State Department of Corrections FORM 221-C TYPE OR PRINT WITH BALL POINT PEN ONLY Broke Down MIGHT Gimped Up HUSTLE Hard to Look At SMOOTH Punch-Drunk BRAINS Whitebread SOUL FIRST NAME LAST NAME MIDDLE INITIAL KNOWN ALIASES GENDER SOCIAL SECURITY NUMBER DATE OF BIRTH PLACE OF BIRTH MARITAL STATUS HEIGHT WEIGHT EYES HAIR DISTINGUISHING CHARACTERISTICS ADDRESS CITY STATE ZIP CODE TELEPHONE OFFICIAL USE ONLY FILE RECORD ARCHIVE CASH EXPERIENCE HEAT ROLE MOVES You get: Gang: (See Chapter 3 - Characters for more details about creating your gang) Warchief: Your gang will follow you under normal circumstances, but there may be times you need to command your gang to stick their necks out, based on your words alone. When you try to impose your will on your gang, roll +Might. • On a 10+, all three: • On a 7–9, choose one: • They do what you want. • They don’t fight back over it. • You don’t have to make an example of one of them. On a 6 or less, someone in your gang may make a dedicated bid to replace you for Alpha. Choose 1 One for the Team: When you or your gang would take damage, you can trans- fer 1-harm dealt to you to the gang itself or transfer one harm dealt to your gang to you. Plan On a Napkin: When you make a plan of attack and explain it to the rest of your team, roll +Brains. • On a 10+, hold 3. • On 7-9, hold 1. While executing the plan, you can spend 1 hold to allow a member of your team roll with Something Extra on any move. Colors: When you encounter another Bopper, influential street figure or other gang member, roll +Smooth. • On a 10+ they recognize your colors, and you say what they’ve heard about you. (roll with Something Extra when dealing with them for the rest of the Scene). • On a 7-9, they recognize you, the DJ will say something truthful that they know about you. Marked Territory: When you enter into a new part of the city, you have the option of marking the territory with your gang’s emblem. When you return to that part of the city, roll with Something Extra on all rolls while in this part of the city. This lasts for as long as your graffiti remains visible, DJ’s discretion. Semper Fi: Your gang is more loyal than most. When in your presence your gang will always fight to the last man. When your gang takes action in your absence, they remain intact at 4-harm instead of 3-harm. Home Field Advantage: When you prepare to to defend yourself in a rum- ble that takes place on your home turf, roll +Smooth: • On a 10+, pick two of the following results: • On a 7-9, pick one: • Your gang brings reinforcements, increase the size of your gang by one level (Small becomes Medium, Medium becomes Large). • Your gang digs into its weapon cache, adding +1 harm to attacks. • Your gang fortifies it’s position, pro- viding +1 armor. The BOPPER
TYPE OR PRINT WITH BALL POINT PEN ONLY
Broke Down MIGHT
Gimped Up HUSTLE
Punch-Drunk BRAINS
Whitebread SOUL
KNOWN ALIASES
SOCIAL SECURITY NUMBERDATE OF BIRTH PLACE OF BIRTH MARITAL
STATUS
HEIGHT WEIGHT EYES HAIR
CASH
EXPERIENCE
HEAT
ROLE MOVES You get: Gang: (See Chapter 3 - Characters for more
details about creating your gang)
Warchief: Your gang will follow you under normal circumstances, but
there may be times you need to command your gang to stick their
necks out, based on your words alone. When you try to impose your
will on your gang, roll +Might. • On a 10+, all three: • On a 7–9,
choose one: • They do what you want. • They don’t fight back over
it. • You don’t have to make an example
of one of them. On a 6 or less, someone in your gang may make a
dedicated bid to replace you for Alpha.
Choose 1 One for the Team: When you or your gang would take damage,
you can trans- fer 1-harm dealt to you to the gang itself or
transfer one harm dealt to your gang to you. Plan On a Napkin: When
you make a plan of attack and explain it to the rest of your team,
roll +Brains. • On a 10+, hold 3. • On 7-9, hold 1. While executing
the plan, you can spend 1 hold to allow a member of your team roll
with Something Extra on any move.
Colors: When you encounter another Bopper, influential street
figure or other gang member, roll +Smooth. • On a 10+ they
recognize your colors,
and you say what they’ve heard about you. (roll with Something
Extra when dealing with them for the rest of the Scene).
• On a 7-9, they recognize you, the DJ will say something truthful
that they know about you. Marked Territory: When you enter into a
new part of the city, you have the option of marking the territory
with your gang’s emblem. When you return to that part of the city,
roll with Something Extra on all rolls while in this part of the
city. This lasts for as long as your graffiti remains visible, DJ’s
discretion. Semper Fi: Your gang is more loyal than most. When in
your presence your gang will always fight to the last man. When
your gang takes action in your absence, they remain intact at
4-harm instead of 3-harm. Home Field Advantage: When you prepare to
to defend yourself in a rum- ble that takes place on your home
turf, roll +Smooth: • On a 10+, pick two of the following
results: • On a 7-9, pick one: • Your gang brings
reinforcements,
increase the size of your gang by one level (Small becomes Medium,
Medium becomes Large).
• Your gang digs into its weapon cache, adding +1 harm to
attacks.
• Your gang fortifies it’s position, pro- viding +1 armor.
The BOPPER
Bopper Choose Attributes Select one of the following arrays of
Attributes and distribute them between Might, Hustle, Smooth,
Brains, and Soul however you want. 1, 1, 1, 1, 1 2, 1, 1, 0, 0 2,
1, 1, 1, -1 2, 2, 0, 0, -1 2, 2, 1, -1, -1
Choose your Buzz Choose a one- or two-word motivation that drives
your character. It should fit in the following catchphrase:
“In a world gone mad, [Character name] is looking for
[Buzz].”
