© 2014 Ryan M.M. All Rights Reserved
© 2014 Ryan M.M. All Rights Reserved
© 2014 Ryan M.M. All Rights Reserved
Version 0.2.3
(MATURE AND IMMATURE CONTENT FOLLOWS)
TABLE OF CONTENTS
Get pumped.
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 the 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 tabletop RPG inspired by bad movies and built from the ground up to promote
action-packed absurdity! Straight to VHS is a work in progress, but is already immensely fun!
Youll 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 Directors script.
SOUNDS BADASS! WHAT DO I NEED? -Thats what you say.
Youll 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 three 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 should be that friend of yours whos all creative and stuff. You know
that friend! 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!
have likely heard of one that has something to do with dragons and dungeons. Thats right,
DRAGONS! Pretty dope. RPGs share much with their video game counterparts, but brosauce,
instead of interacting with a computer and some code, youre going to be interacting with your
friends and the human brain. If you dont think thats baller, youre straight trippin. In a video
game, youre 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, youre given a level of freedom
that no video game or traditional board game can really replicate. Thats 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
games world. In short, yeah its nerdy, and its also really fun. I mean, its, uh, the sickest! It
hastyphus or something.
Lets imagine a horror movie. Our heroine stands in the woods at the edge of a dark cave.
A trail of blood leads into the caves mouth. If our heroine has any survival instincts or
awareness of her existence in a horror movie, shes gonna book it on out of there, go home and
play video games. Thats great for her, but its not very interesting.
It might be tempting to make your characters survival your highest priority, but if you do so,
youll probably bore yourself. In the end, the goal of Straight to VHS isnt 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 isnt
making the smartest decisions. In general, act like someone in a horror movie. They arent
suicidal, but their sense of self-preservation is overridden 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 quarterbacks 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. More on that later.
Oh! And to really get in the right mind-set, you should watch some fine cinema. May I
recommend the following: Gymkata, Hard Ticket to Hawaii, Future War, Avalanche Sharks,
Miami Connection, Troll 2, Masters of the Universe, Mortal Kombat: Annihilation, Big Trouble in
Little China*, Latitude Zero, Thankskilling, Dead Heat, Sharknado, Bad Boys II, Yor: Hunter From
the Future, Tremors 2, Leprechaun 4, Deadly Prey, Hell Comes to Frogtown and Independence
Day; and for many more, check out reddit.com/r/badmovies.
*Actually,youreallycantcallthisabadmovie.Itmightbethebestmovieevermade.
HOW TO PLAY
Dont 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!) From here on out,
anytime you see red text in a grey box like this, its information that only the Director
really needs to read. Go ahead and skip it if you like so you can get started sooner.
Youll create a character using the guidelines below, and youll give them stats that
represent their strengths and weaknesses. The Director narrates the action and provides
challenges for you and your fellow players. Hilarity and awesomeness ensues.
(attacks included), 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 the most relevant character 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 defense roll is higher than the attack roll, no damage is dealt.
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. What if someone rolls a 20 on an attack, but his/her overall
attack was still lower than the defensive roll? They didnt 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!
Something else to keep in mind while directing: give bonuses or penalties to rolls for
unusual circumstances (things like being behind cover, being on an icy surface, having
received a makeover, being caffeinated, etc). Just strive to be fair, consistent and awesome.
a Perk from the list further below, and three stats of your choice get raised by 1 (HP is the
exception: it gets raised by 3 if chosen). Well learn about the stats in a bit.
If youre 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 its usually
just the duration that the characters stay in a general location. 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.
Epic Dice
Rolling a d20 leaves an awful lot to chance. Wouldnt it be nice if you could roll it more than
once and choose the roll you like? Well, you can sometimes. There are a few ways you can
earn Epic Dice. When you use an Epic Die, just roll an extra d20 and then choose the roll you
like. You can have up to three Epic Dice saved up for later use, and you can use as many as you
like on a single action. For now, lets just learn about one way you can earn Epic Dice: getting
them from the Director.
The Director can award you an Epic Die when your character has done something that fits
any of the criteria below.
1. Doing something badass and creative.
2. Doing something thats good for the story or character development but is very risky for
your character.
