sq

HP: 30 DEF: 0

This guy is so big, yeti has managed to stay hidden.

ACC: 0

ATH: 5

CHA: -5

INT: -4

SPY: 3

STR: 5

Tooth and Nail: +7 (melee)

So long as the temperature is below freezing, the yeti has 6 AP on its turn. The yeti is

also unaffected by any hampering from deep snow.

Epic: Stealth,

Ninja / Tough and Crafty / Speed: 35 ft or 7 sq

HP: 10 DEF: 5

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

ACC: 2

ATH: 5

CHA: 0

INT: 0

SPY: 4

STR: 2

Shuriken Attack: +4 (short range)

Katana Attack: +7 (melee)

Epics: Acrobatics, Stealth

Englishman / Tough and Treacherous / Speed: 25 ft or 5 sq

HP: 20 DEF: 3

Englishmen drink tea and they act all friendly and charming, but the fact is that Americans don’t drink tea because they’re pretty sure Englishmen poisoned theirs.

ACC: 1

ATH: 0

CHA: 4

INT: 6

SPY: 4

STR: 0

Tommy Gun: +7 (normal range)

Unsheathed cane that is actually a sword: +4 (melee)

First Aid Kit (1), Vial of poison (1)

Epics: Sense Motive, Hide Motive, Surprised Enemies

Page 39: Straight to VHS action movie rpg 2.6

Vampire / Tough and Treacherous / 30 ft or 6 sq

HP: 25 DEF: 0

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

ACC: 1

ATH: 3

CHA: 5

INT: 3

SPY: 3

STR: 3

Revolver: +6 (normal range) Needs a reload after a roll of 5 or less.

Blood Sucking: +4 (Melee) The vampire heals by the amount of damage dealt.

Bat Form (1 AP, Once per day): Turn into a bat. While you are a bat, the only attack

you can make is Blood Sucking.

Can freely climb along walls and ceilings.

Take 5 damage each turn in direct sunlight. Double damage from wooden stakes.

Epic: Persuasion

Blooper: Animals

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

HP: 50 DEF: 0

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

ACC: 0

ATH: 8

CHA: 0

INT: -5

SPY: -5

STR: 8

Tooth and Nail: +10 (melee) Pants-Destroying Roar (1 AP, once per scene, targets everyone nearby): +5 attack versus STR. If hit, take no damage but shit your pants and get a blooper die on your next roll.) Epics: Intimidation, Destroying stuff Blooper: Arms

  Possessed Monster Truck / Scary Tough and Average / Speed: 50 ft or 10 sq

HP: 50 DEF: 3

You’re gonna die on SUNDAY SUNDAY SUNDAY!!!

ACC: 0

ATH: 8

CHA: -3

INT: 0

SPY: -5

STR: 8

Ramming attack: +8 (melee) Doorcheck (1 AP, twice per scene): +5 (melee) The Monster Truck has side and rearview mirrors, so is difficult to sneak up on. Epics: Perception, Destroying stuff Blooper: The use of most items, Stealth

Page 40: Straight to VHS action movie rpg 2.6

Creative Prompts This section is here to provide optional prompts for character personalities and backgrounds as

well as elements for the Director to use in the story. These are here just to get you thinking.

