Actor Name: Gender: Playbook:

🕷Select a Playbook above to get started🕷

The Musclehead

Stats - (Primary Stat is bold)  
Agility:   Drama:   Muscles:   Magnetism:   Swagger:  

Star Power:  

Star Power Ticks:  

Experience

 

Experience can be earned in the following ways:
  1. If a Supporting Character dies, he or she gains 2 XP.
  2. The use of a Camaraderie move can grant 1 XP to everyone.
  3. If Camaraderie is +3 at the end of the movie, everyone gains 1 XP.
  4. At the end of the session, everyone gains 1 XP.
  5. Most votes (MVP) gains 1 XP
  6. The Actor who gains the point of Star Power gains 1 XP
Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Moves
Pick 2:

“The greatest feeling you can get in a gym is the pump” - Add +1 to Muscles (max +3).

Animal Magnetism - When you attempt to seduce or manipulate someone, roll +Muscles instead of +Magnetism.

Brutal Force - Whenever you inflict harm, you have the option of inflicting +1 harm.

A Machine Made of Meat - Getting hit only makes you angry. When you are hit in ranged or close combat, whether harm is inflicted or not, you can make this move. Roll +Muscles. On a 10+, hold 2. On a 7-9, hold 1.
Spend one of your holds to:

  1. Immediately inflict 1 harm as a counterattack against whoever attacked you.
  2. Inflict an extra +1 harm on your next attack.
  3. Close the gap between yourself and your enemy.
  4. Perform a feat which tests the limits of human strength.
  5. Gain +1 Muscles for the rest of the scene.

Get to the chopper/tank/bus/car/plane! - Add +1 Camaraderie if you save one of the other Actors from harm.

BFG - Roll +Muscles instead of +Agility when shooting guns. You can also use weapons with the -two-handed quality in one hand.

Other Moves

Movie Name: Character Name:
Lead:
Harm:

Camaraderie:
Special Relationships

Script Move

Gear

Holds

Improvements
Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+1 Agility (max +3) +1 Drama (max +3) +1 Muscles (max +3) +1 Magnetism (max +3) +1 Swagger (max +3)
Take another Musclehead move Take another Musclehead move Take another Musclehead move

Once you have ALL your moves from your Actor Playbook, you may buy moves from other Actor Playbooks

History and Notes

The Gunfighter

Stats - (Primary Stat is bold)  
Agility:   Drama:   Muscles:   Magnetism:   Swagger:  

Star Power:  

Star Power Ticks:  

Experience

 

Experience can be earned in the following ways:
  1. If a Supporting Character dies, he or she gains 2 XP.
  2. The use of a Camaraderie move can grant 1 XP to everyone.
  3. If Camaraderie is +3 at the end of the movie, everyone gains 1 XP.
  4. At the end of the session, everyone gains 1 XP.
  5. Most votes (MVP) gains 1 XP
  6. The Actor who gains the point of Star Power gains 1 XP
Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Moves
Pick 2:

“Yes. I am God. You’re one. A god can be human” - Add +1 to Agility (max +3).

Time to Reload - People don’t usually run out of ammo in action movies unless it’s dramatic to do so. You’re the master of turning the reload into high drama. At any time during a scene involving ranged combat, you can declare that you’re out of ammo. Reload your gun and roll +Drama. On a 10+, choose one. On a 7-9, choose one but also take a point of harm as you leave yourself open to attack. On a miss, you’re stuck where you are; the Director may make an immediate move against you.

  1. Escape danger scot free, leaving your companions behind.
  2. Rely on your buddies for covering fire, safely moving toward danger.
  3. Advance a romantic interest (help him escape, send him off on his own with a kiss, etc)
  4. Gain an extra tick of star power as you deliver a line
  5. An awesome shot after you’ve reloaded makes something explode.

Gun Ballet - All ranged weapons you use, no matter the type, count as having the -area special ability.

Instincts of the Predator - Roll +Agility instead of +Swagger to read a situation.

This Is My Gun - Any time a ranged weapon is in your hand, combat or not, you receive a +1 to all Stunt moves.

