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Teens With Attitude Quickstart Guide
Teens With Attitude Quickstart Guide
QUICKSTART GUIDE
v0.31 (BETA)
CREDITS & THANKS
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MONDO THANKS TO
A ROLEPLAYING GAME OF 90s ACTION & DRAMA Totally Fly Playtesters Adam, Adrian, Alexi, Andrew, Asa, Brian, Caleb, Cati,
Charles, Christine, Connor, Corinna, Danielle, David B., David R., Derek,
POWERED BY THE APOCALYPSE Dylan, Emily, Fiona, Hardik, James, Jeff, Jennifer, Joel, Julia, Kevin, Lily,
Lyla, Matthew, Natasha, Nick, Olivia, Paul, Raleigh, Reba, Robby, Ronald,
Rowena, Rudy, Ryan, Saribel, Sebastian, Sergio, & Won
The Righteous Organizers at GenCon, Dexcon, Indie Games on Demand,
The Indie Games Explosion, & Metatopia
QUICKSTART GUIDE My Rad Patrons on Patreon Adrian Stein, Bones, Brad Riley, Cati, Cliff Fuller,
David Rheinstrom, David Walker, Erin Kane, Harald Eckmüller, Jamie Clay, Jim
V0.31 (BETA) Lampe, Josh Anderson, Julia Wolfe, Kevin Brown, Maria Squadroni, Merrilea
Brunell, Michi Vallieres, MorgenGabe, Reba Herbst, & unique_uu
Special thanks to my friends, family, & girlfriend for all their love & support
while I created this silly thing.
outcome of the Teen’s action is in doubt, like when they try to ATTITUDE is a resource that Teens build up as they experience
use unfamiliar alien tech. Or maybe their state shifts somehow, complications in their lives. They can then spend it to do cool
like when they clear DAMAGE. stuff.
Anyone in the game can call for a move if it seems like some- • ATTITUDE is gained when a Teen fails a roll, makes drama, or
thing prompted it. However, note that moves only happen when delivers a one-liner.
something happens in the game world. A Teen can only roll to • ATTITUDE can be spent to use a key power or team power
defend someone if they’re actually defending someone. And or to work together. A player can spend any amount of
once a move is made, the situation always changes in the game ATTITUDE to add that amount to a roll.
world, for good or ill.
Teens track ATTITUDE with tokens, like poker chips, coins, or
Teens have a few different kinds of moves: game pieces. Everyone starts each episode with 1 ATTITUDE, and
• Basic moves happen a lot. They cover things like gaining no one can ever have more than 5 ATTITUDE. Teens can’t spend &
ATTITUDE, working as a Team, and rolling to see how some- gain ATTITUDE on the same move.
thing goes.
• Other moves happen less frequently. They cover things like
POWERS
DAMAGE & CONDITIONS, starting & ending an episode, and
upgrades. The Teens in Teens with Attitude have more than just ATTITUDE
– they also have strange, superhuman powers. Each TEAM
• Power moves are unique to each TEAM PLAYBOOK and cover
PLAYBOOK has a loosely defined set of themed powers, like trans-
how to use that Team’s powers.
forming into animals or manipulating the elements.
• Playbook moves are unique to each Teen’s PLAYBOOK and
Teens can use their powers any time, in any way – even when
cover things that only that Teen can do.
they’re not dealing with the Villains! However:
The Producer also has moves, but they work a little differently.
1. If a Teen wants to use a key power, like morphing into
another form, they must spend 1 ATTITUDE.
ROLLING 2. If the whole Team wants to use a team power, everyone
Several moves, including all the basic moves, call for a roll. A roll on the Team must spend 1 ATTITUDE.
determines what happens when a Teen does something and the Key powers and team powers never require a roll. However, like
outcome is in doubt. any other action in the game, using a power can prompt a move.
The process is simple: A Teen rolls two six-sided dice and adds
the results together. Then they add any traits, pluses & minuses,
DAMAGE & CONDITIONS
and spent ATTITUDE.