Examples: Adventure, Cold Hard Cash, The Crown, Escape, Fame &
Glory, Honor, Justice, Love/Lust, Payback, Peace of Mind,
Redemption, Respect, Thrills, The Truth, Vindication
Hooks • I know one of _______________’s dirty secrets. •
_______________ did a solid for the club, now I owe them. • I can
learn a lot from _________________. • __________________ owes the
club, and better pay back with interest. • _________________ might
be an ass, but they’re our ass.
Pick Your Thang Choose one unique permanent item. Examples: Animal
Companion, Aptitude, Assistant, Bidness, Connections, Credentials,
Fame, Lab/Workshop, Sidekick, Signature Weapon, Skilled Companion,
Special Instrument, Sweet Ride, Wealth
Starting Gear Starting cash: $150 Leather jacket, vest or other
apparel showing your colors (1-armor) Switchblade (1-harm, hand,
concealed) and a serious weapon:
• Magnum (3-harm close, reload, loud) • SMG (2-harm, close, area,
loud) • Sawed-off (3-harm, hand, reload, concealed,
loud, messy) • Crowbar (2-harm, hand, messy) • Machete (3-harm,
hand, messy) • Hockey stick (2-harm, hand, area)
Starting cash: $50 Road Bike Leather jacket (1-armor) Weapon of
your choice:
• 38 Revolver (2-harm, close, reload, loud, concealed)
• Sawed-off (3-harm, hand, reload, concealed, loud, messy)
• Bike Chain (2-harm, hand)
TYPE OR PRINT WITH BALL POINT PEN ONLY
Broke Down MIGHT
Gimped Up HUSTLE
Punch-Drunk BRAINS
Whitebread SOUL
KNOWN ALIASES
SOCIAL SECURITY NUMBERDATE OF BIRTH PLACE OF BIRTH MARITAL
STATUS
HEIGHT WEIGHT EYES HAIR
CASH
EXPERIENCE
HEAT
ROLE MOVES You Get: Sweet Ride: All Good Old Boys start with a
Sweet Ride at no cost. For details see the section on Vehicles
later in this chapter.
Hot Wheels: When in the driver’s seat... • If you need to Deliver a
Beatdown, add
your car’s power to your roll. • If you need to Keep Your Cool,
add
your car’s power to your roll. • If you Get in Somebody’s Face
add
your car’s power to your roll. • If you try to Get What You Want,
add
your car’s looks to your roll. • If you Help a Brother Out add
your
car’s power to the roll.
And Choose One: Damn the Double Nickel: When you charge straight
into the thick of things without regard for your own safety, you
get +1 armor. If you happen to be leading a gang or a convoy, they
get +1 armor too. Super-Slab: Thanks to your CB, you’ve got a
network of eyes on the road in every direction. When you reach out
on the CB airwaves to assess the situation ahead of you, roll
+Smooth. • On a 10+, get a reliable report of
what’s going on down the road. • On a 7-9, get a secondhand
report
which may be incomplete or contain some misinformation. Well
Stocked Trunk: Due to your pre- planning and connections, your
Sweet Ride comes automatically equipped with a Repair Kit,
First-Aid Kit and 1 ad- ditional kit of your choice. These kits are
automatically restocked at the begin- ning of each adventure.
Starsky *AND* Hutch: You have two additional Sweet Rides. ‘Til The
Tires Fall Off: When you’re behind the wheel of a vehicle, it will
con- tinue performing fully until it receives 5-harm. After
receiving 5-harm, the car literally falls apart the next time you
come to a complete stop.
The GOOD OLD BOY
Power: Looks: Traits: Notes:
Good Old Boy Choose Attributes Select one of the following arrays
of Attributes and distribute them between Might, Hustle, Smooth,
Brains, and Soul however you want. 1, 1, 1, 1, 1 2, 1, 1, 0, 0 2,
1, 1, 1, -1 2, 2, 0, 0, -1 2, 2, 1, -1, -1
Choose your Buzz Choose a one- or two-word motivation that drives
your character. It should fit in the following catchphrase:
“In a world gone mad, [Character name] is looking for
[Buzz].”
Examples: Adventure, Cold Hard Cash, The Crown, Escape, Fame &
Glory, Honor, Justice, Love/Lust, Payback, Peace of Mind,
Redemption, Respect, Thrills, The Truth, Vindication
Hooks • ________________ is like family to me.
• I have something to prove to ________________.
• ________________ is my good luck charm when I’m behind the
wheel.
• ________________ owes me for a little job I did for them.
• I’ll drive to Hell and back for ________________, no questions
asked.
Pick Your Thang Choose one unique permanent item. Examples: Animal
Companion, Aptitude, Assistant, Bidness, Connections, Credentials,
Fame, Lab/Workshop, Sidekick, Signature Weapon, Skilled Companion,
Special Instrument, Sweet Ride, Wealth
Starting Gear Starting cash: $50 Leather bomber jacket, motorcycle
jacket or racing suit (1-armor) One weapon:
• Sawed-off (3-harm close, reload, messy) • Hunting Rifle (2-harm,
far, loud) • Hunting Bow (2-harm, close/far, in nite) • Antique
Pistol (2-harm, close, loud, valuable) • Antique Rifle (2-harm,
close/far, loud, valuable) • Crowbar (2-harm hand messy)
Repair Kit (2 supply)
TYPE OR PRINT WITH BALL POINT PEN ONLY
Broke Down MIGHT
Gimped Up HUSTLE
Punch-Drunk BRAINS
Whitebread SOUL
KNOWN ALIASES
SOCIAL SECURITY NUMBERDATE OF BIRTH PLACE OF BIRTH MARITAL
STATUS
HEIGHT WEIGHT EYES HAIR
CASH
EXPERIENCE
HEAT
ROLE MOVES You Get: Queen/King of the Scene: Either because of
their personality, beautiful looks or maybe it’s just a touch of
the Glam, Honeypots get +1 to Smooth (Max +3).
