You are on page 1of 210

these are tools,

not rules
A PROJECT BY: Two Little Mice
AUTHORS: Riccardo “Rico” Sirignano, Simone Formicola
ART: Daniela Giubellini
GRAPHIC DESIGN: Luca Carbone
ORIGINAL LAYOUT BY: Sabrina Ceccon, Luca Carbone
TRANSLATION: Caterina Arzani
REVISION: John Marron

EDITORIAL DIRECTOR: Simone Formicola


CREATIVE DIRECTOR: Rico Sirignano
ADDITIONAL ARTWORKS: Quadra Studio - Antonio De Luca (AD),
Alessandro Cancian, Raffaele Forte

THANKS TO:
Gianluca Alvino, Caterina Arzani, Morena Balocchi,
Marcus Burggraf, Andrea Buzzi, Claudia Cirillo,
Andrea Felicioni, Laura Fornasari, Jeff Grammi,
Grelots Lagriffe, John Marron, Roberto Petrillo,
Claudio Pustorino, Doug Shute, Leonardo Valenti

©2023 Two Little Mice. All rights reserved. No part of this product may be reproduced
without specific permission.
contents
Action Flicks 6
star raiders     11
New Rules 16
Space Heroes 18
The Star Raider 20
alien Heroes 22
Starships 24

rising dragon     29


New Rules 34
Martial Heroes 36
The Martial Artist 38
Martial Styles 40
Enemies 42

cloak & Dagger     47


New Rules 52
Romantic Heroes 54
The Swashbuckler 56
Duel 58

Great Powers     65


new rules 70
heroes and superheroes 72
superpowers 74
enemies 78

Weirder Things     83


New Rules 88
Little Heroes 92
The Loser 94
Skateboards & Bikes 96
A Kind Of Magic     101
New Rules 106
Magical heroes 108
The Apprentice 110
The Power of Magic 112
Enemies 114

Killing Aliens     119


New Rules 124
Heroes vs Aliens 126
Predator Aliens 128
Enemies 130

ghost hunters     137


New Rules 142
Phantasmagorical Heroes 144
Ghosts 146
Enemies 148

midnight wars     155


New Rules 160
Midnight Heroes 162
The Slayer 164
Vampires and Werewolves 166
Enemies 168

neon noir     173


New Rules 178
neon heroes 180
The Solo 182
Cyberware 184
Enemies 186

Everything at once     191


Heroes Of The Multiverse 194
The Master of the Multiverse 196
Power Of The Multiverse 198
Action Flicks
action flicks
Are you bored? Do you not know what to play?
Action Flicks is here for you!

Star Raiders
Action Flicks is a video store of mini-expansions for outgunned, the cine-
matic role-playing game. It’s a collection of ideas, mechanics, tips, and tools to
get straight into the action in ever-changing and surprising contexts.

GHOST HUNTERS
Have you always dreamed of bringing some magic to your outgunned games?
Or maybe of playing as an alien or a superhero? Have you been wanting to jump
I

into the action in the retrofuture with your cyberware, or to leave for deep space
with your starship? Do you long to gain the dark powers of a vampire or were-
wolf, or to dedicate some time to ghost hunting?

a kind of magic
Thanks to Action Flicks, you’ll be able to do all this and much more!

In each Action Flick you will find:


♦ An introduction to the specific sub-genre and its core themes
♦ Some prompts for your missions
♦ New Roles and Tropes
♦ New Enemies and Enemy Feats
♦ New dedicated mechanics
♦ A dedicated Hero Sheet
♦ A Hero ready for action

6
Choose your Flick
In this book, you will find 10 Action Flicks:

♦ Star Raiders: Jump aboard your starship and live out great adventures
across the Galaxy.

♦ Rising Dragon: Become a master of martial arts and fight for what’s right.

♦ Cloak & Dagger: raw your sword and se off on a journey seeking heroic
quests in a romantic era.

♦ Great Powers: Unleash your superpowers in the fight to protect the World
from evil supervillains.

♦ Weirder Things: Solve the mystery that plagues your town as a teen Hero.

♦ A Kind of Magic: Unleash the power of your magic and face off against the
forces of darkness.

♦ Killing Aliens: Do your best to survive Predator Aliens and find the strength
to hunt them back.

♦ Ghost Hunter: ace your fears and go on the hunt for mischievous ghosts and
petty poltergeists.

♦ Midnight Wars: Side with humans, vampires, or werewolves in their eternal


battle for the night.

♦ Neon Noir: Pursue the truth on a dark investigation in the streets of a dys-
topian retrofuture.

At the end of this book, you will also find Everything at Once, an extra module to
travel across the Multiverse by mixing together several Flicks.

You just need to choose your Flick and enjoy the evening.

Action Flicks 7
WARNING!
ACTION FLICKS WERE DESIGNED TO BE PLAYED
ONE AT A TIME, IN COMBINATION WITH THE
OUTGUNNED COREBOOK. MIX ACTION FLICKS AT
YOUR OWN PERIL.

IF YOU MIX TOO MANY ACTION FLICKS, YOU RUN


THE RISK OF COLLAPSING REALITY. BUT WE
AGREE, IT IS ALSO CRAZY FUN.
star raiders
ks action
Titolo flicks
rs Star Raiders
NTERS
GHOST HUNTERS
Stardate 23.478
Space is quiet. The black expanse extends into the infinite, with
I
multi-colored stars strewn in every direction. Your eyes admire the gal-
axies, watching as they slowly dance around your starship. Your naviga-
tion instruments are out of order, but you’re still looking for a safe moon

magic to land on. You miss feeling the solid ground under your feet.

a kind of magic
Suddenly, a beam of light streams through a hole in space, and you see a
star destroyer emerge from the vortex. A second follows. Soon, an entire

agger
fleet appears, they fly the threatening colors of an expanding empire.
Your crew is running in circles, but you just grin “Prepare for hyperlight

Cloak & Dagger


jump” as you try to count the ships that have been hunting you. Too many,
even for your taste.
“The engines are overheated” a purple beanpole shouts at you after
burning his tentacles on the rusted metal of the reactor. “How long do you
need for repairs?”, you ask promptly. “It can’t be repaired!” Meanwhile,
the enemy destroyer looms over you, like a sudden eclipse.
You quickly stride to your command post, dropping into the patched
seat. You pull a lever, flick a handful of switches, and several colorful
lights turn on in response. The needle on a gauge rises slowly, with a
growing whiz of energy. “We fight, then. Positions, everyone. Prepare for
an attack!” everyone stops running and turns to look at you. The mechan-
ic shakes his head “Our weapons are down, this heap of junk is falling
apart. Why do you think we were running in the first place?!” Meanwhile,
the enemy ships are right above you.

You sigh deeply and give a worried look to your copilot “What do you think?”
you ask with a tinge of hope. “Beep. Beep-Boop”, answers the droid.
“Yeah, I think you’re right...” and while the tractor beam pulls you into
the belly of the destroyer, you look over at your rickety starship and the
crew of lost causes you drag along with you. You wouldn’t change this life
for the world.

12
An Extremely Distant Galaxy
Star Raiders is a science-fiction Action Flick that al-
lows you to go on great adventures across the depth of
space, with old starships that fly to distant solar sys-
tems in search of adventure and space explores that aCTIoN
travel to planets where nobody has gone before. HoMEWoRK
Here is a list of
In this Flick you will find: movies and series
to watch when
♦ New Laser weapons getting ready for your
♦ 4 new Hero Feats adventures
♦ One new Role: The Star Raider in Star Raiders:
♦ 3 new Tropes
♦ One new Tag: Alien The Star Wars saga
♦ Alien Feats Guardians of the Galaxy
♦ A new type of Ride: The Starship The Fifth Element
♦ New Special Actions for your Chases Firefly
♦ A Hero: Babiyod, Young Alien Nobody The Star Trek saga
Battlestar Galactica
Grab your laser rifle and get ready for take-off: Total Recall
the sky is no longer the limit! The Mandalorian
Final Space
John Carter
Valerian and the City
of a Thousand Planets

Happy viewing!

Star Raiders 13
Core Themes
Star Raiders is designed to take you on adventures
that talk about exploration and discovery, about
the value of freedom, and the need to cooperate
with different cultures in order to fight evil.

Good alien, Know the Other


Bad alien There are an infinite number of aliens in the
Star Raiders allows Galaxy. Some of them look like humans with
you to dive into the pointed ears, others have several tentacles, and
action side by side others still are floating clouds of gas that com-
with a myriad of alien municate by altering the levels of humidity in
cultures, and even to the air. Really, you can find anything out there!
play as Alien Heroes.
A true Hero must learn to understand cultures
In this Flick, Aliens are and civilizations different from their own, and
creatures from distant navigate the misunderstandings that invariably
planets very different follow such meetings. The only way to achieve
from your own. These victory is to learn how to cooperate with others,
species have developed regardless of how different they may be.
their own societies, After all, we are all the alien to someone else.
which can be similar
or very different from For Freedom
those on Earth. People have always looked up to the stars when
dreaming of a chance to be free. A chance to
If you’re looking for the travel for all eternity in an endless sky, always
big bad Predator Aliens, looking for a new adventure.
the ones you can’t hope
to reason with, fly over Unfortunately, while the Galaxy is indeed in-
to the Killing Aliens finite, there will always be someone who wants
Action Flick. more. The thirst for power that plagues some
evil individuals is boundless, and even here,
among the stars, Heroes will have to fight for
the freedom of all.

14
star missions
UNDER THE RADAR
Someone is hunting you down. It’s not the kind of enemy you can hope to face
and survive. Making a stand and fighting against such force would be a foolish
mistake. You must outrun your enemy, fleeing to places where even they stand
no chance to find you. At least for a while, until the dust has settled.
“When you learn that your target is only a child, you can no longer complete this
mission. Their only hope is for you to take them far away from the bastards who
hired you.”

YOU’RE ONE OF THE IDIOTS WHO LIVE IN THIS GALAXY


The whole Universe is about to get overturned or disintegrated by an evil crea-
ture. Usually, you don’t really like to play hero, but this leaves you no choice.
If you don’t roll up your sleeves and do something, there will just be no tomorrow.
“You’re just a crew of outlaws and troublemakers, and the galaxy has never done
anything for you. But the risk of an impending Apocalypse is the push you need to
do the right thing for once.”

STAR REBELLION
A tyrannical empire has brought the whole Galaxy to its knees, their dominion
grows every day, as they conquer planet after planet. The only right thing to do is
to join the rebellion and fight for freedom.
“Even the most technologically advanced star base must have a weak spot. If you
find it, you can hope to start a rebellion and fight to reclaim your home.”

ON A WILD PLANET
A sudden malfunction forces you to make an emergency landing on an unknown
planet. Your entire ship has blown up into pieces when you crashed on the sur-
face, there’s no hope of getting it back up. You reluctantly venture into a danger-
ous and unexplored world. Be very careful.
“When you open your eyes, you are surrounded by steaming rubble that used to be
your starship. Your transmitters are fried, and night is falling quickly.”

Star Raiders 15
New Rules
In the upcoming pages, you’ll find new mechanics to add aliens and starships to
your game, new galactic gear, and new options to customize your Heroes.

New Gear
In Star Raiders, bullets are obsolete. Here, all guns shoot interrupted laser beams.
No need to worry, you can easily adapt the weapons found in outgunned by
equipping them all with the brand-new Laser Gun Feat.

LASER
This gun does not use mags and is always loaded. You can choose to overheat the
gun in order to Go Full Auto or lay Covering Fire. An overheated weapon will re-
quire some time to cool down, and cannot be used during your next Action Turn.

MAXIMUM POWER
This gun always shoots at maximum power and gets overheated with every shot.
You CANNOT Go Full Auto or lay Covering Fire with this gun.

MELEE CLOSE MEDIUM LONG


$1 Laser Pistol Laser 0 0 0 -2

$2 Laser Rifle Laser, Rapid Fire 0 +1 +1 0

$3 Laser Crossbow Explosive, Laser, Maximum Power +1G +2G +2 +1

$3 Ship Droid Can take the spot of a copilot when driving a starship

– Laser Blade Ignores the Armored Enemy Feat

16
Alien Species
There are thousands of alien species scattered across
the Galaxy, and each of them is unique. Some aliens are Use the Power!
hairy, big, and short-tempered, others are extremely Some say that there
rational and have pointed ears, and others still are blue is a group of warrior
beanpoles, or green dwarfs that talk backwards. Real- monks who protect
ly, you can find anything out there! the Galaxy, wielding
swords of light and
As a general rule, when interacting with an alien spe- performing feats of
cies different from your own, you always suffer a -1 magic thanks
to your rolls in Smooth and Focus... Unless you can to an ancient force
rely on the new Alien Diplomat Feat. You try nego- known as the Power.
tiating with a Sporlanian, or performing surgery Could this be true?
on the several hearts of a cranky Kth-Ygw’zz!
If you want to play
Star Pilots as one of these star
Some Roles and Tropes from outgunned knights, you can
grant you the Proven Driver Feat. When you’re choose the Role of
playing Star Raiders, you can swap it out with Samurai, which you
the Star Pilot feat, if you wish. can find in the World
of Killers expansion, or
Galactic Credits the classic Fighter from
Even if you’re visiting different planets, you Outgunned. You will also
don’t need to worry about exchanging currency receive a complimentary
whenever you touch down. Your Cash is made Laser Blade in your
of galactic credits, and they are pretty much favorite color!
universally accepted. Try it and see!
In the Action Flick Great
However, you can stumble onto the odd iso- Powers, you can also
lated planet where nobody accepts credits. If find the Mental Powers
you ever end up on one of these space rocks Super Feat, which will
forgotten by all, your Cash will be completely allow you to push away
useless, and you’ll have to find a way to earn your opponents or to
some local coin however you can. persuade them that
these are not the droids
they are looking for. May
the Power be with you!

Star Raiders 17
Space Heroes
Heroes in Star Raiders are adventurers who travel across the Galaxy to free the
downtrodden, discover new worlds, or simply to do their thankless job.
Up next, you’ll find a new Role, the Star Raider, 3 new Tropes, and new Hero
Feats. Together, these will allow you to take your adventures into deep space.

In upcoming pages, you’ll also find rules on how to join the Action as an Alien
Hero, and to face Alien Enemies from every corner of the Galaxy.

Hero Feats
ALIEN DIPLOMACY
You are fascinated by alien cultures and always know how to behave.
Gain a Free Re-roll for all rolls made to interact with aliens, and for all rolls
regarding alien cultures and civilizations.
Additionally, you don’t suffer the usual -1 when interacting with aliens.

HYPERLIGHT EVASION
It’s a risky move, but it has saved your life on several occasions.
If, at the end of a Reaction Turn during a Chase none of the Heroes has failed
their roll, you can jump to hyperlight on the spot and leave your pursuers in the
space dust.
You can also activate this Feat when you skip your Reaction Turn thanks to the
Spinout Feat.

SHOOT FIRST
Shoot first, ask questions later.
You can shoot at a distracted or unprepared target, you have +2 to the roll.
Alternatively, when combat should start on a Reaction Turn, you can choose to
have it start with an Action Turn instead.

STAR PILOT
Your starship can cover any route in less than 12 Parsecs!
Gain a Free Re-roll when piloting, repairing, or evaluating starships of any size
and make.

18
Logical Thinker
“I know it’s hard, Attribute Point: Skill Points:
but it’s the most logical option.” Nerves or Focus Endure
Cool
They call you cold and unemotional, Feats: Leadership
but you don’t care about that. Choose one from: Speech
Even while facing danger, you always Alien Diplomat Detect
remain calm and think clearly to Mastermind Fix
evaluate what is the most rational Outsmart Know
course of action. Then you do it. Scientist Awareness

Lonely Stranger
“This is my way.” Attribute Point: Skill Points:
Brawn or Focus Endure
The dusty cloak billowing behind you Fight
speaks of the many adventures you’re Feats: Stunt
never going to share. You come from Choose one from: Cool
far away, and clearly didn’t come here Detective Shoot
by accident. You have a mission to ful- Hard to Kill Survival
fill, a code to follow, a score to settle. Intimidation Leadership
Marksman Detect

Lovable Scoundrel
“Never tell me the odds.” Attribute Point: Skill Points:
Nerves or Smooth Fight
You’re reckless, headstrong, self-ab- Stunt
sorbed, and always want to do things Feats: Drive
your way... How can anyone resist Choose one from: Shoot
you? You may not be the classic Hero Alien Diplomat Flirt
who always does the right thing – far Hyperlight Evasion Fix
from it – but your rebel charm is what Pep Talk Stealth
makes you irresistible. Shoot First Streetwise

Star Raiders 19
The Star Raider
The captain of a starship, a galactic explorer, a space smuggler, or an adventurer
flying among the stars.

Star Raiders are filled with wanderlust and have eyes that shine with the reflect-
ed light of a thousand stars. In the deafening silence of space, these charismatic
and ambitious Heroes hear the call of adventure echoing among the unexplored
planets and asteroid fields. It’s a call they can’t resist.

Work:
Smuggler, Pirate, Captain

Catchphrase: Flaw:
My crew is my family I’m too ambitious
To infinity and beyond! I openly defy the law
This is my ship I care too much about my ship

Characteristics of a Star Raider


RESOURCEFUL. CUNNING. STAR-STRUCK.

Attribute Point: Feats:


Nerves Choose two among:
Alien Diplomat
Skill Points: Full Throttle!
Fight Gunslinger
Stunt Hyperlight Evasion
Cool Shoot First
Drive Star Pilot
Shoot
Flirt Gear:
Speech A Starship with Speed 1
Style Laser Pistol
Fix
Streetwise

20
Classic Star Raiders
in movies are:

Han Solo in Star Wars,


Peter Quill in Guardians
of the Galaxy,
Korben Dallas in
The Fifth Element,
Malcom “Mal”
Reynolds in Firefly,
Dutch in Killjoys,
Capt. James T. Kirk
in Star Trek,
Capt. Kara “Starbuck” Thrace
in Battlestar Galactica,
and Major Valerian in
Valerian and the City of
a Thousand Planets.

Star Raiders 21
alien Heroes
If you want to get into the action as an Alien Hero, you can choose the Alien Tag
and note it next to your Role. For example, you could be an Alien Agent, an Alien
Criminal, an Alien Fighter, and so on.
When you pick this special Tag, you immediately gain access to the Alien Feats,
extraordinary one-of-a-kind abilities.

At character creation, you can swap up to 2 Feats from your Role or Trope with as
many Alien Feats. Additionally, when you Advance, you are free to pick up other
Alien Feats instead of the usual kind.

Obviously, when you’re playing an alien, you are free to interact with other aliens
of your species without the usual -1.

alien Feats
AMPHIBIAN
You look like an amphibian, a reptile, or a fish.
You can breathe underwater and gain +1 to all rolls made to swim or take physical
actions while underwater.

BIG GUY
You’re a big guy, perhaps even a big hairy guy.
Gain a Free Re-roll to all Brawn rolls.
You suffer -1 to all rolls in Dexterity.

BRAINIAC
Your mind is better than any computer.
Gain a Free Re-roll to all Focus rolls.
You suffer -1 to all rolls in Flirt.

LITTLE GUY
You’re about half as tall as a human, possibly less. But you’re quick!
Gain a Free Re-roll to all rolls in Stunt and Stealth.

22
PREHENSILE APPENDAGES
You have a tail, an extra set of arms, or some sticky
tentacles.
You can rely on one extra hand to carry objects or
use items. The droids
During your Action Turn, you can take 2 Quick Actions you’re
for free, instead of 1. looking for
Whether they are
SHAPESHIFTER clumsy chrome
You can change your appearance at will. assistants or
[Quick Action] You take on the appearance of anoth- tenacious tin-cans on
er alien or human. wheels, droids have
You can revert to your original form by using a a special place in our
Quick Action. When you do this, you immediately star-struck hearts.
gain 1 .
If you want to jump into
SYNTH the action as a Droid
Your body is completely or partially artificial. Hero, you just need to
Gain a Free Re-roll to all Fix rolls. Additionally, follow the rules for Alien
you do not suffer a Condition when filling in your Heroes and choose the
Bad Box. Synth Feat.
It takes a Fix roll instead of a Heal roll to remove
the Hurt condition from you. Beep. Beep. Beep.

Star Raiders 23
Starships
It might be a heap of junk, but your starship has always gotten you out of trouble,
and it has been your best friend, your ride, and your home for many years now.
This means Star Raiders had to include a specific type of ride dedicated
to starships.

Starship: Starships are rides able to fly both in and out of the atmosphere,
and even to brave the pressure and icy temperatures of deep space.
Bigger starships are also Armored, and they can act as a shelter for Heroes look-
ing to take their Time-Out.
Some starships can also travel underwater, making them Nautical Rides.
In Star Raiders, starships are NOT considered uncommon rides, and everyone
has seen or driven at least one of them.
A galactic fighter, a space cruiser, a cargo starship

Hyperlight
Most starships can accelerate beyond the speed of light and “jump” through
space, covering great distances in a very short time.
You can jump into hyperlight only when your path is clear, and you’ll have to
spend a turn to find the exact safe course. If you don’t have time to do this, the
leap will take you to a random point in space.
But remember to lose your pursuers before leaping, they might trace you and
take the leap with you.

When you use hyperlight travel, your ship endures a lot of stress and loses
1 Armor. You must then wait several hours before you can leap again.

Copilot
To use Hyperlight travel or the Hyperlight Evasion, Crazy Stunt, Car Jump, or
Spinout Feats while driving a large starship (with more than 4 seats), you need
the assistance of a copilot.
A copilot is a Hero who uses their Action or Reaction Roll to help you maintain
control of the starship. This role can also be fulfilled by a competent Supporting
Character or a Space Droid like the ones you can buy in the best workshops.

24
Special actions
Here are some 1, 2, and 3 Adrenaline Special Actions the Director may use during
a starship Chase.

RAISED SHIELDS [1 ]
The enemy starships raise their defenses. From now on, all attacks against the
enemy suffer -1.

TIGHT SQUEEZE [1 ]
The only path you can take is dangerously narrow. If the pilot fails a Critical
Reaction Roll in Focus+Drive, the ride loses 1 Armor and 1 Speed.
If the pilot cannot rely on the help of a copilot, they suffer -1 to the roll.

THERMAL OVERLOAD [2 ]
The thermal shields or engines of your starship are overheating. A Hero needs to
leave their seat to attempt an emergency repair by making a Critical Action Roll
in Nerves+Fix. If they fail, the ship loses 1 Armor and all Heroes lose 3 Grit.

TRACTION [2 ]
A gravitational field or tractor beam is pulling your starship toward danger.
The Heroes’ speed falls by 1.

ASTEROID FIELD [3 ]
The starship is forced to move through a bunch of debris. From now on,
all Action Rolls made by the Heroes are considered Gambles.
The Director can roll a numeric die to determine how many rounds
the Heroes will have to spend in the asteroid field.

25
NAME MISSION

ROLES experiences
TROPES

JOB AGE
adrenaline!
FLAW

CATCHPHRASE
GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

DE
brawn grit you look AT
H
ENDURE HURT - BRAWN TIRED - NONE
RO

6
FIGHT BAD! HOT! NERVES OTHER
ULE

NERVOUS - - 5 1
FORCE BAD: SUFFER A CONDITION
T TE

HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER


STUNT
DISTRACTED - FOCUS - OTHER 4 2
SCARED - CRIME BROKEN - ALL
3
nerves feats
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN

DRIVE
SHOOT Laser guns & gear MELEE CLOSE MEDIUM LONG OVERHEAT

SURVIVAL

smooth
FLIRT
LEADERSHIP
SPEECH
STYLE

Focus
DETECT
FIX
HEAL
KNOW storage ride
cash
crime NAME

AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
NAME Babiyod MISSION

ROLES Young Alien Nobody experiences


TROPES Free Spirit

JOB None AGE Young


adrenaline!
FLAW I eat anything in sight

CATCHPHRASE He can't speak yet


GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

DE
brawn grit you look AT
H
ENDURE HURT - BRAWN TIRED - NONE
RO

6
FIGHT BAD! HOT! NERVES OTHER
ULE

NERVOUS - - 5 1
FORCE BAD: SUFFER A CONDITION
T TE

HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER


STUNT
DISTRACTED - FOCUS - OTHER 4 2
SCARED - CRIME BROKEN - ALL
3
nerves feats
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN
Little Guy: Gain a Free Re-roll to all rolls
DRIVE
SHOOT in Stunt and Stealth..
Laser guns & gear MELEE CLOSE MEDIUM LONG OVERHEAT

SURVIVAL
That’s All?: Gain a Free Re-roll for all rolls made to
smooth show courage, and to resist threats or interrogations.
FLIRT
LEADERSHIP
SPEECH PENDANT
Too Young to Die: When filling in the Bad Box,
STYLE you suffer no Condition.

Focus
DETECT
FIX
HEAL
KNOW storage ride
cash
crime NAME

AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
rising dragon
HINGS
WEIRDER
TitoloTHINGS
gonRising Dragon
iens
“Teach me, Master!”
Full of determination, a young boy with disheveled hair bows before

Killing Aliens
you. He is quickly followed by several others, humble children from a
humble farming village. “Teach us! Please!”
You smile fondly and keep walking toward the market, hands folded be-
hind your back.
“Stop bothering her!” yells an older lady, busy loading logs onto her rick-

once ety cart. You swiftly walk toward her “Here. Let me help.” The parade of

everything at once
children follows close behind you, jostling each other to help “You see,
Master?” the most stubborn of them says, while hoisting a big log on his
shoulders “I am strong!”.
“I see” you reassure him, before returning to your walk “You are all very
strong. But now you should think about playing... It is not time to fight.”

You hear the crash of something breaking, and the footsteps of the good
folk running toward the market “I’ve heard you are hiding a girl, here”.
You reach the commotion and see a man lying in the mud, trying to cov-
er his face with his arms, while a group of armed soldiers surrounds the
area. “I told you, we are not hiding anybody!” pleads the farmer. He barely
knows you, but he is willing to endure this humiliation to protect you.
You clench your fists and stop yourself from intervening. While the
man is beaten, you feel the weight of those blows on your conscience,
but the emperor’s soldiers can never learn you are here. If they found you,
the whole village would be done for.
You draw a deep breath. And then one of the children runs past you
“Dad! No!” He runs toward the soldier, wielding a wooden branch. His fa-
ther tries to stop him, but it’s too late.
Everything happens too quickly. The soldier hears the yell and his hand
instinctively goes to the sword. He wheels around and slashes at the
open eyes of the child, who yelps, his voice breaking.
The sword stops one breath before contact, your hand is like a vice on
the wrist of the soldier.
“You were looking for me?” You stare straight into his eyes while the
soldiers surround you, weapons drawn “You have found me.”

30
The Way Of The Dragon
Rising Dragon is a wuxia Action Flick that allows you
to unleash the full power of martial arts and face off
against fierce enemies in a fascinating and ancient
era. You can travel through historical and mythical ACTION
China to train your spirit, and finally bring justice to HOMEWORK
the Middle Kingdom. Here is a list
of movies and series
In this Flick you will find: to watch when
getting ready
♦ New Gear for your adventures
♦ The Plan B: Blade in Rising Dragon:
♦ A new resource: Qi
♦ One new Role: The Martial Artist Crouching Tiger,
♦ 4 new Tropes Hidden Dragon
♦ 10 Ancient Martial Styles Hero
♦ New Enemy Feats and Special Actions The Ip Man saga
♦ A Hero: Yu Shu Min, Martial Artist Drunken Master
Reign of Assassins
Complete your training, and show your oppo- House of Flying Daggers
nents who the real master is. Kung Fu Hustle
Enter the Dragon
Sword of Destiny
Shaolin Soccer
Fearless

Happy viewing!

Rising Dragon 31
Core Themes
Rising Dragon is designed to take you on adven-
tures that deal with Heroes who prove their inner
strength to surpass adversities and foes, and the
eternal conflict between duty and passion.

Martial Arts
The practice of martial arts requires extensive
physical training, but also, and most of all, great
mental and spiritual strength. It’s not just about
fighting. It’s about following a path of peace and
balance, that only rewards the most righteous
among Heroes.

It is not the strongest who succeeds in the


end. Only those who understand and follow the
teachings of their ancient art will prevail.

Duty and Dedication


Everyone has a duty toward the people they
serve, toward their family, toward their coun-
try, and toward themselves and their beliefs. In
order to fulfill their duties, a Hero must prove
their great dedication, and they must be able to
keep standing back up whenever they fall.

