[ +- ] Action Movie World
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Actor Name:
Actor Playbook:
Character Name:
Script:
VIOLENCE
NotesAbility | Roll
|
Violence (Muscle) | 2d6
|
Violence (Agility) | 2d6 |
Violence is exactly what it sounds like: trying to hurt or kill people. The stat you roll depends on how you’re going about it. If it’s up close, with a melee weapon or fisticuffs, roll +Muscle. If it’s from a distance, with guns, bows, bazookas, grenades, or anything else of that ilk, roll +Agility.
On a 10+, choose three:
• Inflict terrible harm (+1 harm)
• The target drops something
• The target is knocked down
• You make a mess (-messy)
• Something explodes (-loud)
• You hit a whole bunch of people (-area)
• You can escape or close in
On a 7-9, choose one:
• You inflict harm but you take some, too.
• You inflict harm but are driven back.
• You inflict harm but a friend is hurt badly in the fight.
[table="rolls"]Ability|Roll
Violence (Muscle)|2d6[_$=+musc]
Violence (Agility)|2d6[_$=+agi]
[/table]
Violence is exactly what it sounds like: trying to hurt or kill people. The stat you roll depends on how you’re going about it. If it’s up close, with a melee weapon or fisticuffs, roll +Muscle. If it’s from a distance, with guns, bows, bazookas, grenades, or anything else of that ilk, roll +Agility.
On a 10+, choose three:
• Inflict terrible harm (+1 harm)
• The target drops something
• The target is knocked down
• You make a mess (-messy)
• Something explodes (-loud)
• You hit a whole bunch of people (-area)
• You can escape or close in
On a 7-9, choose one:
• You inflict harm but you take some, too.
• You inflict harm but are driven back.
• You inflict harm but a friend is hurt badly in the fight.
GETTING WHAT YOU WANT
NotesAbility | Roll
|
Getting What You Want | 2d6 |
Sometimes you want something and you need to talk in order to get it. What that something is is irrelevant to the way we do this. This includes intimidation. If it’s pursued through sheer force of personality, it’s this move. When you seduce or manipulate someone in order to get something (goods, sex, money, information, etc), roll +Magnetism.
On a 10+, you get what you want with no strings attached. It might even be better than you expected. If used against a PC, he or she can refuse but takes a -1 forward until he or she gives in.
On a 7-9, get what you want but it comes with an added cost. A PC can outright refuse.
On a miss, you’ve managed to infuriate someone. The Director may make an appropriate move against you.
[table="rolls"]Ability|Roll
Getting What You Want|2d6[_$=+mag][/table]
Sometimes you want something and you need to talk in order to get it. What that something is is irrelevant to the way we do this. This includes intimidation. If it’s pursued through sheer force of personality, it’s this move. When you seduce or manipulate someone in order to get something (goods, sex, money, information, etc), roll +Magnetism.
On a 10+, you get what you want with no strings attached. It might even be better than you expected. If used against a PC, he or she can refuse but takes a -1 forward until he or she gives in.
On a 7-9, get what you want but it comes with an added cost. A PC can outright refuse.
On a miss, you’ve managed to infuriate someone. The Director may make an appropriate move against you.
EMOTE
Notes
Action stars sometimes like to show off their acting chops (or lack thereof) by displaying emotion in a non-violent context. No subtle acting in action movies, though; when action stars let loose, it’s big, loud, and messy. Pick an emotion to convey via speech or physical movement. When you display that emotion in a melodramatic fashion, roll +Drama.
On a 10+, as below and you take +1 forward when acting on your emo- tions, as well.
On a 7-9, choose a PC or NPC to witness to your emotional display. He or she feels the same emotion as you. It is up to the Director to decide how the witness reacts. If a PC acts on the emotion, he or she takes +1 forward
On a miss, the rawness of your emotions has exhausted you. Take -1 forward.
[table="rolls"]Ability|Roll
Emote|2d6[_$=+drama][/table]
Action stars sometimes like to show off their acting chops (or lack thereof) by displaying emotion in a non-violent context. No subtle acting in action movies, though; when action stars let loose, it’s big, loud, and messy. Pick an emotion to convey via speech or physical movement. When you display that emotion in a melodramatic fashion, roll +Drama.
On a 10+, as below and you take +1 forward when acting on your emo- tions, as well.
On a 7-9, choose a PC or NPC to witness to your emotional display. He or she feels the same emotion as you. It is up to the Director to decide how the witness reacts. If a PC acts on the emotion, he or she takes +1 forward
On a miss, the rawness of your emotions has exhausted you. Take -1 forward.