Finally, we get to what happens when things go wrong. When
If the total is 10 or above, it’s a success. If it’s a 7 to 9, it’s a suc-
someone fails a roll and you need to make things worse for
cess, but there’s a cost or complication. A 6 or below is a failure.
them, you’ll most often hit them with DAMAGE or a CONDITION.
Things get worse, but the Teen who rolled gains +1 ATTITUDE.
DAMAGE represents physical hits. It’s tracked on a PLAYBOOK’S
Teens get to say how they succeed, but the Producer says what
DAMAGE meter. DAMAGE clears at the start of an episode, or when
happens when they fail.
a Teen chills at their Hangout or Base. A Teen can reduce incom-
The Producer doesn’t roll. ing DAMAGE by the amount of ARMOR they have (if any).
CONDITIONS are negative states. The four CONDITIONS are Insecure,
TRAITS Weak, Dazed, & Freaked. Each one gives -2 to a specific trait.
They can be cleared by getting real with a Teammate.
When a Teen rolls, they almost always add one of their traits.
Traits describe what a Teen is like. The higher the number, the
better it describes them. There are four traits:
• Cool is how chill & hip a Teen is. 3. CREATE THE TEAM
• Fit is how strong, agile, & tough a Teen is.
• Sharp is how logical, smart, & attentive a Teen is. Now that you’ve gone over the rules, it’s time to start creating
• Weird is how offbeat & strange a Teen is. your group’s story. The game is about a Team, so you’ll create
that Team & its backstory first.
ATTITUDE
Teens can add something else to a roll – ATTITUDE . PICK A TEAM PLAYBOOK
Your group’s TEAM PLAYBOOK describes your Team’s theme and
powers. There are three TEAM PLAYBOOKS in Teens with Attitude: MAKE VILLAINS, PROBLEMS, & ENEMIES
• The Biomorphers are all about morphing into different While the other players create the heroes of the story, you can
animals. make the Villains. Follow the steps on the MAKING THE VILLAINS
• The Elementeers are all about harnessing the power of page at the end of this guide to figure out who the Villains are
the natural elements. and what they want.
• The Mecha Rangers are all about rad martial arts and Next, fill out the EPISODE section of your PRODUCER PLAYBOOK.
giant fighting robots. You’ll need to come up with two problems for the Teens to face
in this episode: a normal problem & a Villain problem.
Discuss as a group which one you want, and make sure every-
one is cool with your choice. Think of the normal problem like the plot of a high school sit-
com. Anything that complicates the Teens’ lives will work.
Think of the Villain problem like the plot of a kids’ action show.
FOLLOW THE TEAM CREATION STEPS The Villains want something, and they’ve come up with a sinis-
When you’ve agreed on a TEAM PLAYBOOK, go through the steps ter scheme to get it.
on the second page of the PLAYBOOK as a group. The game works best when you connect the two problems.
Talk out your choices at each step. Flesh out your Team’s Everyone needs a date for the school dance, but the Villains are
backstory by connecting steps to previous ones. Ask follow-up trying to infiltrate it to mind control all the students. The Teens
questions. have to clean up the riverside for detention, but that’s where the
Don’t worry about the specifics of each player’s Teen right now. Villains are dumping toxic chemicals.
It’s enough to envision a group of generic 90s teens hanging out Consider how each problem would play out in each act if the
& starting their adventures. You’ll fill in the details next. Teens don’t act to solve it. Maybe in Act 2 of the school dance
episode, a classmate who one Teen likes will ask another Teen
(who doesn’t like the classmate) to the dance. Maybe in Act 3
of the river pollution episode, the Villains will deploy a security
4. CREATE THE TEENS mech to make sure no-one stops their dumping. These are your
developments.
You’ve got your Team! Now it’s time to figure out who’s on it. Developments aren’t set in stone, and they’ll shift as the Teens
work to solve problems. But they’ll give you an idea of what
could happen during the episode.