...And Choose 2: Sometimes Less is More: The less you wear the
harder you are to hit. When you are naked or nearly naked, gain
2-armor. When you are topless or wearing revealing, non-armor
clothing, gain 1-armor. If you are wearing any armor, use it
instead. Angel Eyes: When you gaze longingly into the eyes of
someone who means you harm, roll +Smooth. • On 10+, they drop their
weapon and
take a step back. • On a 7-9, they redirect their hostility
elsewhere. Another Satisfied Customer: You’ve got a salesman’s
smile, and can con- vince anyone that they’re getting the best part
of a deal. When you success- fully strike a deal with a character
to Get What You Want, you may always choose the option “They are
happy with the bargain”, in addition to the options chosen as a
result of the move.
One Won’t Kill You: Sometimes a little social lubrication is
needed. When you successfully convince someone to share in a vice
(cigarettes, alcohol, etc.), roll with Something Extra when dealing
with them, and gain +1 hold when Giv- ing Them the Third Degree.
Tell Me I’m Pretty: When someone uses flattery to encourage you to
do your best, they may roll +your Soul when Helping A Brother
Out.
The Honeypot
The Honeypot Choose Attributes Select one of the following arrays
of Attributes and distribute them between Might, Hustle, Smooth,
Brains, and Soul however you want. 1, 1, 1, 1, 1 2, 1, 1, 0, 0 2,
1, 1, 1, -1 2, 2, 0, 0, -1 2, 2, 1, -1, -1
Choose your Buzz Choose a one- or two-word motivation that drives
your character. It should fit in the following catchphrase:
“In a world gone mad, [Character name] is looking for
[Buzz].”
Examples: Adventure, Cold Hard Cash, The Crown, Escape, Fame &
Glory, Honor, Justice, Love/Lust, Payback, Peace of Mind,
Redemption, Respect, Thrills, The Truth, Vindication
Hooks • ____________________ and I grew up together. •
___________________ knows a secret I don’t want getting out. • I
can always trust _______________ to tell me the truth. •
_______________ has a secret I intend to find out. • Despite what I
do, ____________________ makes me feel like myself (not my
image).
Pick Your Thang Choose one unique permanent item. Examples: Animal
Companion, Aptitude, Assistant, Bidness, Connections, Credentials,
Fame, Lab/Workshop, Sidekick, Signature Weapon, Skilled Companion,
Special Instrument, Sweet Ride, Wealth
Starting Gear Starting cash: $200 Fashionable clothing 1 holdout
weapon:
• .38 revolver • Throwing knives
TYPE OR PRINT WITH BALL POINT PEN ONLY
Broke Down MIGHT
Gimped Up HUSTLE
Punch-Drunk BRAINS
Whitebread SOUL
KNOWN ALIASES
SOCIAL SECURITY NUMBERDATE OF BIRTH PLACE OF BIRTH MARITAL
STATUS
HEIGHT WEIGHT EYES HAIR
CASH
EXPERIENCE
HEAT
ROLE MOVES You get: Mesmerizing: You don’t just perform, you share
your deep personal feelings with those around you, Rockers start
with +1 Soul (Max +3) And Choose Two: Backstage Pass: In the
night-time world, they always believe you’re either with the band
or “on the list”. You can always get into or backstage at a venue
such as a concert, theater or nightclub. Getting other people in
with you will require a successful Getting What You Want move. God
of Thunder: If it’s too loud, then they’re too old and it’s time to
use it to your advantage! When you play on your instrument, turn up
the volume and roll +Soul: • On a 10+, multiple targets within
the
scene get deafened, staggering around at a disadvantage.
• On a 7-9, only one target gets deaf- ened. Black Belt in Crazy :
When you sit out a fight to play an inspiring tune to fire up your
friends, while performing, everyone on the team rolls with Some-
thing Extra and gains the area trait for their melee attacks.
This Song’s For You: When you dedi- cate a song and sing it to
someone, you can use +Smooth instead of +Brains when Giving them
the Third Degree and you can also roll with Something Extra on your
next +Smooth roll involving them. Groupie Magnet: Rockers tend to
gather groups of dedicated fans around them who will do nearly
anything to please the Rocker. Groupies count as a gang of “a
couple of guys” (1-5 members). Though they are nearly worthless in
combat (1-harm, 0-armor), they can always be used for other tasks.
When you suggest that a groupie do a favor for you, roll +Smooth. •
On a 10+, they do exactly what you
want. • On a 7-9, they ask you for a favor in
return.
THE ROCKER
Rocker Choose Attributes Select one of the following arrays of
Attributes and distribute them between Might, Hustle, Smooth,
Brains, and Soul however you want. 1, 1, 1, 1, 1 2, 1, 1, 0, 0 2,
1, 1, 1, -1 2, 2, 0, 0, -1 2, 2, 1, -1, -1
Choose your Buzz Choose a one- or two-word motivation that drives
your character. It should fit in the following catchphrase:
“In a world gone mad, [Character name] is looking for
[Buzz].”
Examples: Adventure, Cold Hard Cash, The Crown, Escape, Fame &
Glory, Honor, Justice, Love/Lust, Payback, Peace of Mind,
Redemption, Respect, Thrills, The Truth, Vindication
Hooks • _________________ and I went to summer camp together.
• _________________ has some connections I need to meet.
• Among all the phonies I deal with, at least ________________
keeps me grounded.
• I can always trust ________________ to tell me the truth.
