Cruise Ship of The Damned

Download as pdf or txt
Download as pdf or txt
You are on page 1of 53

0

E
D
O
IS
P
E
L
IA
C
E
SP

Wi t
hSeven I
ntroduct
oryGameAdventure
Pre-
GenCharact ers For3orMoreAdult
s
Included! Ages10andUp
To be played at maximum volume
Presents

Second Edition
By David Kizzia and Bob Richardson

Copyright © 2018 MonkeyFun Studios.


Permission granted to copy and distribute this document for non-commercial use only.
Introduction Let’s Get It On
Come aboard. How to Play Spirit of 77
We’re expecting you. The Rule of Fun
Romance! Action! Blood Curdling Horror! That’s what’s in store The single most important rule for Spirit of 77 (or any game for
for the group of passengers on the new SS Tangerine Cruise ship. that matter) is that it should be fun. Playing games shouldn’t be
a chore and it shouldn’t limit your options. If something in the
Welcome to Spirit of 77! rules as written is not fun for your group, then ignore it, change it,
Spirit of 77 is a role playing game about action and adventure in an switch them around, or make up something new - whatever makes
alternate 1970’s where rock gods from outer space came to Earth things fun.
to share with us the powers of Glam, Richard Nixon made a deal

To Do It, DO IT.
with aliens to stay in the White House, the streets are run by mul-
tinational crime syndicates and brave souls step forward to fight
the oppressive minions of The Man.
The other important thing to remember is that the Fiction comes
How to use this Booklet first, and that everyone in the game is responsible for it, not just
This booklet is broken up into several parts the gamemaster. If you want your character to do something, do
it. Don’t be afraid to define the scene yourself, add scenery, props
• Part 1 - How to Play outlines the basic rules for and even characters if they make sense for the fiction and let you
Spirit of 77 do what you want.
• Part 2 - Cruise Ship of the Damned is a basic adventure
for Spirit of 77 Example:
• Part 3 - Premade characters contains seven pre-generated Paulie is playing the Good Ol’ Boy, Beau Dupree and he’s on the
characters for running the adventure with. Each character run from some thugs in a pickup truck. He declares that Beau is
sheet includes a move reference on the back. taking advantage of a ramped driveway to get his car up on two
wheels and fit through a narrow alley so the pickup can’t follow.
• Reference Sheets, and a map of the SS Tangerine that you It had not been established that there was an alley or a ramp
can fill out as you play. in the area but Paulie wanted to do it, so he did it. YEEEE-
HAAAAAAA!

The Fiction and The Basic Rule


The Conversation
Roll the Bones
While reading these rules, you will often see references to “The
Fiction” - the fiction combines the story and any established details Often during a role-playing game, disputes will come up - what
that the group of players have created while playing the game. This happens next? who is successful? Where did they go? To resolve
includes the names and personalities of their characters involved these issues we have a simple rule - If it’s important, roll the bones
(both player and non-player), the locations explored and any ob- (or dice).
jects discovered during gameplay. When you are playing, you al-
ways need to put The Fiction first - if something doesn’t make The basic rule of Spirit of 77 is resolved like this:
sense for the fictional situation you’ve created then it doesn’t work Describe what you are doing and then roll two six-sided (d6) dice
no matter what the rules say. and add the results.
“The Conversation” is how the Fiction is created, the back and forth • If the result is 10 or higher (10+) it is considered a full
discussion between the players of the game as they add and build success - your character does exactly what you described.
upon each other’s statements to create a larger narrative. Some
• If the result is above 6 but lower than 10 (7-9) it is con-
games codify this process, making people take turns and dictating
sidered a partial success, you either partially succeed in
exactly what can be accomplished in a given amount of time, but
your task or you succeed with a cost.
Spirit of 77 doesn’t do that. Our conversation is much more free-
form - players can talk out of turn, interrupt, add to or correct each • If the result is a 6 or lower (6-) it is considered a failure,
other’s statements. Only when there’s a conflict or uncertainty, the you fail at the task and the DJ can make a move against
rules kick in and dice get rolled. you.
That’s it. You can play Spirit of 77 just fine using only this rule,
everything else in this book expands on this rule to give you more
options and cover specific situations, but if you want to play super
fast and loose, just use this rule and you’ll do fine.
When You Should Roll the Bones Failure - Rolling 6 or lower means your efforts failed. The conse-
quences of that failure will be determined by the DJ, usually in the
You should only roll the dice when it’s important. When is some- form of the DJ making their own move.
thing important?
• You miss the target completely and the shot hits something
When it’s difficult. The player characters in Spirit of 77 are heroes, unintended.
highly competent at what they do. They’re not going to arbitrarily
• You miss the point and seriously hurt yourself.
fail to accomplish simple tasks. Do not roll the dice for something
that anyone can reasonably do, given enough time and resources. • You are disqualified from the race and your car is confiscated.
Example: • You fail to leap the chasm and are now injured at the bottom.
Unlocking your front door would not require a roll.
Cracking a safe before Nazi-Zombie-Dinosaurs knock down the
building would require a roll.
When there are consequences for failure. Consequences are what When You Fail - The Cruel Tutelage
make an action exciting. If failing will not result in something of Experience
bad happening, then it doesn’t matter if the character fails or not.
They’ll just try again until they get it right. Do not roll the dice if Yep. Occasionally, you’re gonna roll badly. Despite your best efforts,
the character can just attempt the task again without consequences. in-game advantages and lucky rabbit’s feet, rolling a 6 or lower
will mean that not only you failed in your action, the DJ is about
Example: to make life more complicated through their own shenanigans. At
Climbing a rope up a 6 foot wall does not require a roll. Tight- these moments, it’s easy to assume your dice hate you.
rope-walking from a 10th story rooftop does. They don’t. But love can take strange forms.
When there is conflict between characters. When two characters The upside to a bad situation is that by failing a dice roll, a player
want different outcomes to a situation, let the dice decide. gains XP (failure develops experience.) So despite being punched
Example: in the ear, crashing your car into a moving train while jumping a
ramp or falling over in your platform when making a grand en-
Beau and Brock are both trying to pick up the attendant at the trance into the discotheque, a failed dice roll earns 1XP to the play-
local car wash. They each make a roll to get her attention. er. Write down the XP, chalk it up to experience and then toughen
up, buttercup.
Dice Results Example:
Interpreting the dice results can be a bit daunting at first but it will Corrina Vanderbilt is trying to break into Hizzoner the mayor’s
quickly become second nature. penthouse apartment, hanging upside down to pick the window
Full success - Rolling a 10 or higher is always easy, you do exactly lock. Using her Hustle, Corrina rolls a 4. Although she has failed
what you set out to do. in picking the lock, Corrina gains 1 XP for her efforts… and
needs to find a way down from the window ledge.
• You hit the bullseye.
• You score the point.
• You win the race.
• You jump the chasm.