PICK TEEN PLAYBOOKS
Finally, make an Enemy or two who will carry out the Villains’
Everyone but the Producer will pick a TEEN PLAYBOOK. Each plan this episode. These are the adversaries who make the
PLAYBOOK is a classic high school archetype: Villains’ plan a problem for the Teens. Follow the steps on the
• The Brainiac is a socially-awkward science nerd. CREATING AN ENEMY sheet in your PRODUCER PLAYBOOK.
• The Jock is a physically fit athlete. It’s perfectly fine to do this all in advance, before you get the
• The Outcast is a weirdo who can’t seem to fit in. group together to play. But remember, you’re playing to find out,
and all plans will change during the episode.
• The Popular Kid is a status-obsessed social butterfly.
• The Rebel is a defiant rule-breaker.
• The Slacker is a chill dude or dudette.
COME BACK TOGETHER
When all the other players have reached Step 8 in their PLAY-
Because they play off each other, you can only have one of each
BOOKS, reconvene the group. Then, go around three times.
PLAYBOOK in a game. Talk out the players’ choices until everyone
is happy with their pick. The 1st time, have everyone introduce their Teen. A quick de-
scription of their look, personality, & interests is usually good.
The 2nd time, have each Teen ask their first Connection ques-
FOLLOW THE TEEN CREATION STEPS
tion. Talk it out until someone says, “That sounds like me!” Ask
Just like with Team creation, the second page of each PLAYBOOK follow-up questions.
has steps for creating a Teen. Everyone will follow their steps
The 3rd time, have each Teen ask their second Connection
Individually, stopping before “8. Figure Out Your Connections.”
question. Same procedure as before.
If you’d like, ask everyone to fold an index card in half to make a
If someone can’t decide on a Teammate for one of their
little tent. They can write their Teen’s name & pronouns on it so
Connections, they can create one Producer Character to be a
everyone can see. If you’re online, you can ask them to change
Connection. The other Connection must be a Teammate.
their nickname to their Teen’s name.
Okay, you’ve got your Team of radical Teens. You’ve learned a As previously mentioned, you have moves too. However, your
bit about who they are and how they’re connected. Producer moves are prompted by things the Teens do:
Time to start the episode! • When everyone looks to you to see what happens next,
make a move that advances the episode or gives them
trouble.
SET THE SCENE • When someone fails a roll, make a move that makes
Begin by describing where the Teens are. You might have a loca- things worse for them.
tion in mind, or you might come up with one on the spot. Feel • When someone hands you a golden opportunity, like
free to use the PEOPLE & PLACES tables at the end of this guide, or ignoring the Villains’ schemes or blabbing their secret
ask the group “Where do you think we should start?” powers to an adult, make a move that gives them trouble
Frame the scene like an establishing shot in a TV show: “Okay, or makes things worse.
we get an exterior view of the high school. It’s an angular, Don’t say what Producer move you’re making, or even that you’re
modern building with some palm trees out front, waving in the making a move. Just say what happens next.
breeze. We hear the bell ring & cut to the interior, your home-
room class…”
GO TO THE NEXT SCENE
It should be obvious when it’s time to move on to a new scene in
INTRODUCE THE TEENS
the episode. Usually the players will tell you where they’d like to
The Teens have already introduced themselves to each other, go next.
but now they introduce themselves “on screen”. Go around the
If they don’t, wait until it seems like no one has anything more
group and ask each Teen what they’re up to right now.
they want to do in the scene. Then suggest a time or place and
This is just a quick shot! If someone says something that ask if the group wants to go there.
prompts a move or requires a response from someone, tell them
Usually this will be somewhere you’ve previously discussed –
you’ll come back to it in a moment.
the old power plant where the Teens’ mentor saw the corporate
agents skulking around, or the juice bar after school. Sometimes
GIVE THEM SOME PROBLEMS you’ll want to introduce a new place so something cool can
Now that you’ve set the scene and introduced the heroes, it’s happen, like the Teens finding one of the evil corporation’s
time to kick off Act 1. Give those Teens some problems! trucks parked outside the mall. As long as you’re not forcing a
pre-planned story, go for it.