3. Staying true to your character when it would be tempting to do otherwise.
4. Anything else along those lines that duly impresses the Director.
Theres no need to be stingy with these. Hand em out like candy!
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 and so on. After the lowest roller goes, its back to the highest roller again.
You can only do so much on a single turn before its the next characters turn. On your turn,
you have 5 action points (which Ill shorten to AP from now on). Making an attack or using a
healing item uses up 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 cant attack the same target more
than once, though.) Anytime you move, you use 2 AP. There are also a lot of different sorts of
actions that only use 1 action point.
Take a look at some examples of the different types of actions:
3 AP
2 AP
1 AP
0 AP
Attacking
Walking, running,
driving or piloting
One-liners
(see next page)
Healing
Standing up
Straining senses
Winking
Hacking a
computer
Hiding
Dropping an item
Idle banter
Picking a lock
Reloading
Picking up an item
Barricading a door
Persuading others
Recalling
knowledge
These examples ought to cover most character actions, but you should also find yourself
doing (ahem) all sorts of stuff that isnt on this list. So, if you want to cut the chandeliers rope,
just ask the director how much AP itll take. For some, it might be tempting to try to talk the
Director down to a lower AP cost. Resist that temptation. Its 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.
Need a rule that's not in here? MAKE IT UP like the renegade you are!
Character Actions
Once per Scene, you can use a Bad Edit, which gives you an 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 an action before he gets his
mummy hands on you!
Once per day, you can use 1 AP to Push It to the Limit. This heals you by half your total
HP and gives a +5 to your next roll. Your character ought to say something really lame or
totally sweet when using this action.
Once per Scene, you can gain an Epic Die when you use a relevant One-Liner. You know,
like saying Ice to know you after shoving someone into a glacier crevasse. It doesnt
have to a pun, it just has to feel like an awesome/terrible movie line.
You won't have a long list of set "moves" to consider (though some Tropes like Vampire
give you a move or two). Instead, 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
throw the gun at his face." You can do that, right? Let the Director worry about the complicated
numbers.
COMPLICATED NUMBERS TIME! 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 and takes a -4 penalty. Each
enemy makes their own defensive roll.
Also, let your players know that they can go for Sweet Moves, which are attacks that are
a bit harder to pull off (this might sound like "I go for a headshot," or "I thrust forward with all
my might and try to stab right through it" or the classic I try to punch him right in the balls.)
The target of the Sweet Move gets an Epic Die on their defensive roll. If the attacker
still hits, treat the attack roll as a critical success (just as though a 20 was rolled). Let the
player know before ruling something as a Sweet Move, as it should be the players choice.
Cover and obscurement give penalties. A character behind a beaded curtain?
Give a -2 to rolls to notice them. A character behind a tree in a blizzard? -5 to see or hit
them, perhaps? Dont sweat the numbers too much. Its a bad movie, after all.
Script Changes
Script Changes are a way for you to get a moment in the Directors chair. Youll 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 theres 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 its just total
nonsense and/or the other players arent feeling it, you can veto a Script Change
or perhaps suggest a compromise.
Also, youll find that sometimes a players Script Change doesnt really change
things because of something the player wasnt 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 players chance to mix things up.
Players start without a Script Change, but they gain one when they roll (and use) either a 1 or
a 20 (note: this doesnt count the automatic 20s from Sweet Moves). 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. Again, just note the type you picked; the actual details will be up to you
when its 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 doesnt 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 be ready when you roll another 1 or 20.
CHARACTER CREATION
Before picking Tropes and Perks, youll want to know about some of the character features
they change. The most important of these are the stats. Lets take a look.
Stats
(ACC) ACCURACY: Accuracy with ranged weapons, ability with delicate procedures.
(ATH) ATHLETICS: Athletics, reflexes, speed and initiative.
(CHA) CHARISMA: Persuasion, intimidation, schmoozing and seduction.
(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: How strong you are, ability with martial arts and melee weapons
So, during character creation, youre going to follow the directions below for Stat Tweaks.
Stat Tweaks (IMPORTANT):
You are going to give one of those stats 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.
The higher the stat's value, the better your character is with that stat.
Health Points
Characters also have Health Points. Lets 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. HP starts at 20 and
doesnt get a Stat Tweak. Tropes and Perks will sometimes 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 its a lot less or a lot more than 20. Also, if you
knock a bad guy down to 0 HP, its usually assumed theyre dead unless you specify that you
merely knocked them unconscious.