Partial success - Rolling 7-9 can be a bit trickier. The most com-
mon example is that you partially succeed at your task.
• You hit the target, but miss the bullseye.
• You score the point, but so does your opponent.
• You tie the race.
• You don’t make it across the chasm but end up safely on a
ledge below.
Another example is that you succeed but it has a cost. The cost can
be a lot of things, you or one of your friends could take some harm,
have to pay a bribe, fine or fee, you could lose a piece of gear or
run out of ammo. The DJ can assess any cost they feel appropriate.
• You hit the bullseye but it uses all your ammo
• You score the point but get injured in the process
• You win the race but wreck your car at the finish line
• You leap the chasm but drop some of your gear in the process
Often specific moves will also state what types of results are associ-
ated with partial success.
Attributes Might
Attributes are numbers used to describe your character, they are Might has two primary uses; Might can be used for physical activi-
used to determine what your character is good or bad at. There are ties like jumping, lifting or hitting things, or it can also be used to
five categories for Attributes - resist damage such as shrugging off a punch or powering through
a bullet wound.
• Might = [Strength] - Uh! Take it! You got the strength
to make it happen? You got the stones to outlast your op- Might is used to:
ponent? Then you got the Might! Alllllright! • Deliver a Beatdown
• Hustle = [Agility] Whether its bopping your way through • Take a Hit
a Rumble or showing your stuff on the dance floor, Hustle
makes it happen. • Get in Their Face
• Smooth = [Charisma] Wanna know if you’re easy on the Might is the most important attribute for the Tough Guy, but is
eyes? Or if you’re cooler than school? That’s how Smooth also important for the Bopper and anyone who wants to be able to
you are. dish out damage in hand to hand combat or take a beating.
• Brains = [Intelligence] Don’t be the fool, take them to You should roll +Might when you:
school! Show them how smart you are in knowledge, wis-
dom and street smarts by showing you’ve got the Brains. • Lift, push, pull or otherwise move something using your
own hands or tools.
• Soul = [Spirituality] You won’t get anywhere if you don’t
have the spirituality behind what you do to give meaning • Hit, smash, crush or otherwise damage an object or person
to how you do it. There’s peace, there’s love, and then there’s with your own hands or tools.
Soul. • Resist the effects of physical harm, the environment or ele-
Stats are ranked from -1 to +4 ments.
• Commit feats of strength or endurance, such as holding
• -1 Below average - You are at a severe disadvantage in this
your breath, consuming vast quantities of food and drink
area.
or enduring intense pain.
• 0 Completely average - You’re not exceptional but you’re
not deficient either. Examples of Using Might
• +1 Talented - You’ve got some practice in this category.
Beau has wrecked his car while racing the Midnight Grits Run
• +2 Pro - You’ve got a lot of experience in this area, you and is trapped inside the wreckage. El Fantasmo arrives to rescue
could make a living doing something associated. his friend. El Fantasmo grabs hold of the twisted metal that has
• +3 Exceptional - You excel in this category, you could be Beau pinned down and rolls+Might. He rolls a 7 and adds 3 to
the top of a profession associated with this attribute, other give him a 10. El Fantasmo easily pulls the metal away from
people may come to you for advice regarding your area of Beau so he can crawl out.
expertise. Mackie has to get out of the burning warehouse before the chemi-
• +4 Superhuman - These levels are not attainable by mere cal tanks explode. His exit it blocked by a locked door. Mackie
mortals under normal circumstances, only assistance from throws himself against the door in an attempt to knock it down.
others will let you achieve this kind of rank and then only He rolls +Might to break down the door. He rolls a 7 and adds
temporarily. 2 to give him a 9. Mackie breaks down the door but manages to
Examples: dislocate his shoulder in the process taking 2-harm.