LOVE SCENE
NotesAbility | Roll
|
Love Scene | 2d6 |
Love scenes (read: sex scenes) are part and parcel of action movies. Emotion is usually expressed physically and there’s no more physical expression of love than sex. When you have sex with someone, PC or NPC, roll +Magnetism.
On a 10+, choose two.
On a 7-9, choose only one.
• +1 when you protect or help your lover for the rest of the film
• Your head is clear for days; +1 for the scene.
• The head of your lover is clear for days; he or she takes +1 for the scene. • Your lover will die during the course of the movie. When he or she does, you may invoke the Vengeance move just as though a fellow PC had died. • Your lover will show up during a moment of danger to provide critical aid. On a miss, the Director may use your lover to complicate your life in the near future. It may be that he or she is captured. He or she may betray you. Maybe it’s just a quick death. Whatever it is, you will take -1 for the scene from the stress it causes when it happens.
[table="rolls"]Ability|Roll
Love Scene|2d6[_$=+mag][/table]
Love scenes (read: sex scenes) are part and parcel of action movies. Emotion is usually expressed physically and there’s no more physical expression of love than sex. When you have sex with someone, PC or NPC, roll +Magnetism.
On a 10+, choose two.
On a 7-9, choose only one.
• +1 when you protect or help your lover for the rest of the film
• Your head is clear for days; +1 for the scene.
• The head of your lover is clear for days; he or she takes +1 for the scene. • Your lover will die during the course of the movie. When he or she does, you may invoke the Vengeance move just as though a fellow PC had died. • Your lover will show up during a moment of danger to provide critical aid. On a miss, the Director may use your lover to complicate your life in the near future. It may be that he or she is captured. He or she may betray you. Maybe it’s just a quick death. Whatever it is, you will take -1 for the scene from the stress it causes when it happens.
KILLER ONE LINER
NotesAbility | Roll
|
Killer One Liner | 2d6 |
After stunts and senseless violence, one liners are the connective tissue of the action film. Note that this is a move for which a miss implies that the line fell flat for the imaginary audience. It might be a legitimately funny line at the table even with a miss and still misfire with the audience. When you deliver an awesome one liner or catchphrase roll +Swagger.
On a 10+, your line is hilarious, well-timed, and cutting. Choose one: • Take +1 forward to your next roll.
• Your buddies are impressed. +1 to Camaraderie
On a 7-9, as above, but also pick one of the following
• Someone is enraged and immediately attacks you. • Someone you care about is hurt.
• The comment slows an action scene down (and not in a good way).
On a miss, the line falls flat. Take -1 forward as you’re rattled by how lame your line was. The Director may make a move against you.
[table="rolls"]Ability|Roll
Killer One Liner|2d6[_$=+swag][/table]
After stunts and senseless violence, one liners are the connective tissue of the action film. Note that this is a move for which a miss implies that the line fell flat for the imaginary audience. It might be a legitimately funny line at the table even with a miss and still misfire with the audience. When you deliver an awesome one liner or catchphrase roll +Swagger.
On a 10+, your line is hilarious, well-timed, and cutting. Choose one: • Take +1 forward to your next roll.
• Your buddies are impressed. +1 to Camaraderie
On a 7-9, as above, but also pick one of the following
• Someone is enraged and immediately attacks you. • Someone you care about is hurt.
• The comment slows an action scene down (and not in a good way).
On a miss, the line falls flat. Take -1 forward as you’re rattled by how lame your line was. The Director may make a move against you.
STUNTS
NotesAbility | Roll
|
Stunts (Muscle) | 2d6
|
Stunts (Agility) | 2d6 |
When you perform a badass stunt, roll either +Agility or +Muscles, depending on the type of stunt. Lifting a portcullis, throwing someone into the air, tackling someone through an open window, carrying logs over your shoulder, or swimming the Amazon are all +Muscles. Jumping out of a helicopter to land in a small pond, backflips through a laser detection system, or snatching an arrow out of midair are all +Agility.
On a 10+, you do the cool stunt you were attempting and you feel like a total badass doing it. Take +1 forward. You may pass this +1 forward to one of the other PCs instead if you can work them into the stunt.
On a 7-9, the stunt is successful. Take +1 forward. However, you’ve left yourself in a precarious position; choose one below.
On a miss, choose one
• You fall
• You lose something
• You leave something behind
• You hurt yourself (1 harm)
• Tell the Director to make a move against you.