Speed
ATH
SPEED
-8 or less
2 sq or 10 ft
-7, -6 and -5
3 sq or 15 ft
-4, -3 and -2
4 sq or 20 ft
-1, 0, and 1
5 sq or 25 ft
2, 3 and 4
6 sq or 30 ft
5, 6 and 7
7 sq or 35 ft
8 and more
8 sq or 40 ft
Sneaking, Intimidation or Animals. When youre rolling for something relevant to one of your
Epics, you get an automatic Epic Die. The Epic Dice you get from Epics cant be stored for later
use; they just get used automatically anytime the Epic is relevant.
There are also negative counterpoints to Epics, which are called Bummers. When you roll for
something that you have a Bummer in, you roll an extra d20 and use the lower roll. Be cool and
remind everyone when you have a Bummer that should affect you. Otherwise, the Bummer will
call for ANOTHER d20 for the rest of the movie! Bummer Dice and Epic Dice sometimes end up
in the same roll. In this case, they just cancel each other out, die for die.
A player may come up with a clever reason that an Epic ought to help with all their attack
rolls because of the item or technique they are using. This isn't really the purpose of Epics.
Allow them to use it once for their clever thinking, and explain that Epics aren't meant to be
a constant bonus to combat prowess. On the flip side, make a note of the characters Epics
(and Bummers) and try to make sure theres a chance for them to come into play.
adjust the flavor of the Trope to fit the movie or your character concept. As a rough rule of
thumb, don't make custom Tropes give more than a constant +6 bonus to a single stat without
some sort of drawback or situational qualifier (look at Tropes like Blind Master, Chest of
Wonders, Talking Dog or Valentino Effect for examples.) HP can have bigger adjustments
because it already starts with 20 points.
Batteries Included: You are a robot, android, automaton, cyborg or golem. You are unharmed
by poison, radiation and asphyxiation. You do have trouble with magnets, though. You can see
in the dark and in infrared. You never need deodorant. (+8 HP or +5 STR. -5 to CHA, INT or SPY.
Epic: Mathematics. Bummer: Romance)
Beastmaster: You have a pet animal that adores you that can carry out basic commands. The
animal has a once-per-Scene 0 AP attack on your turn. Attack bonus = 5 + your number of
Montages. (+4 STR or +4 ATH. +2 to another stat. Epic: Animals.)
Bionic Arms: You have bionic arms and get +5 STR or ACC (pick upon character creation).
Getting them wet or electrocuted negates the STR or ACC bonus and renders your arms useless
until the end of the Scene. Once a day, you get an extra Bad Edit, but the action needs to be
aided by your (functional) arms. (+4 HP.)
Bionic Legs: You have bionic legs and get +5 ATH or DEF (pick upon character creation). Getting
them wet or electrocuted negates the ATH or DEF bonus and renders your legs useless until the
end of the Scene. Once a day, you get an extra Bad Edit, but the action needs to be aided by
your (functional) legs. (+4 HP.)
Blind Master: You are blind and take a -5 to all rolls that would benefit from sight. (+8 to one
stat of your choice. +4 to another stat. Epics: Hearing, Smell, Taste and Touch.)
Chest of Wonders: Once per day, take off your shirt by using 1 AP to get a +6 bonus to CHA for
the rest of the Scene. ALSO, once per day, take off your shirt by using 1 AP to get a +6 bonus to
STR for the rest of the Scene. The two abilities can be activated at once. (Epics: Seduction,
Intimidation.)
Copper: You start with a badge, handgun, cop car, bulletproof vest (which gives a +2 bonus to
defensive rolls) and of course, some authority. But remember, the police chief and populace
arent automatically on your side. (Epic: Police Work.)
Coward: You can attempt to hide by only using 1 AP. Roll an extra d20 for attacks against
unaware enemies; pick the d20 you want to use. Human Shield: Once per day, when you take
damage, you can give it to an adjacent person or thing instead. (+5 to SPY. +5 to CHA, DEF or
INT. -4 STR. -2 ACC. -8 HP.)