And when duty clashes with the Hero’s wish-


es, their passions, and their personal beliefs,
a choice must be made, and that is a defin-
ing moment.

32
WUXIA MISSIONS
DEFEND THE WEAK
A small village is repeatedly vexed by a gang of outlaws, or by the ruthless ser-
vants of an evil lord. The destiny of those innocent people is in your hands, but
you only have a short time to organize their defenses.
“The locals are humble, but determined. They don’t have much to offer, but they
ask you to train them to fight, so they can defend their freedom.”

WHAT WAS TAKEN FROM YOU


You were wrongfully stripped of your title, of your reputation, and your honor.
The humiliation still stings like fire in your veins, while you prepare to retake
what is yours by right.
“Everyone thinks you must be dead, nobody could survive what happened to you.
And here you are, back from oblivion, like a vengeful ghost.”

DO JUSTICE
Someone is about to do something terrible, and you are the only one who can
stop them before it’s too late. Perhaps an injustice has already happened, and
you are determined to find a solution. You do not care about the consequences,
justice must be served at all costs.
“The king must die. Nobody can get close to him, but if you could just earn his re-
spect, you might have a chance to carry out this mission. All it takes is 10 paces.”

FIND YOURSELF
You must go on a journey to learn how to tame your instincts and find balance.
In the end, you will realize that you have always been your own greatest enemy.
You need to learn who you truly are in order to fulfill your destiny.
“You have dreamt of becoming a great master of martial arts your whole life. Only
when the doors of the temple finally open before your incredulous eyes, do you
realize how much you have yet to learn.”

Rising Dragon 33
New Rules
In the upcoming pages, you’ll find new mechanics to tap into your inner strength
and unleash the power of Ancient Martial Styles, new gear, and new options to
customize your Heroes and Enemies.

Everybody was kung fu fighting


In the world of Rising Dragon, everyone knows martial arts, or at least some ba-
sics. Many nobles and well-born citizens are trained in combat as a way to foster
strength and valor, and even the meekest tailors can sometimes turn out to be
great masters.
As such, Heroes and Enemies cannot take the Martial Arts Feat. It wouldn’t
make any difference!

If you wish to stand out from the masses of wannabe martial artists, you must
learn one of the 10 Ancient Martial Styles described in this Flick. Get ready
to unleash the force of a tiger’s claw, or to confuse your opponents with your
drunken boxing style.

Plan B: Blade
When playing Rising Dragon, you can use the Blade Plan B instead of the usu-
al Bullet.
Blade allows you to gain the same benefits of Bullet, with the only difference
that you use a sharp or pointed blade instead of a gun.

New Gear
In Rising Dragon, all heroes fight either hand-to-hand or using special melee
weapons that are typical of their martial style. Depending on the era where your
adventure is taking place, you can also choose to remove firearms completely.

$2 Iron Rings 20 metal rings made to wear on your forearms

– Jade Amulet At the beginning of each combat, flip a coin. Tails: you earn 1

$1 Chang Gun (Staff) You can attack enemies in Close Range as if they were in Melee

$3 Jian (Sword) Grants Help to cut things

34
The power of Qi
Qi is the vital energy that courses through each of
us. It’s the inner force that moves everything in the
world, and it can only be channeled by those who have Horses,
reached a higher awareness or true inner peace. duels, and
ancient
In Rising Dragon, Adrenaline is swapped for Qi. magic
Like normal Adrenaline, Qi can be spent to gain +1 to a In the Action Flick
roll or to activate some Feats, but it is earned in dif- Cloak & Dagger, you
ferent ways. can find rules to
manage horses and
The Director can reward a Hero with 1 Qi ( ) when: carriages, and to set
the scene for epic one
♦ They prove that they can control their instinct on one duels. I figure
♦ They act with great honor those can prove useful
♦ They find or maintain inner peace here too!
♦ They surpass their master
♦ They choose the greater good and refuse If you also want to add
to fight a pinch of magic to your
♦ They’re at the center of an epic scene martial arts adventure,
♦ Everyone bows the Action Flick A Kind
of Magic has everything
As usual, Heroes you need to introduce
begin the game powers that go
with 1 Qi and gain beyond human
2 Qi when they fill comprehension.
in the Hot Box on
their Grit track.

Rising Dragon 35
Martial Heroes
In Rising Dragon, Heroes are martial artists who defend the oppressed, chal-
lenge tyrants, and face hardships untold to save the day.
Up next, you’ll find a new Role, the Martial Artist, and 4 new Tropes that will
help prove your valor to the world.
If you own the outgunned expansion World of Killers, Rising Dragon is a
good place to make use of the Aristocrat and Samurai Roles and their Feats.

Hero Feat
ANCIENT MARTIAL STYLE
You practice an ancient lethal fighting style.
Choose one of the 10 Fighting Styles:

♦ Bear Style ♦ Eagle Style


♦ Butterfly Style ♦ Iron Rings Style
♦ Crane Style ♦ Mantis Style
♦ Dragon Style ♦ Monkey Style
♦ Drunken Style ♦ Tiger Style

In upcoming pages, you’ll also find rules to learn one of the Ancient Martial Styles
and master its lethal techniques.

Daring Noble
“I shall bring honor to my family.” Attribute Point: Skill Points:
Smooth or Focus Stunt
You grew up among the luxuries of Cool
court, but your life was never easy. For Feats: Shoot
years, you have been fruitlessly trying Choose one from: Flirt
to prove yourself, but the time has Ancient Martial Style Speech
come to take your destiny into your Cash Flow Style
own hands. Archer Know
High Culture Stealth

36
Shifu
“True strength lies in knowing Attribute Point: Skill Points:
when to not fight.” Nerves or Focus Endure
Fight
Everyone looks at you with admiration Feats: Force
and treats you with respect because Choose one from: Cool
you are a master worthy of the title. Ancient Martial Style Leadership
Your wisdom and inner strength are Pep Talk Style
a source of inspiration for your stu- Outsmart Know
dents, but you still feel that you have Lie to Me Dexterity
much to learn.

Vengeful Ghost
“I shall have my vengeance.” Attribute Point: Skill Points:
Brawn or Crime Fight
They have taken everything from you. Stunt
You have nothing left to lose. You seek Feats: Shoot
vengeance at any cost, and will stop Choose one from: Leadership
at nothing in your search for justice. If Ancient Martial Style Detect
this is your last mission, then so be it. Shadow Heal
Knife Thrower Dexterity
Parkour Stealth

Wild Warrior
“I must do this alone.” Attribute Point: Skill Points:
Brawn or Nerves Endure
There is a great fire within you, but Fight
you’re too impulsive and haven’t Feats: Stunt
tamed it yet. This wild strength makes Choose one from: Cool
you determined, but if you do not find Ancient Martial Style Leadership
balance soon, it could easily become That’s All? Flirt
your downfall. Military Bg Style
Punch Reload Dexterity

Rising Dragon 37
The Martial Artist
A fighter in search of balance, a wise master, or a warrior monk who follows a righ-
teous cause.

Learning ancient martial arts and their philosophy requires perseverance,


strength, and discipline. Martial Artists embody all these qualities.
These Heroes are defenders of the peace, but they are also prepared for bat-
tle. They are as serene yet implacable as water, and as graceful yet fearsome as
fire. They are true forces of nature.

Work:
Mercenary, Martial Arts Teacher, Humble Artisan

Catchphrase: Flaw:
I will not fight you I never accept defeat
Think thrice before acting My anger gets the better of me
Appear weak when you are strong I lost my eyesight

Characteristics of a Martial Artist


IN BALANCE. FURY. ANCIENT ARTS.

Attribute Point: Feats:


Brawn Choose two among:
Ancient Martial Style
Skill Points: Combo
Endure Flying Kick
Fight Hard to Kill
Stunt Head on a Swivel
Cool Parkou
Leadership
Style Gear:
Heal Weapon of choice
Know or One $1 item of choice
Dexterity
Stealth

38
Classic Martial Artists
in movies are:

Jen Yu in Crouching
Tiger, Hidden Dragon,
Nameless in Hero,
Wong Fei Hung in
Drunken Master,
Zeng Jing in Reign of
Assassins, Xiao Mei in
House of Flying Daggers,
Yuen Qiu in
Kung Fu Hustle,
and Silent Wolf
in Sword
of Destiny.

Rising Dragon 39
Martial Styles
The ten Ancient Martial Styles are lethal combat techniques taught only to the
most deserving fighters. Each of the styles grants you a passive bonus, as well
as allowing you to spend Qi ( ) to use a secret move.

Even if you know more than one style, you can only use one Ancient Martial
Style at a time. You must declare the style you intend to use at the beginning of
combat, and you cannot gain bonuses from other styles unless you use a Quick
Action to change style during the fight.

BEAR STYLE
You have trained your body to withstand extreme conditions. Nothing can hurt you.
Whenever you stand to lose 3 or more Grit, you lose 1 less Grit.
Bear’s Endurance: Remove one Condition from yourself. You cannot remove
the Broken Condition this way.

BUTTERFLY STYLE
You gracefully move between your enemies. Form and substance become one in
your movements.
When fighting, you can always choose to roll Smooth instead of Brawn.
Dancing Butterfly: Make a Reaction Roll of any kind using Smooth+Style
instead of the required Skill.

CRANE STYLE
You are in perfect balance. Your mind and body in perfect sync.
When fighting, you can always choose to roll Focus instead of Brawn.
Mindfulness: Make a Reaction Roll of any kind using Focus+Awareness instead
of the required Skill.

DRAGON STYLE
Your kicks are so fast and powerful, that they can change the flow of water.
Gain a Free Re-roll for all Action and Reaction Rolls made when fighting with
your kicks.
Dragon Kick: Repeat an Action Roll against an Enemy, ignore all Conditions.

40
DRUNKEN STYLE
You sway and stagger like a drunkard, but you’re in full control.
When fighting, you can always choose to roll Crime instead of Brawn.
Drunken Swerve: You automatically succeed in a Reaction Roll against an Enemy.

EAGLE STYLE
Your Jian falls on your enemies, proud and swift, like a diving eagle.
Gain a Free Re-roll when fighting with a Jian (Sword).
Quick Draw: After you succeed in a Reaction Roll against the Enemy, they lose
1 Grit.

IRON RINGS STYLE


Your spirit is as solid as the steel rings around your arms.
Gain a Free Re-roll when fighting with steel rings.
Iron Defense: Make a Reaction Roll of any kind using Brawn+Endure instead of
the required Skill.

MANTIS STYLE
Your strikes are fast and precise, hitting the enemy exactly in their weak spots.
When fighting, you can always choose to roll Nerves instead of Brawn.
Pressure Points: [Full Action] Make a roll in Nerves+Dexterity against the
Enemy’s Defense. If you succeed, the Enemy takes a blow to a pressure point and
loses one Feat of your choice. Roll a numeric die to determine how many turns it
will take for the Enemy to regain that Feat.

MONKEY STYLE
You keep your enemies at bay by masterfully whirling your Chang Gun.
Gain a Free Re-roll when fighting with a Chang Gun (Quarterstaff).
Monkey Vault: [Quick Action] You jump on top of your perfectly vertical quar-
terstaff. The Enemies cannot attack you in Melee during the next Reaction Turn.

TIGER STYLE
Your hands are mighty weapons, like the claws of a wild tiger.
Gain a Free Re-roll for all Action and Reaction Rolls made when fighting with
your hands.
Tiger Claw: After striking an Enemy in Melee, you can make a second Action
Roll with -1. You do not have a Free Re-roll for this roll.

Rising Dragon 41
Enemies
Here you can find a list of new Enemy Feats and Special Actions, each with their
Feat Points (FP) and Qi ( ) cost.

Feats
ANCIENT STYLE [1 FP]
The Enemy are trained martial artists who know one of the ancient styles.
The Director chooses one of the 10 Ancient Martial Styles.
Heroes who use that Ancient Martial Style cannot benefit from the Free Re-roll
and other bonuses from that style while fighting against this Enemy.

BALANCE [1 FP]
After every blow, the Enemy returns to guard position and appears unphased.
Whenever the Director spends Adrenaline to activate a Special Action, they can
flip a coin. If the result is Tails, they immediately receive 1 .

INNER STRENGTH [1 FP]


The Enemy is gifted with great inner strength, and they know how to dominate
their instincts.
When the Director fills in a Hot Box, they always gain 2 instead of 1.

ENEMY MUSTER [2 FP]


There is a multitude or enemies, they surround Heroes on all sides.
Heroes suffer -1 to rolls made during Reaction Turns.

MASTER [3 FP]
The Enemy is a legendary martial artist.
The Enemy knows all 10 Ancient Martial Styles, but they can only use one at
a time. Whenever they adopt one of the 10 styles, the Enemy gains the same
advantages offered by the Ancient Style Feat.
At any moment, but at most once per Action or Reaction Turn, the Director can
state that the Enemy changes combat style.

42
SPECIAL ACTIONS
REDIRECT BLOWS [1 ]
When a Hero uses any Feat that requires the use of Qi against the Enemy, the
Enemy promptly redirects the blow. The Hero loses both their action and the
spent Qi.

SUDDEN SWEEP [1 ]
After a Hero fails an attack or successfully reacts against the Enemy, the Enemy
tries to knock them down with a sweep.
If the Hero fails a Critical Reaction Roll in Focus+Awareness, they end up on the
ground and suffer -1 to all rolls until they use a Quick Action to stand back up.

DEFENSIVE STANCE [2 ]
The Enemy retreats to an advantageous position.
After a Hero lands a blow, the Enemy ignores all loss of Grit. When other Heroes
try to attack the Enemy this turn, they roll with -1.

PRESSURE POINT [2 ]
Whenever a Hero fails a Reaction Roll, the Enemy strikes one of their pressure
points. The Director rolls a numeric die:
1. The Hero is overcome by a searing pain in the head. They skip the
next Action Turn and become Confused.
2. The Hero’s arms grow numb. The Hero becomes Tired and cannot
use their hands for 3 turns.
3. The Hero temporarily loses their eyesight and becomes Blinded.
4. The Hero’s legs grow wobbly. The Hero becomes Tired and cannot
use their legs for 3 turns.
5. The Hero is temporarily paralyzed. They skip the next Action Turn
and become Scared.
6. The Hero is wracked by pain. They become Hurt.

SECRET MOVE [3 ]
The Enemy strikes a Hero with a secret move or using a forbidden technique.
A Hero adds a Lethal Bullet to their Death Roulette. Additionally, if the Hero
fails an Extreme Reaction Roll in Brawn+Fight, they must roll a numeric die.
The result determines how many turns they have left. After that many turns, the
Hero loses all Grit, becomes Broken, and must take a spin on the Death Roulette.

Rising Dragon 43
NAME MISSION

ROLES EXPERIENCES
TROPES

JOB AGE
QI
FLAW

CATCHPHRASE
GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

you look DE
BRAWN GRIT AT
H
ENDURE HURT - BRAWN TIRED - NONE
RO

6
FIGHT BAD! HOT! NERVES OTHER
ULE

NERVOUS - - 5 1
FORCE BAD: SUFFER A CONDITION
T TE

HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER


STUNT
DISTRACTED - FOCUS - OTHER 4 2
SCARED - CRIME BROKEN - ALL
3
NERVES FEATS
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN

DRIVE
SHOOT weapons & gear MELEE CLOSE MEDIUM LONG

SURVIVAL

SMOOTH
FLIRT
LEADERSHIP
SPEECH
STYLE

FOCUS
DETECT
FIX
HEAL
KNOW storage ride
CASH
CRIME NAME

AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
NAME Yu Shu Min MISSION

ROLES Martial Artist EXPERIENCES


TROPES Daring Noble

JOB Noble AGE Adult


QI
FLAW I don’t know how to live on the streets

CATCHPHRASE I shall write my own destiny


GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

you look DE
BRAWN GRIT AT
H
ENDURE HURT - BRAWN TIRED - NONE
RO

6
FIGHT BAD! HOT! NERVES OTHER
ULE

NERVOUS - - 5 1
FORCE BAD: SUFFER A CONDITION
T TE

HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER


STUNT
DISTRACTED - FOCUS - OTHER 4 2
SCARED - CRIME BROKEN - ALL
3
NERVES FEATS
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN
Eagle Style: Gain a Free Re-roll when fighting with a sword.
DRIVE
Deal 1 Grit to Enemy after a successful Reaction Roll.
SHOOT weapons & gear MELEE CLOSE MEDIUM LONG

SURVIVAL
JIANG (SWORD): Grants Help to cut things
Dragon Style: Gain a Free Re-roll when fighting with your kicks.
SMOOTH
Repeat an Action Roll against an Enemy, ignore all Conditions.
FLIRT
LEADERSHIP
SPEECH Flying Kick : Attack an Enemy in Close or Medium Range,
STYLE gain +1. You can always attack an Enemy in Close Range.

FOCUS
DETECT
FIX
HEAL
KNOW storage ride
CASH
CRIME NAME

AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
cloak & Dagger
a kind
oir of
Titolo magic
Cloak
HINGS & Dagger
“This is outrageous!” those were the ambassador’s last words before

gon MIDNIGHT WARS


he was gagged with a crimson red bandanna. The poor old man is tied
hand and foot to a wooden chair, and he is threatening his captors with
fiery glares that promise retribution.
The duke and his goons in their studded black jackets look unim-
pressed. Someone is even laughing at him, while the cruel duke falls

iens great powers


upon him like a bird of prey “Not to worry, ambassador, this will all be over
quickly” he says, sliding the signet ring off of his pinkie.

The window suddenly crashes into a thousand pieces, and shards of col-
ored glass rain on the vile mercenaries. You let go of the rope you used

neon noir
to swing into the lair of your rival and promptly bring your hand to your
sword. “Excuse my tardiness” you grin, unsheathing your foil, “I wouldn’t

once want to miss this party”.


The duke walks away from the ambassador, smoothing down his goa-
tee with a pleased look “Not in the least” he says, perfectly amiable “We
were waiting for you, actually”.

All doors and wardrobes suddenly burst open, and armed men flood tri-
umphantly into the room. All around you, ten or so dastards raise their
crossbows and blunderbuss guns, their faces pulling into the angry snarls
typically seen on wild dogs. You don’t even have the time to think “Trap”
before a volley of projectiles flies toward you. You just have time to kick
the chair away from under the ambassador, pushing him out of danger,
before jumping behind a cupboard, which is promptly riddled with holes.
When the last hand-painted porcelain saucer bumps into the duke’s
foot and stops rolling, the cowardly mercenaries find the courage to
come looking for you... But to their great surprise, you have vanished.
“Up here!” you call from a ceiling beam, attracting their attention. Then
you cut a taut rope and a heavy cast iron chandelier falls onto the rogues
like a tailor-made cage.
A shiver runs through the duke as you descend in front of him, your
boots thumping the floor. In a fit of gallantry, you allow him the time to
take out his own sword “En Garde!”.

48
En Garde!
Cloak & Dagger is a swashbuckling Action Flick that
allows you to go on adventures in a distant and roman-
tic age. You can play the part of a fearless adventurer, Action
cross blades with fierce foes in duels to the last blood, Homework
and fight through the alleys of renaissance cities, or Here is a list
over the yard-arm of your corvette. of movies and series
to watch when
In this Flick you will find: getting ready
for your adventures
♦ The Plan B: Blade in Cloak & Dagger:
♦ New Gear
♦ New Muzzle Loading weapons The Pirates of the
♦ 4 new Hero Feats Caribbean saga
♦ One new Role: The Swashbuckler The Three Musketeers
♦ 3 new Tropes The Princess Bride
♦ Rules for Duels Robin Hood - Prince
♦ A Hero: Alexandre Desrosiers, Swashbuckler of Thieves
Robin Hood - Men
Don your hat and jump astride your faithful in Tights
steed: adventure awaits! Zorro
The Mask of Zorro
Alatriste

Happy viewing!

Cloak & Dagger 49


Core Themes
Cloak & Dagger is designed to take you on ad-
ventures that deal with romantic Heroes going
on great quests for honor and love, or fighting
shoulder to shoulder with your friends to change
the World.

When Love and Honor


are we? What’s more important to a Hero: keeping their
You can set your cloak name high and acting with honor and pride with-
and dagger adventures out ever setting a foot out of the straight and
in any historical era. narrow, or protecting their loved ones from evil,
even when that means becoming an outlaw and
Here are some publicly losing face?
recommendations: What is truly good: chasing the fortune of a
lifetime with swords bared and amassing riches
♦ The late 1100s, with untold, or giving it all up just for one good deed?
the famous British hero The struggle between love and honor is end-
Robin Hood less, and all romantic adventurers will have to
answer these questions.
♦ The 1500s of the
Italian Renaissance Brotherhood
The bonds forged on the battlefield are
♦ The early 1600s, as stronger than any blood relation. This is how
seen in the background perfect strangers, and even sworn enemies,
of Dumas’ Musketeers can become brothers and sisters in arms,
choosing to join forces to go on an otherwise
♦ The 1700s and the impossible mission.
golden age of piracy It doesn’t matter how reckless or impulsive a
in the Caribbean Hero is, sooner or later, they will have to trust
their friends and rely on team-work to succeed.

50
Cloak & Dagger Missions
THE GRAY EMINENCE
A dark figure with less-than-friendly goals is pulling the strings behind the
throne, controlling the person in charge while keeping to the shadows. You will
have to unmask them and thwart their evil plans once and for all.
“They say the king is very ill, he cannot see anyone. There’s a rich and pious cardi-
nal who governs the state in his stead.”

HUNTING FOR TREASURE


There’s a treasure hidden somewhere, and you are determined to get your hands
on it. Your mission will bring you to unexplored lands, searching for clue after
clue, on your way to the big red “X”.
“The rumpled parchment shows a course that passes between two twin islands.
You follow the dotted line along the course, until it suddenly stops at a ragged
edge. Someone tore the map in half.”

FOR LOVE!
Someone is standing between you and your one true love. Your only chance is to
abandon everything you know and set off on a long journey to reunite with your
better half.
“You had decided to wed in secret, but when the dawn comes, there is no trace of
him. Your plan was discovered, and your beloved has been taken prisoner. It’s time
for you to lay down the bouquet and pick up the sword.”

THE MASKED KNIGHT


People need a symbol to believe in, an untarnished hero who stands up to power
and defies evil. You have decided to wear the mask and become the mysterious
knight everyone was waiting for.
“The people are hungry, but the evil Don keeps raising taxes, hiding behind his lazy
soldiers to avoid confrontation. A whip and foil are everything you need to become
an icon of hope!”

Cloak & Dagger 51


New Rules
In the upcoming pages, you’ll find new mechanics to jump on your trusty steed
and face your opponents in epic duels, new gear, and new options to customize
your Heroes and Enemies.

Sword in Hand
In the world of Cloak & Dagger, most Heroes prefer bladed weapons to firearms
and, depending on the era when your adventure is taking place, there is a chance
that firearms haven’t even been invented yet.
As such, when choosing a Role or Trope that grants you access to the Martial
Arts or Gunslinger Feat, you can choose the Sword Fighter Feat instead. Similar-
ly, you can pick the Archer Feat instead of Marksman, when applicable.

A similar reasoning needs to be applied to starting gear as well. If your Role


grants you a gun, you can choose either a rapier or a muzzle-loading pistol in-
stead, and you can substitute a rifle for a musket, a bow, or a crossbow.

Plan B: Blade
When playing Cloak & Dagger, you can use the Blade Plan B instead of the usu-
al Bullet.
Blade allows you to gain the same benefits of Bullet, with the only difference
that you use a sharp or pointed blade instead of a gun.

Horses and Carriages


Do you wish to go on an adventure while riding on your horse or on the back of a
bumpy carriage?
In Cloak & Dagger horses are rides, and they are included in the Bikes type.
The main difference is that the rider who holds the reins rolls for Stunt instead
of Drive.
Carriages, on the other hands, have all the characteristics of a Car type ride.

If you also have the World of Killers expansion for outgunned, you can adopt
the Dog Trainer Role to play as a Hero with an inseparable trusty steed. One
whistle, and you’re riding off into the sunset!

52
New Gear
In Cloak & Dagger, the most common type of guns are muzzle-loading muskets
and pistols, which require a long time to be reloaded. It’s no wonder people still
prefer to carry swords!

MUZZLE-LOADING
The gun doesn’t use a Mag but single munitions, and needs to be reloaded after
each shot.
If the gun gets wet, it becomes unserviceable.

MELEE CLOSE MEDIUM LONG


2$ Muzzle-loading Pistol Jam, Muzzle-loading 0 0 0 -2

3$ Musket Muzzle-loading -1 +1 +1 0

3$ Crossbow Silent, Single Shot, Slow Reload -1 0 +1 0

3$ Longbow Accurate, Silent, Single Shot -1 0 +1 0

3$ Light Armor Grants Help to avoid projectiles from muzzle-loading weapons.

3$ Horse A Ride with Speed 1

2$ Rapier Side-sword, useful when handled by a Sword Fighter.

Cloak & Dagger 53


Romantic Heroes
Do you dream of going off on timeless adventures in a fairy-tale world where the
deeds of a brave few can shape the world? This is your chance.
Up next, you’ll find a new Role, the Swashbuckler, 3 new Tropes, and new Hero
Feats to set off on an adventure with swords bared and the wind in your sails.

If you own the outgunned expansion World of Killers, Cloak & Dagger is a good
place to make use of the Aristocrat and Samurai Roles and their Feats.

Hero Feats
EN GARDE!
Your defenses are impenetrable.
You and a friend gain +1 to your next Reaction Roll against an Enemy.

SWORD FIGHTER
Nobody can escape your blade.
Gain a Free Re-roll when using, repairing, evaluating, or handling a sword or an-
other melee weapon.

PANACHE
You’re as elegant as a butterfly, and as quick as a bee.
During combat, you can make an Action or Reaction Roll of any kind using
Smooth+Style instead of the required Skill.

RIDER
When you break out at full gallop, nobody can keep up with you.
Gain a Free Re-roll to all rolls made to ride a horse.
[Quick Action] When you’re out in the open, or in any place a horse can reach,
you can spend 1 Adrenaline to call your steed.

54
Cool Veteran
“All for one, one for all!” Attribute Point: Skill Points:
Brawn or Nerves Endure
When everyone has fun and cele- Fight
brates in-between adventures, you Feats: Stunt
keep to the side and drink alone. Choose one from: Cool
You’re an inspiration for the new gen- Military Bg Shoot
eration and a leader to your group, but Gunslinger Survival
you don’t really feel like you deserve it. Rider Leadership
That’s what makes you cool. Pep Talk Streetwise

Friendly Brute
“All for one, one for all!” Attribute Point: Skill Points:
Brawn or Crime Endure
Full disclosure, your manners may not Fight
be the best. You are big, full of your- Feats: Force
self, love indulging your vices, and Choose one from: Cool
lose your temper easily... But aside Bodybuilder Survival
from that, you’re a lovable guy. Those Intimidation Leadership
who call you friend can always rely on That’s All? Heal
you, and they are lucky for it. Punch Reload Streetwise

Witty Casanova
“All for one, one for all!” Attribute Point: Skill Points:
Smooth or Focus Stunt
You’re a clever and strategic thinker, Flirt
but also a passionate and romantic Feats: Speech
Hero. Brains and heart, sentiment and Choose one from: Style
reason, find an unexpected balance in Heartbreaker Heal
you. Your style and refined charm are Silver Tongue Know
clear proof of that. Parkour Dexterity
Outsmart Stealth

Cloak & Dagger 55


The Swashbuckler
A musketeer on a mission for the queen, a pirate in search of fortune, a rebellious
noble, or a charismatic vigilante who fights for the people.

The blade of a Swashbuckler is always ready to defend the weak, to serve the
righteous, and to punish the wicked... At least one out of the three.
Valiant leaders who act for what’s right, masked vigilantes who defend the
weak, or romantic pirates with hearts of gold, Swashbucklers are defined by
their thirst for adventure and freedom.

Work:
Musketeer, Noble, Bandit

Catchphrase: Flaw:
At your service I solve all problems with a sword
I challenge you to a duel I can’t resist temptation
Honor is the highest virtue I’m too honorable

Characteristics of a Swashbuckler
ROMANTIC. SWORD FIGHTER. ALWAYS READY.