Everyone knows that El Fantasmo is the toughest guy in town, Corrina Vanderbilt has been tied to a concrete block and thrown
he’s not especially fast or bright but as a luchador he’s pretty char- into the river. Her only hope is that she can break the cord before
ismatic and creative. His stats come out to; Might +3, Hustle 0, she drowns. She rolls +Might and gets a 6. She doesn’t break the
Smooth +1, Brains +0 and Soul +1 cord, hope her friends arrive soon.

Riley Russell might be the smartest guy in the room and quick on
his feet but he’s just a little guy and he’s awkward around anyone
he doesn’t know. His stats are; Might -1, Hustle +2, Smooth -1,
Brains +3, Soul +1
Corrina Vanderbilt is a grifter and part time cat burglar, she’s
charming, very agile and extremely flexible. Her stats are; Might
0, Hustle +2, Smooth +2, Brains +1, Soul 0.
Hustle Smooth
Hustle is used for moving quickly and accurately, shooting guns, Smooth is used for seducing people, manipulating, impressing, in-
throwing knives, sleight of hand, and avoiding danger. It can also timidating or otherwise getting people to do what you want.
be used by Kung-Fu characters in place of Might Traits.
Smooth is used to:
Hustle is used to: • Getting What You Want
• Smoke His Ass Smooth is the most important attribute for the Honeypot, but is
• Get Outta the Way also useful to the Rocker or anyone else who wants to be good at
Hustle is the most important attribute for the Good Old Boy and social interactions.
Vigilante roles, but it is also useful for anyone who wants to be You should roll +Smooth when you:
good at shooting, driving or getting out of the way of danger.
• Try to tell a convincing lie, or bluff someone.
You should roll +Hustle when you: • Seduce someone.
• Run, swim, leap or otherwise move quickly to get from one • Haggle over the price of goods and services.
place to another.
• Intimidate or threaten someone.
• Dodge, tumble, slide or otherwise attempt to avoid danger
by moving quickly. Examples of Using Smooth
• Throw, shoot, catch or deflect projectiles.
Corrina Vanderbilt needs to keep Roman the Bouncer at the Zero
• Sneak, hide or try to remain unseen. Cafe distracted long enough for Beau and Riley Russell to get into
• Operate normal mechanical devices(including vehicles) the back room. She rolls +Smooth to chat up Roman long enough.
quickly and/or accurately. She rolls a 7 and adds 3 giving her a 10. She easily keeps Roman’s
• Utilize kung-fu techniques. attention while Beau and Riley stroll right past him.
El Fantasmo needs to get to the waterfront before the Malachi
Examples of Using Hustle thugs throw Corrina in the river, but he’s mobbed by a group of
rabid Luchador fans. He bellows at the fans to get out of his way.
Black Cherry Stone is chasing a couple of cat burglars across the He rolls +Smooth in order to scare the fans away. He rolls a 7 and
roof of a brownstone they just pilfered. The burglars zipline from adds 1 giving him 8. He manages to get through the crowd but it
one rooftop to the other and then cut the rope in an attempt to lose takes longer than he wanted, he might not get to the waterfront
her. Black Cherry rolls +Hustle to leap across the gap. She rolls 8 in time.
and adds 2 giving her a 10. She easily makes it across the gap to
the surprise of the cat burglars. After being captured by the Shadow Boys, Riley Russell needs to
convince them that he doesn’t know where his friends took the
Mackie has been challenged to a game of HORSE to win the help truckload of bootleg Starveya memorabilia. Riley rolls +Smooth
of the Highhaven High-Tops, a rival Bopper Gang obsessed with getting a 6. The Shadow Boys are not convinced and decide that
basketball. Mackie rolls +Hustle to make the necessary shots. He they’re going to beat the information out of Riley.
rolls a 7 and adds 2 giving him a 9. He doesn’t win the game but
he comes close enough to impress the High-Tops and they offer to
help in exchange for a sizeable donation to the “court maintenance
fund”.
El Fantasmo is trying to use a magnetic crane to drop a wrecked
car so that it will trap Agent Perry and his FBI backup in the
junkyard and allow Beau to escape. El Fantasmo rolls +Hustle to
see how accurate his drop is. He rolls a 6, he drops the wreck too
early and traps Beau in the junkyard with the FBI agents.
Brains Soul
Brains are used when figuring out problems, calculating odds, or Soul is used when acting creatively, performing songs, spiritual
analyzing clues. Brains are also used for searching for things and pursuits, and working with Glam. It’s also utilized when maintain-
utilizing knowledge. ing calm or a sense of peace.
Brains is used to: Soul is used to:
• Scope Out The Scene • Free Your Mind
• Give Someone the Third Degree Soul is most important to the Rocker Role, but is also useful to
Brains are the most important attribute for the Sleuth, but is also anyone who wants to be creative or self aware.
useful for any character that wants to be knowledgeable or aware You should roll +Soul when you:
of their surroundings.
• Try to entertain someone by singing, dancing or acting.
You should roll +Brains when you: • Create a creative work, such as an original song, painting,
• Operate complex devices such as computers, sensors and sculpture or work of fiction
radios. • Engage in spiritual pursuits, such as meditation, introspec-
• Search or examine something. tion and communion with nature.
• Repair, build or dismantle something. • Rely completely on Luck to accomplish a task.
• Perform first aid or other medical treatments.
Examples of using Soul
• Work with X-Tech devices.
Johnny Valentine needs to impress Ahmed, the owner of Rajah’s
Examples of using Brains Ballroom, so he whips out his six string and starts laying down
some blues. He rolls+Soul and gets a 7, adding 3 gives him a 10.
Riley Russell is staring into the business end of a tactical nuclear Ahmed is blown away by Johnny’s performance and immediately
device wired to detonate. He analyzes the mechanism to deter- books him for three shows.
mine how to defuse the bomb and save the city. He rolls+Brains
to figure out how to disable to device and gets a 7. Adding 3, his Terrance “Two Legs” Gryphon has been dosed with an experi-
result is a 10. He reaches into the guts of the machine, clips the red mental psychedelic drug in an attempt to get him to tell that bas-
wire and the countdown clock stops with seconds to spare. tard Francis Clayton (the dirtiest cop in town) who has the stolen
Egyptian headdress. Two Legs rolls+Soul to remain calm and in