Die Hardly: Upon reaching 0 HP or less, roll a die at the start of your turn. You only fall
unconscious if you roll an odd number; you still die if you reach -10, however. (+10 HP. +3 to a
stat of your choice.)
Dual Wielding: Get a +1 to all attacks if you are wielding two weapons. Once per Scene, you can
make a 0 AP attack on your turn if it will mean you'll use both of your weapons that turn. (+4
ACC or STR.)
Expert in My Fields: Get a +3 to INT and choose four of the following Epics: Animal Calls,
Astronomy, Balance, Bartering, Chemicals, Cuisine, Current Affairs, Dancing, Dinosaurs,
Diseases, Eavesdropping, Electrician, Forgery, Gambling, Geopolitics, History, Hunting,
Intimidation, Jumping, Lock-picking, Music, Nuclear Energy, The Ocean, Parkour, Pop Culture,
Religion, Reptiles, Ropes, Seduction, Surgery, Television, Trees, Video Games.
Famous: Start with $1,000. Anytime you meet a new person, 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 dont 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 going unnoticed. (Epics:
Hide Identity, Sneak.)
Gangster: Roll a d20 when seen by police; on a 15+, they will try to apprehend you. Once per
day, you can call your gang for backup by using 1 AP. On your next turn, two backup gangsters
will arrive. Each backup gangster has 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 (so
thats 3 + your number of Montages). Backup gangsters leave at the end of the Scene. (+3 to a
stat of your choice. Epics: Street Smarts, Intimidation.)
Haunted: You are haunted by a ghost. Who they are and why they haunt you is up to you. Once
per day, you can call the ghost by using 1 AP, and they will assist until the end of the Scene
(entering combat right after your turn). The ghost has its own character sheet, with starting
stats and one Perk (no items or Tropes). When it reaches 0 HP, the ghost retreats. (+2 to a stat
of your choice. Epic: Ghosts)
Hobo: Start with $30 instead of $200. Start with a bindle on a stick containing a knife (see
items), two gauze, a lighter, lighter fluid, a can opener, and a flashlight. Once per Scene, you can
throw a can of beans (a ranged weapon with a +4 bonus). Once per day, spend 2 AP to use your
Halitosis ability on an adjacent enemy by breathing on them, giving them a Bummer to their
next roll. (+1 to four stats. Epics: Trains, Street smarts. Bummer: High Society.)
Jack Burton Effect: Get a Bummer Die on all rolls, but twice per day, you can choose to have an
automatic critical success. Also, given a choice, your enemies will ignore you most of the time
(for real). You also own a trailer truck, but you dont have it right now. Yes, this is probably
pretty unbalanced. But you know what ol' Jack Burton says? "Fuck it."
Kinda Sexy Nerd: You're all smart and stuff, so you're totally a nerd, but when you take those
lame-o glasses offWow! You can take off your glasses to receive a +8 bonus to CHA and a -3
to all rolls that would be aided by eyesight, including all attack rolls. Putting your glasses on or
off takes 3 AP (youre really bad at it!) Youre also allergic to contact lenses. (+5 INT. -4 CHA.
Pick an Epic from the Expert in my Fields Trope.)
Know-It-All: Once per day, you can dramatically remove your glasses to receive uncanny insight
from the Director. (+5 to INT. -2 to STR or CHA. Pick a Epic from "Expert in my Fields.")
Man/Woman of Action: Anytime you attack multiple targets with a single attack, reduce your
total attack penalty by 2. (+5 to ACC or STR. -4 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/ceremonies have made you a gifted speaker. (+3 CHA. +2 to another stat.
Epic: Religion. Bummer: Romance.)
Martial Artist: You get +5 to all attacks and +3 to DEF as long as you are unarmed and aren't
using any sort of armor. (+2 ATH. Bummer: Firearms.)
Money Bags: Start with $3,000 + $200 per day. (Choose one: -3 HP, -1 CHA, -1 DEF or -1 STR.
Epics: High Society, Business. Bummer: The Streets.)
Monkey Man: Anytime youd like something to climb or swing on, it's conveniently there! Be it
a chandelier, rope, cable or vine, itll be the length you need and will never break on you. (+4 to
ATH. Epics: Climbing, Parkour.)