Attribute Point: Feats:


Smooth Choose two among:
En Garde!
Skill Points: Sword Fighter
Fight Gunslinger
Stunt Panache
Cool Parkour
Shoot Rider
Flirt
Leadership Gear:
Style Rapier
Awareness Elegant Clothes
Dexterity Muzzle-loading Pistol
Stealth or Bow

56
Classic Swashbucklers
in movies are:

D’Artagnan in
The Three Musketeers,
Dread Pirate Roberts in
The Princess Bride, Jack
Sparrow and Angelica
Teach in Pirates of the
Caribbeans, Robin Hood
in Robin Hood - Men
in Tights, Alejandro
Murrieta in The Mask of
Zorro, Anna Valerious in
Van Helsing, and Jack
Duquesne in Hawkeye.

Cloak & Dagger 57


Duel
Duels are epic combat scenes that see a single Hero face off against a fear-
some Challenger.
The most classic example of single combat is the romantic sword duel, but
these rules will prove just as useful for hand-to-hand combat, debates, games of
seduction, or any other conflict between two individuals.

Just like during a typical combat, duels are also divided into Action and Reac-
tion Turns.
During the Action Turn, you lead the assault by declaring your Action Roll,
while during the Reaction Turn, you defend against the Challenger’s assault by
responding with an appropriate Reaction Roll.
On both turns, you have a chance to deal a blow to the Challenger or to be hit
in return.

The Challenger
During a Duel, the Director plays the part of the Challenger and makes rolls for
them. The dice pool available to the Director is determined by the strength of
and talent of the Challenger:
♦ 4 Dice: A beginner sword-fighter
♦ 5 Dice: A skilled fencer
♦ 6 Dice: An exceptional blade-wielder
♦ 7 Dice: A famous duelist
♦ 8 Dice: A master of the sword

58
Leading an Assault
When you lead an assault, you can make an Action Roll to press your Challenger
and attempt to push them back with a targeted attack.

Alexandre: With a flick of the wrist, I try to circumvent my


Challenger’s defense, and then I lunge at them.
I roll Brawn+Dexterity.

When in doubt, you can always roll Brawn+Fight to attack the Challenger directly.
Keep in mind, that if you make two consecutive assaults with the same skill, you
become predictable and suffer -1 to the roll. As such, it’s best if you try to be
creative, and do your best to use the skills you are most proficient in, trying to
surprise your opponent.
For example:

♦ I clash my blade on the Challenger’s weapon. I roll Brawn+Force.


♦ I feint, trying to disorient the Challenger. I roll Focus+Dexterity.
♦ I cut the rope that holds up the chandelier. I roll Brawn+Fix.

Withstanding an Assault
When you withstand an assault, the Challenger is the one who presses you, and
you need to respond with a Reaction Roll.

Director: The Challenger leaps forward and plunges on you


with a downward blow. Roll Brawn+Endure.

The Director can also ask you to simply make a roll in Brawn+Fight, but they
should always try to be creative and pick skills you are less proficient in to put
you on the defense.
For example:

♦ The Challenger pushes you back onto a suspended beam. Roll Brawn+Stunt.
♦ The Challenger draws a dagger unexpectedly. Roll Focus+Awareness.
♦ The Challenger comes forward with several quick slashes. Roll Brawn+ Stealth.

Cloak & Dagger 59


Rolling Dice
For each assault, both you and the Challenger
roll dice at the same time and compare the re-
sult. Whoever scored the best success has won
the bout.
For example, if you score a Critical Success
and the Challenger scores an Extreme Success,
the Challenger has won. Similarly, if you score a
Critical + Basic Success and the Challenger only
scores a Critical Success, you won the assault.
Hero vs Hero If both you and the Challenger have scored the
Usually, Heroes are same result, the Assault was a tie. Nobody gets
on the same side, hit, and you move on to the next exchange.
but in a passional,
romantic world like During a duel, you can spend a maximum of
the one of Cloak & 1 Adrenaline per turn, and all Feats that deal ad-
Dagger, sometimes ditional Grit, land one additional Jab instead.
disagreements can
lead two Heroes to Re-rolling
cross blades. Both you and the Challenger can choose to
Re-roll or go All-in
You can also use After rolling the dice, whoever scored the worst
the rules for duels result has the right to choose to Re-roll first, if
to manage clashes they have the dice.
between Heroes, and for
any opposing rolls that Jab!
hold a great weight. When you win an assault, the Challenger
suffers one Jab. When the Challenger has suf-
fered 3 Jabs, they are defeated.

When you lose an assault, you suffer a Con-


dition chosen by the Director. Usually, after
losing the first assault you become Tired, then
Hurt, and finally Broken. When you become
Broken, it means you have lost the Duel.
The Challenger has your fate in their hands,
they can do with you as they please. Add a
Lethal Bullet to your Death Roulette.

60
Challenger Feats
As an optional rule, the Director can choose to customize and empower the
Challenger using Challenger Feats.
Common Challengers can have only 1 or 2 Challenger Feats, while the Villain
can have up to 3!

ACE UP THE SLEEVE


The Challenger is cunning, and it’s difficult to catch them off-guard.
Once per duel, when a Hero spends Adrenaline, the Challenger predicts their
move. The Hero loses the Adrenaline but gains no benefit.

FORMIDABLE ATTACK
The Challenger’s attacks are strong and precise, no quarter asked or given.
The Challenger has a Free Re-roll whenever they lead the assault.

IMPENETRABLE DEFENSE
The Challenger’s guard is always up, and they move cautiously.
The Challenger has a Free Re-roll whenever the Hero leads the assault.

MYSTERIOUS CHALLENGER
The Challenger’s expression is unreadable. What will their next move be?
When they lead the assault, the Challenger rolls dice in secret. The Hero must
choose whether to Re-roll or go All-in without knowing their opponent’s result.

NIMBLE AND QUICK


The Challenger moves with cat-like speed and grace.
When the Hero assaults with Stunt or Dexterity, the Challenger receives +1 to
the roll.

STRONG AND MIGHTY


The Challenger is big and muscular, a true force of nature.
When the Hero assaults with Force or Fight, the Challenger receives +1 to
their roll.

UNBEATABLE
The Challenger. Never. Surrenders.
The Challenger can withstand one extra Jab before being defeated. This Feat
can be acquired multiple times.

Cloak & Dagger 61


NAME MISSION

ROLES Esperienze
TROPES

JOB AGE
Adrenaline!
FLAW

CATCHPHRASE
GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

You Look DE
Grit AT
H
Brawn
ENDURE HURT - BRAWN TIRED - NONE
RO

6
FIGHT BAD! HOT! NERVES OTHER
ULE

NERVOUS - - 5 1
FORCE BAD: SUFFER A CONDITION
T TE

HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER


STUNT
DISTRACTED - FOCUS - OTHER 4 2
SCARED - CRIME BROKEN - ALL
3
Nerves feats
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN

DRIVE
SHOOT Weapons & Gear MELEE CLOSE MEDIUM LONG

SURVIVAL

Smooth
FLIRT
LEADERSHIP
SPEECH
STYLE

focus
DETECT
FIX
HEAL
KNOW Magazzino Veicolo
Cash
Crime NAME

AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
NAME Alexandre Desrosiers MISSION

ROLES Swashbuckler Esperienze


TROPES Jerk with a Heart of Gold

JOB Adventurer AGE Adult


Adrenaline!
FLAW I can’t swim

CATCHPHRASE I’m afraid I disagree


GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

You Look DE
Grit AT
H
Brawn
ENDURE HURT - BRAWN TIRED - NONE
RO

6
FIGHT BAD! HOT! NERVES OTHER
ULE

NERVOUS - - 5 1
FORCE BAD: SUFFER A CONDITION
T TE

HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER


STUNT
DISTRACTED - FOCUS - OTHER 4 2
SCARED - CRIME BROKEN - ALL
3
Nerves feats
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN
Fencer: Gain a Free Re-roll when using, repairing, eva-
DRIVE
SHOOT luating, or handling a sword or another melee weapon. Weapons & Gear MELEE CLOSE MEDIUM LONG

SURVIVAL
MUZZLE-LOADING PISTOL: Jam, Muzzle-loading 0 0 0 -2
Panache : During combat, you can make a roll of any
Smooth RAPIER: Side-sword, useful when handled by a Fencer.
kind using Smooth+Style instead of the required Skill.
FLIRT
LEADERSHIP
SPEECH ELEGANT CLOTHES: Grants Help to make a good impression
Heartbreaker: Gain a Free Re-roll when seducing
STYLE or making a good impression on others.

focus
DETECT
FIX
HEAL
KNOW Magazzino Veicolo
Cash
Crime NAME

AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
Great Powers
ARS Titolo WARS
MIDNIGHT

rs great powers
“Innocent.”

oirneon noir
One word and one bang from the gavel, and it’s all over. You clench your
jaw and look at the guilty man walking out of the courtroom. He looks
back at you with a mocking grin. Your colleagues are baffled. The family of
the victim is looking at you, wide-eyed, as they try to understand what has
just happened. After weeks of heartfelt witness statements and undeni-
able proof, how could that criminal possibly be allowed to walk scot-free?

WEIRDER THINGS
HINGS
You know the answer all too well.

At night, you can’t think of anything else. You walk in circles, wondering
where you went wrong, unable to accept that the law has once again
bowed down to the organized crime that plagues your city. For a moment,

gonRising Dragon
your eyes meet the tired reflection of your face. You’re a poor lawyer who
fights for lost causes and still tries to play by the rules of this rigged system.
You may be unable to make a difference... But you know someone who can.
You open the closet and pull out a skin-tight suit. As soon as you put on
the mask, you feel like a different person. You look in the mirror, and now you
see an answer: not the one you were looking for, but the only one you have.

You jump from rooftop to rooftop, running like a vengeful demon. Just a
faceless shadow that rides through the night. You stop on the parapet
of an old building and look at the city from up high, posing like the mon-
strous gargoyles around you. You see your target. An assassin walking
free, on his way to celebrate his proclaimed innocence in a private club. A
shiver runs down his spine, and he nervously looks up, over his shoulder,
and in your direction. You have already vanished.

Half of the criminals in the city are getting down on the dance floor,
squandering their stolen money. They all feel untouchable until the red
lights start popping off, one after the other, leaving room for nothing but
screams and panic. Someone runs away, many pull out their guns, but
they are all picked off one after the other, knocked down, until only one
is left. “What do you want?” he asks, when you emerge from the shadows.
“Justice.”

68
With Great Powers...
Great Powers is a superhero Action Flick that allows
you to play the part of a neighborhood superhero
and to team up with others like you to fight against action
super-criminals and their plans to rule the World. homework
Here is a list
In this Flick you will find: of movies and series
to watch when
♦ The Plan B: Blast getting ready
♦ One new Condition: Powerless for your adventures
♦ 5 new Tropes in Great Powers:
♦ One new Tag: Super
♦ Super Feats The Avengers saga
♦ New Enemy Feats and Special Actions Kick-Ass
♦ A Hero: Nathan Nelson, Super Fighter Watchmen
The Spiderman trilogy
Wear your mask and get ready to fight for The X-Men saga
your city. Daredevil
Jessica Jones
Luke Cage
The Boys
They Call Me Jeeg
The Dark Knight
Batman Begins
The Incredibles
Arrow
The Suicide Squad

Happy viewing!

Great Powers 69
core themes
Great Powers is designed to take you on adventures as masked Heroes who put
their lives on the line to do what’s right, and who learn why power is both a bless-
ing and a burden.

The Mask
During the day, you’re a normal person with a boring job, but at night you become a
masked vigilante who deals with unrepentant super-criminals. The life of a superhero
is always split in two, divided between two different Worlds and two parallel iden-
tities.The real question is, who is going to prevail in the end, the man or the mask?
Who are you, truly? Are you the shy guy in the glasses who is always sleepy,
or the faceless symbol that protects the city from up high? A real Hero doesn’t
always know the answer, but they spend their life asking these questions

Responsibility
With great powers... You know the rest.
Every beautiful thing in this life comes with a catch, and superpowers come
with a whole list of super-duties you can’t ignore.
When you try to fight evil, saving the downtrodden becomes your responsibili-
ty. When you turn a blind eye, you quickly begin feeling like it is all your fault, like
you’re not doing enough, you’re becoming one of the bad guys.
A superhero might be able to hold up the weight of an entire building, but will
they be able to withstand the pressure of their responsibilities?

70
great missions
TAKING OVER THE WORLD
A crazy supervillain is hellbent on conquering the World, destroying the World,
turning the World upside-down... To do something terrible to the whole World.
Since you’re the best heroes on Earth, you must intervene quickly.
“Once it’s turned on, that device will obscure the light of the sun, plunging the World
into an eternal night. This is a job for you.”

PROBLEMS AND SUPER-PROBLEMS


The bad guy of the week is trying to blow up a hydroelectric station AND your
boss is still looking for an excuse to fire you. You must save the day and your
job all at the same time, doing your best to balance your normal life and your
hero life.
“The enemy is escaping, but just before you can start running after them, your
phone goes off: did you forget our date? Crime will have to wait, or you’ll be in even
bigger trouble.”

SUPERHERO SCHOOL
Your school is really special. All its students are people with superpowers. The
principal firmly believes that all young minds need to be guided and trained so
they can go on to be useful in the world. They have never been wrong yet.
“The water quickly drains from the campus pool, and the floor opens up like a huge
hatchway, revealing a secret base complete with a jet. School’s over, the world
needs you.”

SUICIDE MISSION
Not all superhumans are beloved champions of the people. You, for example, are
rejects of super-society, and your only chance to get out of jail is to accept a
suicide mission. Take it or leave it.
“Once they’re done explaining the mission, a question pops into your brain. “What if
we need help?” your words are met with baffled silence. The door opens.”

Great Powers 71
new rules
In the upcoming pages, you’ll find new rules to get into action as a Superhero, a
new Condition, and new options to customize your Heroes and Enemies.

Who gets superpowers?


When playing Great Powers, you can choose between 3 power modes:

♦ Superpowers for all: Both Heroes and Villains have superpowers. The fate
of the World is in their hands.
♦ Superpowers for a few: Only a few among Heroes and Enemies can rely on
superpowers. The others will have to try to keep up in this unfair world.
♦ Superpowers for bad guys: The Villain and their goons have superpowers,
but not the Heroes. Heroes start the game with 1 additional Lethal Bullet.

Behind the Mask


In Great Powers, some Heroes prefer to keep their identity secret, so they wear
a mask and a bright, colorful costume to avoid getting too much attention. For
these people who live on the edge between two worlds, anonymity is the only
way to keep their loved ones safe from super-criminals.

If you’re one of these Heroes with a dual identity, you get the Reputation “I am...”
followed by your name as a vigilante. When a dangerous opponent or the Super-
villain discovers your identity, you add 1 Lethal Bullet to your Death Roulette, and
the Heat rises by 2.

72
Plan B: Blast
When playing Great Powers, you can use the Blast
Plan B instead of the usual Bullet. power up!
Blast allows you to gain the same benefits of Bullet In Great Powers,
with an explosive or surprising display of your full pow- Heroes are truly
ers. extraordinary people,
and they could
Supervillains even be actual
Supervillains may not be eviler than your everyday Vil- Superheroes.
lain, but they are certainly more super. As such, they
can rely on double the number of Feat Points. As a Director,
you need to set the
New Condition power level of the
All Superheroes have a weakness, something group and of their
like a shining rock, a loud noise, or a reactor opponents, and
which their life depends on stuck in the middle then adjust the bar
of their chest. accordingly.
If you join the action as a Superhero, you must
choose one weakness or allow the Director to Many actions that,
choose one for you. When you’re exposed to in Outgunned, would
that weakness, you become Powerless. require an Extreme
Success, like lifting a
POWERLESS whole car, could end up
You can no longer use any of your Super Feats. requiring as little as a
There’s a searing pain in your head, or you feel as Basic Success
if all energy is drained from your body. in Great Powers!
You can get this Condition when you’re ex-
posed to your weakness. If the Heroes are
You can remove this Condition one turn after avengers from Earth
you are no longer exposed to your weakness. fighting against a
planetary invasion, you
sometimes need a whole
horde of angry aliens to
make a simple Goon.

You’ve got to adapt!

Great Powers 73
heroes and superheroes
The tights-wearing Heroes of this Action Flick know very well that with great
powers come even greater responsibilities.
Up next, you’ll find 4 new Tropes for your everyday life, when you’re not wearing
a mask.

In upcoming pages, you’ll also find rules on how to join the action as a Superhero,
and how to face Super Enemies who are trying to conquer the World!

Bespectacled Reporter
“I don’t think he’s a threat, Attribute Point: Skill Points:
he’s only trying to help...” Brawn or Smooth Fight
Stunt
Behind your thick glasses and nerdy Feats: Flirt
mannerisms hides an unexpected Choose one from: Speech
strength. You only act like a clueless Reporter Detect
journalist from the countryside to Parkour Know
hide your true nature, and that’s prob- Intuition Awareness
ably for the best. You wouldn’t want to Silver Tongue Stealth
show your hand.

Billionaire Philanthropist
“Is it better to be feared or respected? Attribute Point: Skill Points:
I say, is it too much to ask for both?” Smooth or Focus Drive
Shoot
Genius, playboy, billionaire, philan- Feats: Flirt
thropist... You really have it all. You’re Choose one from: Leadership
accustomed to excellence and expect Cash Flow Speech
nothing less, but it might be time for Silver Tongue Style
you to look in the mirror and get a Heartbreaker Fix
dose of humility. Remember, the rich Scientis Heal
also cry...

74
Butler of All Trades
“You rang?” Attribute Point: Skill Points:
Smooth or Focus Drive
You are a truly exceptional human and Survival
your resources are almost endless. Feats: Speech
You are accurate and sharp, gifted Choose one from: Style
with many talents, which you un- High Culture Fix
flinchingly put at the service of oth- Silver Tongue Heal
ers. If we had more Heroes like you, Physician Know
things wouldn’t be so bad, but clearly, Selfless Awareness
they broke the mold with you. Where
would we be without you?

Chatty Mercenary
“Don’t waste time with this dumb Attribute Point: Skill Points:
quote, look at those cool Feats!” Nerves or Smooth Endure
Fight
You only do this thankless job because Feats: Stunt
you need to earn a living, and you nev- Choose one from: Drive
er shut up. People stand against you Gunslinger Shoot
at their own peril, but those who stand Silver Tongue Flirt
beside you might risk even more. Combo Speech
Parkour Streetwise

Dark Knight
“I am the night.” Attribute Point: Skill Points:
Focus or Crime Fight
You look at the city from up high Stunt
and see a corrupted world in need Feats: Cool
of fixing. If crime is the disease that Choose one from: Drive
plagues the streets, you are the only Martial Arts Leadership
cure. Perhaps not the cure we de- Shadow Detect
serve, but still the cure we need. Or Knife Thrower Awareness
was it the other way around? Detective Stealth

Great Powers 75
superpowers
If you want to get into the action as a Superhero, you can choose the Super
Tag and note it next to your Role. For example, you can be a Super Ace, a Super
Agent, or a Super Sleuth.
When choosing this special Tag, you immediately gain access to Super Feats,
great powers worthy of a hero from the comics.

You gain one additional Super Feat at character creation, and can swap 1 of your
Role Feats with a second Super Feat.
Additionally, when you Advance, you and the Director can evaluate whether
you can gain an additional Super Feat, depending on how the story is evolving.

When you choose the Super Tag, you also


gain a weakness. You may or may
not know what that is. When you’re
exposed to your weakness, you
suffer the Powerless Condition.

76
super feats
ELEMENTAL POWER
You have an unshakable bond with an element, and you know how to tap into
that power.
You can manipulate an element of your choice between water, fire, storm, ice,
or earth. For example, you can freeze an item, turn the flame of a lighter into
a blaze, or cause the wind to pick up. When you want to use your power in big-
ger ways, the Director may ask you to make an Action Roll, to spend Adrenaline,
or both.
Additionally, add the Elemental Attack weapon to your gear.
MELEE CLOSE MEDIUM LONG
Elemental Attack 0 0 0 -2

Gain a Free Re-roll when using your Elemental Attack.


Magazines for the Elemental Attack represent your own energy reserves, but for
the purposes of the game, they follow the same rules as normal mags. You start
the game with 3 mags and regain spent mags only after a Time-Out.

FLIGHT
You can control gravity around you, or have a beautiful set of wings.
You can fly freely and are able to hover.

GADGET
You own an extraordinary, magical, or high-tech item unique in the world.
Gain one gadget of your choice. You and the Director can design your own
gadget, or you can choose from:

Retractable Claws: When using these claws, you gain +1 to all rolls made to
attack or wound someone, but all your attacks are potentially lethal.

Spiderweb: Helps you to climb, jump, or hold things together.

Returning Weapon: This throwing weapon always comes back to you, and you
can recall it at any time.

Great Powers 77
HYPER-TECHNOLOGICAL ARMOR
Charge into battle with a futuristic set of armor that is somehow connected to
your heart.
When you’re wearing the armor, you gain +1 to all rolls made to dodge bullets, and
ignore penalties from the Hurt or Broken Conditions. Additionally, your score in
Brawn is always equal to 3.
You can spend to extract one firearm of any kind from within your armor.
Putting on this set of armor requires a Full Action. You can spend 1 Adrenaline to
recall the armor when it’s far away and put it on in seconds without using an action.

LASER
You shoot lasers out of your eyes, or can emit beams of pure energy.
Add the Laser Beam weapon to your gear.

MELEE CLOSE MEDIUM LONG


Laser Beam Accurate 0 +1 +1 +1

Gain a Free Re-roll when fighting with your Laser Beam.


Magazines for the Laser Beam represent your own energy reserves, but for
the purposes of the game, they follow the same rules as normal mags. When
you empty a mag to go full auto, your Laser Beam temporarily gains the Explo-
sive Feat.
You start the game with 3 mags and regain spent mags only after a Time-Out.

MIND POWERS
Your mind is stronger than you’d think, you just need to learn how to control it.
You can push, pull, or block things and people with the power of your mind by
making a roll in Focus+Cool. Additionally, you can communicate telepathically.
[Quick Action] Gain access to a person’s mind to influence their actions. In
combat, this skill allows you to find 2 Enemy Weak Spots and choose the one
you prefer.

REGENERATION
Your body can regenerate endlessly. You are unstoppable.
Whenever you stand to lose 3 or more Grit, you lose 1 less Grit.
[Quick Action] Remove one Condition from yourself. You cannot remove the
Broken Condition this way.

78
RULER OF THE SEA
You can do more than talk to fish... But yes, you talk to fish.
Gain a Free Re-roll to all rolls while you’re underwater. Gain +1 to all rolls made
to swim.
You can communicate with fish and other sea-dwelling creatures.
[Quick Action] Call on one or several sea creatures to come to your side, they
will help however they can.

SUPER SENSES
Nothing can elude your hyperdeveloped senses.
Gain a Free Re-roll for all Reaction Rolls against Enemy Special Actions and for
all rolls made to sense danger, to prevent an ambush, or to spot lurking enemies.
Repeat a failed Awareness roll.

SUPER-SPEED
Maybe you can’t run faster than light, but you’re still a flash!
When you’re not moving, you always have +1 to rolls made to dodge bullets. You
can move within Medium Range as a Quick Action, and within Long Range as a
Full Action.
[Quick Action] You speed up and everything around you appears in slow mo-
tion. For each spent, choose one of the following actions:

♦ You or a friend dodge an attack or projectile without rolling the dice


♦ Steal an object within Close Range
♦ You move Out of Range
♦ Reach a friend within Medium Range, give them an object or take one from
them, and get back
♦ Change your clothes

SUPER-STRENGTH
You can turn into a brightly-colored, musclebound giant, or you’re just way too
strong to be human.
Gain a Free Re-roll to all Brawn rolls.
You gain +2 to a Brawn roll.

Great Powers 79
enemies
Here you can find a list of new Enemy Feats and Special Actions, each with their
Feat Points (FP) and Adrenaline ( ) cost.

feats
FLYING [1 FP]
The Enemy can fly. Not jump really high, they flat out fly!
Heroes who can’t fly can never be in Melee with the Enemy. Heroes with the
Super Feat “Flight” ignore this Feat.

LASER ATTACK [1 FP]


The Enemy can rely on laser eyes or laser rifles, or they can emit beams of pure energy.
Heroes who fail to score at least a Basic Success during their Reaction Turn
become Hurt. If they are already Hurt, they lose 1 additional Grit.

SUPER-SPEED [2 FP]
The Enemy can rely on an inhuman speed.
Heroes suffer -1 to all Nerves rolls made against this Enemy. Heroes with the
Super Feat “Super-speed” ignore this Feat.

SUPER-STRENGTH [2 FP]
The Enemy can rely on an inhuman level of strength.
Heroes suffer -1 to all Brawn rolls made against this Enemy. Heroes with the
Super Feat “Super-strength” ignore this Feat.

EVIL GENIUS [3 FP]


The Enemy is an evil genius, but a genius nonetheless.
Heroes suffer -1 to all rolls to find the Enemy Weak Spot. When a Hero uses any
Feat that requires them to spend some Adrenaline, they must flip a coin. If the
result is Head, the Enemy can predict their move. The Hero loses the action and
the Adrenaline used.
Additionally, the Enemy begins combat with 1 Adrenaline.

80
special actions
HELP ME PLEASE! [1 ]
During an Action Turn, the Enemy threatens the life of an innocent bystander.
A Hero must give up their Action Roll to save the victim. If nobody does, all
Heroes bear this weight on their conscience and lose 3 Grit.

POWER SOURCE [1 ]
The Enemy taps into a source of power to recharge.
The Director erases 3 previously filled Grit boxes and gains 1 Adrenaline.
The Enemy can use this Special Action once during every Action or Reaction
Turn, until the Heroes find and destroy the Enemy’s power source.

ADAPT [2 ]
The Enemy learns to predict or dodge the Heroes’ blows, or they evolve in order
to adapt to the situation at hand. The Director chooses one Super Feat.
All Heroes who use that Super Feat against the Enemy automatically fail.

DOUBLING [2 ]
The Enemy creates a multitude of clones or illusory copies.
From now on, whenever a Hero lands a blow, they must flip a coin. Heads: The
Hero only hit a copy. The Enemy loses no Grit. Tails: The Hero hit the original.
The Enemy loses Grit as normal.
Heroes can try to locate the original Enemy by making a roll or using a Feat, as
they would to locate a Weak Spot.

HIDDEN POWER [3 ]
The Enemy reveals one power they kept hidden up to this point. They immedi-
ately gain one Enemy Feat of any kind, chosen by the Director.

YOUR ONE WEAKNESS [3 ]


The Enemy knows the greatest weakness of a Hero, or they know how to block a
Hero’s powers through something like technology or a strange green rock.
One Hero becomes Powerless.

Great Powers 81
NAME MISSION

ROLES WEAKNESS

TROPES experiences
JOB AGE
adrenaline!
FLAW

CATCHPHRASE
GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

you look DE
brawn grit AT
H
ENDURE HURT - BRAWN TIRED - NONE
RO

6
FIGHT BAD! HOT! NERVES OTHER
ULE

NERVOUS - POWERLESS - 5 1
FORCE BAD: SUFFER A CONDITION
T TE

HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER


STUNT
DISTRACTED - FOCUS - OTHER 4 2
SCARED - CRIME BROKEN - ALL
3
nerves feats
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN

DRIVE
SHOOT guns & gear MELEE CLOSE MEDIUM LONG

SURVIVAL

smooth
FLIRT
LEADERSHIP
SPEECH
STYLE

focus
DETECT
FIX
HEAL
KNOW storage ride
cash
crime NAME

AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
NAME Nathan Nelson AKA Nighthawk MISSION

Super Fighter WEAKNESS A specific ultrasound frequency


ROLES

TROPES Dark Knight experiences


Lawyer Adult I am Nighthawk
JOB AGE
adrenaline!
FLAW I must help everyone

CATCHPHRASE If not me, then who?


GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

you look DE
brawn grit AT
H
ENDURE HURT - BRAWN TIRED - NONE
RO

6
FIGHT BAD! HOT! NERVES OTHER
ULE

NERVOUS - POWERLESS - 5 1
FORCE BAD: SUFFER A CONDITION
T TE

HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER


STUNT
DISTRACTED - FOCUS - OTHER 4 2
SCARED - CRIME BROKEN - ALL
3
nerves feats
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN
Martial Arts: Gain a Free Re-roll for all Action and
DRIVE
SHOOT Reaction Rolls made when fighting unarmed.
guns & gear MELEE CLOSE MEDIUM LONG

SURVIVAL
TONFA: Grants Help to break through doors and smash things
Parkour: Gain a Free Re-roll when jumping, performing
smooth feats of acrobatics, or breaking a fall.
FLIRT
LEADERSHIP
SPEECH Super Senses: Gain a Free Re-roll for all Reaction Rolls
STYLE against Enemy Special Actions. Repeat an Awareness roll.

focus
DETECT Regeneration: Whenever you stand to lose 3 or more Grit,
FIX you lose 1 less Grit. [Quick Action] Remove one Condition.
HEAL
KNOW storage ride
cash
crime NAME

AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
WEIRDER THINGS
neon
TITOLOnoir
once
WEIRDER THINGS
The shaky light of an old torch shines through the woods.