[table="rolls"]Ability|Roll
Stunts (Muscle)|2d6[_$=+musc]
Stunts (Agility)|2d6[_$=+agi]
[/table]
When you perform a badass stunt, roll either +Agility or +Muscles, depending on the type of stunt. Lifting a portcullis, throwing someone into the air, tackling someone through an open window, carrying logs over your shoulder, or swimming the Amazon are all +Muscles. Jumping out of a helicopter to land in a small pond, backflips through a laser detection system, or snatching an arrow out of midair are all +Agility.
On a 10+, you do the cool stunt you were attempting and you feel like a total badass doing it. Take +1 forward. You may pass this +1 forward to one of the other PCs instead if you can work them into the stunt.
On a 7-9, the stunt is successful. Take +1 forward. However, you’ve left yourself in a precarious position; choose one below.
On a miss, choose one
• You fall
• You lose something
• You leave something behind
• You hurt yourself (1 harm)
• Tell the Director to make a move against you.
READ A PERSON
NotesAbility | Roll
|
Read a Person | 2d6 |
When you read a person in a charged interaction, roll +Drama.
On a 10+, hold 3.
On a 7-9, hold 1. While you’re interacting with him or her, spend your hold to ask their player questions, 1 for 1:
• is your character telling the truth?
• what’s your character really feeling?
• what does your character intend to do?
• what does your character wish I’d do?
• how could I get your character to __?
[table="rolls"]Ability|Roll
Read a Person|2d6[_$=+drama][/table]
When you read a person in a charged interaction, roll +Drama.
On a 10+, hold 3.
On a 7-9, hold 1. While you’re interacting with him or her, spend your hold to ask their player questions, 1 for 1:
• is your character telling the truth?
• what’s your character really feeling?
• what does your character intend to do?
• what does your character wish I’d do?
• how could I get your character to __?
READ A SITUATION
NotesAbility | Roll
|
Read a Situation | 2d6 |
Sometimes you need to know what the heck is going on in a dangerous situation. When you read a charged situation, roll +Swagger. If you succeed, you ask the Director questions. Whenever you act on one of the Director’s answers, take +1 forward.
On a 10+, ask 3:
On a 7-9, ask 1:
• where’s my best escape route / way in / way past? • which enemy is most vulnerable to me?
• which enemy is the biggest threat?
• what should I be on the lookout for?
• what’s my enemy’s true position?
• who’s in control here?
[table="rolls"]Ability|Roll
Read a Situation|2d6[_$=+swag][/table]
Sometimes you need to know what the heck is going on in a dangerous situation. When you read a charged situation, roll +Swagger. If you succeed, you ask the Director questions. Whenever you act on one of the Director’s answers, take +1 forward.
On a 10+, ask 3:
On a 7-9, ask 1:
• where’s my best escape route / way in / way past? • which enemy is most vulnerable to me?
• which enemy is the biggest threat?
• what should I be on the lookout for?
• what’s my enemy’s true position?
• who’s in control here?
CAMARADERIE
NotesAbility | Roll
|
Camaraderie | 2d6 |
Roll 2d6 and add +Camaraderie:
On a 10+, pick two:
On a 7-9, pick one:
• Heal one level of harm
• Find an awesome new weapon for the duration of the movie
• Do an extra level of harm to the film’s Villain
• Get inspired by your friends. Hold one to make a future roll an automatic 10+
• The characters gain a great insight into their friendship and themselves. Give all the PCs one XP and lower Camaraderie by -3 (to a minimum of -3).
On a miss, pick one:
• Lower Camaraderie by a further -1.
• Automatically fail your next roll in your primary stat.
• GM makes an immediate move against one of your compatriots (not you!) • A fight breaks out immediately between you and one of the other PCs.
[table="rolls"]Ability|Roll
Camaraderie|2d6[_$=+cam][/table]
Roll 2d6 and add +Camaraderie:
On a 10+, pick two:
On a 7-9, pick one:
• Heal one level of harm
• Find an awesome new weapon for the duration of the movie
• Do an extra level of harm to the film’s Villain
• Get inspired by your friends. Hold one to make a future roll an automatic 10+
• The characters gain a great insight into their friendship and themselves. Give all the PCs one XP and lower Camaraderie by -3 (to a minimum of -3).
On a miss, pick one:
• Lower Camaraderie by a further -1.
• Automatically fail your next roll in your primary stat.
• GM makes an immediate move against one of your compatriots (not you!) • A fight breaks out immediately between you and one of the other PCs.