Mysterious Drifter: Nobody seems to know who you are or what you're capable of. You wear a
trenchcoat in which you can conceal anything smaller than you. (+3 to two stats of your choice,
Epics: Intimidation, Lying. Bummer: Local Affairs)
Net Hacker: The digital webs are your playground. Computer systems are your play blocks.
It'splaytime, or something. You have some sort of portable device that apparently allows you
get into all sorts of electronic systems. (+3 INT. +3 SPY. -3 to STR or CHA. Epic: Electronics.
Bummer: Nature.)
Only a Flesh Wound: Yeah, right! Like a shark bite and gunshot wound is gonna stop you! Heal
15 HP between each Scene. However, you are terrified of something. Choose what it is. While
confronted with it, you only get 3 AP on your turn. (+10 HP.)
Paid Sponsor: Start with $300. 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).
Protagonist: You're the star, so nothing bad will happen to you, right? Once per day, ask for a
rewrite that turns one of your rolls or one of the Directors rolls into a critical success or critical
failure. (+4 DEF. +3 CHA.)
Psychic Powers: You have the power to move things under 10 pounds with your mind, no
problem, even flinging them as an attack using your INT stat. Moving heavier objects requires
an INT roll with the target number set by the Director. Once per day, you may read someone's
mind. (+4 INT.)
Road Rash: Anytime youd like a motorcycle to be nearby, there is one, keys in the ignition. Get
a +2 bonus to all rolls while on a speeding motorcycle. Note that theoretically there are
situations in which being on a motorcycle is still a net negative. (+3 to any stat. -2 to any stat.)
Robber: Roll a d20 when seen by a police officer; on a 15+, they will attempt to apprehend you.
Start with $600. (+4 SPY or ATH. +2 to another stat. Epic: Crime.)
Sentimentalist: You carry something with you, like a flask, locket, shrapnel in your chest, lucky
coin, etc. You can gaze upon it once per Scene to get a +2 to your next roll. When you receive
damage that would take you to 0 HP or less, give the damage to your trinket instead. It can no
longer absorb damage after taking a total of 30 damage since the start of the movie. (+3 to any
stat. -2 to any stat.)
Skating Ninja: You have a katana, an unlimited supply of ninja stars and a skateboard. The
attack bonuses on ninja stars and katanas is 1 more than usual for you. (+3 to SPY. +2 to ATH.)
Sniper: Start with a sniper rifle in your possession. Youre a damn good shot and also skilled at
concealing yourself and your weapon. (+4 ACC. Epic: Hiding.)
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
1 AP to blast some tunes to pump up you and your allies, giving +3 to everyone's next roll. Once
per day, you can use 1 AP to use your boombox to sonically assault an opponent, causing them
to miss their next turn. (+3 to any stat. Epics: Youth Culture, Dancing, Intimidation. Bummer:
Society's Rules.)
Talking Dog: You are a relatively intelligent canine who can freely communicate with his friends.
For some reason, other people dont 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. (+5 ATH or
CHA. +2 to DEF or STR. Epics: Smell, Digging.)
Teenage Heartthrob: You're young, beautiful, full of potential but lacking in experience. You
only have $100 to start instead of $200. However, anytime you get a Montage, pick two Perks!
(-1 to two stats of your choice. Epics: Teenagers, Pop Culture. Bummers: Finances, Politics.)
Thou Art from the Past: You are a knight from the past who has been somehow transported
towell, whatever time your game takes place. You start with a broadsword (+3) and a suit of
armor (+2 DEF). Also, you talk funny. (+4 STR. -3 ACC. Bummers: Current Events, Pop Culture,
Technology.)
Though Art from the Present(ish): You are a soldier/lawman from the 20th/21st century who
has been transported towell, whatever time your game takes place. You start with a rifle (+5)
and a flak jacket (+2 DEF). Also, you talk funny. (+4 ACC. -3 STR. Bummers: Current Events,
Nature, Future Tech.)
Valentino Effect: +7 CHA to those attracted to your gender. Also, pick a gender; you can now
detect the presence of anyone of that gender nearby. Rawr!
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, it uses STR AND ACC.