Rising Dragon
You and your friends walk with slow, measured steps, being very mind-
ful of where you place your feet. The night is extremely quiet, nobody
dares to speak.
4: Crack! You hear the sound of a branch breaking underneath a foot.
Every little creak of wood echoes through the trees like spectral groans.
Everyone looks around, scared. You feel your heart in your throat.

Killing Aliens
It’s quiet. Something is looking at you.

17: You feel a cold wind blowing in from the west. The flame of your torch
quivers, as if there was an invisible hand grasping it. You look beyond
your friends, and see a dark figure looming in the shadows “It’s here...”.
Before your hands can reach your weapons, the creature has leaped onto
you, and the silence of the wood is pierced with the inhuman screams of

everything at once
a terrible monster.
13: When the beast from hell attacks you with its sharp, razor-like claws,
you barely have time to drop to the ground and roll away.
19: With a sweep of your sword, you cut one of the monster’s arms clean
off. The fiendish limb keeps wriggling on the ground, trying to reach you.
6: The monster falls on you, there’s no escape.
8: Your attack misses “Run!” You yell desperately toward your friends.
1: The bright eyes of the creature betray no emotion as they look at you.
Then you feel its claws piercing through your armor and grasping at your
insides. You are dead.

“It’s bed-time!”
You don’t know what’s more annoying. The fact that your level six fight-
er just got killed in the span of two turns, or the shrill voice of your moth-
er, promptly imitated by your friends “FINE!”.
You hurriedly put away the box and dice and curl up underneath the blan-
kets, still fully dressed. In a corner of your room, four packed backpacks
remind you that the game and the slumber party are not the real reason
why you’re here. Your real adventure is about to begin. Now that the grown-
ups are going to sleep, you little heroes can finally begin your investigation

86
Little Mysteries
Weirder Things is a teen drama Action Flick that al-
lows you to go on adventures in a little suburban town
where nothing ever happens... Except for a long string
of unexplainable mysteries only a little Hero like you
can solve. ACTION
HOMEWORK
In this Flick you will find: Here is a list
of movies and series
♦ The Plan B: Beat to watch when
♦ New Gear getting ready
♦ New Toy weapons for your adventures
♦ 4 new Hero Feats in Weirder Things:
♦ One new Role: The Loser
♦ 3 new Tropes Stranger Things
♦ A new type of Ride: Non-Motorized Wednesday
♦ New Special Actions for your Chases The Goonies
♦ A Hero: Kate Astin, Loser Home Alone
Enola Holmes
Hop on your bike and solve the mystery that’s Ghostbusters: Afterlife
looming over your town. Matilda
The Neverending Story
Karate Kid
Hocus Pocus

Happy viewing!

Weirder Things 87
CORE THEMES
Weirder Things is designed to take little Heroes
EVEN on adventures that deal with problems far larger
WEIRDER than them, and to teach them that friends are the
THINGS family we choose.
In Weirder Things,
all Heroes are still David and Goliath
in school, but not all The smaller you are, the more people underesti-
schools are the same. mate you. Nobody listens to you, nobody believes
To play at the weirder you, and you sometimes feel as if the World
schools, you’ll need to doesn’t care about you at all. But that’s what
add in another makes you a perfect Hero.
Action Flick.
You’re the only one with the determination to
Do you want to enroll in prove everybody wrong. You’re the only one with
the ancient school of the creativity needed to find and solve the mys-
magic and sorcery and teries so-called grown-ups don’t even notice.
go to class in a castle?
Add A Kind of Magic. Friendship
Nobody can go on a great adventure on their
Would you rather attend own. Least of all a little Hero like you. If you real-
a boarding school for ly want to succeed, you’ll have to learn the value
monstrous or “outcast” of friendship and how to trust others.
kids? Add Midnight
Wars. Sometimes, it will be hard to understand who is
really your friend and who is holding you back.
Have you been accepted Most of the time, you’ll have to deal with the many
to an exclusive school conflicts that arise when people really care.
for mutants?
Add Great Powers. In the end, you will see that true friends are like
a family, and maybe even better, because you
You’ll just have to can always rely on them in your time of need.
remember to study a
little in-between solving
mysteries!

88
WEIRD MISSIONS
SUBURBAN MYSTERY
Sometimes interesting things happen, even in small towns like your own. This
time, it’s an actual proper mystery, and you are the only ones who can hope to
solve it, since nobody else believes you.
“They say that, hidden somewhere underneath the town, there’s an old pirate trea-
sure. Everyone laughs at you when you talk about it, but you have already gotten
the shovel.”

MONSTER OF THE WEEK


A monstrous creature is roaming the streets of your town. You don’t know what
its intentions are, but they’re probably not good.
“You knew you were on the trail of a real mystery, but when your eyes finally see
a real flesh-and-bones monster, a shiver runs through your entire body. It’s not a
nightmare. It’s all true.”

HALLOWEEN ONLY
The night of Halloween is a truly magical moment when anything can happen.
This time, someone has woken up an ancient evil that threatens the city, looking
for a way to regain its full powers.
“Everyone knows the story of the witch sisters, and that they can return among the
living only on the night of Halloween. And yet, you have decided to spend that night
in their old abandoned house.”

FAMILY INHERITANCE
In your grandpa’s old house, you have discovered a strange device, a mysterious
book, or a magical artifact. This item hides a shocking secret, one that will turn
your whole life upside-down. Or at least, your whole summer.
“Up in the attic, you find a pile of dusty clothes and an old green trunk. Inside the
trunk, there’s a book bound with twine and attached to a note that orders you not
to open the book. Of course, you open the book.”

Weirder Things 89
NEW RULES
In the upcoming pages, you’ll find new mechanics to add Bicycles and Skate-
boards to your game, new gear, and new options to customize your Heroes.

if everybody is young, nobody is


In Weirder Things, you play as a young Hero who joins forces with their young
allies to solve a cryptic mystery.
But in this Flick, age doesn’t really matter. So, we won’t take note of it. For the
purposes of the game, none of the Heroes is considered Young, and none of
them gains the Too Young to Die Feat.

As an optional rule, you can use the Young tag for Heroes who are much younger
than the rest of the group, like the little sibling you are forced to drag along on
your adventures. Similarly, you can use the Old tag for Heroes who already have
a license and can get into a shop to buy beer. Everything is relative!

New Gear
When you jump into the action in Weirder Things, you can usually not rely on
loud cars and real actual weapons. Before you get hurt, here are some brand
new pieces of gear, and some dulled-down weapons outfitted with the Toy
safety Feat

TOY
This gun is little more than a dangerous toy. Enemies who can rely on the
Bulletproof Vests or the Armored Feats, or any other kind of protection, cannot
be harmed by toy guns.

MELEE CLOSE MEDIUM LONG


Airsoft Rifle Single Shot, Toy -1 +1 +1 X

Slingshot Silent, Single Shot, Toy 0 0 -1 X

Firecrackers Explosive, Single Shot, Toy +1G +1G +2 X

Walkman Allows you to listen to your favorite song wherever you are

90
Your Favorite Song
In Weirder Things, you don’t have a Catchphrase, but
you can always rely on your Favorite Song to guide you
through adversities. I mean, who better to give you ad-
vice than a high-strung rock-star?
When filling in your Hero Sheet, choose a Favorite
Song to replace your Catchphrase for all intents and NOSTALGIA
purposes. When you quote your Favorite Song in epic MOMENT
or dramatic circumstances, or when you follow the You can set your
values or advice in the lyrics, you immediately get adventures in Weirder
a Spotlight! Things in the 60s, 70s,
80s, 90s, and even in
Plan B: Beat the early 2000s. This
When playing Weirder Things, you can use the is a really important
Beat Plan B instead of the usual Bullet. choice, as it will shape
Beat grants you the same benefits of Bullet, the World around you,
thanks to the power of listening to your favor- and obviously the
ite song. Favorite Songs of
Maybe the music starts suddenly and dis- your Heroes.
tracts your opponents, maybe the song gives
you the strength needed to stand back up. Before you start to play,
Maybe it’s just the perfect soundtrack for everyone should come
your heroic moment! together to decide
when your mission will
be set. I recommend
you choose the era that
holds the most nostalgia
for everyone, and fully
indulge in the emotions.
That’s what it means
to be young!

Weirder Things 91
Your Crew
Let me guess, you’re still a middle-schooler. Am
I right? Most Heroes in Weirder Things are, and
this is why you won’t need to choose a job when
playing with this Action Flick.

When filling in your Hero Sheet, choose a Crew


to replace your Job for all intents and purposes.
STRONGER Your Crew represents a group of people you can
THAN YOU rely on, and it gives you some pointers on what
LOOK you can do and who you may know.
Every kid is unique, You can turn to your Crew to obtain crucial
but some kids are information, to find a safe place away from pry-
more unique ing eyes where you can have a nice Time-Out,
than others. and even to ask for favors that are beyond your
reach, like a car ride.
If you want to skate
into the action as a Your Crew can simply be your family, if you are
young Hero with extra- lucky enough to have the kind of parents and
sensory powers, you siblings you can always rely on when you need
can choose the Mind help. But they could also be a group of people
Powers Super Feat you share a hobby or passion with, who love
from the Great Powers your same kind of music or your same sport.
Action Flick. The way or
reason why you got or Examples of Crews are: the Duffer Family, the
developed these powers Chess Club, the School Band, the Baseball
is up to you, but it’s likely Team, the Hospice where you volunteer.
very important to the
plot. Discuss this with
the Director!

92
More Suitable Feats
Some Roles and Tropes from outgunned offer Feats that are too mature, vio-
lent, or just ill-suited for young Heroes in the suburbs. If you wish, you can swap
those Feats with the brand-new Feats you’ll find in the next page.

♦ Proven Driver Better Than Walking


♦ Gunslinger or Marksman Nice Aim
♦ Heartbreaker Popular
♦ Military Background Sporty

Wanna get real?


When playing Weirder Things, you need to choose the level of realism you want
for your adventure. This is a very important choice, and all the players should
agree about it, as it will really shape your experience in-game.

You can choose between 2 game modes:

♦ I’m Telling Mom!: Choose this game mode if you want to keep things light,
playing the kind of Heroes who find pirate treasures at the bottom of a
basement, or who deal with idiot thieves on Christmas Eve.
 Bring in only guns with the Toy Feat, and ignore the normal weapons you can
find in the Outgunned Corebook.
 Also ignore Lethal Bullets and the Death Roulette. When a Hero runs the risk
of being Left for Dead, they are simply captured by the bad guys, and their
friends can swoop in to save them.
 At the end of a Shot, all Heroes also remove all Conditions.

♦ Playtime’s Over: Choose this game mode if you prefer going on a more real-
istic and dangerous adventure, perhaps playing as young Heroes who face
off against monsters from another dimension.
 All Toy guns suffer an additional -1 to each of their ranges.
 The Director can put into play monstrous creatures really hard to fight by
using the Templates for Predator Aliens and Ghosts, which you can find in
the Killing Aliens and Ghost Hunters Action Flicks.

Weirder Things 93
LITTLE HEROES
The Heroes in Weirder Things are young, but they have guts to spare. They are
ready to solve any mystery that may hide in their town, and they won’t stop until
they have succeeded.

Up next, you’ll find 3 new Tropes and new Hero Feats to jump into the action as a
teen Hero looking for trouble.

HERO FEATS
BETTER THAN WALKING
Why walk when you can dart around on wheels?
Choose one kind of non-motorized ride (i.e. Bicycle, skateboard, rollerblades, etc.)
Gain a Free Re-roll when driving, repairing, or evaluating non-motorized rides of
your chosen type.

NICE AIM
You never miss.
Gain a Free Re-roll for all rolls made to hit a target with a throwing weapon,
a slingshot, or a rock.

POPULAR
At school, everyone wishes they could be as cool as you.
You immediately gain a Reputation, 1$, and 1 .

SPORTY
You’re a promising young athlete. Keep it up!
Choose a sport (i.e. Baseball, basketball, football, etc.)
Gain a Free Re-roll for all rolls connected to your sport.

94
Boasting Jock
“Dude, did you see that?” Attribute Point: Skill Points:
Brawn or Nerves Endure
High cheekbones, effortlessly per- Fight
fect hair, and the ever-present varsi- Feats: Force
ty jacket telling everyone what team Choose one from: Stunt
you’re on. Go Wolverines! You feel at Popular Drive
the top of the world, so you obviously Sporty Shoot
look down on others. You could really Bodybuilder Survival
use some humbling. Intimidation Flirt

Nosy Nerd
“Am I the only one who Attribute Point: Skill Points:
finds this suspicious?!” Focus or Crime Cool
Speech
When you’re not busy studying, read- Feats: Detect
ing, or experimenting, you spend your Choose one from: Fix
time solving mysteries. Little myster- Reporter Know
ies, big mysteries, when something Outsmart Awareness
strikes you as odd, you just can’t let it Scientist Dexterity
be. You have to get to the bottom of Always Prepared Stealth
the question and solve the case.

Practically Perfect
“You just need to wake up early Attribute Point: Skill Points:
and never stop smiling.” Brawn or Smooth Endure
Stunt
You wake up at dawn, go for a jog, have Feats: Cool
breakfast, go to school and practice, Choose one from: Flirt
do your homework and chores... And Popular Leadership
you even find the time to have a busy Sporty Speech
social life. Everyone envies you, but it Artist Style
can’t be easy to be this perfect! Cash Flow Know

Weirder Things 95
THE LOSER
An unpopular student, an advocate for lost causes, an anonymous or disliked kid.

In life, you win some, and you lose some. But most often you lose, and badly.
Losers are anomalous Heroes who, despite their many defeats, just keep
standing back up. Sooner or later, they’ll find a way to prove to the World what
they’re worth.
The classic Losers are kids who live at the edge of town, never get good grades,
aren’t really popular, and who always get left out of plans and conversations.
To be fair, there are also several adult Losers looking for their chance to shine.

Work:
Student, Employee, Unemployed

Catchphrase: Flaw:
We must stick together I’m too curious for my own good
Meh, I’m used to it I’m awkward and clumsy
I’m gonna be the very best I’m gullible

Characteristics of a Loser
ALWAYS LAST. NOSEBLEEDS. STUBBORN.

Attribute Point: Feats:


Nerves Choose two among:
Artist
Skill Points: Counter
Endure Hacker
Stunt Hard to Kill
Cool Head on a Swivel
Drive Shadow
Shoot
Detect Gear:
Fix One Toy Weapon of choice
Know or one $1 item of choice
Awareness
Stealth

96
Classic Losers
in movies are:

Mike Wheeler in
Stranger Things,
Wednesday
Addams in
Wednesday,
Mikey Walsh
in The Goonies,
Kevin McCallister
in Home Alone,
Matilda Wormwood
in Matilda, Bastian
Balthazar Bux
in The NeverEnding
Story, Dave Lizewski
a.k.a. Kick-Ass
in Kick-Ass, and Daniel
LaRusso in Karate Kid.

Weirder Things 97
SKATES & BICYCLES
But how will you go around solving mysteries if you can’t even drive yet? By hop-
ping onto your bike or skateboard, obviously!
In Weirder Things, you can only rely on your own two feet and some squeaky
wheels, so we had to include a new type of Ride for the occasion.

Non-Motorized: Non-motorized rides are, as the name suggests, rides


with no engine. The only means of propulsion used to fuel them, is the
strength of their driver.
Some non-motorized rides can travel on water, and those are also considered
Nautical Rides. Others can glide in circles, which makes them full-fledged
Flying Rides.
All non-motorized rides have a speed of 0, regardless of their level of performance.
A bicycle, a skateboard, a raft, a pair of rollerblades, a glider

On your bike!
Driving a non-motorized ride is hard enough as it is, and you’re certainly at a dis-
advantage compared to people who can speed by at full throttle on their motor-
bikes and cars. Things get even trickier if you decide to take on a passenger too.

When a non-motorized ride carries two people, its starting speed falls to -1.
The good news is that, if the passenger leaves the ride during a chase, the
Speed instantly increases by 1.

98
SPECIAL ACTIONS
Here are some 1, 2, and 3 Adrenaline Special Actions the Director may use during
a Chase with bicycles and skateboards.

NIP AT THE HEELS [1 ]


An annoying dog runs after you barking and trying to grab you with his slobbery
fangs. The Director chooses one ride. All Action Rolls made by Heroes on that ride
become Gambles until someone finds a way to outrun or slow down the pooch.

RAMP [1 ]
Suddenly, a ramp stands before you. It looks like there’s no room to dodge it, but
will you really do it? If the driver fails a Critical Reaction Roll in Brawn+Drive, the
ride loses 1 Armor.
If the driver scores an Extreme Success, their Speed increases by 1. Yay!

SLIPPING HAZARD [2 ]
Rain or a strange oily residue have caused the ground to become extremely
slippery. All Heroes suffer -1 to their next Reaction Roll.

UPHILL RACE [2 ]
The road is all uphill, getting to the top is flat-out exhausting. If the driver fails a
Critical Reaction Roll in Brawn+Endure, the Heroes’ Speed falls by 1.

DINNER’S GETTING COLD [3 ]


It’s getting terribly late, if the Heroes don’t get back home soon, they’ll be
in serious trouble. The Director starts a Countdown. After 3 rounds, if the
Heroes haven’t won the chase or surrendered to avoid being late, they will have
to face consequences at home. Each Hero flips a coin. Those who get Heads are
grounded and will skip the next Time-Out.

WATCH OUT, STAIRS! [3 ]


The only path leads down a flight of stairs, or across some rough, uneven ter-
rain littered with rocks and obstacles. Heroes who fail a Basic Reaction Roll in
Brawn+Stunt fall from their ride and must leave the chase. If the driver falls from
the ride, all other Heroes on their ride also end up on the ground.
If at least one driver succeeds in the roll and is still on their ride, they can choose
whether to keep giving chase alone or to stop and wait for the others. If they stop
the Heroes’ Speed drops down to 0.

Weirder Things 99
NAME MISSION

ROLES EXPERIENCES
TROPES

CREW
ADRENALINE!
FLAW

SONG
GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

YOU LOOK DE
BRAWN GRIT AT
H
ENDURE HURT - BRAWN TIRED - NONE
RO

6
FIGHT BAD! HOT! NERVES OTHER
ULE

NERVOUS - - 5 1
FORCE BAD: SUFFER A CONDITION
T TE

HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER


STUNT
DISTRACTED - FOCUS - OTHER 4 2
SCARED - CRIME BROKEN - ALL
3
NERVES FEATS
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN

DRIVE
SHOOT GUNS & GEAR MELEE CLOSE MEDIUM LONG

SURVIVAL

SMOOTH
FLIRT
LEADERSHIP
SPEECH
STYLE

FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CASH
CRIME NAME

AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
NAME Kate Astin MISSION

ROLES Loser EXPERIENCES


TROPES Nosy Nerd

CREW Book Club


ADRENALINE!
FLAW I take everything seriously

SONG Don't Stop Belivin' - Journey


GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

YOU LOOK DE
BRAWN GRIT AT
H
ENDURE HURT - BRAWN TIRED - NONE
RO

6
FIGHT BAD! HOT! NERVES OTHER
ULE

NERVOUS - - 5 1
FORCE BAD: SUFFER A CONDITION
T TE

HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER


STUNT
DISTRACTED - FOCUS - OTHER 4 2
SCARED - CRIME BROKEN - ALL
3
NERVES FEATS
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN
Hard To Kill: When you fill in your Bad Box, you gain 1
DRIVE
SHOOT Adrenaline and +1 to your next roll.
GUNS & GEAR MELEE CLOSE MEDIUM LONG

SURVIVAL
Firecrackers: Explosive, Single Shot, Toy +1G +1G +2 X
Shadow: Gain a Free Re-roll when hiding, sneaking,
SMOOTH or tailing someone.
FLIRT
LEADERSHIP
SPEECH Outsmart : Make an Action or Reaction Roll of any kind
STYLE using Know instead of the required Skill.

FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CASH
CRIME NAME

AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
Titolo Capitolo
A Kind Of Magic
GHOST HUNTERS
Titolo

I
magic
a kind of magic
agger
Cloak & Dagger
A flash of blue light cuts through the night and crashes on the severe fa-
cade of a London building. You grip your wand so tightly that your knuck-
les turn white and unleash a second blast, then a third, and one more, but
your opponent slips away each time, melting into a dark cloud of smoke.
“Quit running already!” your words trail off into the silence. You lower
your wand, breathing heavily “I think he’s gone...” you say, reassuring your
ARS
friends. Then a bolt of red energy pierces through you, and an invisible
force pushes you off the roof.

rs
MIDNIGHT WARS
You thrash as you fall through the air, your hand flails, trying to find the
wand that twirls beside you, just beyond your reach.
You look down, and see the wet pavement speeding toward you. You

oir great powers


look up, and see a trio of dark wizards chasing after you, eager to ensure
that your destiny is marked for good. You stretch toward the stupid stick
that keeps slipping through your fingers. There’s no way you can grab it.
The ground is way too close and the sky is crossed by streaks of dark
magic, when you suddenly feel a familiar hand grabbing you and pulling
you up. You’re still not accustomed to flying brooms, but in this moment,
you are very glad they exist.

“Hop on” the witch who just saved your life hoists you astride her broom-
stick and, with a deft maneuver, dodges the magical blasts of your pur-
suers “You’re doing good. Try to remain focused, now”. She uses a spell to
recall your wand, causing it to dart straight into your hand.
You nod resolutely and roll up your sleeves. You utter the incantation
that echoes through your mind like a distant memory, and instantly dis-
appear into thin air... Only to reappear behind one of the evil wizards,
forcing him onto the sloping roof of an old train station.
It wasn’t too long ago, that your greatest worry was finding time to buy
groceries. Now you are an actual spellcaster. The others would never be-
lieve you!

104
In A Magical World
A Kind of Magic is a fantasy Action Flick that allows
you to bring some magic into your adventures. You can
play the role of a real sorcerer, or of a young appren- ACTION
tice taking their first steps into the magical World, HOMEWORK
and fight against evil wizards and forbidden spells. Here is a list
of movies and series
In this Flick you will find: to watch when
getting ready
♦ The Plan B: Blast for your adventures
♦ One new Role: The Apprentice in A Kind of Magic:
♦ 3 new Tropes
♦ One new Tag: Magical The Harry Potter Saga
♦ Magical Feats The Sorcerer’s Apprentice
♦ 20 Spells Doctor Strange
♦ New Enemy Feats and Special Actions Fantastic Beasts and
♦ A Hero: Arthur Pandey, Magical Apprentice Where to Find Them
The Chilling Adventures
Harness the power of magic and unleash the of Sabrina
mysterious force within you. Stardust
The Spiderwick
Chronicles
Hocus Pocus
The Dresden Files
Big Trouble
in Little China

Happy viewing!

A Kind of Magic 105


Core Themes
A Kind of Magic is designed to take you on
adventures that deal with personal growth, and
discovering an unbelievable power that changes
everything. Power doesn’t stop at consuming
those who lack it.

Absolute Power
Those who wield great power can do whatever
they please, and they never have to answer to
anybody else. Everything they have ever wished
for is suddenly within reach, and there is nobody
who can tell them what to do.

And it’s in moments like this, that a Hero can


truly prove their worth. Knowing how to control
their instincts and recognizing true friendship is
a rare talent, even among those who can rely on
wondrous magical powers.

Coming of Age
Life holds a never-ending reserve of surprises
and challenges, it pushes us to keep growing
and bettering ourselves. Only through discov-
ering and accepting themselves can a real Hero
find the strength they need to keep going.

Growing up doesn’t mean forgetting the past


and leaving it behind. It means welcoming the
future and its changes with open arms. After
all, there is no way to reverse time.

106
MAGICAL MISSIONS
THE DARK SORCERER
An evil spellcaster has gathered an army of loyal followers and is trying to con-
quer the World. His dark power seems endless, but you are the only ones who
can hope to stand in his way.
“The man whose name cannot be uttered has returned, and he is more powerful
than ever. This shall be the greatest battle of your lives.”

A SOURCE OF POWER
Locked in a secret hiding place, there’s an ancient power that could subvert
reality. Your task is to protect this source, or to find it before it ends up in the
wrong hands.
“Written in an ancient book, there are stories of a magical amulet that grants con-
trol over the flow of time itself. If it were to end up in the wrong hands, it would be
the end of the World as we know it.”

BEYOND THE VEIL


The common and magical Worlds have always been separated, but there is
someone or something who threatens this delicate balance. If magic were to
pour into our World, no weapon could stand a chance against it.
“They want sorcerers to get out in the open and take control over the rest of hu-
manity. They believe they are superior to everyone else... You will have to prove
them wrong.”

OUT OF CONTROL
An uncontrollable force has escaped and is roaming the streets, spreading pan-
ic through the city. Whether it’s a manifestation of power or a pack of magical
creatures, your job is to bring it back home before the damage toll is too high.
“Someone has opened the doors of the magical zoo, and now you have to race
across the city looking for Chinese dragons, invisible monkeys, and other impossi-
ble animals. You must catch them all!”

A Kind of Magic 107


New Rules
In the upcoming pages, you’ll find new rules to learn and cast powerful spells,
and new options to customize your Heroes and Enemies.

Are you a Wizard?


You can choose one of 3 magical game modes to play A Kind of Magic:

♦ A Magical World: Both Heroes and Villains are spell casters who live in a
magical World. Everyone around them practices magic.
♦ A Chosen Few: Only a few among Heroes and Enemies are able to cast
spells. Everyone else will have to keep up.
♦ Dark Magic: The Villain and their goons can rely on wondrous magical pow-
ers, but not the Heroes. Heroes start the game with 1 additional Lethal Bullet.

incantations & Wands


In order to cast your spells, you need to perform a small ritual or use a specific
object. It could be a magic incantation, a wand, or an amulet of some sort.
When playing A Kind of Magic, you must choose one element that both the
Heroes and their opponents need to cast spells.
For example, if you say that a wand is needed in order to perform magic, all
Magical Heroes can rely on a wand, and nobody will be able to cast spells without
wielding one.

Magical Culture
If you have no magical powers, or have just discovered yours a few hours ago, it’s
likely that you know nothing about magic and casters. As such, you will suffer -1
to all rolls in Know connected to spells and casters.

On the other hand, if you grew up surrounded by witches and wizards, you prob-
ably know more about potions and flying brooms than you do about cars and
rubber duckies. As such, you will suffer -1 to all rolls in Know connected to the
non-magical World.

When choosing the High Culture Feat, you will need to specify whether it applies
to your knowledge of the magical or non-magical World.

108
Plan B: Blast
When playing A Kind of Mag-
ic, you can use the Blast Plan B
instead of the usual Bullet.
Blast allows you to gain the same
benefits of Bullet with an explo-
sive or surprising display of your
magical powers.

Flying cars and broomsticks


Did you always dream about taking
to the skies on your speedy broom-
stick?
In A Kind of Magic, flying brooms are Fantastic
Rides that belong to both the Bike and Beasts and
Flying types. how to
Flying cars and carriages, on the other play them
hand, are Rides that belong to both the Car and Do you wish to join the
Flying types. action with your trusty
owl, or side by side with
Brewing Potions a magical kleptomaniac
The subtle art of potion-making allows you to mole? You can find
bewitch the mind, ensnare the senses, bottle anything out there,
fame, brew glory, and even stopper death... you know?
At least, theoretically.
During a Time-Out, you can spend one of your If you also have
actions to focus on brewing a magical potion. the World of Killers
To do this, you only need the right recipe, the expansion for
required ingredients, and most importantly, a Outgunned, you can
good deal of time. adopt the Dog Trainer
Role to play as a caster
The Director is tasked with determining the supported by their
resources you need, and how many actions magical familiar.
during a Time-Out you must spend, depending
on the complexity of the magical potion you
are trying to concoct.