• I still owe _________________ some money.
Pick Your Thang Choose one unique permanent item. Examples: Animal
Companion, Aptitude, Assistant, Bidness, Connections, Credentials,
Fame, Lab/Workshop, Sidekick, Signature Weapon, Skilled Companion,
Special Instrument, Sweet Ride, Wealth
Starting Gear Starting cash: $100 Fashion clothing of your choice
Appropriate instrument Flyers for your next gig
State Department of Corrections FORM 221-C
TYPE OR PRINT WITH BALL POINT PEN ONLY
Broke Down MIGHT
Gimped Up HUSTLE
Punch-Drunk BRAINS
Whitebread SOUL
KNOWN ALIASES
SOCIAL SECURITY NUMBERDATE OF BIRTH PLACE OF BIRTH MARITAL
STATUS
HEIGHT WEIGHT EYES HAIR
CASH
EXPERIENCE
HEAT
ROLE MOVES You Get: Not the Average Bear: The Sleuth gains +1 to
Brains (maximum +3). Crime Scene Investigation: When Scoping out
the Scene of a recent crime, you can additionally choose to ask
these questions: • How long ago did the crime take
place? • How many people were involved in
the crime? • How did the perpetrator or the vic-
tim of the crime enter and leave the scene?
• Who is the most obvious suspect?
And Choose 1: Wouldja Look at That?: When you create a distraction
before striking somebody, roll with Something Extra and deal +1
stun damage. Master of Disguise: When you take the time to create a
convincing disguise for yourself or others, roll+Brains and mark
one use of your Disguise Kit. • On a 10+, only the most scrutinous
ex-
amination would reveal the disguised person to be anyone other than
who they say they are.
• On a 7-9, it’s good but not perfect; the disguised person rolls
with Something Extra for any rolls to convince some- one they are
who they say they are.
It’s Only Logical: When you make a rational and logical argument in
favor of a decision you may roll +Brains instead of +Smooth to Get
What You Want. Encyclopedic Memory: When you delve into your vast
storehouse of per- sonal knowledge while analyzing some- thing,
roll +Brains. • On a 10+, the DJ will tell you some-
thing interesting and potentially use- ful about the subject that’s
relevant to the situation. Then tell the DJ how you know
this.
• On a 7-9, the DJ will only tell you something interesting. Then
tell the DJ how you know this. No Bull: When you Give Someone the
Third Degree, on a 12+ you can ask the question “Is your character
telling the truth” without spending hold.
THE SLEUTH
The Sleuth Choose Attributes Select one of the following arrays of
Attributes and distribute them between Might, Hustle, Smooth,
Brains, and Soul however you want. 1, 1, 1, 1, 1 2, 1, 1, 0, 0 2,
1, 1, 1, -1 2, 2, 0, 0, -1 2, 2, 1, -1, -1
Choose your Buzz Choose a one- or two-word motivation that drives
your character. It should fit in the following catchphrase:
“In a world gone mad, [Character name] is looking for
[Buzz].”
Examples: Adventure, Cold Hard Cash, The Crown, Escape, Fame &
Glory, Honor, Justice, Love/Lust, Payback, Peace of Mind,
Redemption, Respect, Thrills, The Truth, Vindication
Hooks • I know one of __________________’s dirty secrets. • Because
of how they think, ______________________ helps me work out my
harder cases. • _________________ is my next door neighbor. • I
might be the brains but _______________________ makes it happen. •
I need to keep _________________ out of trouble.
Pick Your Thang Choose one unique permanent item. Examples: Animal
Companion, Aptitude, Assistant, Bidness, Connections, Credentials,
Fame, Lab/Workshop, Sidekick, Signature Weapon, Skilled Companion,
Special Instrument, Sweet Ride, Wealth
Starting Gear Starting cash: $100 Non-armor clothing .38 revolver
(2-harm close reload loud concealed) Handheld camera or tape
recorder One kit of your choice: First-Aid (2 Supply), Burglar Kit
(2 supply) or Disguise Kit (3 supply)
State Department of Corrections FORM 221-C
TYPE OR PRINT WITH BALL POINT PEN ONLY
Broke Down MIGHT
Gimped Up HUSTLE
Punch-Drunk BRAINS
Whitebread SOUL
KNOWN ALIASES
SOCIAL SECURITY NUMBERDATE OF BIRTH PLACE OF BIRTH MARITAL
STATUS
HEIGHT WEIGHT EYES HAIR
CASH
EXPERIENCE
HEAT
ROLE MOVES You Get: Hardcore: All Tough Guys start with +1 Might
(Max +3).
Pick 2 Stone Cold Crazy: When you Deliver a Beatdown with the
intent to kill or de- stroy your target, inflict +1 harm. Always
Armed, Always Dangerous: In your hands anything becomes a deadly
weapon. When you pick up a nearby ob- ject to wield as a weapon,
roll +Brains. • On a 10+, Pick 3: • On a 7-9, Pick 2: Then describe
the object. Basic Improvised Weapon (1-harm, hand, clumsy) • It’s
heavy (+1 harm) • It’s sharp (+1 harm) • It can be easily thrown
(range close) • It’s long (+area) • It’s not Clumsy (-clumsy)
Bustin’ Loose: When you use pure strength to destroy an inanimate
object or obstacle, roll +Might. • On a 10+, choose 3: • On a 7-9
choose 2: • It doesn’t take a very long time • Nothing of value is
damaged • It doesn’t make an inordinate
amount of noise • You can fix the thing again without
a lot of effort
Tougher than Leather: You have +1 armor, either by your choice of
kung fu training, special metal bracelets that reflect bullets or
maybe you’re just too bad-ass to feel the pain. One at a Time or
All at Once: When you are confronted by overwhelming forces (such
as a gang) you count as a gang (Small gang, 2-harm) with armor
equal to your normal armor rating. Ain’t Got Time to Bleed: When
you have more than 4-harm, you suffer no negative penalties
(although you still risk additional harm and death at 5-harm or
more).