If the Blood Sucking attack hits, heal the amount of damage you deal. Once per day, you can
turn into a bat until the end of a Scene. While you are a bat, the only attack you can make is
your Blood Sucking ability. (Epic: Seduction. Bummer: 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 1 AP, roll a d20 and the hair donor
will take damage equal to the amount shown on the d20. A victim can be knocked unconscious
by the voodoo doll, but can not be killed. Once per Scene, you can spend 1 AP to place a hex on
someone, causing them to take a -2 penalty to all rolls. (+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, +6 STR, -6 CHA and -6 INT. Turning into a werewolf heals you 8
HP and destroys normal-fitting clothing. As a werewolf, you can not attack with weapons (but
dont forget your werewolf strength bonus!). You only stop being a werewolf after spending a
few hours out of the moonlight (meaning the sun has risen or youve been indoors). (Epic:
Intimidation. Bummer: Animals.)
What a Scoop!: You are employed at a newspaper, news magazine or TV news show. You have
a press pass and a camera and can make use of the news chopper once per day. (+3 to two of
the following: INT, CHA, SPY. Epics: Interviewing, Public Affairs.)
Wheelman: You start with a 1969 Dodge Charger. Never take damage from a vehicle crash. (+3
CHA. +3 to STR or ACC. Epic: Vehicles.)
Wildcard: You get critical failures on 3 or less. You get critical successes on 16 and up. (+3 to
two stats of your choice, -3 to two stats of your choice.)
Example Perks
You can take the same Perk more than once if you like. Custom Perks should be roughly
worth more than a constant +1 to a stat, but less than a constant +2 (HP exempt). If they are
highly situational, like "Calmly Walk Away," the numbers can get a bit wilder.
Adrenaline Rush: Once per Scene, you can roll an extra d20 on a STR roll. Pick the roll you like.
Calmly Walk Away: You get a +5 bonus to DEF 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. +3 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.
Druid, or Possibly Farmer: In any case, you've been getting in touch with nature. (Epics:
Animals, Plants, Weather Prediction)
Duct Tape and Solder: You can combine any two weapons together, and 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 be used as either
(damage is still decided by one of the weapons). And no, you cant 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 Sniper: You only need to reload Sniper Rifles when you roll a 3 or less. (+1 ACC)
Evil Eye: Once per Scene, you can give someone the evil eye. Roll a d20. On a 1-5, the target will
focus on you. On a 6-10, the target will avoid you. On an 11-15, the target will take a -2 to all
rolls in this Scene. On a 16-20, they lose their next turn, paralyzed with fear.
Explosives Expert: Any time you attack with an explosive, add 2 to the attack.
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 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 +1 on attacks with throwables. Also,
you can throw things at a long range, including gauze, first aid kits, molotovs, grenades etc.
High Five of Life: Once per Scene, for 1 AP, giving an ally a high five heals 2 HP for you and the
ally.
Im 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: Anytime you would take damage from falling, something really lucky happens and
you end up not taking damage. Jump away!
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 stack.
Mass Destruction: Anytime you attack multiple targets in the same action, reduce your total
attack penalty by 1.
Master of Disguise: You can change your mannerisms, voice and appearance to seem like a
different person; its not foolproof, though. (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: Youve attached a weapon onto your body in place of a hand or
foot. Your attacks with this weapon receive 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, son. $700.
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 "give" the ability
to an ally that can see or hear you.
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.
Resilient: If you take an odd number of damage from a single source, reduce the damage by 1.
If you take an even amount of damage from a single source, reduce the damage by 2.
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, they roll a d20, and
they wake up on a 17+.
Smack-Talkin': Once per Scene, you can smack-talk to someone, giving them a -2 to the rest of
their rolls in the Scene.
Suppressing Fire: Once per Scene, you can wildly fire a ranged weapon to suppress enemy
action. Nearby enemies take a -4 to all rolls on their next turn.
The John Woo: Once per Scene, you get a +5 bonus to ACC if you are jumping into or out of
cover this turn. You seem to attract and then startle doves, giving you Bummer: 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.)
Under the Radar: If you didn't attack anyone on your last turn, you have a +3 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, -1 CHA because the
experience made you kinda bitter.
Wheres My Mark?: You get a +1 to all rolls made by using a Bad Edit. Each day, you receive an
additional Bad Edit.
Why Didn't You Say So?: Once per Scene, when a character mentions the need for an item that
isn't a weapon or particularly rare, you can roll a d20. If you rolled 10+, that item is within arms
reach.