A Kind of Magic 109


Magical heroes
Regardless of if the Heroes are casters or not, in the world of A Kind of Magic,
magic is real, and you’ll have to deal with it.
Up next, you can find a new Role, the Apprentice, and 4 new Tropes to fully
immerse you in the magical World.

In upcoming pages, you’ll also find rules that will allow you to join the action as a
Magical Hero, and how to face Magical Enemies with their dark spells.

Magical Feats
If you’re a Magical Hero, you can choose one Magical Feat instead of another Feat
granted by your Role. You can also learn new Magical Feats when you advance.

ARCANIMAL
You can transform in an animal that represents your spirit.
Choose a single animal form (i.e. Black dog, mouse, peregrine falcon, etc.)
[Full Turn] Transform into your animal form. You can spend 1 to transform
as a Quick Action.

MAGICAL SCHOLAR
Your true strength lies in knowledge.
You know 1 additional spell.
During a Time-Out, you can spend both of your actions to memorize a spell you
do not know. You can cast that spell once before your next Time-Out.

SPELL SLINGER
You are an expert arcane fighter.
Gain a Free Re-roll for all rolls made to hit with the spells Magical Dart, Magic
Burst, and Arcane Blast.

110
Charming Bookworm
“It’s leveetas. Not levitahs.” Attribute Point: Skill Points:
Smooth or Focus Cool
Who said all bookworms are shy and Flirt
insecure? You have courage and cha- Feats: Speech
risma to spare, and can easily win over Choose one from: Style
people thanks to your natural charm. High Culture Detect
But where do you find the time to read Outsmart Heal
all those books? Reporter Know
Silver Tongue Stealth

Silly Marauder
“The misdeed is done!” Attribute Point: Skill Points:
Smooth or Crime Stunt
Trust is good, but trusting you is a Drive
terrible idea! You’re a hopeless prank- Feats: Speech
ster, a patented snoop, and a first- Choose one from: Detect
class troublemaker. Without you, Larcenist Awareness
things would certainly be easier, but Master of Disguise Dexterity
also much less fun. Silver Tongue Stealth
Always Prepared Streetwise

The Chosen One


“I did not ask for all this.” Attribute Point: Skill Points:
Brawn or Nerves Endure
Someone or something chose you as Fight
the person who will fulfill an ancient Feats: Stunt
prophecy and save the World from a Choose one from: Cool
dark threat. No pressure! You can rely Selfless Shoot
on a lot of courage and a good heart, Pep Talk Flirt
but you wish this was easier. Hard to Kill Leadership
That’s All? Awareness

A Kind of Magic 111


The Apprentice
A teen who just discovered their powers, a student of the magical arts, the assis-
tant to an exceptional individual, a budding wizard.

In this life, one never stops learning. Apprentices to witches, wizards, and other
exceptional individuals know this very well. These people devote their lives to
studying a mysterious or arcane subject.
Ambitious and potentially destined for great things, Apprentices are resource-
ful Heroes who prefer to learn through direct experience instead of by locking
themselves up with books.

Work:
Student, Personal Assistant, Wizard.

Catchphrase: Flaw:
It’s a piece of cake! I’m too impatient
I won’t disappoint you I don’t believe in myself
I must make my own way I lie to my friends

Characteristics of an Apprentice
AMBITIOUS. DESTINED FOR GREATNESS. UNPREPARED.

Attribute Point: Feats:


Nerves Choose two among:
Always Prepared
Skill Points: Get Down!
Stunt High Culture
Cool Intuition
Drive Proven Driver
Shoot Selfless
Speech
Detect Gear:
Heal One $1 item of choice
Awareness or A Ride with Speed 1
Dexterity
Stealth

112
Classic Apprentices
in movies are:

Harry Potter
in the Harry Potter saga,
Dave Stutler in The
Sorcerer’s Apprentice,
Percy Jackson in the
Percy Jackson saga,
Paige Matthews
in Charmed, Sabrina
Spellman in The Chilling
Adventures of Sabrina,
Willow Rosenberg
in Buffy the
Vampire Slayer.

A Kind of Magic 113


The Power of Magic
If you want to get into the action as a Magical Hero, you can choose the Magical
Tag and note it next to your Role. So, you can be a Magical Fighter, a Magical
Agent, or a Magical Brain.
When you take on this special Tag, you immediately gain the Magic Feat, which
allows you to learn and cast wondrous spells.

Magic
You are a witch or wizard, and are capable of casting powerful spells.
You can use your magic to take simple actions, like creating a small light,
opening or closing a door, turning the pages of a book, etc. When you want to
perform complex magical actions, the Director may ask you to make an Action
Roll in Focus+Cool.

At character creation, you learn the Magical Dart spell, as well as a number of
chosen spells equal to your Focus score. You may also forgo taking one Trait
offered by your Role to gain 3 more spells of your choice.
Furthermore, in addition to the usual Feat unlocked when Advancing, you also
learn a number of chosen spells equal to your Focus score.

Spells
In the next page, you will find a list of spells which you can unlock thanks to the
Magic Feat.
Many spells can be cast at-will, but some require you to spend a Quick Action,
a Full Turn, or to spend some Adrenaline ( ). When not specified, Spells do not
require you to roll dice in order to cast them.

The Magical Dart, Magic Burst, and Arcane Blast spells allow you to cast offen-
sive spells that, for all intents and purposes, work just like normal firearms. As a
general rule, you can cast these spells by rolling Nerves+Shoot.
For these offensive spells, mags represent your reserve of magical energy.
Unlike normal mags, these magical charges don’t get consumed when you fail a
roll, but they can still be spent to Go Full Auto or lay down Covering Fire.

Magical Dart and its alternate version Magic Burst can both rely on 3 mags, while
Arcane Blast only has 1 mag.
All magical mags are replenished during Time-Outs.

114
Spells
MELEE CLOSE MEDIUM LONG
Magical Dart Fling a dart of pure magic -1 0 0 -1

Magic Burst Replaces Magical Dart 0 +1 +1 0

Arcane Blast Explosive, Single Shot +2G +2G +2 +2

Abyss Gain +1 to swim, you can breathe underwater for some minutes

Arcane Shield Gain +1 to dodge bullets or ranged attacks

Counterspell Avoid a spell or an Enemy’s Special Action

Empowered Blow Magical Dart and Magic Burst gain the Accurate and Rapid Fire Feats

Empowered Flight Gain +1 to fly on your broomstick

Evocation [Full Turn] Summon a small or medium-sized animal

Heal [Full Turn] Remove a Condition from yourself or a friend

Hidden Spell Cast a spell without needing to speak, and without being noticed

Illusion Weave an illusion by rolling Focus+Style

Invisibility [Full Turn] You turn invisible for some minutes

Open / Close Allows you to open or seal locks by rolling Focus+Cool+1

Quick Spell [Quick Action] Cast a spell that usually requires a Full Turn

Recall [Quick Action] Call an item to fly to you as quickly as possible

Repair [Full Turn] Repair an item

Reveal Locate spells and signs of magical activity by rolling Focus+Detect+1

Stop [Full Turn] Stop an object mid-air or temporarily paralyze a target

Teleport [Full Turn] You disappear and reappear somewhere within Long Range

A Kind of Magic 115


Enemies
Di seguito trovi una lista di nuovi Feats e Special Actions dei Nemici, con il loro
costo in Punti Tratto (PT) e Adrenalina ( ).

Feats
ARCANE PROTECTION [1 FP]
The Enemy raises their magical defenses.
The Heroes cannot wound the Enemy using non-magical weapons. Fists, bul-
lets, and blades will prove useless.

TRUE SIGHT [1 FP]


The Enemy sees through objects and hears every noise.
The Heroes cannot hide from the Enemy, they gain no benefit from Partial Cover.

DARK MAGIC [2 FP]


The Enemy can tap into a dark and grim power.
The Director can take Special Actions by spending Enemy Grit as if it was
Adrenaline.

EVIL BOND [2 FP]


The Enemy has a dark bond with a powerful and evil caster.
When the Heroes dispatch the Enemy, they immediately reveal their location to
the Villain. This causes everyone to add a Lethal Bullet to their Death Roulette,
and the Heat to rise by 1.

ABSOLUTE POWER [3 PT]


The Enemy wields a dark power, terrible, but great!
Heroes suffer -1 to all reaction rolls against this Enemy.

116
Special Actions
COUNTERSPELL [1 ]
When a Hero uses a spell of any kind, the Enemy replies with a counterspell.
The Hero loses their action and doesn’t cast the spell.

GET LOST! [1 ]
The Enemy dematerializes a Hero to get rid of them.
A Hero is taken away from the fight, they will have to spend a whole turn to return
to combat. Additionally, flip a coin. Heads: The Hero is now Confused.

QUIET! [1 ]
The Enemy disarms or silences a Hero.
The target Hero cannot cast spells until they use a Full Action to recover their
weapon or focus.

MAGICAL STRENGTH [2 ]
During a Reaction Turn, the Enemies do not attack. Instead, one of them casts
an extremely powerful or explosive spell.
All Heroes must make an Extreme Reaction Roll in Nerves+Awareness.
If a Hero scores an Impossible Success, they can bounce the Spells back to the
caster, their friends do not lose Grit, and the Enemy is defeated.

REDIRECT MAGIC [2 ]
After a Hero has dealt a blow, the Enemy deflects it.
Another random Hero loses the same amount of Grit that the Enemy should
have lost.

SECRET CURSE [3 ]
The Enemy strikes a Hero with a forbidden curse.
A Hero adds a Lethal Bullet to their Death Roulette.
Additionally, if they fail to pass an Extreme Reaction Roll in Nerves+Dexterity,
they must take a spin on the Death Roulette. If the Hero scores an Impossible
Success, they can choose whether to kill the Enemy by bouncing the curse back
to them, or to block the spell and gain 3 Adrenaline.

A Kind of Magic 117


NAME MISSION

ROLES EXPERIENCES
TROPES

JOB AGE
ADRENALINE!
FLAW

CATCHPHRASE
GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

YOU LOOK DE
BRAWN GRIT AT
H
ENDURE HURT - BRAWN TIRED - NONE
RO

6
FIGHT BAD! HOT! NERVES OTHER
ULE

NERVOUS - - 5 1
FORCE BAD: SUFFER A CONDITION
T TE

HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER


STUNT
DISTRACTED - FOCUS - OTHER 4 2
SCARED - CRIME BROKEN - ALL
3
NERVES FEATS
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN

DRIVE
SHOOT SPELLS & GEAR MELEE CLOSE MEDIUM LONG

SURVIVAL

SMOOTH
FLIRT
LEADERSHIP
SPEECH
STYLE

FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CASH
CRIME NAME

AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
NAME Arthur Pandey MISSION

ROLES Magic Apprentice EXPERIENCES


TROPES The Chosen One

JOB Ministry Agent AGE Adult


ADRENALINE!
FLAW I can't speak in public

CATCHPHRASE If you don’t try, you can never know


GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

YOU LOOK DE
BRAWN GRIT AT
H
ENDURE HURT - BRAWN TIRED - NONE
RO

6
FIGHT BAD! HOT! NERVES OTHER
ULE

NERVOUS - - 5 1
FORCE BAD: SUFFER A CONDITION
T TE

HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER


STUNT
DISTRACTED - FOCUS - OTHER 4 2
SCARED - CRIME BROKEN - ALL
3
NERVES FEATS
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN
Spell Slinger: Gain a Free Re-roll to hit with the spells
DRIVE
SHOOT Magical Dart, Magic Burst, and Arcane Blast. SPELLS & GEAR MELEE CLOSE MEDIUM LONG

SURVIVAL
MAGIC BURST 0 +1 +1 0
Proven Driver [Flying Broom]: Gain a Free Re-roll
SMOOTH when driving, repairing, or evaluating Flying Brooms.
FLIRT
LEADERSHIP
SPEECH COUNTERSPELL: Avoid a spell or an Enemy’s Special Action
Selfless: Gain a Free Re-roll when defending or saving
STYLE ARCANE SHIELD: Gain +1 to dodge bullets or ranged attacks
others, or when acting selflessly.
RECALL: [Quick Action] Call an item to fly to you as quickly as possible
FOCUS
INVISIBILITY: [Full Turn] You turn invisible for some minutes
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CASH
CRIME NAME Flying Broom
AWARENESS
DEXTERITY 1
STEALTH
STREETWISE $ $ $ $ $
Killing Aliens
Rising Dragon
Titolo
iens
Killing Aliens
A cut electrical cable flails around like a rattle snake, raining fiery sparks

once over a puddle of stagnant water. The ship is completely destroyed. You
signal your companions to stop. You turn toward them and shake your

everything at once
head: no way through here. You try another path, holding tightly onto
your automatic rifles and onto the hope that, when you finally reach her,
the doctor will still be alive.

One of you slowly opens a hatch door covered in red stains. You walk in
and see a disgusting four-legged creature. It has far too many rows of
teeth and a long metal tail ending in a curved spur. The doctor is on the
ground, she pulls herself across the floor until her back is to the wall. The
terrifying alien runs toward her like a hungry reptile.
You squeeze the trigger and a hail of bullets pierces through the crea-
ture, causing it to writhe in pain on the floor. There’s a small opening,
barely enough for the doctor to run to safety. Then the alien stands back
up, as if nothing happened. Its purple blood drips on the floor, melting
everything, as if it were boiling lava “Go go go!” you shout to the others.

One moment later, you are all out, running breathlessly through the corri-
dors, but the eye-less alien is right behind you. You turn around, shooting
blindly. You don’t even aim to hurt it, you just want it to follow you.
Two bursts of bullets later, and the alien has jumped onto the ceiling,
crawled over the others, and dropped down next to you. “It’s make or
break.” you think, running toward the electrical cable that keeps hissing
and popping like a whip.
You toss away the rifle and dive through the cloud of sparks. Every-
thing appears in slow motion, you fly right beside the cable, your electri-
fied hair stands up in all directions, and you fall to the ground, dislocating
a shoulder on impact. The alien mindlessly follows you, but as soon as its
leg touches the water, the electrical cable zaps it. Seconds later, only a
charred shape remains.
The others reach you, and the doctor is in disbelief “You managed to kill
one of their whelps...”.
You flinch “Whelps?!”

122
Hunting For Predator Aliens
Killing Aliens is a sci-fi horror Action Flick that will al-
low you to raise the difficulty level of your adventures.
You can play the role of a Hero dealing with deadly
Predator Aliens, violent and ruthless creatures that
hunt humans either out of necessity or for fun. ACTION
HOMEWORK
In this Flick you will find: Here is a list
of movies and series
♦ 4 new Hero Feats to watch when
♦ 3 new Tropes getting ready
♦ New ways to use Lethal Bullets for your adventures
♦ A new Enemy Type: The Predator Aliens in Killing Aliens:
♦ New Enemy Feats and Special Actions
♦ 8 On Demand Predator Aliens The Alien saga
♦ A Hero: Ellen Clarke, Brain the Predator saga
Alien VS Predator
The time for being a prey is over. Now it’s time Starship Troopers
for you to become the hunter. Pitch Black
Men in Black
Species
The Thing
Live Die Repeat:
Edge of Tomorrow

Happy viewing!

Killing Aliens 123


Core Themes
Killing Aliens is designed to take you on adventures
where Heroes face off against Predator Aliens,
locked in an existential fight that will determine
the fate of many lives.

Hunter and Prey


The hunter seeks and pursues their prey. They
wait for the right moment to attack and, when the
moment comes, they swiftly deal a lethal blow.
The prey hides from the hunter, trying to
escape. They run without looking back, knowing
all too well that they cannot survive a confron-
tation.
In nature, hunter and prey are clearly separated.
They have no way of exchanging roles.
But what happens when a Predator Alien and
a Hero set off on each-other’s trail? Who is the
hunter and who is the hunted?

Survival
All living creatures try to survive at all costs.
When their situation becomes desperate,
humans can reveal their worst side and even
betray their friends, just to increase their
chances of survival. Heroes, on the other hand,
must be ready to make the ultimate sacrifice.
They must place the survival of others before
their own.
However, the Predator Aliens and their
spawn also wish to survive, and they will do
anything in order to keep living. Who are we to
decide who deserves to survive?

124
MISSIONS AGAINST ALIENS
HUNT THE HUNTER
A terrifying alien is hunting you. Your life is on the line, but so are the lives of
countless others, destined to cross paths with this predator. You must stop
running, and hunt it back.
“That damned alien has already killed too many of your friends. It seems as if noth-
ing can stop it, but in a chaotic moment, you manage to wound it. There’s no doubt:
you can defeat it.”

A WAY OUT
There are too many predator aliens, there’s no way you can defeat them. Your
only chance is to escape, leaving them all behind. Unfortunately, the only way out
is almost impossible to reach.
“Your starship is crawling with them. If you don’t leave quickly, this will become
your tomb. You only have one option left, reaching a small escape pod located on
the opposite side of the ship.”

SAVE ONE, SAVE THEM ALL


The life of a single individual is the key to ensure the survival of humanity, or to
defeat all predator aliens. Whether it’s an irreplaceable scientist, or a child with
a unique genetic mutation, this person must be saved at all costs.
“The doctor is the only one who knows how to stop the multiplication of predator
aliens. Without her, you’re all doomed. You must go back and get her out of there.”

SURVIVE
The cavalry is about to arrive. It is only a matter of time before somebody comes
to save you. You just have to survive until that happens.
“A croaking voice answers your signal. In 11 hours, a squadron of soldiers will come
to destroy the nest of predator aliens. It’s going to be an extremely long 11 hours.”

Killing Aliens 125


New Rules
In the upcoming pages, you’ll find a new type of Enemy, the deadly Predator
Aliens, and new options to customize your Heroes and Enemies.

You are the prey


In Killing Aliens, you will come face to face with lethal Predator Aliens, extrater-
restrial creatures bent on hunting you either as food or just for sport.
There’s no easy way to say this: these Aliens are extremely strong, stronger
than you will ever be. From their point of view, you are only the last in a long list
of prey. Proving them wrong won’t be easy.

Heroes start the game with 1 additional Lethal Bullet, and the starting Heat is
equal to double the number of Heroes in play.
Additionally, when you fail a roll on your Death Roulette against a Predator
Alien, it’s really over for you. Not even a Spotlight can save you.

Whatever it takes
When you face a Predator Alien, you have a great responsibility: you cannot
allow the creature to roam free, or it will spread death, multiply, and take over
the Galaxy. The stakes are too high!

Killing Aliens offers you 3 possible ways to gain a big advantage against your
opponent, whatever it takes:

♦ In Harm’s Way: You may add 1 Lethal Bullet to your Death Roulette to gain
1 Adrenaline, which you must spend immediately.

♦ Surpass the Limit: You may add 2 Lethal Bullets to your Death Roulette to
gain 1 Spotlight, which you must spend immediately.

♦ Shoulder the Weight: During a Time-Out, you may spend an action to con-
fide in one of your friends, getting a weight off of your chest, or allowing
another Hero to confide in you. The Hero making the confession loses one
Lethal Bullet, which the listener takes on instead.

♦ Ultimate Sacrifice: You may save a friend who has failed their roll on the
Death Roulette by sacrificing yourself. The death of a true Hero.

126
Killing Aliens 127
Heroes vs Aliens
The Heroes of this Action Flick are hunted by terrifying Predator Aliens, but they
have decided to be brave and try to fight back.
Up next, you’ll find 3 new Tropes and new Hero Feats that will help you face the
most ruthless aliens in the Galaxy.

Hero Feats
IN THE FACE OF DANGER
Danger? You laugh in the face of danger!
When you face off with a Boss or an alien, supernatural, or magical creature,
you earn 1 .

KNOW YOUR ENEMY


You know one thing for sure, if it bleeds, you can kill it
Choose one non-human Enemy (i.e. predator alien, vampire, ghost, etc.).
[Quick Action] Find the Weak Spot of an Enemy of your chosen type.
Additionally, if you’re not in combat, Enemies of your chosen type always have
2 Weak Spots.

NOT TODAY
When death calls for you, you answer “Not today”
When you must take a spin on the Death Roulette, you may roll 2 dice and choose
the result you prefer.

WATCH OUT!
Your eyes and ears are open. You always watch yours and your friends’ backs.
Another Hero gains +1 to one Reaction Roll, or one Roll of any kind.

128
Misunderstood Genius
“I tried to warn you, Attribute Point: Skill Points:
but you wouldn’t listen!” Focus or Crime Drive
Shoot
You dedicated your life to learning, Feats: Speech
and now that your help might indeed Choose one from: Detect
be instrumental to survival, nobody Scientist Fix
listens to you. And this is driving you Physician Heal
mad! Perhaps you’d be more believ- Watch out! Know
able if you wore decent clothes. You Know your Enemy Stealth
do look like a madman.

Scarred Survivor
“You have no idea what’s out there.” Attribute Point: Skill Points:
Nerves or Crime Endure
You went through hell and some- Force
how managed to survive. But at what Feats: Cool
price? You are tormented by trauma Choose one from: Survival
from your past and can’t stand return- Not Today Fix
ing to normality. You know that the Know your Enemy Heal
nightmare is far from over. In the Face of Danger Awareness
Hard to Kill Streetwise

Super Soldier
“Sir yes, sir!” Attribute Point: Skill Points:
Brawn or Nerves Endure
You are the best of the best of the Fight
best. A highly trained war machine Feats: Force
any battalion would be proud to count Choose one from: Stunt
as their own. Your fellow soldiers re- Military Bg Cool
spect you, your enemies fear you, and Marksman Shoot
your superiors know you will carry out Bodybuilder Leadership
any order... But will you? In the Face of Danger Stealth

Killing Aliens 129


Predator Aliens
10 FEAT POINTS

Predator Aliens are a unique type of lethal enemies. Since they can rely on 10
Feat Points, they can be extensively tailored, and turned into veritable killing
machines. The Heroes will have to be well prepared if they hope to get the better
of a Predator Alien. Most often, they’ll have to settle for a dignified retreat.

PREDATOR ALIENS - TEMPLATE 1


A group of small or underdeveloped aliens, a single juvenile specimen.

ATTACK: CRITICAL DEFENSE: CRITICAL

PREDATOR ALIENS - TEMPLATE 2


A mature alien, or a very large group of feral aliens.

ATTACK: 2 CRITICAL DEFENSE: CRITICAL

PREDATOR ALIENS - TEMPLATE 3


A group of tough aliens, or a single well-trained or armored specimen.
ATTACK: CRITICAL DEFENSE: EXTREME

PREDATOR ALIENS - TEMPLATE 4


A fast and lethal alien, a swarm of smaller aliens, a trio of alien warriors.

ATTACK: EXTREME DEFENSE: CRITICAL

PREDATOR ALIENS - TEMPLATE 5


A superior alien, a group of elite aliens, or the hive mind of a whole brood.

ATTACK: EXTREME DEFENSE: EXTREME

130
Enemies
Here you can find a list of new Feats and Special Actions for Predator Aliens,
each with their Feat Points (FP) and Adrenaline ( ) cost. Remember, Predator
Aliens can count on 10 Feat Points

Feats
ACID BLOOD [1 FP]
The Predator Aliens’ blood is highly corrosive.
Attacking the Enemy while in Melee or Close Range requires a Action Roll .

REINFORCED PLATES [1 FP]


The Predator Aliens can rely on natural or technological armor.
Heroes suffer -1 when rolling to hit the Enemy with firearms or ranged weapons.

EVOLVED [2 FP]
The Predator Aliens are stronger, more evolved, and more determined.
The Enemy gains 3 additional Grit boxes.

SPURS [2 FP]
The Predator Aliens have points on their tails, or they wield sharp spears.
When a Hero loses any amount of Grit, they always lose 2 additional Grit.

TERRIFYING [2 FP]
The Predator Aliens have an especially terrifying appearance.
Heroes who fail to score at least a Basic Success during their Reaction Turn be-
come Scared.
If they are already Scared, they become Nervous..

OPTICAL CAMO [3 FP]


The Predator Aliens can turn invisible either thanks to technology or to their evo-
lution.
At the end of every Reaction Turn, each Hero flips a coin. Those who get Heads
will lose sight of the Predator Alien, be unable to attack on the next turn, and
suffer -1 to their next Reaction Roll.

132
Special Actions
TARGETING [1 ]
The Predator Aliens aim for their next prey.
Until the Director uses another Special Action, one Hero will suffer -1 to all
Action and Reaction Rolls against the Predator Aliens.

RETREAT [1 ]
After a Hero lands a blow, the Predator Alien flees or quickly hides. The Heroes
cannot hit them for the rest of the turn.

LURE [2 ]
The Predator Alien falls to the ground, plays dead, or lures the Heroes to an un-
favorable position.
The next Hero to attack the Predator Alien gains +1 to their roll, but falls for their
trap. The Predator Alien suffers no damage, but the Hero loses the same amount
of Grit that the Enemy should have lost.

OUTTA THE WALLS! [2 ]


It feels as if the Predator Aliens are everywhere and they come from all directions.
All Heroes are overwhelmed, and they skip their next Action Turn.

SUDDEN DEATH [3 ]
The Predator Alien attacks a Hero with a sudden unexpected blow.
The Hero adds 2 Lethal Bullets to their Death Roulette, and they must take a spin
on the Death Roulette. If they survive, they become Hurt. If they are already Hurt,
they become Broken.

Killing Aliens 133


On Demand Aliens
Up next, you’ll find 8 Predator Aliens created with the rules you have just read,
with some added Feats and Special Actions from the outgunned Corebook.
The enemies are divided in two factions, locked in an unending conflict.
The Predians, expert hunters and the Xenopters, savage and slimy.

PREDIAN HUNTER PREDATOR ALIEN - TEMPLATE 1

ATTACK: CRITICAL DEFENSE: CRITICAL


FEATS: Evolved, Fighter, Hard to Kill, Relentless, Sharp Blades
SPECIAL ACTIONS:Disarm, Grab and Throw, Parry, Targeting, Weak Spot

ELITE PREDIAN PREDATOR ALIEN - TEMPLATE 2

ATTACK: 2 CRITICAL DEFENSE: CRITICAL


FEATS: Automatic Weapons, Hard to Kill, Optical Camo, Piercing Bullets, Sharp
Blades, Tactics
SPECIAL ACTIONS: Disarm, Grenade, I Don’t Think So!, Lure, Retreat, Sudden
Death, Targeting, Weak Spot

HEAVY PREDIAN PREDATOR ALIEN - TEMPLATE 3

ATTACK: CRITICAL DEFENSE: EXTREME


FEATS: Armored, Explosive, Medkit, Optical Camo, Weapons
SPECIAL ACTIONS: Grab and Throw, Grenade, I Don’t Think So!, Parry, Retreat,
Secret Weapon (Flamethrower), Targeting

ELDER PREDIAN PREDATOR ALIEN - TEMPLATE 5

ATTACK: EXTREME DEFENSE: EXTREME


FEATS: Flamethrower, One Step Ahead, Piercing Bullets, Shotgun, Tactics
SPECIAL ACTIONS: All Special Actions from the outgunned + Retreat, Targe-
ting, and Sudden Death

134
XENOPTER RUNNERS PREDATOR ALIEN - TEMPLATE 1

ATTACK: CRITICAL DEFENSE: CRITICAL


FEATS: Crowd, Rage, Relentless, Sharp Blades
SPECIAL ACTIONS: Outta the Walls!, Pile On, Retreat, Surround

XENOPTER YOUNGLING PREDATOR ALIEN - TEMPLATE 2

ATTACK: 2 CRITICAL DEFENSE: CRITICAL


FEATS: Acid Blood, Rage, Reinforced Plates, Sharp Blades, Spurs, Terrifying
SPECIAL ACTIONS: Clamp Down, Counter, Foul Play, Lure, Outta the Walls!, Retreat

XENOPTER WARRIOR PREDATOR ALIEN - TEMPLATE 4

ATTACK: EXTREME DEFENSE: CRITICAL


FEATS: P Acid Blood, Rage, Reinforced Plates, Sharp Blades, Spurs, Terrifying
SPECIAL ACTIONS: Clamp Down, Counter, Foul Play, Lure, Outta the Walls!, Retreat

XENOPTER QUEEN PREDATOR ALIEN - TEMPLATE 5

ATTACK: EXTREME DEFENSE: EXTREME


FEATS: Evolved, Heavy-handed, One Step Ahead, Terrifying, Titan
SPECIAL ACTIONS:Clamp Down, Final Move, Foul Play, I Don’t Think So, Parry,
Targeting

Killing Aliens 135


NAME MISSION

ROLES
EXPERIENCES
TROPES

JOB AGE
ADRENALINE!
FLAW

CATCHPHRASE
GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

GRIT YOU LOOK DE


BRAWN AT
H
ENDURE HURT - BRAWN TIRED - NONE
RO

6
FIGHT BAD! HOT! NERVES OTHER
ULE

NERVOUS - - 5 1
FORCE BAD: SUFFER A CONDITION
T TE

HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER


STUNT
DISTRACTED - FOCUS - OTHER 4 2
FEATS SCARED - CRIME BROKEN - ALL
3
NERVES
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN

DRIVE
SHOOT GUNS & GEAR MELEE CLOSE MEDIUM LONG

SURVIVAL

SMOOTH
FLIRT
LEADERSHIP
SPEECH
STYLE

FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CASH
CRIME NAME

AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
NAME Ellen Clarke MISSION

ROLES Brain EXPERIENCES


TROPES Scarred Survivor

JOB Engineering Tech AGE Adult


ADRENALINE!
FLAW I suffer from claustrophobia

CATCHPHRASE If ain’t broke, don’t fix it


GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

GRIT YOU LOOK DE


BRAWN AT
H
ENDURE HURT - BRAWN TIRED - NONE
RO

6
FIGHT BAD! HOT! NERVES OTHER
ULE

NERVOUS - - 5 1
FORCE BAD: SUFFER A CONDITION
T TE

HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER


STUNT
DISTRACTED - FOCUS - OTHER 4 2
FEATS SCARED - CRIME BROKEN - ALL
3
NERVES
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN
Scientist [Engineer]: Gain a Free Re-roll for all rolls
DRIVE
SHOOT regarding engineering. GUNS & GEAR MELEE CLOSE MEDIUM LONG

SURVIVAL
Outsmart : Make an Action or Reaction Roll of any
SMOOTH
kind using Know instead of the required Skill.
FLIRT
LEADERSHIP
SPEECH PORTABLE COMPUTER
Know Your Enemy [Predator Aliens] : [Quick Action]
STYLE NOTEBOOK
Find the Weak Spot of a Predator Alien.
PENCIL
FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CASH
CRIME NAME

AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
ghost hunters
rs
Star
TitoloRaiders
NTERS
GHOST HUNTERS
I
magic “And push here to take the safety off.”
You remember those words perfectly. Doctor Ramis told them to you as

a kind of magic
he illustrated his latest invention: a hyper-technological rifle designed

agger
to weaken ectoplasms. “Push here” that’s what he said, you can’t get it
wrong. You remember it clearly, because back then you were eating your
favorite hotdog, covered in a pile of mustard, and each bite was a delight.