Pick a problem you came up with earlier & introduce it into the
scene. You could have another student mention a big upcoming The rest of the scenes in your episode work the same as the
event, or a mentor tip the Teens off to the Villains’ next scheme. first. Set the scene, follow the four-step scene loop, make your
Just make sure it’s clear that something is about to mess with the
Teens’ lives.
You might only get to one of the two problems in the first scene. 6. CONTINUE THE EPISODE
That’s fine! Just make sure you introduce the other one later in
the act.
Producer moves in response to the Teens, and move on when
everyone’s ready. As you go from scene to scene, you’ll follow
MAKE YOUR MOVES the game’s three-act structure:
Scenes run in a four-step loop. First, describe what’s going
on and what your Producer Characters do & say. Second, ask ACT 1
the Teens, “What do you do?” Third, the Teens will act, telling
You’ve already done most or all of Act 1 in the first scene. Again,
the group what they do & say. Fourth, you’ll react to the Teens,
if you only introduced one kind of problem in the first scene,
saying how their actions affect the game world and looping back
make sure you introduce the other kind before the end of the act.
to the first step. Continue the loop until everyone’s ready to
change locations. ACT 2
Sometimes someone will say something that prompts a Once the Teens have a pair of problems, your next scene begins
move. Remember, anyone can call for a move, but only when Act 2. The game flows most freely in this act. The Teens will make
drama with each other, investigate what’s going on, and come up You can make problems that build on the first episode’s, or think
with plans to solve their problems. Twists and turns will happen up totally new ones. It’s best to plan episodes one at a time, but
naturally as Teens make moves and succeed or fail at rolls. you can plan a season by coming up with some big season-long
problems that can be broken down into smaller episode-length
problems. Maybe the Villains want to capture a set of magical
ACT 3 power stones, and each episode they try a different way to get
Finally, you’ll arrive at Act 3. The Teens will put their plans into one of the stones. Maybe the Teens’ parents are in danger of
action, confront the Villains, and try to solve those problems. finding out about their powers, and each episode a different
You’ll want about 30-60 minutes for this act. If you’re running adult is on the verge of discovering them.
out of time, it’s okay to force a confrontation. Have the head
Other than that, have fun with it! The game is designed for action
cheerleader drop her disguise & transform into an alien mon-
& drama, silliness & emotional honesty, nostalgia & freshness.
ster! Have the mecha-shark rise out of the ocean & attack the
Embrace it and have a hella rad time in the 90s!
beach party!
You might have fights earlier in the game, but once you get to
Act 3, a fight is non-negotiable. The episode always ends with a
dramatic showdown. BUT WHAT IF...
EVERYONE IS LOOKING AT ME BUT I DON’T • Ask one or more of the Teens what they do (“Tommy, it’s
KNOW WHAT TO SAY? coming right at you – what do you do?”)
Sounds like a good time to make a Producer move! Make a move • Let the Teens act, usually by making a move (“I leap into
that gives the Teens some trouble or advances the episode. the air & kick its butt!”)
Again, don’t overthink it – just do the most obvious next thing. • React to their action & restart the loop. (“You karate kick it
You can also make your most powerful move: Ask a question. Ask for 2 DAMAGE! The ape tumbles back & recovers, and now it
if the Teens want to follow up on a lead or work on a problem. looks like it’s coming for you, Ruby...”)
Ask a Teen how they feel about something. Ask if the Teens want The simplest way to manage it is to go clockwise around the
to talk to each other. If you’re stumped on a name, place, etc, ask group, with the Enemy “going” after each Teen. But don’t feel
the group what they think it should be. restricted to that method. It’s okay if someone goes twice in a
If you’re totally at a loss, it’s perfectly fine to say so. Call a short row, or if two Teens act at once. The most important things are
break and figure it out. Or just ask the group what they think that the Enemy presents an active threat, and that everyone gets
should happen next. a fair chance to act during the scene.