Black Cherry Stone is on the hilltop watching for the approaching control of his actions. He gets a 7, adds 2 for a result of 9. He
convoy she intends to ambush. She rolls+Brains to spot the convoy manages to keep his mouth shut about the headdress but spills the
before it’s in position. She rolls the dice and gets a 7, adding 1 beans about Black Cherry Stone’s plans to ambush a truckload of
to her result is a 8. She sees the approaching truck but misses the bootleg Starveya merchandise.
SWAT sniper in the nearby farmhouse, she takes 3-harm from
his first shot. Beau has been tasked with creating a counterfeit modern art
masterpiece to switch out for the real one stolen by the Corsairs.
The Poindexters gang have challenged Mackie with a few alge- He rolls+Soul getting a 6. His finger painting techniques won’t
bra questions to earn their help against the Corsairs. Mackie rolls even fool a bunch of drunken pirates like the Corsairs.
+Brains, and the dice come up as 6. Not only has Mackie failed
but his answers have offended the Poindexters and slide rules
have started to be drawn.
How Attributes Affect Rolls Rolling with Something Extra
Some moves will give you an advantage in specific circumstances.
When you make a Move, the Move description will list which
These bonuses can be temporary or permanent. This is called Roll-
Attribute to apply to the roll. For instance, a Move might say
ing with Something Extra. When a move says to “roll with Some-
Roll+Might, or Roll+Soul. When you make a Move, roll the bones
thing Extra,” roll three dice instead of the normal two and drop the
and add whatever modifiers apply to the roll. Normally attributes
lowest die. Multiple effects that let you roll with Something Extra
can not go above +3, but preparation or help from allies can boost
do not stack. You can only roll a single additional die.
your roll higher. No matter what, the highest bonus you can have
for a roll is +5.
Rolling with Something Less
Sometimes a move will tell you to add additional modifiers to the
roll, such as Roll+Hustle and add your car’s Power, or Roll+Might There are some situations (such as when you are severely wounded)
and subtract your opponents Armor. Some moves may also allow that require you to roll with Something Less. In that case, you roll
you to roll alternate attribute for a move, when this is specified you three dice and discard the highest. If a situation calls for you to roll
can always opt to roll the normal attribute. with Something Extra AND with Something Less, then they can-
cel each other out and you roll normally (even if you have multiple
Example: effects for Extra or Less).
Black Cherry Stone is trying to hotwire a car without attracting Example:
any attention. She needs to roll+Hustle to do it correctly. Cherry
rolls a 6 on two dice and then adds 2 getting a result of 8. This By flicking a burning cigarette into the face of a Malachi thug,
means it’s a partial success - she has the car but she was spotted Buster Kincade has successfully used his special move called
doing it (which may cause trouble later down the road in the form “Wouldja Look at That”. When he rolls +Might for his follow up
of Heat.) move to punch the guy in the breadbasket, he rolls three dice get-
ting a 6, a 4 and a 2. He discards the 2 and keeps the 6 and 4,
El Fantasmo is in a bar fight with some Illinois Nazis, he decides giving him a total of 10 - a full success.
he’s going to do a flying haymaker off the bar to knock out the
Nazi lieutenant. He rolls an 8 on two dice and adds 3 getting a While infiltrating the cemetery, vigilante Black Cherry Stone
result of 11. That Nazi is going to be out for the count. uses the butt of her pistol to knock out one of the Banshee gang
members guarding the entrance to the crypt. Since she’s using a
Big Jon Pendleton and Black Cherry Stone are barreling down gun to solve a problem, she rolls with Something Extra. Later
Empire Avenue with the entire city police department hot on when she attempts to shoot the chain that holds open the mauso-
their tail. Big Jon needs to lose the cops by cutting through some leum door, she again rolls with Something Extra.
side streets. Cherry decides to help him by shooting the tires out of
the nearest cop car. Cherry succeeds at her roll so when Jon makes Hold
his hustle roll to evade the cops he adds 1 to the roll.
Moves will sometimes refer to Hold. Hold is way of distributing
Wait, What’s a Move? the effects of a Move, you “hold” onto the effect until you’re ready
to use it. If a Move says to “gain a number of Hold” keep track of
how many points you have for that Move, then spend those points
Moves are specific rules for common (and sometimes uncommon)
as the situation warrants to gain the effects described in the Move.
actions you may want to take - like hitting people, convincing
people to do what you want or searching an area for clues. Moves • Hold from one Move can not be used to gain the effects of
can also be rules for special abilities or stunts that are unique to a a different Move.
specific set of characteristics for a particular character. • Unless otherwise stated, all Hold is lost at the end of the
Moves are broken down into two categories: Scene.
Example:
Basic Moves - Everyone has access to Basic Moves and can at-
tempt them at any time, and cover most actions a player may want When Lt. Columbo is interrogating suspects on television, he’s
to take. Giving Them The Third Degree (a Basic Move in Spirit of 77
terms.) As he asks questions, he is spending “hold” with each ques-
Character Moves - Special Moves are available when a player se-
tion. Invariably, Columbo will wait until the last possible mo-
lects a specific Role or Story for their character, or have been added
ment to ask the most damaging question (usually when he’s about
as part of character advancement. These Moves may be general
to leave.) Basically, Columbo is waiting until the very end of the
modifiers or special abilities available in certain situations.
Scene before using his final “hold”.
Basic Moves Keep Your Cool (ALL)
Every character has access to Basic Moves and can attempt them When you act despite an imminent threat or work under pressure,
at any time, and cover most actions a player may want to take. say how you deal with it and roll. If you do it…
…by powering through, use +Might.
Deliver a Beatdown (MIGHT)
…by getting out of the way or acting fast, use +Hustle.
When you swing at somebody with the intent of killing, knock-
ing out or disabling them, roll +Might. …with quick thinking, use +Brains.