Cloak & Dagger


“Push here.” Then a splutter of sauce ended on your new sweatshirt,
and you looked down, trying to clean up the yellow stain, which only end-
ed up getting wider.
“Push here to take the safety off” those words keep echoing through
ARS your brain as you look at the smattering of colored buttons, warning
lights, levers, and buzzing switches that cover your ghostproof rifle.
Now that a green specter is running toward you at full speed, laughing
like a lunatic, you can’t help but push one random button, hoping to guess
MIDNIGHT WARS
the one that removes the damned safety. You didn’t.

The pesky ghost runs through you like a bucketful of water, and the frost
of beyond the grave covers your body from head to toe. When you reopen
your eyes, you are covered in green sticky slime that feels like the mucus
of a giant slug. At least no-one will notice the mustard stain, now.
You flail your arms, trying to get rid of some of the ectoplasmic residue,
and awkwardly walk away, leaving behind a series of tacky footprints.

You reach the staircase and instantly hear noises coming from the floor
above. Your friends are fiercely fighting against a gang of angry ghosts
“How do I take off the safety?” you yell.
Doctor Ramis sticks out his head, pointing toward your rifle “You must
push...” you jump at the noise of many crashing dishes and glasses. You
turn back, and see the ghost laughing as it barrels toward you once again,
ready to give you a second coat. When you look up, Ramis has returned to
his fight, and the sound of ghostproof rifles covers everything else.
“What do I push?” you shout, as the ghost runs toward you like a train
at full speed.
“What do I push???”

140
WHO YOU GONNA CALL?
Ghost Hunters is a phantasmagorical Action Flick that
allows you to live chilling adventures. You can play as
a Hero who hunts obnoxious ghosts, trying their best
to be taken seriously by a city that’s too busy laughing
in your face.

In this Flick you will find:


ACTION
♦ New Gear HOMEWORK
♦ New Ghostproof weapons Here is a list
♦ 2 new Conditions: Possessed and Smeared of movies and series
♦ 2 new Hero Feats to watch when
♦ 4 new Tropes getting ready
♦ A new Enemy Type: Ghosts for your adventures
♦ New Enemy Feats and Special Actions in Ghost Hunter:
♦ 8 On Demand Ghosts
♦ A Hero: Dr. Dan Harvey, Nobody The Ghostbusters saga
Haunted Mansion
Set aside your fear and skepticism. It’s time to R.I.P.D.
hunt some ghosts! Beetlejuice
Casper

Happy viewing!

Ghost Hunters 141


CORE THEMES
Ghost Hunters is designed to take you on adventures that deal with ghosts cling-
ing to the world of the living, looking to solve their unfinished business as a Hero
who must make peace with the unbelievable.

Believe
The World is filled with unexplainable phenomena, and ghosts are one of them.
People who claim to see ghosts are often deemed crazy, and when the skeptics
finally realize the truth, it’s usually too late.

Heroes who don’t believe in ghosts will have to re-discover their innocence,
and open up their minds to things beyond their understanding. Heroes who do
believe in ghosts will have to deal with the rest of the World laughing at them and
refusing to listen.

Unfinished Business
Everyone has unfinished business, debts they must pay, mysteries they need to
solve, or mistakes they need to remedy.

Those who are still alive can turn to the dead to find some comfort or to bring
back what has been lost, when they’re not ready to let go just yet.
Those who have already passed on will refuse to reach the afterlife and
remain stuck in-between life and death, waiting for someone to free them from
their burden.

142
SPOOKY MISSIONS
GHOST HUNTERS INC.
You were looking for a way to pay your mortgage, and have decided to try ghost
hunting. Everyone thinks you’ve finally gone mad, but you’re truly convinced of
your choice. Mostly.
“The ad for your ghost hunting firm has been broadcasting for weeks but, for now,
the only people who have called you were funny pranksters. Then you get the first
serious call, and everything changes forever.”

THE HAUNTED HOUSE


You were invited to an old Gothic house, or just stumble in there by chance.
The place is simultaneously creepy and charming, and it hides about a dozen
ghosts, and one mystery to solve.
“The lady from the realtor’s office appears extremely confident as she shows you
your new house, she rattles off a long list of highlights. You, on the other hand, find
it hard to look past the fact that it’s literally falling apart, and that there are strange
noises coming from the attic.”

GHOST FRIEND
You make contact with a friendly, well-intentioned ghost. Whether they know
about it or not, the ghost has one last score to settle, and you will need to help
them tie up loose ends once and for all.
“The old detective nonchalantly lights up a cigarette. His body is just as transpar-
ent as the smoke he blows in your face. “In an ironic twist of fate, mine was the only
murder I could never solve” he explains, smiling.”

A DOOR TO THE BEYOND


Someone or something is opening up gates that separate the mortal world from
the great beyond. If they were to succeed, all ghosts from all eras would flood
the streets. And that’s no good.
“A strange light pierces the sky, and throngs of specters flood through the night.
This is just a small crack, but you must close it before it turns into a crater.”

Ghost Hunters 143


NEW RULES
In the upcoming pages, you’ll find a new type of Enemy, the terrifying Ghosts, new
Gear, new Conditions, and new options to customize your Heroes and Enemies.

Hunting Ghosts
In Ghost Hunters, ghosts are actually real, and they really enjoy haunting either
a specific place or an entire city. You’re the only one who can catch them. There
are many types of ghosts, but they are all incorporeal and cannot be wounded or
killed, because... Well, they’re already dead.

When facing a ghost in combat, you need to remember 3 things:

♦ A slight inconvenience: When a ghost loses Grit because of an attack made


with bare hands or firearms, it doesn’t mean you hurt it. You just annoyed it.
When their Grit runs out, it simply means they have had enough and have
decided to run or surrender.

♦ Wasted bullets: Firearms are especially useless against ghosts. When us-
ing a firearm or ranged weapon against these incorporeal enemies, you
never gain any bonus, regardless of the range, but you can still lay down
Covering Fire.

♦ Trapped!: When a Ghost has lost All Grit, the only way to defeat it once and
for all is to trap it in a technological contraption or by using a magical ritual.
A trapped ghost Villain will always find a way to break free during a Turning
Point or a Showdown, and they can only be permanently defeated during
a Showdown.

New Gear
Even if fists and bullets are almost useless against ghosts, there are magical
or science-fictional guns that can help you defeat these obnoxious poltergeists
thanks to the brand-new Feat: Ghostproof.

GHOSTPROOF
This gun can hit ghosts as if they were corporeal creatures.

144
STREAM
This gun does not use mags and is always loaded. You can choose to overheat
the gun in order to Go Full Auto or lay Covering Fire. An overheated gun will
require some time to cool down, and cannot be used during your next Action Turn.
3 or more Heroes may cross the streams of their weapons to combine them
into a single attack with 9 dice and a Free Re-roll. This roll is a Gamble for all
involved Heroes.
MELEE CLOSE MEDIUM LONG

– Ghostproof Rifle Ghostproof, Stream 0 +1 +1 0

– Ghost Sniffer Grants Help to locating ghosts and following ghost tracks

– Ghostproof Trap Allows you to capture ghosts who are Out of Grit

New Conditions
Ghosts can jump inside of you and temporarily gain control of your body. Even
worse than that, they can pass right through you and leave you covered in their
disgusting green gunk. Yuk!

POSSESSED
The Director takes over your Hero Sheet and acts in your stead.
You can hear and see everything, but you’re not in control of your own body.
You can get this Condition when a ghost enters your body, or when you hold a
haunted item.
You can remove this Condition when the ghost abandons your body, either as
a choice, or because they are persuaded or forced to do so. Outside of combat,
possession can last for an entire Scene. In combat, the Director rolls a numeric
die to determine how many turns the ghost will manage to remain in control of
your body.

SMEARED
-1 to all rolls in Flirt and Style
You are smeared in sticky green ectoplasmic discharge.
You can get this Condition when a ghost goes through you.
You can remove this Condition by taking a long bath during a Time-Out.

Ghost Hunters 145


PHANTASMAGORICAL HEROES
If there’s something strange in your neighborhood, or an invisible man sleeping
in your bed, who you gonna call? These Heroes!

Up next, you’ll find 4 new Tropes and new Hero Feats that will help you hunt ghosts.

If you own the outgunned expansion World of Killers, Ghost Hunters is a good
place to make use of the Dog Trainer Role and its Feats. There’s nothing like
hunting for supernatural mysteries with your big scaredy dog. Just try not to
forget their favorite snacks.

HERO FEATS
PARANORMAL KNOWLEDGE
You are an expert on paranormal activity, ectoplasm, and psycho-kinetics.
Gain a Free Re-roll to all Focus rolls regarding ghosts and paranormal phenomena.

UNIMPRESSED
You’ve seen worse. You’ve been through worse.
Gain a Free Re-roll for all rolls made to remain cool and show courage when fac-
ing a ghost or another paranormal phenomenon, and to resist ghost powers.

Charming Bastard
“You won’t lose the house, everyone Attribute Point: Skill Points:
has four mortgages nowadays.”” Brawn or Smooth Fight
Stunt
You are a pile of flaws with a sprinkling Feats: Cool
of bad intentions. You’re mostly harm- Choose one from: Shoot
less, and you know how to earn peo- Silver Tongue Flirt
ple’s love. You’re cynical, sarcastic, Pep Talk Speech
and overconfident. When things get I’ll Make a Phone Call Style
rough, you know it’s already too late to Master of Disguise Stealth
quit, so you just laugh about it.

146
Heroic Patsy
“I just realized that we never properly Attribute Point: Skill Points:
tested these things.” Nerves or Crime Endure
Stunt
Everything you do, you do it with Feats: Drive
heart, but you should probably pay Choose one from: Style
more attention. You’re distracted, Paranormal Know. Detect
gullible, sometimes chicken, but still Get Down! Heal
way too curious. Underestimating you Shadow Dexterity
is easy, but it’s also a big mistake. Intuition Stealth

Only Sane One


“I don’t get paid enough for this.” Attribute Point: Skill Points:
Brawn or Focus Fight
You dream of a normal life, and while Force
you know how to make the best of a Feats: Stunt
bad situation, you do not like getting Choose one from: Drive
in trouble when you can avoid it. You Shoot
think that people who get excited That’s All? Survival
when facing danger are crazy. It’s best Unimpressed Know
to just do your job and get by until you Military Bg Streetwise
can go back home. High Culture

Parascientist
“This chocolate bar represents Attribute Point: Skill Points:
the paranormal activity of the city.” Nerves or Focus Endure
Cool
Three quarters of your job consists of Feats: Shoot
trying to explain extremely complex Choose one from: Leadership
concepts to people who have no idea Paranormal Know. Speech
what you are talking about. You spend Unimpressed Detect
the remaining fourth studying the Mastermind Fix
paranormal, which is probably why Mechanic Know
you don’t have time to be afraid.

Ghost Hunters 147


GHOSTS
0 FEAT POINTS

Ghosts are obnoxious enemies who enjoy mocking Heroes every chance they
get. Most Ghosts aren’t really strong or enduring opponents, but they can rely
on an excessive amount of Adrenaline, which allows them to activate hilarious
Special Actions. Additionally, Ghosts have no Feat Points.

GHOSTS - TEMPLATE 1
A prankster ghost, or a group of small-time apparitions.

ATTACK: CRITICAL DEFENSE: BASIC

GHOSTS - TEMPLATE 2
A haunted room, a poltergeist, or an unpleasant ectoplasm.

ATTACK: 2 CRITICAL DEFENSE: CRITICAL

GHOSTS - TEMPLATE 3
A crowd of ghosts out having a good time, or a single large and hungry specter.
ATTACK: 2 CRITICAL DEFENSE: BASIC

GHOSTS - TEMPLATE 4
A haunting phantom, a lingering soul out for vengeance, or an old dead pirate..

ATTACK: CRITICAL DEFENSE: CRITICAL

GHOSTS - TEMPLATE 5
A plush giant, a swarm of evil specters, or a pseudo-divinity from beyond the pale.

ATTACK: CRITICAL DEFENSE: EXTREME

148
ENEMIES
Here you can find a list of new Special Actions for Ghosts, each with their
Adrenaline ( ).
Remember, Ghosts have no Feat Points.

SPECIAL ACTIONS
BOO! [1 ]
The Ghost appears suddenly or does something purely terrifying.
Heroes who fail a Critical Reaction Roll in Nerves+ Cool, become Scared and
suffer -1 to their next roll.

DEMATERIALIZE [1 ]
The ghost suddenly vanishes into thin air.
After a Hero lands a blow, the Ghost ignores all loss of Grit.

SMEAR THROUGH [1 ]
The Ghost passes through a Hero.
The Hero is now Smeared.

WHEEL AROUND [1 ]
The Ghost whirls a Hero around mid-air.
If the Hero fails a Critical Reaction Roll in Focus+Endure, they become Confused
and suffer -1 to their next roll

KNIFE VOLLEY [2 ]
The Ghost flings knives and other dangerous objects through the room.
All Heroes involved must make a Critical Reaction Roll in Brawn+Stunt. Heroes
who fail to score at least a Basic Success become Hurt.

MOCKERY [2 ]
The Ghost mocks or ridicules the Heroes.
Heroes who fail a Critical Reaction Roll in Nerves+Cool now look Like a Fool.
If they already looked Like a Fool, they lose 1 Adrenaline.

150
REGURGITATE [2 ]
The Ghosts eject a powerful gush
of green regurgitated slime.
All Heroes who don’t manage to find
cover end up Smeared.

TRICKED YOU! [2 ]
The Ghost stands between two Heroes and then disappears at the last moment.
What a jokester!
When a Hero states that they want to attack the Ghost, they must make a
Critical Reaction Roll in Focus+Awareness instead. If the Hero succeeds, the
Ghost loses 1 Grit. If they fail, another Hero loses 3 Grit.

BETTER OUT THAN IN [3 ]


The Ghost absorbs all bullets, projectiles, and energy around them, and then
spews them out full blast.
After a Hero has dealt a blow, the Ghost sends it back at them. All Heroes lose the
same amount of Grit that the Enemy should have lost.

SPECTRAL POSSESSION [3 ]
The Ghost jumps into the body of a Hero.
If the Hero fails an Extreme Reaction Roll in Nerves+Endure, they become
Possessed. If they succeed, they become Smeared.

SURPRISE! [3 ]
After being captured or defeated, the Ghost breaks free and returns to the fray
with 1 Grit box. Combat begins with a Reaction Turn.

Ghost Hunters 151


ON DEMAND GHOSTS
Up next, you’ll find 8 Ghosts created using the rules you have just read, with some
added Special Actions from the outgunned Corebook.

For the sake of clarity, the Special Actions of these Enemies are divided by their
Adrenaline cost, from 1 to 3.

OBNOXIOUS ECTOPLASM GHOSTS - TEMPLATE 1

ATTACK: CRITICAL DEFENSE: BASIC


1 : Boo!, Dematerialize, Disarm, Foul Play, Pile On, Smear Through
2 : Chaos, Mockery, Tricked you!, Weak Spot
3 : Infamy

EERIE PRESENCE GHOSTS - TEMPLATE 1

ATTACK: CRITICAL DEFENSE: BASIC


1 : Boo!, Counter, Dematerialize, Disarm, Pile On, Wheel Around
2 : Chaos, Knife Volley, Regurgitate, Surround, Threats
3 : Final Move, Spectral Possession

HAUNTED ROOM GHOSTS - TEMPLATE 2

ATTACK: 2 CRITICAL DEFENSE: CRITICAL


1 : Boo!, Flashbang, Foul Play, I Don’t Think So!, Wheel Around
2 : Chaos, Clamp Down, Knife Volley, Parry, Tricked you!
3 : Better Out Than In, Infamy

PASSERBY POSSESSOR GHOSTS - TEMPLATE 2

ATTACK: 2 CRITICAL DEFENSE: CRITICAL


1 : Boo!, Counter, Dematerialize, Foul Play, Smear Through, Tackle
2 : Regurgitate, Threats, Tricked you!, Weak Spot
3 : Secret Weapon (Martial Arts), Spectral Possession, Surprise!

152
GORGING GLUTTON GHOSTS - TEMPLATE 3

ATTACK: 2 CRITICAL DEFENSE: BASIC


1 : Dematerialize, Grab and Throw, Smear Through, Tackle
2 : Chaos, Grenade, Knife Volley, Parry, Regurgitate
3 : Better Out Than In, Surprise!

GHOST WITH THE MOST GHOSTS - TEMPLATE 4

ATTACK: CRITICAL DEFENSE: CRITICAL


1 : Counter, Disarm, Foul Play, Pile On
2 : Mockery, Regurgitate, Tricked you!, Weak Spot
3 : Secret Weapon (Flamethrower), Spectral Possession, Surprise!

FLYING DUTCHMAN GHOSTS - TEMPLATE 4

ATTACK: CRITICAL DEFENSE: CRITICAL


1 : Boo!, Disarm, Dematerialize, Foul Play, Smear Through, Tackle
2 : Chaos, Clamp Down, Knife Volley, Threats, Tricked you!
3 : Better Out Than In, Final Move, To the End

PUFT GIANT GHOSTS - TEMPLATE 5

ATTACK: CRITICAL DEFENSE: EXTREME


1 : Boo!, I Don’t Think So!, Tackle
2 : Chaos, Parry, Surround
3 : Better Out Than In, Final Move, Secret Weapon (Explosive Weapons)

Ghost Hunters 153


NAME MISSION

ROLES EXPERIENCES
TROPES

JOB AGE
ADRENALINE!
FLAW

CATCHPHRASE
GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

ROUL
BRAWN GRIT YOU LOOK ET
TE
ENDURE BRAWN NONE
DE

HURT - TIRED - 6
LL

FIGHT BAD! HOT! NERVOUS - NERVES - OTHER


BAD: SUFFER A CONDITION
5 1
FORCE
HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER
STUNT
A MORTE

DISTRACTED - FOCUS - OTHER 4 2


SCARED - CRIME BROKEN - ALL
3
NERVES FEATS
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN

DRIVE
SHOOT GUNS & GEAR MELEE CLOSE MEDIUM LONG

SURVIVAL

SMOOTH
FLIRT
LEADERSHIP
SPEECH
STYLE

FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CASH
CRIME NAME

AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
NAME Dr. Dan Harvey MISSION

ROLES Nobody EXPERIENCES


TROPES Heroic Patsy

JOB Ghost Hunter AGE Adult


ADRENALINE!
FLAW I’m afraid of ghosts

CATCHPHRASE Stay positive!


GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

ROUL
BRAWN GRIT YOU LOOK ET
TE
ENDURE BRAWN NONE
DE

HURT - TIRED - 6
LL

FIGHT BAD! HOT! NERVOUS - NERVES - OTHER


BAD: SUFFER A CONDITION
5 1
FORCE
HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER
STUNT
A MORTE

DISTRACTED - FOCUS - OTHER 4 2


SCARED - CRIME BROKEN - ALL
3
NERVES FEATS
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN
Mechanic: Gain a Free Re-roll when building or repai-
DRIVE
SHOOT ring Rides and other gear.
GUNS & GEAR MELEE CLOSE MEDIUM LONG

SURVIVAL
GHOSTPROOF RIFLE: Ghostproof, Stream 0 +1 +1 0
Proven Driver [Cars]: Gain a Free Re-roll when driving,
SMOOTH repairing, or evaluating cars.
FLIRT
LEADERSHIP
SPEECH Intuition : [Quick Action] Get a tip from the Director,
STYLE or find the Weak Spot of an Enemy.

FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CASH
CRIME NAME Cadillac Miller-Meteor
AWARENESS
DEXTERITY 1
STEALTH
STREETWISE $ $ $ $ $
MIDNIGHT WARS
CloakTITOLO
& Dagger
agger
ARS MIDNIGHT WARS
Dong. Dong. Dong.

great powers
The echo of twelve heavy tolls ripples out from the huge bell placed

rs
atop the Church of Holy Mary. It’s midnight. Colorful lights flood the
streets of the city, beautiful, but useless against the monsters that lurk
in the dark. That’s why you are out and on the hunt.
Your long red coat sweeps the pavement, erasing each of your foot-
prints right behind you. Your prey was not as cautious. You pull your sun-

oirneon noir
glasses down on your nose to get a good look at a drop of blood that fell
to stain the sidewalk. There’s another one close-by.
You follow that trail of death into an alley so dark that your shadow
barely adds to it. All the windows and doors are covered in newspaper
pages and rotten wooden planks. All but one.
You open your coat, pulling out a huge revolver fit to shoot down an

WEIRDER THINGS
HINGS elephant. But you’re not hunting elephants here.
You open the door, entering an abandoned warehouse. Inside, there
are mountains of trash and old graffiti on the walls.

“Let me go. What are you doing...?” a frightened voice catches your ear,
leading you to the first floor, where you finally locate your prey. A wrin-
kly old man is holding a boy in his bony arms, he plunges his fangs into
the boy’s neck, feeding on his blood. It’s a child of the night, a dead man
forced to walk among the living, shunning the light of the sun: a vampire.
You raise your revolver and open fire. When the bullet impacts the old
man’s face, a bright flash of light erupts, melting the creature’s flesh like
a powerful acid. The foul creature drops his prey, trying to cover his dis-
figured face with his hands “You dare?” he hisses at you. That’s when you
notice that the blood he drank has smoothed his skin, making him look
younger... stronger. He is upon you with a quick leap, pushing you out of
a window. As you fall, an old rusty tube pierces right through you, from
your back and through your stomach. Through blurred eyes, you see the
vampire getting closer, a grin on his face “No human can defeat me!”
And a human wouldn’t survive a wound like that. But when you easily
stand up it immediately becomes clear that you are no human. You smile
back, bearing your fangs, and get ready to fight.

158
The Midnight Wars
Midnight Wars is a supernatural Action Flick that
plunges you into the middle of a conflict that has been
raging for millennia, the war between humans and the
monstrous creatures who live in the night. You can play
the role of a mysterious vampire, of a savage werewolf, ACTION
or of a slayer fighting to protect humanity.
HOMEWORK
Here is a list
In this Flick you will find: of movies and series
to watch when
♦ Two Plans B: Blood and Beast getting ready
♦ New Gear for your adventures
♦ New Anti-vampire and Anti-werewolf gear in Midnight Wars:
♦ 4 new Hero Feats
♦ One new Role: The Slayer Underworld
♦ 3 new Tropes Blade
♦ 2 new Tags: Vampire and Werewolf Van Helsing
♦ Monstrous Feats Day Shift
♦ New Enemy Feats and Special Actions Hellboy
♦ A Hero: Eric Summers, Vampire Slayer Supernatural
Constantine
The Midnight War has begun. The Last Witch Hunter
Buffy the Vampire Slayer
Dracula Untold

Happy viewing!

Midnight Wars 159


CORE THEMES
Midnight Wars is designed to take you on adven-
tures that deal with the real and metaphorical
link between humans and their inner monsters,
MAGIC and the complex relationship between balance
In Midnight Wars, and change.
some slayers can
rely on the help Monsters and Men
of novice witches It’s easy to spot the monsters, when the sun is
with exceptional bright. But as soon as night falls, the line gets
hidden powers. blurred, and evil takes on unexpected forms.
Others are trench Every human being hides a monstrous side,
coat-wearing, joke- and every so-called monster hides a spark of
cracking spellcasters humanity.
themselves.
A true Hero must learn to recognize good from
If you want to add a evil, without allowing themselves to be deceived
dash of magic to your by appearances.
midnight adventure,
you just need to use the Balance or Change
rules you can find in the Preserving the balance means preserving the
A Kind of Magic peace. But at what price?
Action Flick.
Taking up arms and starting a revolution could
Be aware: even if just lead to positive change. But at what price?
one of the Heroes is
able to cast spells, there It’s nearly impossible to choose between main-
will always be someone taining the status quo and inciting a revolution,
among the enemy who the two paths forward are both full of unknown
can do the same. variables. A real Hero must make the choice,
As above, so below. and then they must live with the consequences
of their actions.

160
MIDNIGHT MISSIONS
ROAD TO VICTORY
Your faction has remained in the shadows for too long, now it is time for you to
lead them all to victory. Make your way past your rivals, and conquer the night
once and for all.
“The werewolves have massacred your family, but now it’s your chance to make
them pay. Tonight, you go to war, and you don’t intend to stop until victory is yours.”

PROTECT THE BALANCE


The war is imminent, but the price to pay for this conflict would be far too high.
You have no choice, you must find a way to preserve the balance, or millions will
die pointlessly.
“For centuries, vampires and werewolves have been locked in a silent war, but now
they have decided to conquer the World and enslave all humans. It doesn’t matter
which side you’re on. This cannot be allowed to happen.”

THE LONG NIGHT


The stars or planets are aligned, a red moon shines in the sky, or a rare eclipse
is happening. For whatever reason, the war is going to end tomorrow night, and
you must find a way to win, or to stop the bad guys from conquering the World.
“At dawn, the war will be over. At dawn, you will count the fallen and crown the
winner. At dawn, everything changes. But so long as the sky remains dark, you still
have time.”

MIDNIGHT AGENCY
When the phone rings, on the other end there is always a loon raving about de-
mons and werewolves. They call you, because you are professional hunters, in-
vestigating such monsters is actually your job.
“You grab some blessed stakes and your trusty revolver loaded with silver bullets.
You wear a dark leather jacket over it all, and you’re ready to hunt down the mon-
sters that plague this city.”

Midnight Wars 161


NEW RULES
In the upcoming pages, you’ll find new rules to get into action as a Vampire or a
Werewolf, new gear, and new options to customize your Heroes and Enemies.

Which side are you on?


When playing Midnight Wars, you can choose between 3 game modes:

♦ Humans versus Monsters: Most of the Heroes are humans, and they fight
against a monstrous Villain and their dark lackeys.
♦ Monsters versus Humans: Most of the Heroes are vampires or werewolves,
fighting against a human Villain who does not accept their nature.
♦ Monsters versus Monsters: Most of the Heroes are vampires fighting
against werewolves, or werewolves dealing with vampires. This town isn’t
big enough for both of them.