THE TOUGH GUY
The Tough Guy Choose Attributes Select one of the following arrays
of Attributes and distribute them between Might, Hustle, Smooth,
Brains, and Soul however you want. 1, 1, 1, 1, 1 2, 1, 1, 0, 0 2,
1, 1, 1, -1 2, 2, 0, 0, -1 2, 2, 1, -1, -1
Choose your Buzz Choose a one- or two-word motivation that drives
your character. It should fit in the following catchphrase:
“In a world gone mad, [Character name] is looking for
[Buzz].”
Examples: Adventure, Cold Hard Cash, The Crown, Escape, Fame &
Glory, Honor, Justice, Love/Lust, Payback, Peace of Mind,
Redemption, Respect, Thrills, The Truth, Vindication
Hooks • ____________________ has my back when things get ugly. •
____________________ and I grew up together. • ____________________
has potential to be something better. I’m going to make that
happen. • I need to protect ___________________. •
____________________ sees a side of me I don’t show anyone
else.
Pick Your Thang Choose one unique permanent item. Examples: Animal
Companion, Aptitude, Assistant, Bidness, Connections, Credentials,
Fame, Lab/Workshop, Sidekick, Signature Weapon, Skilled Companion,
Special Instrument, Sweet Ride, Wealth
Starting Gear Starting cash: $50 Heavy leather jacket (1-armor) One
practical melee weapon (knife, crowbar, pipewrench, etc) First-Aid
kit (2 stock)
or
Starting cash: $50 Karate gi and belt in your choice of color 2 old
school weapons (sword, nunchaku, sai, bo staff, throwing
stars)
State Department of Corrections FORM 221-C
TYPE OR PRINT WITH BALL POINT PEN ONLY
Broke Down MIGHT
Gimped Up HUSTLE
Punch-Drunk BRAINS
Whitebread SOUL
KNOWN ALIASES
SOCIAL SECURITY NUMBERDATE OF BIRTH PLACE OF BIRTH MARITAL
STATUS
HEIGHT WEIGHT EYES HAIR
CASH
EXPERIENCE
HEAT
ROLE MOVES You Get: It’s All in the Reflexes: When you use a gun to
solve a problem or overcome an obstacle, roll with Something Extra.
...And Pick 2: Out for Blood: When a Vigilante is in combat,
they’re not messing around. When you single out a target for elimi-
nation and shoot them you do +1 harm. Feelin’ Lucky Punk?: When you
suc- cessfully Get In Someone’s Face, you’ve managed to scare the
hell out of them for good. Roll with Something Extra against them
permanently. Eagle Eye: When you take time to study and observe
your target, Roll +Brains. • On a 10+ you identify a weakness
and
deal +1 harm against that target for the rest of the Scene.
• On a 7-9, you spot a weakness but will need to expose yourself or
someone else to danger in order to exploit it.
Both Guns Blazing: When wielding a gun in each hand, your attack
gains +area. Wake-Up Call: When you fire a warn- ing shot to get
your target’s attention, Roll +Hustle. • On a 10+ they stop what
they’re doing
(fleeing, fighting etc) and are shaken, roll with Something Extra
on your next move.
• On a 7-9 they merely stop what they’re doing.
THE VIGILANTE
The Vigilante Choose Attributes Select one of the following arrays
of Attributes and distribute them between Might, Hustle, Smooth,
Brains, and Soul however you want. 1, 1, 1, 1, 1 2, 1, 1, 0, 0 2,
1, 1, 1, -1 2, 2, 0, 0, -1 2, 2, 1, -1, -1
Choose your Buzz Choose a one- or two-word motivation that drives
your character. It should fit in the following catchphrase:
“In a world gone mad, [Character name] is looking for
[Buzz].”
Examples: Adventure, Cold Hard Cash, The Crown, Escape, Fame &
Glory, Honor, Justice, Love/Lust, Payback, Peace of Mind,
Redemption, Respect, Thrills, The Truth, Vindication
Hooks • Only ________________________ truly understands what I’m
trying to do. I need that around me. • ____________________ knows
something I need. • ____________________ is my best ally in my
efforts. • I used to work with ____________________. • I need to
act as _____________________’s protector.
Pick Your Thang Choose one unique permanent item. Examples: Animal
Companion, Aptitude, Assistant, Bidness, Connections, Credentials,
Fame, Lab/Workshop, Sidekick, Signature Weapon, Skilled Companion,
Special Instrument, Sweet Ride, Wealth
Starting Gear Starting cash: $50 Appropriate outfit One primary
firearm:
• Magnum (3-harm close reload loud) • Shotgun (3-harm close messy
loud) • Sawed-off (3-harm close reload messy loud) • Submachine Gun
(2-harm close autofire loud) • Hunting rifle (2-harm far
loud)
One secondary weapon: • 9mm semi-automatic (2-harm close loud) •
.38 revolver (2-harm close reload loud concealed) • Many throwing
knives (1-harm hand/close infinite concealed)
State Department of Corrections FORM 221-C
TYPE OR PRINT WITH BALL POINT PEN ONLY
Broke Down MIGHT
Gimped Up HUSTLE
Punch-Drunk BRAINS
Whitebread SOUL
KNOWN ALIASES
SOCIAL SECURITY NUMBERDATE OF BIRTH PLACE OF BIRTH MARITAL
STATUS
HEIGHT WEIGHT EYES HAIR
CASH
EXPERIENCE
ROLE MOVES You get: Man on the Street - - Half of be- ing a
successful journalist is knowing who to talk to. All Gonzo
Journalists start with Connections as an additional Thang (they
still choose a regular Thang during character creation). Off the
Record - When you inter- view someone with the intent to trick them
into revealing more than they want to you may roll +Smooth instead
of +brains when Giving the Third Degree. Additionally when rolling
+Smooth in this way you gain an additional hold.