[2column]
[col]
[img]https://i.imgur.com/yMusI4R.png[/img]
[table="HT"][size="120"][b]Star Power & XP[/b][/size][/table]
[b]XP[/b]
[_=0/5]
[b]Star Power[/b]
[_=0/10]
[table="HT"][size="120"][b]Attributes[/b][/size][/table]
[table="rolls"][b]Attribute[/b]|[b]Roll[/b]
[_=0/1] [b]Muscle[/b] [_musc=]|2d6[_$=+musc]
[_=0/1] [b]Agility[/b] [_agi=]|2d6[_$=+agi]
[_=0/1] [b]Magnetism[/b] [_mag=]|2d6[_$=+mag]
[_=0/1] [b]Drama[/b] [_drama=]|2d6[_$=+drama]
[_=0/1] [b]Swagger[/b] [_swag=]|2d6[_$=+swag]
[b]Camaraderie[/b] [_cam=]|2d6[_$=+cam]
[/table]
[table="ht"][b]HARM[/b] |
[_p=0/1] 1|Minor cuts and scrapes. Your hair is mussed.
[_p=0/1] 2|Minor bleeding, dirty. Your clothes are torn.
[_p=0/1] 3|Limping, sore, a good wound or two.
[_p=0/1] 4|Serious damage, broken bones.
[_p=0/1] 5|Near death if you want to be, otherwise very similar to 4 harm.
[/table]
[/col]
[col]
[table="HT"][size="120"][b]Character Info[/b][/size][/table]
[b]Actor Name[/b]: [_=]
[b]Actor Playbook[/b]: [_=]
[linebreak]
[b]Character Name:[/b] [_=]
[b]Script[/b]: [_=]
[linebreak]
[size="70"][abilities=Appearance][/abilities][/size]
[size="70"][abilities=Actor & Script Moves]
[/abilities][/size]
[size="70"][abilities=Basic Moves]
#[b]VIOLENCE[/b]
[table="rolls"]Ability|Roll
Violence (Muscle)|2d6[_$=+musc]
Violence (Agility)|2d6[_$=+agi]
[/table]
Violence is exactly what it sounds like: trying to hurt or kill people. The stat you roll depends on how you’re going about it. If it’s up close, with a melee weapon or fisticuffs, roll +Muscle. If it’s from a distance, with guns, bows, bazookas, grenades, or anything else of that ilk, roll +Agility.
On a 10+, choose three:
• Inflict terrible harm (+1 harm)
• The target drops something
• The target is knocked down
• You make a mess (-messy)
• Something explodes (-loud)
• You hit a whole bunch of people (-area)
• You can escape or close in
On a 7-9, choose one:
• You inflict harm but you take some, too.
• You inflict harm but are driven back.
• You inflict harm but a friend is hurt badly in the fight.
#[b]GETTING WHAT YOU WANT[/b]
[table="rolls"]Ability|Roll
Getting What You Want|2d6[_$=+mag][/table]
Sometimes you want something and you need to talk in order to get it. What that something is is irrelevant to the way we do this. This includes intimidation. If it’s pursued through sheer force of personality, it’s this move. When you seduce or manipulate someone in order to get something (goods, sex, money, information, etc), roll +Magnetism.
On a 10+, you get what you want with no strings attached. It might even be better than you expected. If used against a PC, he or she can refuse but takes a -1 forward until he or she gives in.
On a 7-9, get what you want but it comes with an added cost. A PC can outright refuse.
On a miss, you’ve managed to infuriate someone. The Director may make an appropriate move against you.
#[b]EMOTE[/b]
[table="rolls"]Ability|Roll
Emote|2d6[_$=+drama][/table]
Action stars sometimes like to show off their acting chops (or lack thereof) by displaying emotion in a non-violent context. No subtle acting in action movies, though; when action stars let loose, it’s big, loud, and messy. Pick an emotion to convey via speech or physical movement. When you display that emotion in a melodramatic fashion, roll +Drama.
On a 10+, as below and you take +1 forward when acting on your emo- tions, as well.
On a 7-9, choose a PC or NPC to witness to your emotional display. He or she feels the same emotion as you. It is up to the Director to decide how the witness reacts. If a PC acts on the emotion, he or she takes +1 forward
On a miss, the rawness of your emotions has exhausted you. Take -1 forward.
#[b]LOVE SCENE[/b]
[table="rolls"]Ability|Roll
Love Scene|2d6[_$=+mag][/table]
Love scenes (read: sex scenes) are part and parcel of action movies. Emotion is usually expressed physically and there’s no more physical expression of love than sex. When you have sex with someone, PC or NPC, roll +Magnetism.
On a 10+, choose two.