Dark Threats
The monstrous creatures who fight in the Midnight Wars are extremely power-
ful. Antediluvian vampires who wake from a sleep that has lasted for millennia
and scarred werewolves who lead entire packs.
In the Great Powers and Killing Aliens Action Flicks, you can find many new
Enemy Feats and Special Actions that you can use to tailor and strengthen these
monstrous opponents even more. All’s fair in the Midnight Wars.

162
Plan B: Blood & Beast
When you play as a Monster Hero in Midnight Wars, you can rely on the Blood or
Beast Plan B instead of the usual Bullet.
As a vampire, Blood grants you the same benefits of Bullet, thanks to the pow-
er of blood. As a werewolf, Beast grants you the same benefits of Bullet, thanks
to the power of the beast within you.

New Gear
If you want to hunt vampires and werewolves, you’ll need the right kind of gear.
Like these brand-new guns and munitions outfitted with the Anti-werewolf and
Anti-vampire Feats. Some even claim that there are legendary weapons that
unite both of these powers!

Silver and radiant bullets work exactly like mags, but they can only be used with
revolvers. They grant the Anti-werewolf or Anti-vampire Feat to a gun until they
run out.
Then there are mementos, precious personal keepsakes that remind you of
your reason to fight. Hold them close.

ANTI-VAMPIRE
This weapon is blessed or designed to hurt vampires.
Gain +1 when using this gun against a vampire.

ANTI-WEREWOLF
This weapon is made out of pure silver.
Gain +1 when using this gun against a werewolf.

– Legendary Weapon Anti-vampire and Anti-werewolf

$3 Silver Blade Anti-werewolf

– Memento At the beginning of each combat, flip a coin. Tails: you gain 1

$3 Stake Anti-vampire

$2 Silver Bullets Revolver Mag, Anti-werewolf

$2 Radiant Bullets Revolver Mag, Anti-vampire

Midnight Wars 163


MIDNIGHT HEROES
Heroes in Midnight Wars walk the narrow line that separates prey and hunter.
When night falls, they know that they must prepare for battle.
Up next, you’ll find a new Role, the Slayer, 3 new Tropes, and new Hero Feats.
Together, these will allow you to fight in the Midnight Wars.

In upcoming pages, you’ll also find rules on how to join the Action as a Vampire or
Werewolf Hero, and to face Monstrous Enemies that spread chaos after sunset.

HERO FEATS
DAMNED
You were touched by evil. You are a day-walking vampire, the child of a forbidden
union, or the victim of a curse.
You gain one Monstrous Feat of your choice. Add this Feat in the same slot where
you note the Damned Feat.

OCCULT KNOWLEDGE
The more you learn about monsters, the more you realize that some secrets are
best kept hidden.
Gain a Free Re-roll to all Focus rolls regarding monsters and supernatural phe-
nomena.

PURE-HEARTED
There’s a light within you that can never be tarnished.
Gain +1 to withstand fear, see through lies, and resist seduction while interact-
ing with a monster. Additionally, you gain a Free Re-roll to all rolls made to avoid
falling prey to a monster’s supernatural powers.

VAMPIRE/WEREWOLF SCOURGE
No creature can escape your blade.
Choose one type of monster. You gain a Free Re-roll for all Action and Reaction
Rolls to fight against your chosen type of monster, and for all rolls made to follow
their tracks and identify them.

164
Hot-Head
“Don’t tell me what to do. Attribute Point: Skill Points:
Nobody tells me what to do!” Brawn or Smooth Fight
Force
You feel on top of the World, and you Feats: Stunt
don’t like it when people try to knock Choose one from: Drive
you down from your pedestal. You are Parkour Shoot
impulsive, impetuous, and way too Bodybuilder Flirt
eager to prove your worth to every- Silver Tongue Style
one. You just need to learn how to pick That’s All? Streetwise
your battles.

Librarian
“Books hold all the answers. You just Attribute Point: Skill Points:
need to ask the right questions.” Focus or Crime Fight
Cool
You are a really outdated kind of guy Feats: Drive
who spends their days locked up with Choose one from: Speech
dusty books in your old library. Your Occult Knowledge Style
vintage charm and strict-but-needed Get Down! Detect
advice make you a worthy ally. You are Lie to Me Know
an anchor in this stormy world. High Culture Stealth

Relentless Avenger
“Night has fallen and my hunt begins.” Attribute Point: Skill Points:
Nerves or Crime Endure
Yours is more than a mission, it is a Fight
way of life that has cost you every- Feats: Stunt
thing. You see yourself as the only one Choose one from: Cool
who can bring balance and justice to Hard to Kill Shoot
the World, and you are willing to use Gunslinger Survival
any means to reach your goal. Military Bg Detect
Counter Awareness

Midnight Wars 165


THE SLAYER
A monster hunter, the agent of a secret religious sect, a strong-armed paranor-
mal detective.

When night falls, vampires, werewolves, and other creatures rejected by hell
all rise up to grasp the city in their claws. Only Slayers have the strength and
courage needed to oppose these heinous creatures. Some of them are out-and-
out Heroes, champions of humanity who fight against the forces of evil. More of
them are people who lost their way and now live on the edge between light and
dark, searching for an answer.

Work:
Monster hunter, Exorcist, Student

Catchphrase: Flaw:
Come and get me I’m tied to a monster
This hunt never ends I have no qualms involving innocents
Greater or lesser evil? Same difference I’m obsessed with my nemesis

Characteristics of a Slayer
VIOLENT. RELENTLESS. NOCTURNAL.

Attribute Point: Feats:


Brawn Choose two among:
Always Prepared
Skill Points: Damned
Fight Occult Knowledge
Stunt Pure-hearted
Cool Selfless
Drive Vampire/Werewolf Scourge
Shoot
Leadership Gear:
Detect Memento
Heal Silver Blade or Stake
Awareness or Revolver equipped with
Stealth Silver or Radiant Bullets

166
Classic Slayers
in movies are:

Selene in Underworld,
Eric Brooks a.k.a.
Blade in Blade,
Gabriel Van Helsing
in Van Helsing, Bud
Jablonski in Day
Shift, Red in Hellboy,
Dean Winchester
in Supernatural,
John Constantine in
Constantine, Johanna
Costantine in Sandman,
and Buffy Summers
in Buffy the
Vampire Slayer.

Midnight Wars 167


VAMPIRES AND WEREWOLVES
If you want to get into the action as a Monster Hero, you can choose the Vampire
or Werewolf Tag and add it next to your Role. For example, you could be a Vam-
pire Agent, a Werewolf Commando, or a Vampire Spy.

When you choose the Vampire Tag, you gain the Nosferatu Monstrous Feat, and
when you choose the Werewolf Tag, you gain the Lycanthrope Monstrous Feat.
Both Tags also grant you access to all other Monstrous Feats.
At character creation, you can swap 1 of your Role Feats with a second
Monstrous Feat.
Additionally, you may choose to take on a new Monstrous Feat instead of a
normal Feat when Advancing.

MONSTROUS FEATS
LYCANTHROPE (WEREWOLVES ONLY)
You are a wild creature, half human and half beast.
Gain a Free Re-roll to all Brawn rolls. On nights of the full moon, you turn into
a Beast.
Beast: You gain +1 to dodge bullets, and ignore penalties from the Hurt or Broken
Conditions. Additionally, your score in Brawn is always equal to 3. At sunrise, or
when you have Lost all Grit, you revert to human form and look Tired.
Weakness: You suffer -1 to all rolls made against Anti-werewolf guns and other
silver items.

NOSFERATU (VAMPIRES ONLY)


You are a child of the night, born again with a thirst for blood.
Gain a Free Re-roll to all Nerves rolls. When you feed on human blood, you may
heal from one Condition of any kind.
Weakness: You suffer -1 to all rolls made against Anti-vampire guns.
If you are exposed to sunlight, you cannot call on your Monstrous Feats and look
Tired. If you do not return to the shadows on the next turn, you become Nervous,
then Hurt, then Broken. From the fifth turn onward, you must take a spin on the
Death Roulette every turn.

168
BITE
You plunge your fangs in your victim to feast on their blood or their pain.
After landing a blow on an enemy in Melee or Close Range, you may spend
1 Adrenaline to bite them and recover 3 Grit.

DARK INSTINCT
Your sharp senses allow you to hear everything and see through lies.
Gain a Free Re-roll to preempt dangers or ambushes, to locate lurking enemies,
or to recognize lies
Repeat a failed Awareness or Detect roll.

MIND CONTROL
You can breach through the defenses of the human psyche thanks to your powers
or super-human instincts.
Gain a Free Re-roll to all rolls made to charm or intimidate others.
[Quick Action] Gain access to a person’s mind to try to sway their actions.
In combat, this skill allows you to find 2 Enemy Weak Spots and choose the one
you prefer.

MONSTROUS MOVEMENTS
You’re quick and elusive as a shadow. You are the apex predator.
Gain a Free Re-roll for all rolls in Stunt and gain +1 to jump, climb, or hang.

REGENERATION
Your blood is strong. Wounds aren’t enough to stop you.
Whenever you stand to lose 3 or more Grit, you lose 1 less Grit.
[Quick Action] Remove one Condition from yourself. You cannot remove the
Broken Condition this way.

SHIFT
You tap into your dark power to turn into a beast or a swarm of bats
Gain one of the following abilities:
[Vampire] You dissolve into a swarm of bats to move to a point within Medium
Range or to avoid an attack without rolling the dice.
[Werewolf] You turn into a Beast until the end of the Scene, even if there is no
full moon.

Midnight Wars 169


ENEMIES
Here you can find a list of new Enemy Feats and Special Actions, each with their
Feat Points (FP) and Adrenaline ( ) cost.

FEATS
ELUSIVE [1 FP]
The Enemy can move through the shadows, dart around quickly, or dematerialize.
Heroes suffer -1 when rolling to hit the Enemy with firearms or ranged weapons.
During a Reaction Turn, the Enemy may attack all Heroes as if they were in Melee
and then retreat up to Medium Range.

SLAYER WEAPONS [1 FP]


The Enemy is equipped with the right guns or techniques to hunt a monster.
The Director chooses one type of monster. Heroes who belong to that category
suffer -1 to all Reaction Rolls against the Enemy.

BEAST [2 FP]
The Enemy are werewolves in their beast form, or other similar wild creatures.
Attacking the Enemy while in Melee or Close Range requires an Action Roll .
Heroes suffer -1 when rolling to hit the Enemy with firearms or ranged weapons.

INHUMAN REFLEXES [2 FP]


The Enemy are extremely swift and give no quarter to the Heroes.
Heroes cannot take their free Quick Action.

IMMORTAL [3 FP]
The Enemy is an ancient being, almost impossible to kill.
Common weapons and bare-handed attacks have no effect on the Enemy.
The Heroes can only wound them when using weapons or bullets the Enemy is
vulnerable to.

170
SPECIAL ACTIONS
DANGER IN THE AIR [1 ]
The Enemy turns into a swarm of bats. Alternatively, they howl at the sky.
If a Hero fails a Critical Reaction Roll in Nerves+ Fight, they lose their next
Action Turn.

UNLEASH THE BEAST [1 ]


The Enemy turns into a fearsome, bloodthirsty creature and gains the Beast Feat.
If they wish, the Director may also choose to change the Type or Template of the
Enemy, opting for a higher one.

BLOODSUCKING [2 ]
The Enemy grabs a Hero and drains them of blood or vital energy.
The Director rolls a numeric die. A Hero loses an amount of Grit equal to the
result of the roll, and the Enemy recovers the same amount of Grit.

DARK INFLUENCE [2 ]
The Enemy locks eyes with a Hero or charms a Hero with the sound of their voice.
The Director rolls a numeric die:
1. The Hero is locked in a waking nightmare.
They skip the next Action Turn and become Nervous.
2. The Hero becomes Angry and attacks an ally.
Another Hero risks losing 3 Grit.
3. The Hero is charmed.
They become Distracted and suffer -1 when attacking the Enemy.
4. The Hero has flashing visions.
They skip the next Action Turn and become Confused.
5. The Hero is paralyzed by panic.
They skip the next Action Turn and become Scared.
6. The Hero cannot control their body and is forced to harm themselves.
They become Hurt.

DARK GIFT [3 ]
The Enemy infects a Hero with their curse. Maybe as a punishment, maybe by
mistake. The Hero adds 2 Lethal Bullets to their Death Roulette, and they must
take a spin on the Death Roulette.
If the Hero survives, they immediately gain the Damned Feat.

Midnight Wars 171


NAME MISSION

ROLES
EXPERIENCES

TROPES

JOB AGE
ADRENALINE!
FLAW

CATCHPHRASE
GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

BRAWN YOU LOOK DE


GRIT AT
H
ENDURE HURT - BRAWN TIRED - NONE
RO

6
FIGHT BAD! HOT! NERVES OTHER
ULE

NERVOUS - - 5 1
FORCE BAD: SUFFER A CONDITION
T TE

HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER


STUNT
DISTRACTED - FOCUS - OTHER 4 2
NERVES SCARED - CRIME BROKEN - ALL
3
FEATS
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN

DRIVE
SHOOT GUNS & GEAR MELEE CLOSE MEDIUM LONG

SURVIVAL

SMOOTH
FLIRT
LEADERSHIP
SPEECH
STYLE

FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CASH
CRIME NAME

AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
NAME Eric Summers MISSION

ROLES Vampire Slayer EXPERIENCES

TROPES Vigilante

JOB Vampire Slayer AGE Adult


ADRENALINE!
FLAW I never accept compromises

CATCHPHRASE I’m not like them


GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

BRAWN YOU LOOK DE


GRIT AT
H
ENDURE HURT - BRAWN TIRED - NONE
RO

6
FIGHT BAD! HOT! NERVES OTHER
ULE

NERVOUS - - 5 1
FORCE BAD: SUFFER A CONDITION
T TE

HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER


STUNT
DISTRACTED - FOCUS - OTHER 4 2
NERVES SCARED - CRIME BROKEN - ALL
3
FEATS
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN
Nosferatu: Gain a Free Re-roll to all Nerves rolls. When you
DRIVE
SHOOT feed on human blood, you may heal from one Condition.
MELEE CLOSE MEDIUM LONG
GUNS & GEAR
SURVIVAL
REVOLVER 0 0 0 -2
Vampire Scourge: Gain a Free Re-roll for all Action and
SMOOTH
Reaction Rolls to fight, track down, or identify vampires.
FLIRT
LEADERSHIP
SPEECH MEMENTO (Necklace): At the beginning of each combat, flip a coin. Tails: you gain 1
Shadow: Gain a Free Re-roll when hiding, sneaking,
STYLE RADIANT BULLETS: Revolver Mag, Anti-vampire
or tailing someone.

FOCUS
DETECT Shift : Dissolve into a swarm of bats to move within
FIX Medium Range or to avoid an attack.
HEAL
KNOW STORAGE RIDE
CASH
CRIME NAME

AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
NEON NOIR
rs great powers
TITOLO

oirneon noir
It’s the middle of the night, but this city is never truly dark.

HINGS You shoulder through the crowd coming in and out of the booth and sit

WEIRDER THINGS
on a stool at the bar. A chrome hand swiftly serves you a bowl of steam-
ing broth and a small ceramic glass. You empty the glass in one swig,
then grab the chopsticks to eat.
When you’re done eating, the cook hands you a crumpled note. You

gonRising Dragon
grab it, pay for your meal, and walk off without saying a word.

“Black Light Club” three words written in purple neon compose the sign
above the door of this biker bar. The same words were written by a shaky
hand on the crumpled note you toss into an overfilled trashcan.
You walk past a long line of motorbikes, ignoring the inquisitive glanc-

iens es from a gang of punks and jailbirds. Brightly colored mohawks, battle

Killing Aliens
cyberware on their arms and legs, studded jackets: they have the full
package. As soon as you enter, you realize you’re not welcome there, but
what else is new.
“I’m looking for a girl” you talk to the big guy pouring drinks, placing a
photo and a pile of cash on the bar. “Look somewhere else” he answers,
grabbing the money with a shit-eating grin on his face. Before he even
realizes it, your cybernetic hand is clasping his wrist, holding it in a vice
grip. It doesn’t matter how hard he thrashes, he can’t break free.
“It’s important...” you simply say, looking him straight in the eyes. You
hear the sound of a dozen rifles getting shouldered around you, and of
another dozen getting moved.
The man raises a hand, signaling to the patrons to lower their weapons
“That’s not a girl” he reluctantly says. You let him go “Where can I find her?”

When you walk out of the bar, all eyes are following you, and you feel as if
you had a hundred laser pointers on your back. Perhaps you do, but you
also have a name and an address. That’s enough for you.
“Is it worth it?” the owner shouts after you with a voice that drips contempt,
standing behind a row of armed bikers “Risking your life for a machine?”
You don’t turn around. You don’t even stop. Is it worth it?
You don’t have an answer yet.

176
Welcome To The Retrofuture
Neon Noir is a cyberpunk Action Flick that allows you
to play as a detective dealing with the problems of a
dangerous dystopian future, where cyberware grafts
are an everyday occurrence, and there’s only a fine
line that separates humans and machines. ACTION
HOMEWORK
In this Flick you will find: Here is a list
of movies and series
♦ New Rule about Gambles to watch when
♦ 4 new Hero Feats getting ready
♦ One new Role: The Solo for your adventures
♦ 3 new Tropes in Neon Noir:
♦ 25 Hyper-tech Cyberware
♦ New Enemy Feats and Special Actions Blade Runner
♦ A Hero: Sebastian Herrera, Solo Blade Runner 2049
Ghost in the Shell
Put on your trench and get down on the streets I, Robot
of the retrofuture. Your investigation is about Terminator 2 -
to begin. Judgment Day
Dredd
Hotel Artemis
RoboCop
Altered Carbon

Happy viewing!

Neon Noir 177


CORE THEMES
Neon Noir is designed to take you on adventures
that deal with a dystopian future where megacor-
porations control everything, and the line that
separates humans and machines is invisible.

Humans and Machines


Where’s the line that separates humans and ma-
chines? If an artificial creature is able to think,
to create, and to even feel emotions, would this
be enough to consider it a living being? And who
can decide what is truly alive, and what can be
turned off with no remorse?
On the other hand, how many cyberware
grafts can a human sustain before they become
a machine? When the last piece of their original
body has been substituted, what makes them
truly alive?

Technology evolves quickly, and a real Hero


needs to start asking the real questions.

Law and Justice


The streets of the retrofuture are dangerous,
and the law enforcement officers must use an
iron fist to keep criminals at bay. But who is
making the laws?
In a World dominated by the rich and power-
ful, can there really be justice?

When moral code and common-sense clash,


when the law has stopped being synonymous
with justice, a real Hero will have to look into
their heart to find the answers they need.

178
NEON-LIT MISSIONS
REBEL TECHNOLOGY
An android, an artificial intelligence, or an individual outfitted with an experi-
mental piece of cyberware ran away from a group of scientists. You must find
them and bring them back “home”, but first you’ll have to learn how to think
like them.
“When you finally lay eyes on her, you can hardly believe what you see. Everything
tells you that she is human, exactly like you, but you know she is just a machine.”

TOPSIDE INVESTIGATION
The wealthy manager of a megacorporation has hired you to deal with a small
problem in his place. You will be handsomely rewarded for the job, but the fur-
ther you get in your investigation, the more you realize that you’ve gotten mixed
up in some dangerous business.
“The chip you retrieved does not contain stolen blueprints, but a list of names and
addresses. You don’t know who they belong to, or what they could be used for.
What’s certain, is that you were lied to.”

FIGHTING MEGACORPS
An evil megacorporation is destroying the World with their despicable behavior.
If you don’t rebel against its power, it’s only a matter of time before the damage
is beyond repair.
“The reactor you’re looking at powers an entire sector of the city using the life en-
ergy of the planet itself as fuel. Blowing this up will be a big hit to the corporation.”

YOU ARE THE LAW


You are representatives of the law, sent to a terribly dangerous place on a mis-
sion to restore law and order. When everything goes awry, you end up alone
against gangs of criminals, and your badge has stopped meaning anything.
“The doors lock behind you. The alert has been raised, sealing the entire block. Not
even the police can enter now... Or leave. You are on your own.”

Neon Noir 179


NEW RULES
In the upcoming pages, you’ll find new rules to enhance your body with Cyber-
ware, and new options to customize your Heroes and Enemies.

Sprawl & Top


In Neon Noir, you’ll find hyper-metropolises, huge conglomerates of concrete
and skyscrapers that extend as far as the eye can see. These cities are constant-
ly covered in smog, and often pummeled by noxious rains that reflect the cold
neon lights. Each city has its own rules, but they are all divided into two extreme-
ly different neighborhoods: the sprawl and the top.
The Top is the central area of a hyper-metropolis. It’s a wealthy neighborhood
constantly patrolled by armored soldiers who protect the resident megacorpo-
ration managers and their extremely wealthy families. The Style skill also rep-
resents your knowledge of the top and its inhabitants. The Sprawl is the slums,
an endless expanse of chaos and crime, where only the toughest people manage
to stand their ground without being pushed around. The Streetwise skill also
represents your knowledge of the sprawl and its unwritten laws.

The Future is Dark


The retrofuture of Neon Noir is studded with fluorescent lights, but it’s still a
dark and dangerous place. The megacorporation managers control all institu-
tions and law enforcement agencies, and you can trust nobody you meet on the
streets of a hyper-metropolis.

Heroes start the game with 1 additional Lethal Bullet, and the starting Heat is
equal to double the number of Heroes in play.
Additionally, the Villain can always rely on the cooperation of law enforcement
on top of their other Strong Spots.

On a razor’s edge
Whether by choice or due to a lack of alternatives, in Neon Noir Heroes live dan-
gerously. When the future appears even darker than the past, the only hope is to
fight with all you’ve got to preserve the remaining light.

When you willingly choose to make a Gamble, you gain +2 to the roll instead of
the usual +1. However, for every Snake Eye (1) rolled, you lose 3 Grit instead of 1.
Welcome to the retrofuture. It’s do or die.

180
The Price of One Life
In Neon Noir, everything has a price. Your life is no
exception.
When you fail a roll on the Death Roulette, your heart
stops beating and not even a Spotlight can save you.

The good news? You just need to have a friend who is


strong enough (and willing to) drag your body to one
of the many clinics scattered through the city, and I, ROBOT
you’re set. The doctors of the retrofuture can bring HERO
you back to life in a few hours for just $3. Cyberware is an
You wake up with a new Scar and feel Tired. Still everyday thing, but
beats being dead. actual sentient robots
are still the stuff of
Hyper-tech Cyberware and psychic powers dreams, even in the
It takes many years for a new piece of cyberware retrofuture...
to be tested and introduced on the market. As Or are they?
such, the technology available inside the labs
of megacorporations is much more advanced If you want to join the
than what you find on the streets. Some say action as a robot Hero,
that, in those white sterile rooms, they keep all you can choose the
manner of hyper-technological contraptions, Synth Alien Feat from
and that they might even hide some exception- the Star Raiders
al individuals with real psychic powers. Action Flick.

If you want to put in place super experimen- The only drawback


tal cyberware and mind powers, you can do is that you will start
so by using the rules from the Great Powers dreaming about electric
Action Flick. sheep, stuff that humans
But tread carefully: even if just one of the would never imagine!
Heroes can rely on a Super Feat, exceptional
individuals will also begin appearing among
their opponents.

Neon Noir 181


NEON HEROES
Hyper-metropolises are filled with desperate folk willing to do whatever it takes,
with ruthless mercenaries who live their lives on the edge, and with ambitious
corporate drones who’d do anything to get rich. You are one of them.
Up next, you’ll find a new Role, the Solo, 3 new Tropes, and new Hero Feats.
Together, these will allow you to go on adventures in the dark streets of the ret-
rofuture.

In upcoming pages, you will also find rules to enhance yourself with cutting edge
Cyberware to become a true cyberpunk.

HERO FEATS
ADRENALINE JUNKIE
You live for the thrill. Adrenaline is never enough.
When you spend Adrenaline to gain +1, your roll automatically becomes a
Gamble. If you lose Grit because of this Gamble, you earn 1 Adrenaline.

CYBERPUNK
You are part human, part machine. You have accepted this by now.
Gain a Free Re-roll to use or repair your Cyberware.

TORMENTED BY THE PAST


You have never been the same since that happened.
You gain a Scar that represents an event that traumatized you, but also made
you stronger.
You gain +1 to all rolls in Endure and Cool.

SPRAWL
You grew up on the streets of a hyper-metropolis, you know how things work
around here.
Gain a Free Re-roll for all rolls made to move through the Sprawl, to find con-
tacts, and to interact with people who live in the slums.

182
Heartbroken Badass
“Not interested.” Attribute Point: Skill Points:
Brawn or Crime Endure
Behind your tough-guy facade, there’s Fight
another, even tougher guy. But that’s Feats: Cool
only because someone broke your Choose one from: Drive
heart and you aren’t ready to open up Hard to Kill Shoot
just yet. Find some friends. That’s All? Flirt
Sprawl Heal
Cyberpunk Awareness

Techno Wizard
“Did you try turning it off Attribute Point: Skill Points:
and then on again?” Focus or Smooth Drive
Shoot
You only need a keyboard, a solder- Feats: Speech
ing iron, and some wires to make Choose one from: Detect
anything work. No system can resist Hacker Fix
you, no firewall can contain you. If it’s Physician Heal
about technology, you always know Sprawl Dexterity
what’s what, and nobody understands Cyberpunk Streetwise
how you do it!

Psycho-Punk
“@$£&%! Filthy £&@%$!!!!” Attribute Point: Skill Points:
Brawn or Nerves Endure
The list of your crimes is too long for any Fight
database. You are a true anarchist, and Feats: Stunt
you want to shout it to the world FULL Choose one from: Drive
BLAST! Your friends think you’re batshit Hacker Fix
crazy, and your enemies agree. I think Adrenaline Junkie Dexterity
you should consider their opinions... Bodybuilder Stealth
But who am I to judge? Cyberpunk Streetwise

Neon Noir 183


THE SOLO
A mercenary bounty hunter, a trigger-happy detective, or a corporate agent who
specializes in dirty work.

The hyper-metropolises of the retrofuture are dark and dangerous, a maze of


neon and crime where only the toughest can hope to survive. That is exactly
where the Solos work, Heroes who laugh at danger and choose to live their lives
on a razor’s edge.
Some Solos are street fighters who sell their services to the highest bidder,
others are on a personal mission, others still cooperate with the police. All of
them have nerves of steel.

Work:
Detective, Mercenary, Bounty Hunter

Catchphrase: Flaw:
Just doing my job I don’t know who I am
I’ll be back I drink way too much
Everybody lies I have no friends

Characteristics of a Solo
SERIOUS. ON THE EDGE. HARDENED.

Attribute Point: Feats:


Focus Choose two among:
Adrenaline Junkie
Skill Points: Cyberpunk
Endure Detective
Fight Gunslinger
Stunt Hard to Kill
Cool Sprawl
Shoot
Leadership Gear:
Detect Pistol
Awareness Phone or Radio
Stealth $1 Cyberware
Streetwise

184
Classic Solos
in movies are:

Rick Deckard
in Blade Runner,
Officer K in Blade
Runner 2099,
Major Mira Killan in
Ghost in the Shell,
Terminator
in Terminator 2 -
Judgment Day, Nice in
Hotel Artemis, Takeshi
Kovacs in Altered
Carbon, and Din Djarin in
The Mandalorian.

Neon Noir 185


CYBERWARE
Chrome arms, microchips grafted directly into the brain, eyes accessorized with
x-ray vision... Cyberware comes in many cool forms! In the retrofuture, practi-
cally everyone has a couple of grafts, and there’s nothing like a fully accessorized
chrome body to tell the world that you are extremely tough.

At character creation, you are free to choose one $1 piece of cyberware, and
if you’re a Solo, you also gain a second $1 piece of cyberware (or a single piece
worth $2 if you prefer) as part of your starting gear.
Additionally, you can give up one of the Feats offered by your Role in exchange
for $3 extra to spend on cyberware. You clearly would rather spend your time
earning money to spend on grafts rather than focusing on your development.
That’s life in the retrofuture!

Either before you start playing or during your mission, you can spend Cash to
get more cyberware grafted into you by one of the many “medical experts” who
operate in the sprawl of your hyper-metropolis.

In the next page, you’ll find a list of cyberware waiting for nothing better than
being grafted into you, each with their price in $.