On a 10+ you deal your damage to the enemy AND choose one …through mental fortitude or serenity, use +Soul.
of the options below: …using charm and social grace, use +Smooth.
On a 7–9, you deal your damage to the target OR choose one of On a 10+, you do what you set out to, the threat doesn’t come to
the options below: bear.
• You avoid any counter-attack.
On a 7–9, you stumble, hesitate, or flinch: the DJ will offer you a
• Deal great harm (+1 harm). worse outcome, hard bargain, or ugly choice.
• Deal 1 stun harm.
• Disarm your target. Get In Their Face (MIGHT)
• Blind, hold or otherwise disable your target (they deal -1 When you attempt to get someone to act through violence or
harm). threat of violence, roll +Might.
• Give or take something your target is holding or wearing.
On a 10+ you choose two and then the DJ chooses one:
• Push, pull or otherwise move your target where you want
them. On a 7-9, you choose one and then the DJ chooses one:
On a 6 or less you deal no damage and your opponent can • They don’t force you to carry out your threat.
counter-attack and/or the DJ can make a move of his choice.
• They give you what you want (or what they think you
Note: When attacking an unaware or helpless foe, a roll is not necessary want).
(although one might be needed to sneak up on that foe). The target is
automatically disabled, unconscious or dealt damage depending on the • They don’t try to deceive you.
declared intent of the attacker. • You deal them 1-harm.
Smoke His Ass (HUSTLE) • They flee or otherwise get out of the way.
• They offer you an alternative.
When you take aim and shoot at an enemy at range, roll+Hustle.
• You avoid any repercussions.
On a 10+, you have a clear shot—deal your damage.
On a 7–9, choose one (whichever you choose you deal your dam-
Getting What You Want (SMOOTH)
age): When you have leverage and try to seduce or manipulate some-
one, tell them what you want and roll +Smooth.
• You have to move to get the shot exposing someone (often
yourself ) to danger. On a 10+, they do what you want and pick two:
• You have to take what you can get: deal 1 harm damage. On a 7-9, they do what you want and pick one:
Take a Hit or Get Outta the Way • They act immediately.
(MIGHT or HUSTLE) • They do not demand immediate payment.
Sometimes someone just wants to punch you in the face. It • They perform especially well.
happens. Or they want to throw a brick at your head. Or drive • They are happy with the bargain.
their Chevy Impala through your sternum. There are two ways
of handling that urge in other people - either by Taking the Hit, Give Someone the Third Degree
or Getting Out of the Way. Taking the Hit means you shrug off (BRAINS)
the damage from a wound, requiring you to roll +Might. Or you
might want to Get Out of the Way by trying to dodge a source of When you analyze a person’s responses while interacting with
danger, which instead requires you to roll +Hustle. them roll+Brains. On a 10+ Hold 3, on a 7-9 hold 1. While you
are interacting with them, spend one hold to ask the player or DJ
Either way, on a 10+ you will avoid the harm completely. one question.
On a 7-9 you take half the harm (minimum 1) or you take no • Is your character telling the truth?
harm but the DJ can pick one:
• What does your character intend to do?
• You’re knocked down.
• What does your character want me to do?
• You drop what you’re holding or have to pick up some-
thing else. • How could I get your character to do _____ ?
• Somebody else takes the hit. Some moves may allow you to ask additional or different ques-
On a 6 or lower, you suffer the full effects of the danger. Hope tions.
you’ve got some armor.
Free Your Mind (SOUL) Character Moves
When you relax through indulging in a forbidden vice and open
up your mind to contemplate the current situation, ask the DJ a Character Moves are moves that can be added to a character when
question and roll+Soul. a player either selects a specific Role or Story for their character,
or add that Move as part of their character’s advancement. These
On a 10+, the DJ will give you a truthful and mostly clear answer. Moves may be general modifiers or special abilities available in
certain situations that come up during role-play.
On a 7-9, the DJ will give you a truthful but incomplete and/or
vague answer.
Custom Moves
Scope out a Scene (BRAINS)
Custom Moves are moves that are tied to an environment, non-
After investigating the current Scene, roll +Brains. player character, item or other situation that may come up dur-
On a 10+, ask 3 questions to the DJ. ing play. Custom Moves can be very specific in conjunction with
a single person place or thing, or they can be very general and
On a 7-9, ask 1. applied to common situations. The DJ should inform you of any
When investigating the current Scene: Custom Moves when they are available (See Custom Moves in the
DJ Chapter).
• What’s the fastest Escape Route out of here?
Example:
• Is there anything hidden here?
Beau Dupree is in a high speed swamp boat chase, the DJ in-
• Who’s in charge around here?
forms him that he can use the Chase and Race custom moves.
• Who’s the toughest person in the room? Beau immediately jumps a ramp that’s improbably lying about in
• Who’s the most vulnerable person in the room? the swamp backwater in order to gain the Lead.
• Who knows more than they’re letting on?
Time and Timekeeping
Help a Brother (or Sister) Out There are no rounds, turns or sequences in Spirit of 77 - time
like everything else is a slave to the story. A slow motion gunfight
(HOOKS) might take many minutes to resolve, while a long drawn out train-
ing montage may just take a few seconds. Instead of specific time
When you directly assist someone you have Hooks with, measurements, Spirit of 77 uses a more abstract system:
Roll+Hooks (number of hooks you have with that character).
Scene - A scene is the amount of time spent in a single location - a
On a 10+ they take +1 forward. bar, a street corner, the police warehouse, a secret moonbase, etc.
On a 7-9 you also expose yourself to danger or have to pay a cost. Moves that say they last until the end of the scene end when the
characters move on.
If you are using the premade characters for Cruise Ship of the
Damned, they do not have hooks, instead always roll at +1, all the Session - A session is a single real world game session, usually
characters share a single hook “We need to help each other through consisting of several Scenes. When the session ends, Buzz and
this crisis.” Hooks are resolved and XP is awarded.
Adventure- An Adventure is a single ongoing story which will of-
ten consist of several sessions. At the end of an Adventure with the
DJ’s approval, players can choose to change to a different character.
Campaign - A group of linked Adventures that include the same
characters is called a Series.
Saturday’s Alright for Hand - Hand to hand range, you could easily speak softly and still
be understood.
Fighting - Combat Close - Outside of arms reach but not much farther, you could
speak normally and easily be heard.
Combat in ‘77 tends to be quick and brutal. Unlike most RPG’s, Far - Within sight but too far to interact with. You could still hold
Spirit of 77 does not have an initiative system or other mechani- a conversation if you both shouted.
cal method of determining the order of actions during a rumble.
Instead the fiction defines who acts first - ambushes, throwdowns Extreme - Can only be seen with binoculars, nothing short of a
and sneak attacks are the typical order of the day, and the charac- gunshot could be heard by the target.
ters who are initiating combat are the ones who will act first. Once
Example:
combat has been engaged, the action alternates between PC’s and
NPC’s. The exact order of action within each group is determined Black Cherry Stone is chasing down a diseased orangutan and she
by the players and the DJ. needs to take it out before it can infect anyone. She sees it across
the alley, her pistols have a range of Close so she’s well within
When a PC attacks range and takes her shot.