On a 7-9, choose only one.
• +1 when you protect or help your lover for the rest of the film
• Your head is clear for days; +1 for the scene.
• The head of your lover is clear for days; he or she takes +1 for the scene. • Your lover will die during the course of the movie. When he or she does, you may invoke the Vengeance move just as though a fellow PC had died. • Your lover will show up during a moment of danger to provide critical aid. On a miss, the Director may use your lover to complicate your life in the near future. It may be that he or she is captured. He or she may betray you. Maybe it’s just a quick death. Whatever it is, you will take -1 for the scene from the stress it causes when it happens.
#[b]KILLER ONE LINER[/b]
[table="rolls"]Ability|Roll
Killer One Liner|2d6[_$=+swag][/table]
After stunts and senseless violence, one liners are the connective tissue of the action film. Note that this is a move for which a miss implies that the line fell flat for the imaginary audience. It might be a legitimately funny line at the table even with a miss and still misfire with the audience. When you deliver an awesome one liner or catchphrase roll +Swagger.
On a 10+, your line is hilarious, well-timed, and cutting. Choose one: • Take +1 forward to your next roll.
• Your buddies are impressed. +1 to Camaraderie
On a 7-9, as above, but also pick one of the following
• Someone is enraged and immediately attacks you. • Someone you care about is hurt.
• The comment slows an action scene down (and not in a good way).
On a miss, the line falls flat. Take -1 forward as you’re rattled by how lame your line was. The Director may make a move against you.
#[b]STUNTS[/b]
[table="rolls"]Ability|Roll
Stunts (Muscle)|2d6[_$=+musc]
Stunts (Agility)|2d6[_$=+agi]
[/table]
When you perform a badass stunt, roll either +Agility or +Muscles, depending on the type of stunt. Lifting a portcullis, throwing someone into the air, tackling someone through an open window, carrying logs over your shoulder, or swimming the Amazon are all +Muscles. Jumping out of a helicopter to land in a small pond, backflips through a laser detection system, or snatching an arrow out of midair are all +Agility.
On a 10+, you do the cool stunt you were attempting and you feel like a total badass doing it. Take +1 forward. You may pass this +1 forward to one of the other PCs instead if you can work them into the stunt.
On a 7-9, the stunt is successful. Take +1 forward. However, you’ve left yourself in a precarious position; choose one below.
On a miss, choose one
• You fall
• You lose something
• You leave something behind
• You hurt yourself (1 harm)
• Tell the Director to make a move against you.
#[b]READ A PERSON[/b]
[table="rolls"]Ability|Roll
Read a Person|2d6[_$=+drama][/table]
When you read a person in a charged interaction, roll +Drama.
On a 10+, hold 3.
On a 7-9, hold 1. While you’re interacting with him or her, spend your hold to ask their player questions, 1 for 1:
• is your character telling the truth?
• what’s your character really feeling?
• what does your character intend to do?
• what does your character wish I’d do?
• how could I get your character to __?
#[b]READ A SITUATION[/b]
[table="rolls"]Ability|Roll
Read a Situation|2d6[_$=+swag][/table]
Sometimes you need to know what the heck is going on in a dangerous situation. When you read a charged situation, roll +Swagger. If you succeed, you ask the Director questions. Whenever you act on one of the Director’s answers, take +1 forward.
On a 10+, ask 3:
On a 7-9, ask 1:
• where’s my best escape route / way in / way past? • which enemy is most vulnerable to me?
• which enemy is the biggest threat?
• what should I be on the lookout for?
• what’s my enemy’s true position?
• who’s in control here?
#[b]CAMARADERIE[/b]
[table="rolls"]Ability|Roll
Camaraderie|2d6[_$=+cam][/table]
Roll 2d6 and add +Camaraderie:
On a 10+, pick two:
On a 7-9, pick one:
• Heal one level of harm
• Find an awesome new weapon for the duration of the movie
• Do an extra level of harm to the film’s Villain
• Get inspired by your friends. Hold one to make a future roll an automatic 10+
• The characters gain a great insight into their friendship and themselves. Give all the PCs one XP and lower Camaraderie by -3 (to a minimum of -3).
On a miss, pick one:
• Lower Camaraderie by a further -1.
• Automatically fail your next roll in your primary stat.
• GM makes an immediate move against one of your compatriots (not you!) • A fight breaks out immediately between you and one of the other PCs.
[/abilities][/size]
[size="70"][abilities=Gear]
[/abilities][/size]
[size="70"][abilities=Background and Notes]
[/abilities][/size]
[/col]
[/2column]