SOMEONE ISN’T TALKING ENOUGH? I WANT TO MAKE AN ATTACK BUT I DON’T KNOW
If you notice a player isn’t participating as much, ask them a WHAT TO ROLL?
question. Even something simple like, “What are you up to right You don’t need to roll dice to put the Teens in danger!
now?” or “How do you feel about this?” can draw a player out. Remember, an attacking Enemy isn’t different from any other
You can also direct dangers or problems at their Teen and ask threat that prompts a move. Describe the oncoming threat, ask
how they respond. what the Teens do, & let them act. The Teen’s roll does double
Try not to overwhelm them. Sometimes a quiet player is happy duty – it determines the success of the Teen’s action and the suc-
to just sit back and watch. Give them opportunities, but don’t cess of the Enemy’s reaction. The better a Teen does, the worse
force it. the Enemy does, and vice versa.
All you need to do is set up the situation and react to what the
Teens decide to do with one of your Producer moves.
SOMEONE IS TALKING TOO MUCH?
This can also be solved by asking questions. Direct more ques-
tions at quieter players to give them spotlight time. If more talk- THE GROUP DOESN’T LIKE A RULE?
ative players butt in, gently remind them that you’re focusing on All the rules are designed to work together to make the game
what another player is doing right now. fun & fair. But if your group doesn’t like something, don’t use it!
If you’re the one talking too much, ask everyone more ques- Don’t want to use CONDITIONS? Don’t give anyone a CONDITION.
tions. Ask the other players what a location looks like, or how a Don’t like a move? Don’t call for that move during play.
monster reacts to their attacks. The Producer is responsible for
describing the game world, but the other players can do it too. I HAVE A QUESTION/COMMENT ABOUT THE GAME?
Get in touch! You can email me directly at
SOMEONE WANTS TO DO SOMETHING AND david@davidbrunellbrutman.com
THERE ISN’T A MOVE FOR IT? I’d love to hear your feedback!
If there isn’t a move for it, they probably just do it. If the outcome
is in doubt and it seems like they need to roll to determine what
happens, they’re probably trying to keep their cool.
Follow the steps below to create the Villains. You can roll or choose from the tables, or fill in your own option.
CALLED THE...
THIRD PART Roll 2d6 to name the corporation (1d6 for Roll 2d6 to name the order of wizards (1d6
each part). You’ll get a name like Omni for each part). You’ll get a name like The
1 Collective 2 Federation
Industries or Globochem. Veiled Tower.
3 Dominion 4 Empire
5 Hegemony 6 Hive
LED BY...
The aliens’ leader has an intimidating alien The corporation’s leader has a common SECOND PART
name, like Grox or Zanthara. Check the human last name, like Smith or Lee. Check
1 Enchanter 2 Magus
NAMES tables for ideas. the NAMES tables for ideas.
3 Sorcerer 4 Thaumaturge
5 Warlock 6 Witch
1 Accumulate wealth by any means 2 Capture the Teens’ power source. 3 Conquer the Earth.
4 Eliminate the Teens. 5 Mind-control/brainwash humanity. 6 Strip the Earth of all resources.
ADDENDUM – NAMES
To get a name, roll 2d6. The 1st result is the column, the 2nd result is the row.
1-2 FEMALE 3-4 MALE 5-6 ANY 1-3 FEMALE 4-6 MALE
LAST NAMES
1 2 3 4 5 6
Some people, places, & things the Teens might encounter during the episode.
To use a table, roll 2d6. The 1st result is the column, the 2nd result is the row.
5 Parking Lot School Office 5 Plaza Teen’s Home 5 Old Quarry Quiet Road
6 Science Lab Football Field 6 Train/Bus Station Waterfront 6 Town Dump Woods
4 Gift Shop Jewelry Store Movie Theater 4 German Health Home Ec.
5 Parking Lot Pretzel Kiosk Record Store 5 Latin Phys. Ed. Physics
BIG EVENTS
1 2 3 4 5 6
1-2 Big Game Big Test Carnival Debate Protest Field Trip
3-4 Holiday House Party Prank War Business Opening Pop Concert Quiz Bowl
5-6 School Dance School Play Science Fair Skate/Surf Contest Class Election Town Parade