Other Moves

Movie Name: Character Name:
Lead:
Harm:

Camaraderie:
Special Relationships

Script Move

Gear

Holds

Improvements
Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+1 Agility (max +3) +1 Drama (max +3) +1 Muscles (max +3) +1 Magnetism (max +3) +1 Swagger (max +3)
Take another Gunfighter move Take another Gunfighter move

Once you have ALL your moves from your Actor Playbook, you may buy moves from other Actor Playbooks

History and Notes

The Pugilist

Stats - (Primary Stat is bold)  
Agility:   Drama:   Muscles:   Magnetism:   Swagger:  

Star Power:  

Star Power Ticks:  

Experience

 

Experience can be earned in the following ways:
  1. If a Supporting Character dies, he or she gains 2 XP.
  2. The use of a Camaraderie move can grant 1 XP to everyone.
  3. If Camaraderie is +3 at the end of the movie, everyone gains 1 XP.
  4. At the end of the session, everyone gains 1 XP.
  5. Most votes (MVP) gains 1 XP
  6. The Actor who gains the point of Star Power gains 1 XP
Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Moves
Pick 2:

“Go for the gut. He’s soft there.” - +1 to Agility (max +3).

Duck and Weave - You’re tough to get a bead on from range. When you take harm from a ranged attack, roll +Agility. On a 10+, you avoid the damage. On a 7-9, you’ve managed to duck the worst of it, but you still got winged. Choose one:

  1. You’ve ducked into a bad position and left yourself exposed, but take 1 less harm.
  2. You’re too far from your fellows for you to help each other, but take 1 less harm.

Sting Like a Bee - You may roll +Agility instead of +Muscles in melee.

Fists of Stone - Inflict +1 harm when striking with your bare hands.

Training Montage - By training hard or performing a kata, you can enhance your hand to hand combat capabilities greatly. Once per session, you may roll +Drama: On a 10+, hold 2. On a 7-9, hold 1. Spend one of your holds to:

  1. +1 on a Violence roll.
  2. +1 harm on a Violence hit.
  3. -1 harm inflicted upon you.
  4. Increase your Star Power by 1 immediately (limit once per movie).
On a miss, the Director chooses one:
  1. You’re late for something important.
  2. You neglect a relationship.
  3. Someone or something is taken from you while you were occupied.

Other Moves

Movie Name: Character Name:
Lead:
Harm:

Camaraderie:
Special Relationships

Script Move

Gear

Holds

Improvements
Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+1 Agility (max +3) +1 Drama (max +3) +1 Muscles (max +3) +1 Magnetism (max +3) +1 Swagger (max +3)
Take another Pugilist move Take another Pugilist move

Once you have ALL your moves from your Actor Playbook, you may buy moves from other Actor Playbooks

History and Notes

The Smartass

Stats - (Primary Stat is bold)  
Agility:   Drama:   Muscles:   Magnetism:   Swagger:  

Star Power:  

Star Power Ticks:  

Experience

 

Experience can be earned in the following ways:
  1. If a Supporting Character dies, he or she gains 2 XP.
  2. The use of a Camaraderie move can grant 1 XP to everyone.
  3. If Camaraderie is +3 at the end of the movie, everyone gains 1 XP.
  4. At the end of the session, everyone gains 1 XP.
  5. Most votes (MVP) gains 1 XP
  6. The Actor who gains the point of Star Power gains 1 XP
Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Moves
Pick 2:

“Yippie ki yay, motherfucker!” - +1 to Swagger (max +3).

Better Living Through Wisecracks - may roll +Swagger when performing a Stunt move.

Nothing Sexier Than a Sense of Humor - You may roll +Swagger instead of +Magnetism when performing a Getting What You Want move.

Sticks and Stones - You’ve mastered the art of taunting your enemies until they lose reason. When you taunt a bad guy, roll +Swagger: On a 10+, pick one. On a 7-9, as above but you’re engaged in outright combat with the tauntee. This is obviously not a drawback if this was your intent!

  1. Your enemy does something stupid.
  2. Your enemy charges at you.
  3. Your enemy tries to counter your wit by revealing his plans.

Smiling Through the Pain - You’re not the strongest, biggest, fastest, or meanest, but you are the coolest. Physical punishment only serves to make you look cooler. When you take harm, dig deep into that core of resolve and roll +Swagger. On a 10+, hold two. On a 7-9, hold one. Spend one of your holds to:

  1. Get an automatic 10+ on a Killer One-Liner move.
  2. Substitute Swagger for another stat for the duration of your next move.
  3. Add the points of harm you’ve taken so far to your next roll as a bonus.
  4. Inspire your fellows with your unflappable nature; +1 Camaraderie.