Choose One: Tell it Like It Is - When you publish or broadcast a
story that portrays some- one favorably, roll+Soul. • On a 10+
remove 3 Heat from the
subject of your story. • On a 7-9 remove 1 Heat from the sub-
ject of your story.
Hard Man of Words - When you are pursuing a story you automatically
sta- bilize any serious wound and have one additional harm level,
meaning it takes 2-harm to leave you Bruised.
Too Weird To Die - While you are intoxicated, or otherwise under
the in- fluence of alcohol, drugs or other illicit substances you
may roll +Soul instead of +Smooth for any moves.
Editorial Assistance - When you contact the appropriate editor at
your news desk and ask for assistance roll +Smooth. On a 10+ pick
two On a 7-9 pick one
• The editor in question gives you de- tailed information about
their area of expertise
• The editor in question offers to help you with tickets or
invitations to events associated with their area of expertise
• The editor does not request anything in return.
I’ll Make You Famous - When you use the threat of a negative story
or the promise of a positive one as leverage when Getting What You
Want roll with something extra.
Expense Account - You have an expense account with your publisher,
minor costs such as bribes and bar tabs are usually covered, as
long as they lead to a story. When you attempt to make an
extravagant purchase in order to follow a story roll +Smooth. • On
a 10+ your editor agrees to cover
it. This time… • on a 7-9 your editor doesn’t agree
it’s necessary, and forces you to buy something cheaper or only
reimburs- es you half the cost.
The Gonzo journalist
Gonzo Journalist Choose Attributes Select one of the following
arrays of Attributes and distribute them between Might, Hustle,
Smooth, Brains, and Soul however you want. 1, 1, 1, 1, 1 2, 1, 1,
0, 0 2, 1, 1, 1, -1 2, 2, 0, 0, -1 2, 2, 1, -1, -1
Choose your Buzz Choose a one- or two-word motivation that drives
your character. It should fit in the following catchphrase:
“In a world gone mad, [Character name] is looking for
[Buzz].”
Examples: Adventure, Cold Hard Cash, The Crown, Escape, Fame &
Glory, Honor, Justice, Love/Lust, Payback, Peace of Mind,
Redemption, Respect, Thrills, The Truth, Vindication
Hooks • Following ________________________ around is going to lead
me to the story of a lifetime. • One of my stories unfairly accused
_____________________. I need to set the story straight. • Good or
bad, ________________________ is a headline waiting to happen. •
_______________________ makes me want to seek the truth even
harder. • If all else fails, _______________________ deserves to
see the real City.
Pick Your Thang Choose one unique permanent item. Examples: Animal
Companion, Aptitude, Assistant, Bidness, Connections, Credentials,
Fame, Lab/Workshop, Sidekick, Signature Weapon, Skilled Companion,
Special Instrument, Sweet Ride, Wealth
Starting Gear Starting cash: $200 Non-armor clothing Tape recorder
Portable typewriter Steno pad and a pocketful of notes Business
cards. Lots and lots of business cards.
State Department of Corrections FORM 221-C
TYPE OR PRINT WITH BALL POINT PEN ONLY
Broke Down MIGHT
Gimped Up HUSTLE
Punch-Drunk BRAINS
Whitebread SOUL
KNOWN ALIASES
SOCIAL SECURITY NUMBERDATE OF BIRTH PLACE OF BIRTH MARITAL
STATUS
HEIGHT WEIGHT EYES HAIR
CASH
EXPERIENCE
ROLE MOVES You Get: Skiptrace - You know all the ins and outs out
tracking down fugitives. When you do some legwork to locate a
person who’s hiding out locally roll+brains. y On a 10+ You’re able
to find where
that person is or a lead to someone who would know.
y On a 7-9 You’re able to find a lead, but it’s going to come at a
cost.
Choose Two: Bring Them Back Alive - When you attack in an attempt
to subdue some- one you may always choose to deal stun damage
instead of lethal damage. When you attack with a weapon that
normally does stun damage, deal double harm.
Public Service - When you success- fully bring in a fugitive from
justice, In lieu of payment, remove all Heat from you and any
friends who helped you.
Always the Underdog - When you are outnumbered gain +1 armor.
Kick the Door in - Kicking in doors, and breaking windows is
sometimes necessary to get the drop on your target. When you
forcefully enter a building roll with spirit against anyone
inside.
Talk them Down - When you attempt to talk someone into surrendering
peacefully roll+Smooth on a 10+ pick three, on a 7-9 pick one. y
They don’t try to run first y They don’t try to hurt you first y
They don’t try to hurt anyone else
first y They don’t try to deceive you
Repo Work - You may use Skiptrace to track down leads to stolen, or
otherwise missing items, like automobiles, art, or other
valuables.
THe BouNty Hunter
The Bounty Hunter Choose Attributes Select one of the following
arrays of Attributes and distribute them between Might, Hustle,
Smooth, Brains, and Soul however you want. 1, 1, 1, 1, 1 2, 1, 1,
0, 0 2, 1, 1, 1, -1 2, 2, 0, 0, -1 2, 2, 1, -1, -1
Choose your Buzz Choose a one- or two-word motivation that drives
your character. It should fit in the following catchphrase:
“In a world gone mad, [Character name] is looking for
[Buzz].”