Broken Cyberware
A piece of Cyberware may break and become useless due to a failure, or to an
Enemy Special Action like Jamming.
You may repair a broken piece of Cyberware during a Time-Out by making a
Critical Action Roll in Focus+Fix. Otherwise, you’ll need to buy a new one.
If necessary, you can also overcharge and willingly break one of your pieces of
Cyberware to gain 1 Adrenaline.

186
Hyper-tech Cyberware
MELEE CLOSE MEDIUM LONG
$2 Rifle Hand Replaces a hand. Slow Reload +1 +1 +1 X

$3 Grafted Rocket Launcher Explosive, Single Shot, Slow Reload +2G +2G +3 +3

Grants Help to break, crack, and smash


$2 Cyber-arm
You gain +2 to a Force or Fight roll

$1 Artificial Gills You can breathe underwater and filter out toxic gases

$2 Skill Chip Gain 1 Skill point to assign freely

$3 Anti-Jamming Chip Your cyberware cannot be deactivated by the Enemy

You can connect to technological devices without the need of a computer


$2 Hacking Chip
Deactivate one security system or a piece of Enemy Cyberware

$2 Reflexes Chip Repeat one Reaction Roll of any kind

When you’re at the wheel, the speed of your ride increases by 1


$1 Ride Chip
Recall your ride, it will reach you as soon as possible

$3 Exoskeleton You gain the benefits of Partial Cover

$1 Empowered Legs Grant Help to run, jump, or break falls

$3 Grafted Defibrillator Your Bad Box turns into a second Hot Box

$1 Aesthetic Graft You have artificial hair, odd colored eyes, synthetic skin, etc.

$3 Grafted Jetpack You can fly until the end of the Scene or of the combat

$1 Grafted Blades You have quick-draw claws, sickles, or swords

$1 Tool Hand Grants Help to repair things and pick locks

$1 Grappling Hand Grants Help to climb

$3 Nanosurgeons Remove a Condition from yourself or recover 3 Grit

$1 Infrared Eyes Grant Help to see in the dark

$2 Sniper Eye Firearms you use gain the Accurate and Precision Shot Feats

$1 Fotographic Eye Grants Help to take photos

$2 Eye Scope Gain a Free Re-roll for all rolls to shoot with firearms or ranged weapons

$1 Scanner Eye Grants Help to analyze a crime scene or locate enemies

$2 Roller Feet Can be extracted as a Quick Action. You become a Ride with Speed 2

$2 Ninja Feet Your steps make no noise

Neon Noir 187


ENEMIES
Here you can find a list of new Enemy Feats and Special Actions, each with their
Feat Points (FP) and Adrenaline ( ) cost.

Enemy Feats that include the term Cyberware can be deactivated by using a
Hacking Chip.

FEATS
CYBERWARE: CYBERWEAPONS [1 FP]
The Enemy have lethal weapons grafted into their bodies.
The Director chooses one Feat between: Automatic Weapons, Heavy-handed,
Sharp Blades. The Enemy gains that Feat and cannot be disarmed.

CYBERWARE: DEFECTIVE DEVICE [1 FP]


The Enemy have shoddy implants or unstable prototypes grafted into them.
The Director must fill in a Grit box before combat, but the Enemy gains one Feat
of any kind.
When the Enemy fills in a Hot Box, the Director must flip a coin. Heads: They gain
no Adrenaline. Tails: They gain 2 .

CYBERWARE: EXOSKELETON [2 FP]


The Enemy is enhanced with an artificial endo- or exoskeleton.
Heroes suffer -1 when rolling to hit the Enemy with firearms or ranged weapons.
The Enemies ignore Covering Fire.

CYBERWARE: REFLEXES CHIP [2 FP]


The Enemy has a chip grafted in their brain, making them sharp and quick.
The Heroes cannot benefit from Free Re-rolls when facing this Enemy.

CYBERMADNESS [3 FP]
The Enemy has completely lost their mind. By now they are a crazed machine.
All Action and Reaction Rolls made by Heroes are considered Gambles.

188
SPECIAL ACTIONS
DEFECTIVE CYBERWARE [1 ]
The Enemy tears off a now useless piece of cyberware.
After a Hero has dealt a blow, the Enemy ignores all loss of Grit but also loses one
of their cyberware grafts.

JAMMING [1 ]
The Enemy hacks or short-circuits a Hero’s piece of cyberware.
Roll a numeric die:

 1: The cyberware returns functioning after one turn.


 2-5: The cyberware is blocked for a number of turns equal to the result. A
Hero can try to repair it sooner by making a Critical Action Roll in Nerves+Fix.
 6: The cyberware is broken beyond repair.

THE WHOLE ARSENAL [2 ]


The Enemy reveals a full arsenal and targets the Heroes with volleys of bullets
and rockets.
Heroes who fail a Critical Reaction Roll in Nerves+Detect to find cover will
become Hurt.

TWO ON ONE [2 ]
Two or more Enemies focus on a single Hero.
That Hero suffers -1 to their next Reaction Roll. If the Hero stands to lose Grit this
turn, they instead lose twice that Grit

GIVE IN TO MADNESS [3 ]
The Enemy gives in to cybermadness. Their eyes turn an unnatural shade of red.
The Enemy immediately gains the Cybermadness Feat. If they already had it,
they gain another Feat of choice.

SELF-DESTRUCT [3 ]
Once defeated, the Enemy chooses to blow themselves up, or they explode due
to a malfunction.
All Heroes must make a Extreme Reaction Roll in Brawn+Stunt. Heroes who
fail to score at least a Critical Success become Hurt. If they are already Hurt,
they become Broken.

Neon Noir 189


NAME MISSION

ROLES EXPERIENCES
TROPES

JOB AGE
ADRENALINE!
FLAW

CATCHPHRASE
GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

BRAWN GRINTA YOU LOOK DE


AT
H
ENDURE HURT - BRAWN TIRED - NONE
RO

6
FIGHT BAD! HOT! NERVES OTHER
ULE

NERVOUS - - 5 1
FORCE BAD: SUFFER A CONDITION
T TE

HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER


STUNT
DISTRACTED - FOCUS - OTHER 4 2
NERVES SCARED - CRIME BROKEN - ALL
3
FEATS
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN

DRIVE
SHOOT CYBERWARE & GEAR MELEE CLOSE MEDIUM LONG

SURVIVAL

SMOOTH
FLIRT
LEADERSHIP
SPEECH
STYLE

FOCUS
DETECT
FIX
HEAL
KNOW CASH STORAGE RIDE

CRIME NAME

AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
NAME Sebastian Herrera MISSION

ROLES Solo EXPERIENCES


TROPES Heartbroken Badass

JOB Bounty Hunter AGE Adult


ADRENALINE!
FLAW I’m tormented by my past

CATCHPHRASE I don’t want to do this


GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

BRAWN GRIT YOU LOOK DE


AT
H
ENDURE HURT - BRAWN TIRED - NONE
RO

6
FIGHT BAD! HOT! NERVES OTHER
ULE

NERVOUS - - 5 1
FORCE BAD: SUFFER A CONDITION
T TE

HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER


STUNT
DISTRACTED - FOCUS - OTHER 4 2
NERVES SCARED - CRIME BROKEN - ALL
3
FEATS
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN
Cyberpunk: Gain a Free Re-roll to use or repair
DRIVE
SHOOT your Cyberware. CYBERWARE & GEAR MELEE CLOSE MEDIUM LONG

SURVIVAL
PISTOL 0 0 0 -2
Sprawl: Gain a Free Re-roll for all rolls made to move, find
SMOOTH
contacts, and interact with people from the Sprawl.
FLIRT
LEADERSHIP
SPEECH TELEPHONE
STYLE REFLEXES CHIP: Repeat one Reaction Roll of any kind
SCANNER EYE: Grants Help to analyze a crime scene or locate enemies
FOCUS
CYBER-ARM: Grants Help to break, crack, and smash
DETECT
FIX You gain +2 to a Force or Fight roll
HEAL
KNOW CASH STORAGE RIDE

CRIME NAME

AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
Everything at once
Killing Aliens
Titolo
everything at once
In a World
where there’s an infinite number of Worlds,
and all their fates are inextricably interwoven.
In a universe, where there’s an infinite number of Universes,
each more different from the next, until they become unrecognizable.
In a reality, where there’s an infinite number of realities, inhabited by infinite
variants of every single person who has ever existed.
In a timeline, where there’s an infinite number of timelines
in an infinite number of Worlds, Universes, and realities,
and where most of us only pretend to understand what is really going on.
Only a Hero can save the Multiverse.

Unless they destroy it first.


That’s actually more likely.

infinite Realities Exist


Imagine that every Action Flick is like a separate Universe, with its own Heroes,
Enemies, and rules, and that all Universes are connected like the colored faces
of a giant Rubik’s cube that is constantly spinning.
This is the Multiverse: a tangle of realities the existence of which is intertwi-
ned in an impossible balance. A rainbow of infinite possibilities only waiting for a
little push to make it collapse into cosmic nothingness.
A ludicrous concept about which we know frighteningly little.

Most people are born and die without actually realizing that the Universe they
live in is nothing but one piece in an impossible puzzle, and that there are an infi-
nite number of realities almost impossible to reach. Some of them are similar to
each-other, others are drastically different.
There are only a few people who can actually see the bigger picture and learn
to travel through the Multiverse by channeling the energy that keeps it together.
You could be one of them.

194
Everything at Once
Thanks to Everything at Once, you can play the role of
a Hero catapulted into a Universe that is not their own,
and learn how to harness multiversal energy in order
to travel across realities.
ACTION
In Everything at Once you will find: HOMEWORK
Here is a list
♦ A new Tag: from the Multiverse of movies and series
♦ Multiverse Feats to watch when
♦ A Special Role: The Master of the Multiverse getting ready
♦ Rules to manage the Powers of the Multiverse for your adventures
♦ The Plan B: Break in Everything at Once:
♦ 18 Multiversal Anomalies
♦ A Hero: Ren, Master of the Multiverse Everything Everywhere
All at Once
The destiny of all Universes is in your hands. Last Action Hero
the Matrix saga
The One
Dr. Strange in the
Multiverse of Madness
Doctor Who
Spider-man Across
the Spiderverse
The Umbrella Academy

Happy viewing!

Everything at Once 195


  Heroes Of The Multiverse
The Heroes of the Multiverse have been thrust into another reality, they were
caught in an anomaly of time and space, or maybe made contact with one of
their alternate selves.
If, while playing, you come face to face with the powers of the Multiverse, a
spark of that energy can get trapped within you, and you can become a Hero of
the Multiverse. You can note this Tag beside your Role, making you an Agent of
the Multiverse, a Criminal of the Multiverse, or a Sleuth of the Multiverse.
If you choose the Special Role of Master of the Multiverse for your character,
you’re automatically a Hero of the Multiverse.

Your Rules
A Hero of the Multiverse always follows the rules of their Universe.
For example, Heroes from Rising Dragon will always use Qi instead of Adrenaline,
and Heroes from Neon Noir will always use the rules for Gambling on the Edge.

House Rules
A Hero of the Multiverse always follows the rules of the Universe where they
currently are, and can unlock Feats from the Flick they are playing at the time
of Advancement.
For example, when a Hero is in the Rising Dragon Universe, they must use Qi
instead of Adrenaline, and they cannot rely on the Martial Artist Feat, but they
can learn an Ancient Fighting Style when Advancing.

196
MULTIVERSE FEATS
HIGHER SELF
You can channel the power of the Multiverse through
your body to reach a higher form of your self, tempora-
rily gaining their abilities. How does
[Quick Action] Decrease your score in an Attribute one obtain
from 3 to 2 and increase the score of another Attribu- this power?
te you choose. Additionally, you lose one of your Feats At character
- excluding Higher Self - and gain another Feat of your creation, you can
choosing. only choose
This effect lasts until the end of the Scene, of Multiverse Feats if
Combat, or until you decide to willingly stop it. you chose the role
of Master of the
MULTIVERSAL CONTROL Multiverse.
You learned to control the powers of the Multi-
verse and can sometimes even repair the fabric For all other normal
of reality. Heroes, the only way to
Whenever you take a spin on the Multiverse gain a Multiverse Feat is
Roulette, you may roll 2 dice and choose the through advancement.
better result. Even then, the Director
should only allow
OSMOSIS access to Multiverse
You’ve made contact with an alternate version Feats to those Heroes
of yourself and have absorbed their powers who truly established
or abilities. a connection with the
You immediately gain one Feat of your choice Multiverse, or who
among the ones found in Action Flicks. have undergone the
appropriate training.
POSSIBLE FUTURES
You have already seen what’s coming. Controlling realities
You are prepared. is not for everyone!
You or another Hero may repeat an Action or
Reaction Roll of any kind.

Everything at Once 197


The Master of the Multiverse
A multiversal adventurer or a person who travels through time and space

They have many names: Travelers, Time Masters, Supreme Spellcasters,


Masters of the Multiverse. Regardless of their name, these people can control
reality, jumping from universe to universe, and channeling the multi-dimensio-
nal power within them. When a Master of the Multiverse gets into the action, it
means that the fate of at least one reality hangs in the balance.

Catchphrase: Flaw:
There’s only one way I think too much before acting
You don’t understand I only believe in myself
It’s wibbly-wobbly multi-dimensional stuff I don’t know this World

Characteristics of a Master of the Multiverse


TRAVELER. MYSTERIOUS. FOR THE GREATER GOOD.

Attribute Points: Feats:


Nerves Choose three among:
Focus Silver Tongue
Mastermind
Skill Points: Outsmart
Endure High Culture
Fight Scientist
Cool Detective
Drive Pep Talk
Shoot Lie to Me
Leadership Osmosis
Speech Higher Self
Detect Multiversal Control
Fix Possible Futures
Heal
Know Gear:
Awareness 3 pieces of Gear
Dexterity of your choice
Stealth

198
Special Role
The Master of the
Multiverse is a
Special Role!

A Special Role
simultaneously
acts as your Role,
your Trope,
and your Job.
Mark it down
in all three
sections on your
Hero Sheet.

When you choose this


Special Role, you gain
6 Skill Points
to assign freely,
instead of
the usual 2.

Additionally,
you can choose
3 Feats from the list
for this Role.

Everything at Once 199


  Power Of The Multiverse
The Heroes of the Multiverse can tap into the power of the Multiverse to open
doors in the fabric of reality and achieve feats beyond human comprehension.
Unfortunately, the energy that flows in-between dimensions is wild and
unstable. Whenever you try to harness it, either willingly, or because you’re in
danger and have lost control, you run the risk of opening a Crack in the Multiver-
se, or generating a dangerous Anomaly.

The Multiverse Roulette


The Heroes of the Multiverse swap out the Death Roulette for a more mysterious
Multiverse Roulette and immediately gain 1 Crack.
You must take a spin on the Multiverse Roulette each time:

♦ You risk being Left for Dead: When you should take a spin on the Death
Roulette, use the Multiverse Roulette instead.

♦ You tap into the Power of the Multiverse: When you use Go, Grab, Send, or
Pass, you immediately take a spin on the Multiverse Roulette to find out the
price of your power.

♦ You activate a Plan B: When you activate the new Break Plan B, you imme-
diately take a spin on the Multiverse Roulette.

If the result of the roll is higher than the number of


Cracks on your roulette, it means you managed to
control the multidimensional power... This Time.
6
Add another Crack to your Multiverse Roulette. 5 1
If the result of the roll is equal or lower than the 4 2
number of Cracks on your roulette, it means so-
mething went wrong. You avoid death or tap into
3
the power of the Multiverse, but the Director creates
an Anomaly.

200
Tapping into The Power Of The Multiverse
You can tap into the Power of the Multiverse to gain one of the following effects:

♦ Go: You move to another Universe


 Director: A picture of an unknown World opens up behind you like a window
into nothingness, and an irresistible force drags you away.

♦ Grab: You borrow an item or ride from another Universe.


 Ren: I raise my hand up in the sky and a thousand colored pixels swirl around
it, ultimately composing a huge laser gun.

♦ Send: You send a target to another Universe.


 Director: When everything seems lost, a burst of colored lights swallows the
enemy, dragging them who knows where. Silence falls.

♦ Pass: You temporarily enter the flow of the Multiverse and use it as a tunnel
to move through space. Then you reappear in your Universe, but in a diffe-
rent location.
 Ren: My body is dragged away in a vortex of unfathomable colors. I see a thou-
sand doors on a thousand realities around me, and hold on tight until I find an
opening that will lead me back home.

When you tap into one of these powers, the Director can choose whether to ask
you to roll the dice to determine the effect in that situation.
You must take a spin on the Multiverse Roulette immediately after using any
of these powers.

Plan B: Break
The Heroes of the Multiverse can use the Plan B Break instead of one other of
their Plan Bs, even more than once during a Campaign.

BREAK: Your group gains a success or an unbelievable advantage thanks to a


spectacular manifestation of your Multiversal powers creating a crack in reality.
You can activate this Plan B to flee from pursuers, to disintegrate enemies, to
see 14 million possible futures, or to perform miracles.
Ren: My eyes turn white and empty and my body starts floating, while an electrical
storm takes us back through time.

Everything at Once 201


Multiversal Anomalies
When you fail a roll on the Multiverse Roulette,
the Director randomly generates an Anomaly by
using the table on the next page. This means that
your reckless use of multiversal powers caused a
tear in the fabric of reality and put the Multiverse
at risk of implosion. What’s the big deal?

To use the Anomaly table, the Director can roll 2


numeric 6-sided dice. The first die determines
whether it will be a Harmless, Unfathomable,
or Major Anomaly. The second, will select the
actual Anomaly.

Harmless Anomalies are, as the name suggests,


mostly harmless. They are small alterations to re-
ality, that will prove annoying at the very worst.
Unfathomable Anomalies are wild and un-
predictable as the Multiverse itself, while Major
Anomalies are really difficult to manage.

When you collected 6 Cracks, you automatically


fail every roll on the Roulette, and the Director
immediately rolls for a Major Anomaly.

When all Heroes have collected 6 Cracks, the


damage is irreparable. The Universe they’re in
has begun collapsing on itself, it will be swal-
lowed by nothingness in a matter of hours.

202
1-2 Harmless Anomaly
1 You are transported to a point within Long Range of the other Heroes.

2 All your guns and gear are cake.

You get thrust through multiple realities for a few seconds that feel like hours.
3
You become Distracted.

4 Until the end of the Scene, you can speak with animals. Only with animals.

For the blink of an eye, you find yourself in a Universe made of flames and shadows.
5
You become Scared.

For the next 5 turns, you flicker.


6
Flip a coin every turn. Heads: you become completely incorporeal.

3-4 Unfathomable Anomalies


1 Gravity changes until the end of the Scene.

You and the other Heroes end up in another Universe. After 3 turns, flip a coin.
2
Heads: the anomaly happens again. Tails: you remain in this Universe.

3 You can see everything. Gain 3 Adrenaline and 3 Conditions.

You and the other Heroes are transported somewhere in the sky or at the bottom of
4
the ocean.

5 Time stops for 2 turns for you and Heroes and Enemies within Close Range of you.

6 The fingers of all Heroes and Enemies become hotdogs until the end of the Scene.

5-6 Major Anomaly


1 Add 1 Crack to your roulette and generate another Anomaly.

A single detail of the Universe you’re in has been changed forever.


2
But which one?

3 You destroy every positive future. Your next 10 rolls automatically fail.

4 You exchange bodies (and Sheets) with one of your companions.

You inadvertently changed your past. Re-fill your Sheet, you must choose
5
a different Role.

6 You attract a Boss or Predator Alien from another Universe. It’s after you.

Everything at Once 203


NAME MISSIONE

ROLES EXPERIENCES
TROPES

JOB AGE
ADRENALINE!
FLAW

CATCHPHRASE
GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

MUL
BRAWN GRIT YOU LOOK TI V
E
RS

ENDURE HURT - BRAWN TIRED - NONE


6
ER

FIGHT BAD! HOT! NERVOUS - NERVES - OTHER


BAD: SUFFER A CONDITION
5 1
FORCE
HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER
OULET TE

STUNT
DISTRACTED - FOCUS - OTHER 4 2
SCARED - CRIME BROKEN - ALL
3
NERVES FEATS
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN

DRIVE
SHOOT GUNS & GEAR MELEE CLOSE MEDIUM LONG

SURVIVAL

SMOOTH
FLIRT
LEADERSHIP
SPEECH
STYLE

FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CA$H
CRIME NAME

AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
NAME Ren MISSIONE

ROLES Master of the Multiverse EXPERIENCES


TROPES Master of the Multiverse

JOB Master of the Multiverse AGE Adult


ADRENALINE!
FLAW I don’t know when to stop

CATCHPHRASE Whatever it takes


GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

MUL
BRAWN GRIT YOU LOOK TI V
E
RS

ENDURE HURT - BRAWN TIRED - NONE


6
ER

FIGHT BAD! HOT! NERVOUS - NERVES - OTHER


BAD: SUFFER A CONDITION
5 1
FORCE
HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER
OULET TE

STUNT
DISTRACTED - FOCUS - OTHER 4 2
SCARED - CRIME BROKEN - ALL
3
NERVES FEATS
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN
Higher Self : [Quick Action] Decrease an Attribute and increa-
DRIVE
SHOOT se another. Swap one of your other Feats with a different one.
GUNS & GEAR MELEE CLOSE MEDIUM LONG

SURVIVAL
LASER PISTOL: Laser 0 0 0 -2
Multiversal Control: Whenever you take a spin on the Mul-
SMOOTH tiversal Roulette, roll 2 dice and choose the better result.
FLIRT
LEADERSHIP
SPEECH PORTABLE COMPUTER
Possible Futures : You or another Hero may repeat
STYLE STRANGE SCREWDRIVER
an Action or Reaction Roll of any kind.

FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CA$H
CRIME NAME

AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
Filmography
Here you’ll find all the movies mentioned in the manual, as well as all the movies
that inspired the creation of this book, directly or indirectly. Happy viewing!
Alatriste (20th Century Fox, 2006)
Alien (20th Century Fox, 1979)
Alien vs. Predator (20th Century Fox, 2004)
Altered Carbon (Skydance Media, 2018)
Arrow (Warner Bros. Television, 2012)
Avatar (20th Century Fox, 2009)
Batman Begins (Warner Bros. Pictures, 2005)
Battlestar Galactica (NBC Universal Television Studio, 2004)
Beetlejuice (Warner Bros. Pictures, 1988)
Big Trouble in Little China (20th Century Fox, 1986)
Blade (Marvel Studios, 1998)
Blade Runner (The Ladd Company, 1982)
Blade Runner 2049 (Columbia Pictures, 2017)
Buffy the Vampire Slayer (Mutant Enemy Production, 1997)
Casper (Amblin Entertainment, 1995)
Charmed (Paramount Pictures, 1998)
Chilling Adventures of Sabrina (Warner Bros. Television, 2018)
Constantine (Warner Bros. Picture, 2005)
Crouching Tiger, Hidden Dragon (Columbia Pictures Film Production Asia, 2000)
Crouching Tiger, Hidden Dragon: Sword of Destiny (China Film Group, 2016)
Daredevil (Marvel Television, 2015)
Day Shift (87Eleven Production, 2022)
Doctor Strange (Marvel Studios, 2016)
Doctor Strange in the Multiverse of Madness (Marvel Studios, 2022)
Dr. Who (BBC Wales, 2005)
Dracula Untold (Michael De Luca, 2014)
Dredd (DNA Films, 2012)
Drunken Master (Golden Harvest, 1978)
Dungeons & Dragons: Honor Among Thieves (Paramount Pictures, 2023)
Enola Holmes (Legendary Pictures, 2020)
Enter the Dragon (Warner Bros., 1973)
Everything Everywhere All at Once (A24, 2022)
Fantastic Beasts and Where to Find Them (Warner Bros. Pictures, 2016)
Fearless (Universal Pictures, 2006)
Final Space (TBS, 2018)
Firefly (Fox, 2002)
Fist of Fury (Golden Harvest, 1972)
Ghost in the Shell (Paramount Pictures, 2017)
Ghostbusters (Columbia Pictures, 1984)
Ghostbusters: Afterlife (Columbia Pictures, 2021)
Guardians of the Galaxy (Marvel Studios, 2014)
Harry Potter (Warner Bros., 2001)
Hawkeye (Marvel Studios, 2021)
Hellboy (Columbia Pictures, 2004)
Hero (Sil-Metropole Organization, 2002)
Hocus Pocus (Walt Disney Pictures, 1993)
Home Alone (Hughes Entertainment, 1990)
Hotel Artemis (Marc Platt Productions, 2018)
House of Flying Daggers (Elite Group Enterprises Inc., 2004)
Hunted Mansion (Walt Disney Pictures, 2023)
I, Robot (20th Century Fox, 2004)
Ip Man (Mandarin Films Distribution Co., 2008)
Jessica Jones (Marvel Television, 2015)
John Carter (Walt Disney Pictures, 2012)
Judge Dredd (Hollywood Pictures, 1995)
Kick-Ass (Marv Films, 2010)
Killjoys (Mendacity Pictures, 2015)
Kung Fu Hustle (Columbia Pictures Film Production Asia, 2004)
La Mask of Zorro (TriStar Pictures, 1998)
Last Action Hero (Columbia Pictures, 1993)
Live Die Repeat: Edge of Tomorrow (Warner Bros. Pictures, 2014)
Lost in Space (New Line Cinema, 1998)
Luke Cage (Marvel Television, 2016)
Man in Black (Columbia Pictures, 1997)
Matilda (TriStar Pictures, 1996)
Matrix (Warner Bros. 1999)
Percy Jackson (Fox 2000 pictures, 2010)
Pirates of the Caribbean (Walt Disney Pictures, 2003)
Pitch Black (PolyGram Filmed Entertainment, 2000)
Predator (20th Century Fox, 1987)
R.I.P.D. (Dark Horse Entertainment, 2013)
Reign of Assassins (Beijing Gallop Horse Film & TV Production, 2010)
Robin Hood: Men in Tights (Brooksfilm, 1993)
Robin Hood: Prince of Thieves (Warner Bros. Pictures, 1991)
RoboCop (Orion Pictures, 1987)
Seventh Son (Universal Pictures, 2014)
Shaolin Soccer (Star Overseas Ltd, 2001)
Species (Metro-Goldwyn-Mayer, 1995)
Spider-man (Columbia Pictures, 2002)
Spider-man: Across the Spider-Verse (Columbia Pictures, 2023)
Star Trek (NBS, 1966)
Star Wars (Lucasfilm, 1977)
Filmography
Stardust (Paramount Pictures, 2007)
Starship Troopers (TriStar Pictures, 1997)
Stranger Things (Camp Hero Production, 2016)
Supernatural (Kripke Enterprises, 2005)
Terminator 2: Judgment Day (Carolco Pictures, 1991)
The Avengers (Marvel Studios, 2012)
The Boys (Sony Pictures Television, 2019)
The Dark Knight (Warner Bros. Pictures, 152)
The Dresden Files (Lionsgate Television, 2007)
The Fifth Element (Gaumont, 1997)
The Goonies (Warner Bros. Picture, 1985)
The Incredibles (Walt Disney Pictures, 2004)
The Karate Kid (Delphi II Productions, 1984)
The Last Witch Hunter (Summit Entertainment, 2015)
The Mandalorian (Lucasfilm, 2019)
The NeverEnding Story (Producers Sales Organization, 1984)
The One (Columbia Pictures, 2001)
The Princess Bride (Act III Communications, 1987)
The Sandman (Warner Bros. Television, 2022)
The Sorcerer’s Apprentice (Walt Disney Pictures, 2010)
The Spiderwick Chronicles (Paramount Pictures, 2008)
The Suicide Squad (DC Films, 2021)
The Thing (Universal Pictures, 1982)
The Three Musketeers (Summit Entertainment, 2011)
The Three Musketeers: D’Artagnan (Pathé, 2023)
The Umbrella Academy (Dark Horse Entertainment, 2019)
They Call Me Jeeg (Goon Films, 2015)
Total Recall (Carolco Pictures, 1990)
Underworld (Screen Gems, 2003)
Valerian and the City of a Thousand Planets (EuropaCorp, 2017)
Van Helsing (Universal Pictures, 2004)
Watchmen (Warner Bros. Pictures, 2009)
Wednesday (MGM Television, 2022)
X-Men (Marvel Entertainment, 2000)
Zorro (New World Television, 1990)
This rulebook
will self-destruct
in 5 seconds

You might also like