Other Moves

Movie Name: Character Name:
Lead:
Harm:

Camaraderie:
Special Relationships

Script Move

Gear

Holds

Improvements
Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+1 Agility (max +3) +1 Drama (max +3) +1 Muscles (max +3) +1 Magnetism (max +3) +1 Swagger (max +3)
Take another Smartass move Take another Smartass move

Once you have ALL your moves from your Actor Playbook, you may buy moves from other Actor Playbooks

History and Notes

The Smooth Operator

Stats - (Primary Stat is bold)  
Agility:   Drama:   Muscles:   Magnetism:   Swagger:  

Star Power:  

Star Power Ticks:  

Experience

 

Experience can be earned in the following ways:
  1. If a Supporting Character dies, he or she gains 2 XP.
  2. The use of a Camaraderie move can grant 1 XP to everyone.
  3. If Camaraderie is +3 at the end of the movie, everyone gains 1 XP.
  4. At the end of the session, everyone gains 1 XP.
  5. Most votes (MVP) gains 1 XP
  6. The Actor who gains the point of Star Power gains 1 XP
Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Moves
Choose 1 Operator move. In addition, all Operators have the following move:

You Only Live Twice - Your hair is never mussed, cuts you receive always avoid your good side, and your sex appeal is never reduced over the course of a movie. When you die, it’s never horrible or nasty, just quick and clean.

At the beginning of every new movie, you receive 3 Smooth Points. Use poker chips or coins to represent them. Every time you would take a point of harm, you may spend a Smooth Point to make it simply disappear. The action still happens: the bad guy shoots at you, you’re caught in the explosion, the airplane crashes. You simply get off scot free with nary a scratch on you. This can protect you from death, even if you’re in a Supporting Role.

In addition, you look so damned cool doing it that you actually use the awe you create to your advantage. When you would take harm and use a Smooth Point, take the amount of harm which disappeared forward to your next move (ie, if you spend a Smooth Point to mitigate 2 harm, take +2 forward).

“Just a drink, a martini, shaken not stirred.” - +1 to Magnetism (max +3).

Make It Look Good - You can use +Magnetism when making a Stunt move.

Motion of the Ocean -Receive a +1 to rolls when you make Love Scene or Getting What You Want moves.

The Spy Who Loved Me - During the course of the movie, you may designate one NPC you meet as a primary romantic interest for the Operator. This NPC becomes essential to your character’s plot. The Director should alter the movie’s plotline to reflect this newfound importance. In addition, you receive +2 for all Love Scenes with your romantic interest.
When you designate your love interest, roll +Drama:

  1. On a 10+, your romantic interest will survive when the credits roll,though your own safety is not guaranteed. He or she has plot immunity,much like the Lead Role. Gain +1 XP at the end of the movie, shouldyou both survive.
  2. On a 7-9, hold one. Spend the hold one for one at any point to have your romantic interest:
    1. Take a hit for you when you suffer +harm; this kills the romantic interest.
    2. Be taken by the Villain instead of you when you might be captured or separated from your friends.
    3. Sacrifice him/herself in order to prevent your death; this also fatal for the romantic interest.
  3. On a miss, the NPC becomes a secondary villain with a fixation on you. The Director may make an immediate move against you, with the new villain central to the proceedings.

Other Moves

Movie Name: Character Name:
Lead:
Harm:

Camaraderie:
Special Relationships

Script Move

Gear

Holds

Improvements
Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+1 Agility (max +3) +1 Drama (max +3) +1 Muscles (max +3) +1 Magnetism (max +3) +1 Swagger (max +3)
Take another Smooth Operator move Take another Smooth Operator move

Once you have ALL your moves from your Actor Playbook, you may buy moves from other Actor Playbooks

History and Notes

The Thespian

Stats - (Primary Stat is bold)  
Agility:   Drama:   Muscles:   Magnetism:   Swagger:  

Star Power:  

Star Power Ticks:  

Experience

 

Experience can be earned in the following ways:
  1. If a Supporting Character dies, he or she gains 2 XP.
  2. The use of a Camaraderie move can grant 1 XP to everyone.
  3. If Camaraderie is +3 at the end of the movie, everyone gains 1 XP.
  4. At the end of the session, everyone gains 1 XP.
  5. Most votes (MVP) gains 1 XP
  6. The Actor who gains the point of Star Power gains 1 XP
Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Moves
Pick 2:

“I dunno, she’s got gaps, I got gaps, together we fill gaps.” - Add +1 to Drama (max +3).

The Delivery - When making a Killer One-Liner move, roll +Drama instead of +Swagger.

Soliloquy - When you deliver a solo speech about what’s going on in the current movie, trying to piece together the events unfolding around you, roll +Drama.

  1. On a 10+, you gain insight into the emotional or physical nature of the conflict underpinning the plot. Name one thing that will happen related to the plot, no matter how big or small. The Director will make it come true, at no cost to you (though it may involve cost to others).
  2. On a 7-9, as above but the events come true at great cost to yourself.
  3. On a miss, your ramblings are the product of self-delusion about your abilities and/or powers of insight. Take -1 forward and the Director can make a move against you.