When a PC attacks another character they make an appropriate El Fantasmo has been confronted by a Kung Fu Nun from Saint
move, usually Deliver a Beatdown or Smoke Their Ass. The results Bernadine’s private academy. She’s wielding two nunchucks (2-
of the Move determine the effects on their target. harm, Hand) and he’s unarmed (0-harm, Hand/Intimate). De-
spite his distaste for striking a lady, El Fantasmo charges at her,
When an NPC attacks closing the range to Intimate where the nunchucks are useless but
his superior luchador grappling moves are still muy bueno.
When an NPC attacks, no roll is made - instead, the DJ declares
the attack against the target, if the target is a PC, they can then Fighting Unarmed and Using Impro-
make a move such as Take a Hit or Get Outta the Way to avoid vised Weapons
the attack.
Fighting unarmed (as in with just your bare fists) counts as fight-
Dealing Damage ing with a weapon that is 0-harm and has a range of Hand/Inti-
mate. To deal damage unarmed, you either need to roll a success
The damage potential of a weapon is measured in Harm levels, the and choose to “deal great harm” as your success or you need to have
more damage a weapon is capable of inflicting, the more harm it a Move that augments your damage.
does.
Anyone can pick up just about any item laying around and use it
When an attack is successful, the target takes the harm level of the to strike an opponent, beer bottles, pool cues, lamps, ladders and
weapon in wounds. You can see the results of various wound levels two by fours are all good examples. An improvised weapon is con-
in the next section. sidered to have 1-harm a range of hand and either the clumsy or
Example Harm Levels: fragile trait.