Examples: Adventure, Cold Hard Cash, The Crown, Escape, Fame &
Glory, Honor, Justice, Love/Lust, Payback, Peace of Mind,
Redemption, Respect, Thrills, The Truth, Vindication
Hooks • __________________ can lead me to the biggest score in my
career. • I owe ____________________ for helping me with my last
big job. • __________________ reminds me why I do this lousy job. •
I make a good team with ____________________. • ___________________
is friends with the one that got away.
Pick Your Thang Choose one unique permanent item. Examples: Animal
Companion, Aptitude, Assistant, Bidness, Connections, Credentials,
Fame, Lab/Workshop, Sidekick, Signature Weapon, Skilled Companion,
Special Instrument, Sweet Ride, Wealth
Starting Gear Starting cash: $50 One Gun:
• Shotgun (3-harm, close, loud, messy) • Semi-auto pistol (2-harm,
close, loud)
Billy club or baton (2-harm, hand, messy) Can of Mace (1-harm,
hand, stun, finite) Leather jacket or bullet-proof vest (1-armor)
Pickup truck or van (2-power, 0-looks, 1-armor, sluggish) Handcuffs
and other restraints
State Department of Corrections FORM 221-C
TYPE OR PRINT WITH BALL POINT PEN ONLY
Broke Down MIGHT
Gimped Up HUSTLE
Punch-Drunk BRAINS
Whitebread SOUL
KNOWN ALIASES
SOCIAL SECURITY NUMBERDATE OF BIRTH PLACE OF BIRTH MARITAL
STATUS
HEIGHT WEIGHT EYES HAIR
CASH
EXPERIENCE
ROLE MOVES You Get: Death Proof - When you’re behind the wheel of a
vehicle it gains +1 power and +1 armor.
Stunt Coordinator - When you care- fully plan out and prepare for a
stunt before performing it, you or anyone else involved can roll
with something extra while executing your plan.
Choose one: A Cast of Thousands - You know a lot of actors, and
most of them are unem- ployed. When you contact a group of local
actors to help you with a project, roll +Smooth. On a 10+ pick
three. On a 7-9 pick two. • They show up on time • They show up in
costume • They don’t charge you for their time
Stunt Double - When you choose to Take a Hit intended for a nearby
charac- ter roll+Might. • On a 10+ you take half the damage
and the other character takes none. • On a 7-9 you each take half
the dam-
age
Professional Pyrotechnician- You have legal access to explosive
materials. Also when you assemble an explosive device yourself it
will not detonate pre- maturely even on a failed roll.
Fall From A Tall Building When you jump or fall from a great height
roll +Hustle with Something Extra. • On a 10+ tell the DJ what
broke your
fall and you take no damage • On a 7-9 the DJ will tell you
what
partially broke your fall, you take 1 harm
Extra Padding - When you sacrifice a piece of armor you are wearing
to pro- tect yourself ignore one source of harm up to double your
armor value. Addition- ally choose one: • All armor you wear gains
the fire-
proof trait • All armor you wear is +1 armor • All armor you wear
gains the con-
cealed trait
The Stuntman Choose Attributes Select one of the following arrays
of Attributes and distribute them between Might, Hustle, Smooth,
Brains, and Soul however you want. 1, 1, 1, 1, 1 2, 1, 1, 0, 0 2,
1, 1, 1, -1 2, 2, 0, 0, -1 2, 2, 1, -1, -1
Choose your Buzz Choose a one- or two-word motivation that drives
your character. It should fit in the following catchphrase:
“In a world gone mad, [Character name] is looking for
[Buzz].”
Examples: Adventure, Cold Hard Cash, The Crown, Escape, Fame &
Glory, Honor, Justice, Love/Lust, Payback, Peace of Mind,
Redemption, Respect, Thrills, The Truth, Vindication
Hooks • I want to offer __________________ a guiding hand in this
business. • __________________ can help me pull off my next big
stunt. • I owe __________________ after my last injury. •
__________________ is a headliner I want to work with. •
Babysitting __________________ is a fulltime job.
Pick Your Thang Choose one unique permanent item. Examples: Animal
Companion, Aptitude, Assistant, Bidness, Connections, Credentials,
Fame, Lab/Workshop, Sidekick, Signature Weapon, Skilled Companion,
Special Instrument, Sweet Ride, Wealth
Starting Gear Starting cash: $50 Motorcycle Jacket (1 armor) or
racing suit (1 armor, fireproof ) Motorcycle, muscle car, or pickup
truck First Aid Kit, or Pyrotechnics Kit Framed photo from your
last movie shoot with the marquee stars.
State Department of Corrections FORM 221-C
TYPE OR PRINT WITH BALL POINT PEN ONLY
Broke Down MIGHT
Gimped Up HUSTLE
Punch-Drunk BRAINS
Whitebread SOUL
KNOWN ALIASES
SOCIAL SECURITY NUMBERDATE OF BIRTH PLACE OF BIRTH MARITAL
STATUS
HEIGHT WEIGHT EYES HAIR
CASH
EXPERIENCE
ROLE MOVES You get: Good With Your Hands - Given enough time, tools
and parts you can fix, fabricate or assemble just about anything.
When you need to repair, assemble or modify a normal piece of
equipment tell the DJ what you want to do and they will tell you
what you need and how long it will take.
Choose Two: No Longer Street Legal - When you have access to tools
and parts and take the time to upgrade a vehicle, Roll +Brains. On
at 10+ pick three On a 7-9 pick two • Increase the power of the
vehicle by
1 until the end of the scene • Increase the armor of a vehicle by
1
until the end of the scene • Add or remove one trait from the
ve-
hicle until the end of the scene • Avoid dealing 1 harm to the
vehicle
in the process • It doesn’t use 2 supply from your
repair kit Tool Belt - You’ve always got the right tool for the job
at hand. When you use any kit it always maintains at least one
stock. When a repair kit would normally be depleted it instead has
one use re- maining.