Open Book - You receive a +1 to all Emote moves.

The Wrap-Up - YWhen a movie ends, you can deliver one final speech before the credits roll. Roll +Drama:

  1. On a 10+, you clarify what just happened for your companions (if any survive). Everyone gains +1 XP.
  2. On a 7-9, it’s a good speech and helpful for wrapping things up, but only you gain +1 XP.
  3. On a miss, you’re way off in either tone or substance. It’s neither helpful nor clarifying. -1 XP for everyone.

Other Moves

Movie Name: Character Name:
Lead:
Harm:

Camaraderie:
Special Relationships

Script Move

Gear

Holds

Improvements
Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+1 Agility (max +3) +1 Drama (max +3) +1 Muscles (max +3) +1 Magnetism (max +3) +1 Swagger (max +3)
Take another Thespian move Take another Thespian move

Once you have ALL your moves from your Actor Playbook, you may buy moves from other Actor Playbooks

History and Notes

The Yeller

Stats - (Primary Stat is bold)  
Agility:   Drama:   Muscles:   Magnetism:   Swagger:  

Star Power:  

Star Power Ticks:  

Experience

 

Experience can be earned in the following ways:
  1. If a Supporting Character dies, he or she gains 2 XP.
  2. The use of a Camaraderie move can grant 1 XP to everyone.
  3. If Camaraderie is +3 at the end of the movie, everyone gains 1 XP.
  4. At the end of the session, everyone gains 1 XP.
  5. Most votes (MVP) gains 1 XP
  6. The Actor who gains the point of Star Power gains 1 XP
Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Moves
Pick 2:

“JAKODA!” - Add +1 to Muscles (max +3).

Just Yell - Let the power of your lungs carry you through the scene! You may roll +Muscles instead of +Drama whenever you make an Emote move.

Especially Yell When You Do Something Crazy - Yelling while performing a stunt is awesome. Yell during a Stunt move to add +1 to the roll.

Sheer Terror - You can terrify people by yelling at them incoherently. If you choose to do this, roll +Muscles: On a 10+, pick two. On a 7-9, pick one but the noise alerts an enemy or group of enemies to your presence. They’ll be here any second, no matter where you are. On a miss, you strain your lungs, nothing happens, and the enemy takes advantage of your openness. The Director may make a move against you.

  1. A single person of your choice flees immediately.
  2. A group makes a fighting retreat, hastily but organized.
  3. Someone falls down.
  4. Someone’s grip on an item is lost.
  5. A friend is alerted to your presence.

Move, Move, Move! - Nothing gets people moving quickly like screaming at them to hurry up. This is a proven fact. When you yell at people to “MOVE MOVE MOVE”, roll +Drama. On a 10+, all of your allies (including you) either move at double time or take a +1 to an immediate Stunt. On a 7-9, as above but something or someone important (including yourself ) is left behind. On a 6 or less, you’re being annoying. The other PCs decide how they react. NPCs actively ignore you. -1 Camaraderie.

Other Moves

Movie Name: Character Name:
Lead:
Harm:

Camaraderie:
Special Relationships

Script Move

Gear

Holds

Improvements
Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+1 Agility (max +3) +1 Drama (max +3) +1 Muscles (max +3) +1 Magnetism (max +3) +1 Swagger (max +3)
Take another Yeller move Take another Yeller move

Once you have ALL your moves from your Actor Playbook, you may buy moves from other Actor Playbooks

History and Notes

The Child Star

Stats - (Choose a Primary Stat)  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Star Power:  

Star Power Ticks:  

Experience

 

Experience can be earned in the following ways:
  1. If a Supporting Character dies, he or she gains 2 XP.
  2. The use of a Camaraderie move can grant 1 XP to everyone.
  3. If Camaraderie is +3 at the end of the movie, everyone gains 1 XP.
  4. At the end of the session, everyone gains 1 XP.
  5. Most votes (MVP) gains 1 XP
  6. The Actor who gains the point of Star Power gains 1 XP
Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Moves

You’re Not a Kid Forever - ALL Child Stars have this move. After the completion of four movies, you MUST transition to an adult ActorPlaybook. Choose one Child Star move to carry over to your new role. Pick stats and moves as normal. Other Child Star moves you have are not carried over; instead, increase a Stat of your choice (max +3) for every move not carried over on a 1:1 basis. You also carry over any XP and Star Power you’ve earned.

Pick 2:

Child Prodigy - Add +1 to any single Stat (max +3).

Innocent - When you take harm, you can inflict it on any other single character instead, dictating that someone is in the line of fire for you. If this would kill a supporting character, he or she gains XP as normal, and you gain 1 XP as well.