• 1-harm - Broken bottle, fall from 10 feet Example:


• 2-harm - Light Pistol, Big Knife, falls from 20 feet El Pulpo Morado is in the ring fighting an exhibition match
against Welterweight boxing champ Tony “The Spanish Fly”
• 3-harm - Heavy Pistol, Rifle, Large Sword Garcia. El Pulpo Morado choose to Deliver a Beatdown and
• 4+ harm - Explosives, rockets falls from more than 20 feet knocks Garcia in the jaw - He rolls+Might and gets a 10 - he
chooses to deal great harm and inflicts 1 harm on the boxing
Armor champ.
Armor can be used to mitigate damage, each point of armor will While at the Shady Rest Funeral Home and underground ca-
reduce each source of damage by one point. sino, Gio Bang has been accused of using X-Tech to cheat at seven
card stud. His opponent tips the table over and approaches Gio.
Example Armor Levels: Gio reaches for the nearest thing he can find and grabs a porce-
• 1-Armor - Leather Jacket, Racing Suit, Flack Jacket lain cat statue (1-harm, close, fragile) from a nearby shelf. He
rolls+Might to strike the big gambler and gets a 8. Gio deals 1
• 2-Armor - Riot Armor, Chainmail harm and choses to avoid a counter attack by jumping behind a
• 3-Armor - Antique Plate Armor, X-Tech Body Armor roulette table, shoving his X-ray goggles into his jacket pocket.