CHARACTER TRAITS

1. You are/used to be a priest or nun. Lately your faith has been challenged.

2. You’re smoking that reefer any chance you can get.

3. You’ve come from another planet to learn about this “love.”

4. You served in ‘Nam and saw some shit, man.

5. You are an “Indian shaman,” supposedly.

6. You don't let people get close to you. People who do always end up getting hurt.

7. You are/were working for the Kremlin, but the tides are changing.

8. You are a hot tub salesperson always looking for clients.

9. You are/were a crooked cop with conflicting loyalties.

10. You are a carnie. No one just stops being a carnie.

11. You are a virgin and lie about it.

12. You are a disgraced former member of the Secret Service seeking redemption.

13. You are a chainsmoker trying to kick the habit.

14. You are an Olympic athlete, cheated out of the gold.

15. You are an incorrigible pervert, looking for love.

16. You’ve come from the future, but you can’t remember why or much of anything.

17. You have face cancer and time is running out.

18. You are in the witness protection program, but your old life has come knocking.

19. You have a child somewhere out there, but you couldn’t be there for them.

20. You are/used to be a prostitute. You, of course, have a heart of gold.

21. You ain’t got time for these damn kids.

22. You have just woken from a coma and are suffering from amnesia.

23. No one knows that you’re...The Shadow.

24. You make drinking look fun and wholesome.

25. You’re the only one that gets it. They’re already here, man! They are among us!

26. You have/are an evil twin, raised in Quebec by gypsies.

27. You are suffering from a recurring nightmare; bits are coming true.

28. You are a bounty hunter. Your latest target: Your sister.

29. You have given up a life of crime...or have you?

30. You have multiple personalities and one speaks only Spanish.

31. You’ve been married four times. They all had the same name.

32. You are in a rock band, but are looking to go solo.

33. Your sensei was murdered. He was going to teach you the ultimate technique.

34. You’ve fallen on hard times. But you know the gold is buried somewhere ‘round here!

35. You never knew your real parents. You wonder if they too had the gift.

Page 41: Straight to VHS action movie rpg 2.6

BAD MOVIE PLOT POINTS

1. Aliens

2. Alternate histories

3. Androids

4. Antichrist

5. Apocalyptic wastelands

6. Assassination

7. Asteroids

8. Bank robberies

9. Bioweapons

10. Casinos

11. Circuses

12. Crooked cops

13. Cults

14. Curses

15. Dance competitions

16. Demons and/or the devil

17. Digital worlds

18. Dinosaurs

19. Drug lords

20. Evil communists

21. Federal agents

22. Giant animals

23. Goblins

24. Heists

25. Hypnotists

26. Indian burial grounds

27. International spies

28. Jazz clubs

29. Kung fu

30. Lost islands

31. Mafia

32. Military occupation

33. Monsters

34. Mutant anything!

35. Natural disasters

36. Nuclear launch codes

37. Planetary colonization

38. Prophecy

39. Psychic powers

40. Road Trips

41. Robots

42. Saving the holidays

43. School dances

44. Scientific experiments

45. Sewer mutants

46. Square school deans

47. Street gangs

48. Time travelers

49. Totalitarianism

50. “Unlocking 100% of your brain”

51. Vampires

52. Werewolves

53. Wild West

54. Witchcraft

55. Worldwide conspiracies

56. Zombies

57. Gah! Almost made it without mentioning

zombies.

   

 

   

Page 42: Straight to VHS action movie rpg 2.6

     The following two pages are extremely important! They’re the Straight to VHS character sheet.  

     Print out a sheet for each player and have them fill in the values as indicated by the tropes, perks and items they’ve picked for their character. And don’t forget to include the stat tweaks (pg. 11)! That’s it. You know it all, nerd.  

     Straight to VHS is a work in progress and I would hugely appreciate it if you fill out the feedback survey here: https://www.surveymonkey.com/s/S75NJR6. Seriously, I really need your feedback! I will pore over it obsessively. It will be weird. Please feel free to contact me via email me at [email protected]. There is also a fledgling community at www.reddit.com/r/straighttovhs. For the latest version of the game and news about its development, visit www.straighttovhs.wix.com/home. 

 

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

                                 ­ Ryan M. M. 

                             

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

Page 43: Straight to VHS action movie rpg 2.6

STRAIGHT to VHS      Player Name: _____________________________________

 Number of Montages: ____ Speed: ______ Character Name: _____________________________________ 

  Stat Totals = Tropes + Perks + Items + Tweak + Other

ACC 

ATH 

CHA 

DEF 

INT 

SPY 

STR 

USED?

PUSH IT TO THE LIMIT (once per day, 1 AP) Heal ½ your total HP, gain an epic die token

BAD EDIT (once per scene, 0 AP) Get an extra action at any time, on anyone’s turn

ONE-LINER (once per scene, 0 AP) Say something cool/lame and gain a epic die token

WRITE DOWN ANY ABILITIES GRANTED BY

YOUR TROPES AND PERKS

IN HERE.  

EPICS:__________________   BLOOPERS:______________ 

________________________ ________________________

________________________ ________________________

________________________ ________________________ 

CURRENT HP         TOTAL HP 

          

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

you roll a 1 or 20.

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

 

Script Change Types  

 

TROPE & PERK NOTES:____________________

___________________________________________

___________________________________________

___________________________________________

___________________________________________

___________________________________________

___________________________________________

___________________________________________

___________________________________________

___________________________________________

___________________________________________

___________________________________________

___________________________________________

___________________________________________

___________________________________________

___________________________________________ 

Page 44: Straight to VHS action movie rpg 2.6

STRAIGHT to VHS   Character Name: _____________________________________ 

Items: ________________________________________ _______________________________________________

_______________________________________________ _______________________________________________

_______________________________________________ _______________________________________________

_______________________________________________ _______________________________________________ 

Backstory: ______________________________________________________________________________________

_________________________________________________________________________________________________

_________________________________________________________________________________________________

_________________________________________________________________________________________________

_________________________________________________________________________________________________

_________________________________________________________________________________________________ 

Personality:_____________________________________________________________________________________

_________________________________________________________________________________________________

_________________________________________________________________________________________________

_________________________________________________________________________________________________

_________________________________________________________________________________________________

_________________________________________________________________________________________________

Description:_____________________________________________________________________________________

_________________________________________________________________________________________________

_________________________________________________________________________________________________

_________________________________________________________________________________________________

_________________________________________________________________________________________________

_________________________________________________________________________________________________

Other Notes:  ___________________________________________________________________________________

_________________________________________________________________________________________________

_________________________________________________________________________________________________

_________________________________________________________________________________________________

_________________________________________________________________________________________________

_________________________________________________________________________________________________

_________________________________________________________________________________________________

_________________________________________________________________________________________________