Stories of Disneyland - If you die and your death is referenced in a Vengeance move, everyone (including you!) gains 1 XP. In addition, the group may make one extra Vengeance move this movie if you die.

Voice of a Generation - Whether through low expectations or genuine talent, critics love you. +1 Star Power at the end of each film.

Wriggly - You can get into tight spaces which no adult can. When you wriggle into someplace too tight (physically or socially) for an adult to follow, roll +Agility:

  1. On a 10+, you get where you want and are practically invisible, even if you’re in plain sight.
  2. On a 7-9, you get where you want and you’re unnoticed for now.
  3. On a miss, you’re found out and one of those big people is cranky.

Other Moves

Movie Name: Character Name:
Lead:
Harm:

Camaraderie:
Special Relationships

Script Move

Gear

Holds

Improvements
Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+1 Agility (max +3) +1 Drama (max +3) +1 Muscles (max +3) +1 Magnetism (max +3) +1 Swagger (max +3)
Take another Child Star move Take another Child Star move

Once you have ALL your moves from your Actor Playbook, you may buy moves from other Actor Playbooks

History and Notes

The Old Codger

Stats - (Primary Stat is bold)  
Agility:   Drama:   Muscles:   Magnetism:   Swagger:  

Star Power:  

Star Power Ticks:  

Experience

 

Experience can be earned in the following ways:
  1. If a Supporting Character dies, he or she gains 2 XP.
  2. The use of a Camaraderie move can grant 1 XP to everyone.
  3. If Camaraderie is +3 at the end of the movie, everyone gains 1 XP.
  4. At the end of the session, everyone gains 1 XP.
  5. Most votes (MVP) gains 1 XP
  6. The Actor who gains the point of Star Power gains 1 XP
Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Moves
Pick 2:

Unbelievable Fighter - When you fail a Violence or Stunt move, spend 1 Star Power to roll a 10 instead. The move works in the movie, but looks super cheesy.

Old Age and Treachery Beat Youth and Enthusiasm - When you make a move against someone less than half your age, take +2.

Kicked Upstairs - You are now a trainer, leader, or mentor. Whenever you need some grunt work done, roll +Magnetism:

  1. On a 10+, A squad of loyal youngsters shows up to get it done.
  2. On a 7-9, In order to get the help, you’ll have to go find them. Skip the next scene, or forgo the assistance.
  3. On a miss, a rival group has scattered your crew. You can’t use this move again until you’ve rounded them back up.

Fatherly Advice - When you sit down with another PC and dispense some serious advice, roll +Drama:

  1. On a 10+, The PC holds 1, and may trade it for +2 on any move following that advice.
  2. On a 7-9, The PC holds 1, and may trade it for +1 on any move directly contradicting your advice.

Get off my Lawn! - Roll +Swagger to disperse a crowd.

  1. On a 10+, They flee, and they fear you in the future
  2. On a 7-9, They flee, but come back to get you later.
  3. On a miss, They bum rush you.

Other Moves

Movie Name: Character Name:
Lead:
Harm:

Camaraderie:
Special Relationships

Script Move

Gear

Holds

Improvements
Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+1 Agility (max +3) +1 Drama (max +3) +1 Muscles (max +3) +1 Magnetism (max +3) +1 Swagger (max +3)
Take another Child Star move Take another Child Star move

Once you have ALL your moves from your Actor Playbook, you may buy moves from other Actor Playbooks

History and Notes

Playbook Name:
Stats  
Charm:   Cool:   Sharp:   Tough:   Weird:  

Star Power:  

Star Power Ticks:  

Experience

 

Experience can be earned in the following ways:
  1. If a Supporting Character dies, he or she gains 2 XP.
  2. The use of a Camaraderie move can grant 1 XP to everyone.
  3. If Camaraderie is +3 at the end of the movie, everyone gains 1 XP.
  4. At the end of the session, everyone gains 1 XP.
  5. Most votes (MVP) gains 1 XP
  6. The Actor who gains the point of Star Power gains 1 XP
Once you have filled all 5 boxes, uncheck them and choose an Improvement option

Playbook Moves
Name: Description:
Movie Name: Character Name:
Lead:
Harm:

Camaraderie:
Special Relationships

Script Move

Gear

Holds

Improvements
Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+1 Agility (max +3) +1 Drama (max +3) +1 Muscles (max +3) +1 Magnetism (max +3) +1 Swagger (max +3)
Take another Custom Playbook move Take another Custom Playbook move

Once you have ALL your moves from your Actor Playbook, you may buy moves from other Actor Playbooks

History and Notes




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