Winning Smile: +2 CHA against targets that can see your smiling face.
You Never Know: Choose 3 of the following Epics: Animal Calls, Astronomy, Balance, Bartering,
Chemicals, Cuisine, Current Affairs, Dancing, Dinosaurs, Diseases, Eavesdropping, Electrician,
Forgery, Gambling, Geopolitics, History, Hunting, Intimidation, Jumping, Lock-picking, Music,
Nuclear Energy, The Ocean, Pop Culture, Religion, Reptiles, Ropes, Seduction, Skateboarding,
Surgery, Television, Trees, Video Games
You Sick Sonovabitch: Any time you deal damage to somebody or deeply hurt their feelings, 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.
Example Items
Want an item that's not on here? 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." Also,
depending on how the movie starts out, the Director might ask you to wait on items.
These 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 movie, you
might go with something very different. Just be sure to adjust relevant Tropes and Perks
appropriately. You'll likely want to provide players with options for getting new items, either
through finding them and/or purchasing them. If your players have the option of buying
items, you'll need to 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.
MELEE: To use a melee weapon on an enemy, you have to be In Their Face; in other words,
you have to be standing close to them. When attacking more than one target in a single action,
melee attacks take a -2 penalty per additional target.
Unarmed: Nothin!
Brass Knuckles: +1, (counts as Unarmed) ($20)
Zapper: +1, -3 to target's next roll. Bzzzt! ($40)
Blunt Weapon (bat, nunchucks, club): +2 ($40)
Knife or Dagger: +2, can be thrown short range ($60)
Serious Melee Weapon (sword, mace, axe): +3 ($100)
Chainsaw: +4, Loud. ($200)
Katana, or something similarly badass: +5 ($400)
RANGED: Ranged weapons can attack from afar, but they do take a -5 penalty when used
against someone thats In Your Face (adjacent enemies, in other words). When attacking more
than one target in a single action, ranged attacks take a -4 penalty per additional target. If you
roll a 3 or less on an attack, you must Reload. Reloading uses 2 AP. Director: Reloading is the
term, but this could also be the gun jamming or having the safety on, whatever works.
Handgun: +3, Normal Range ($100)
Uzi: +4, Normal Range ($130)
Bow and Arrow: +4, Quiet. Normal Range($150)
Revolver: +5, Normal Range. Needs a reload after a roll of 5 or less ($150)
Shotgun: +5, Short Range ($150)
Rifle: +5, Normal Range ($200)
Tommy Gun: +6, Normal Range ($350)
AK-47: +7, Normal Range ($400)
Flamethrower: +8, Short Range ($600)
Sniper Rifle: +8, Long Range. Needs a reload after every shot ($700)
Rocket Launcher: +12. Normal Range (one-time use!) ($500)
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.
Whats a grid? Its 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 doesnt take up more than one square on the
grid.
FLANKING:
When two allied characters are on opposite sides of a bad guy and are in the bad guys face,
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.
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. Feel free to include ranges farther than 1 for custom melee
weapons like whips or laser chains.
When characters are in touching squares (including ones that just touch corners), they are
considered to be In Each Others Faces. This means that ranged weapons used by those
characters get a -5 penalty.
A BIT OF ADVICE FOR THE DIRECTOR:
If you are drawing out the layout of a location, make sure to tell your players that there may
be details present that you havent included. This might sound unnecessary, but I highly
recommend it. Why? Because a creative player might ask if theres a ventilation shaft she can
crawl in, and you might think its a great idea. You want to always leave room for unexpected
player creativity.
DIRECTORS TOOLBOX
In this section is material to help out all aspiring directors. This section will see significant
expansion in future versions of Straight to VHS (remember, this is indeed a work in progress.)
For now, allow me to give a little advice regarding plot creation. Its not a bad idea to tell the
players the basic setup before they make their characters. For example: Youve all won tickets
to a brand-new amusement park on a secluded island or Well be starting off in the distant
future. The year is 1998. The place: Alcatraz. Below, youll find a premade setting idea, along
with related character concepts for the players to consider (or ignore).