Jam it Up - When you get your hands on a mechanical or electrical
device and attempt to disable it roll +Brains. on a 10+ you disable
it and pick two. On a 7-9 you disable it and pick one. • You do not
hurt anyone in the pro-
cess • You do not permanently disable the
device • You do it instantly Custom Job - You you take the time to
tinker with a piece of normal equip- ment spend one supply from a
repair kit and do one of the following: • Add +1 harm to a weapon
until the
end of the next scene in which it’s used
• Add +1 armor to a piece of armor un- til the end of the next
scene in which it’s used.
• Add one trait to the item until the end of the next scene in
which it’s used
• Remove one trait from the item until the end of the next scene in
which it’s used
Cutting Edge - When you have thor- oughly examined or acquired
detailed plans for an X-Tech device you may use Good with your
Hands to repair, build or modify it. Achilles Heel - When you
attack a ve- hicle, robot or other mechanical device, deal +1
harm.
The Greasemonkey
The Greasemonkey Choose Attributes Select one of the following
arrays of Attributes and distribute them between Might, Hustle,
Smooth, Brains, and Soul however you want. 1, 1, 1, 1, 1 2, 1, 1,
0, 0 2, 1, 1, 1, -1 2, 2, 0, 0, -1 2, 2, 1, -1, -1
Choose your Buzz Choose a one- or two-word motivation that drives
your character. It should fit in the following catchphrase:
“In a world gone mad, [Character name] is looking for
[Buzz].”
Examples: Adventure, Cold Hard Cash, The Crown, Escape, Fame &
Glory, Honor, Justice, Love/Lust, Payback, Peace of Mind,
Redemption, Respect, Thrills, The Truth, Vindication
Hooks • __________________ needs someone like me to put them
together. • I owe __________________ a lot; working on their gear
is the least I can do. • Someday, __________________ will know I
really feel about them. • It’s my job to keep _________________
from getting themselves killed. • _________________ and I go way
back, from the old days. We’re a team.
Pick Your Thang Choose one unique permanent item. Examples: Animal
Companion, Aptitude, Assistant, Bidness, Connections, Credentials,
Fame, Lab/Workshop, Sidekick, Signature Weapon, Skilled Companion,
Special Instrument, Sweet Ride, Wealth
Starting Gear Starting cash: $50 Repair Kit (3 Supply) Crowbar or
big wrench (2-harm, hand, messy) Pickup truck or work van, tow bar
included. (2-power, 0-looks, 1-armor, sluggish) Operator’s
manual
State Department of Corrections FORM 221-C
TYPE OR PRINT WITH BALL POINT PEN ONLY
Broke Down MIGHT
Gimped Up HUSTLE
Punch-Drunk BRAINS
Whitebread SOUL
KNOWN ALIASES
SOCIAL SECURITY NUMBERDATE OF BIRTH PLACE OF BIRTH MARITAL
STATUS
HEIGHT WEIGHT EYES HAIR
CASH
EXPERIENCE
ROLE MOVES You Get: That’s My Specialty - The Specialist starts
with a free Aptitude, additionally when using any aptitude The
Specialist rolls as if they had a +3 in the appropri- ate stat
instead of +2.
Choose Two: PHD in Kicking Ass - When you use your opponent’s
strength against them you may roll +Brains instead of +Might to
Deliver a Beatdown.
Analyst - When you scope the Scene you may ask these additional
questions: • What’s the most valuable thing
here? • What is nearby that can be used as a
weapon? • Who or what here is not what it
seems?
The Anarchist’s Cookbook - The aver- age kitchen or garage is a
veritable arse- nal to you. When you rummage around for the
ingredients for something dan- gerous Roll+Brains. • On at 10+
You’ve got everything you
need to safely make a simple explo- sive, poison or other chemical
com- pound.
• On a 7-9, Your compound’s creation and use can be potentially
danger- ous to you or its user as well as its intended
target.
A Local Anywhere - You have a knack for languages and customs. When
you encounter someone speaking a foreign language roll +Brains. •
On a 10+ you are fluent in that lan-
guage and culture • On a 7-9 you speak enough to get by,
some embarrassing misunderstand- ings may take place
Trauma Training - When you treat an injured person while using
proper medi- cal equipment such as a doctor’s bag, you may heal an
additional harm.
THE SPECIALIST
The Specialist Choose Attributes Select one of the following arrays
of Attributes and distribute them between Might, Hustle, Smooth,
Brains, and Soul however you want. 1, 1, 1, 1, 1 2, 1, 1, 0, 0 2,
1, 1, 1, -1 2, 2, 0, 0, -1 2, 2, 1, -1, -1
Choose your Buzz Choose a one- or two-word motivation that drives
your character. It should fit in the following catchphrase:
“In a world gone mad, [Character name] is looking for
[Buzz].”
Examples: Adventure, Cold Hard Cash, The Crown, Escape, Fame &
Glory, Honor, Justice, Love/Lust, Payback, Peace of Mind,
Redemption, Respect, Thrills, The Truth, Vindication
Hooks • I’m going to make sure __________________ understands this
better than I do. • ___________________ reminds me that it’s not
always about logical thinking. • At least ___________________ has
me around to do the heavy thinking. • ____________________ is
working a game I haven’t deduced. I’m watching them closely. • I
need to solve ___________________’s problem.
Pick Your Thang Choose one unique permanent item. Examples: Animal
Companion, Aptitude, Assistant, Bidness, Connections, Credentials,
Fame, Lab/Workshop, Sidekick, Signature Weapon, Skilled Companion,
Special Instrument, Sweet Ride, Wealth