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,
dont plan out the whole plot before looking at your players characters. Take special note of
things like their backgrounds, Tropes, Epics and Bummers. Find ways that you might weave
these things into the movies plot. If someones a psychic werewolf, ask yourself how they fit
into the larger story (maybe the Yaliqwe are werewolves?). The most important (and
potentially challenging) thing is keeping the characters more or less together throughout the
story, but the players ought to put forth the effort to meet you halfway on this point. There can
always be well-executed exceptions, though.
Players might surprise you with the trouble they get into, though, and youll find yourself
needing to come up with some quick stats for a new bad guy. If youre in a rush, make numbers
for their attack bonus, HP and DEF. The other stats you can wing if you need them. And dont
forget to give your baddies some style and personality. Nobody likes fighting numbers. Give
them an enemy!
Ghost
Speed: 25 ft/5 sq
HP: 8
DEF: 4
Ghosts can go through stuff, and they think its pretty funny that the living cant.
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
Henchperson
Speed: 20 ft/4 sq
HP: 10
DEF: -3
We used to call these henchmen, but thats pretty sexist. Ladies can hench too.
ACC: -1
ATH: -2
CHA: -2
INT: -4
SPY: 0
STR: 2
Speed: 30 ft/6 sq
HP: 13
DEF: 0
Not so bad on his own, but he seems to have a never-ending supply of faithful goons!
ACC: 2
ATH: 4
CHA: 4
INT: -2
SPY: -4
STR: 2
Fists: +2 (melee)
No I in team: Spend 2 AP to call for a teammate. The teammate has 0 in all stats
and 5 HP. Roll initiative for the teammate and have them show up next round.
Ninja
HP: 16
DEF: 3
ACC: 2
ATH: 5
CHA: 0
INT: 0
SPY: 5
STR: 2
Speed: 35 ft/7 sq
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.
Tyrannosaurus Rex
Speed: 50 ft/10 sq
HP: 40
DEF: 0
You are SO lucky this thing has stupid arms. Still, you better have a plan if youre
gonna take this guy on!
ACC: 0
ATH: 8
CHA: 0
INT: -5
SPY: -5
STR: 8
HP: 40
DEF: 3
ACC: 0
ATH: 8
CHA: -3
INT: 3
SPY: -5
STR: 8
Speed: 50 ft/10 sq
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. Youre smoking that reefer any chance you can get.
3. Youve 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. Youve come from the future, but you cant remember why or much of anything.
17. You have face cancer.
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 couldnt be there for them.
20. You are/used to be a prostitute. You, of course, have a heart of gold.
21. You aint got time for these damn kids.
22. You have just woken from a coma and are suffering from amnesia.
23. No one knows that youreThe Shadow.
24. You make drinking look fun and wholesome.
25. Youre the only one that gets it. Theyre 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 crimeor have you?
30. You have multiple personalities and one speaks only Spanish.
31. Youve been married four times. They all had the same name.
32. You are in a rock band.
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. Robots
41. Saving the holidays
42. School dances
43. Scientific experiments
44. Sewer mutants
45. Square school deans
46. Street gangs
47. Time travelers
48. Totalitarianism
49. Unlocking 100% of your brain
50. Vampires
51. Werewolves
52. Wild West
53. Witchcraft
54. Worldwide conspiracies
55. Zombies
56. Gah! Almost made it without mentioning
zombies.
Thefollowingtwopagesareextremelyimportant!TheyaretheStraighttoVHScharacter
sheet.
Printoutasheetforeachplayerandhavethemfillinthevaluesasindicatedbythe
Tropes,PerksandItemstheyvepickedfortheircharacter.AnddontforgettoincludetheStat
Tweaks(pg.9)!Thatsit.Youknowitall,nerd.
StraighttoVHSisaworkinprogressandIwouldhugelyappreciateitifyoufilloutthe
feedbacksurveyhere:https://www.surveymonkey.com/s/S75NJR6.Pleasefeelfreeto
contactmeviaemailmeatVHSgame@gmail.com.Thereisalsoafledglingcommunityat
www.reddit.com/r/straighttovhs.Forthelatestversionofthegameandnewsaboutits
development,visitwww.straighttovhs.wix.com/home.
Thankyouforreading,andmayyoumakeittothecredits.
RyanM.M.
You may copy, print or distribute the next two pages in any way you like.
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