Weapon Range
Every weapon has a range that it is effective from, whether it’s a
sniper rifle, .357 Magnum or a potato gun. Targets outside of that
range (either too far or too close) cannot be affected by that specific
weapon.
Since combat in Spirit of 77 is fiction-based as opposed to using
hard exact numbers, range is measured loosely in five categories:
Intimate - Up close and personal, you could have a whispered con-
versation and nobody else could hear you.
Weapon Traits Wound Levels
Weapon traits are neither “positive” or “negative”, they are inher-
ent characteristics of the weapon itself. A weapon’s trait can work When a character is wounded they take a number of harm, re-
in both directions - for example a two-handed firearm can be duced by the armor level of the character which is then subtracted
used more effectively as a melee weapon in a pinch, but is not from their wound levels. PC’s have 8 wound levels, but most
easily concealed or hidden. In the event of DJ shenanigans (either NPCs have 5.
as a DJ Move or as a consequence involving a partial success), any
of a weapon’s trait may be used as a negative based on how nasty When a PC suffers harm:
your DJ plans to be.
PC’s (and Major NPC’s) are more resilient than average people,
• Area - The weapon affects everyone in an area. they can survive up to 4 harm levels. Beyond 4-harm, things will
• Autofire - Can be used as an Area weapon but requires get worse without attention.
reloading afterwards. The Man also doesn’t look kindly on Minor Wounds
civilians using a weapon with this kind of firepower.
0 harm - Healthy
• Concealed - The item can be easily hidden on your body,
in a pocket, or in a waistband. It will not be noticed with- 1 harm - Bruised - Battered but ultimately ok.
out a pat down or other directed search. 1-harm will heal on its own with a day’s rest, a
• Clumsy - A clumsy weapon is difficult to hold and utilize, quick visit to a doctor or the application of a First
clumsy weapons can not be used to attack specific loca- Aid kit, but you’ll feel it the next day.
tions (head, arm, leg) and are prone to being dropped 2 harm - Bloodied - You’re going to need some
when a miss is rolled. stitches, a night in the hospital or a week of rest
• Dangerous - The weapon can be dangerous to it’s user will let you recover.
as well as it’s target, on a missed roll dangerous weapons 3 harm - Bruised and Bloodied - You’re really
often do damage to their wielder. bleeding, you’ll need medical attention to recover,
• Fragile - A fragile weapon tends to break when a miss is but you’re not going to get worse. A week in the
rolled. hospital will fix you up.
• Forceful - A forceful weapon delivers massive blows that 4 harm - Broken - Possibly broken bones or
will knock down or knock back targets. a concussion. A month in the hospital will be
• Heavy - Heavy weapons require a stable firing position, required to fully recover from 4 harm. All rolls are
they can not be used while moving. at -1 while you have 4 or more harm.
• Infinite - The item is disposable and you have as many as Serious Wounds
you need.
5 harm - Down - You’ve got internal injuries, possibly uncon-
• Loud - Use of the weapon will be heard, it will alert scious and you’re bleeding out. If you don’t receive help you’ll take
guards, set off sound detectors and bring the police if used 1 additional harm at the end of the Scene.
in a public place.
• Messy - Messy weapons are especially destructive, espe- 6 harm - Dying - Your will had best be up to date. If you do not
cially to people, evidence of attacks (even misses) from a receive medical attention you will die at the end of the Scene.
messy weapon can not be easily concealed. 7 harm - Dead - If a medic can get to you immediately they
• Precise - The weapon benefits from accuracy more than might be able to save you with CPR, otherwise, start looking at
brute strength, you may use +Hustle when Delivering a new Rap Sheets.
Beatdown with this weapon. 8 harm - Destroyed - Not only are you dead, but your body has
• Reload - After each use the character must take an action been physically destroyed. It looks like a closed casket funeral is
specifically to reload or reset the weapon. in order.
• Stun - The weapon deals non-lethal damage.
When a NPC Suffers Harm:
• Two-handed - The weapon requires two hands to wield
effectively. Most NPC’s are Civilians, the good and not-so-good residents of
the City. Because Civilians are average people, they’re less resilient
• Unique - The weapon is unique, it can easily be identified
than PC’s, with only 5 total wound levels.
and traced back to it’s owner.
• Valuable - The weapon is rare, made of valuable materials • 1 harm - Bloody and bruised, will recover given enough
or otherwise worth more than most weapons. time.
• 2 harm - Down, likely unconscious, could be fatal if unat-
tended.
• 3 harm - Dying, will be dead at the end of the Scene
without attention.
• 4 harm - Dead, no way to recover.
• 5 harm - Body destroyed.
Tender Lovin’ Care: Healing goes for a haymaker on one of the remaining guys, rolling +Might
he gets a 7 (a partial success.) Knowing that he can’t deal enough
Using a First-Aid Kit heals a single harm level to a minorly damage to overcome the gangs armor he instead chooses to avoid
wounded character, or stabilizes a seriously wounded character. their counter attack.
Stabilized characters do not risk additional effects of their wounds
such as additional harm or dying. Beau is facing Toby, his hand is tore up and he knows he’s not
going to be able to take Toby by himself. He grabs a nearby pool
Using a First-Aid Kit under normal circumstances requires no roll cue, whistles to get El Fantasmo’s attention and tosses the stick
and consumes a single use of the kit. Using a kit under fire or in to his friend. Beau rolls+Hustle to Keep his Cool and gets an 8
stressful situations requires a Keep Your Cool roll. (partial success.) he manages to get the stick to El Fantasmo but
Healing more than one minor wound, or healing any serious leaves himself open for Toby to punch him in the gut. Beau takes
wounds requires a qualified doctor and some sort of medical facility. 1 more harm.

Example: Black Cherry Stone scrambles under the bar to retrieve her gun
(a gift from her CIA boyfriend, God rest his soul.) She finds it
Johnny Valentine was mauled by a animatronic bear, taking three covered in what she hopes is spilled beer.
harm. He’s bleeding all over the back seat of Beau’s car Traveller
while they flee from the cops. Corrina gets the first aid kit and El Fantasmo now has a pool cue and is ready to bust some more
tries to bandage up the worst of Johnny’s wounds. Corrina rolls biker heads. He swings at the remaining guys and rolls+Might,
+Brains and gets a 7. Johnny heals 1 harm but the DJ determines getting a 9 (partial success.) He chooses to deal normal damage,
that it consumed two uses of the First-Aid kit. hitting the gang for 2 harm, which is reduced by their armor to 1.
They counter attack and deal 2 harm back, which is reduced by his
After Riley Russell got worked over by some Malachi goons deal- armor to 1 harm. The gang is in pretty bad shape but they’re hold-
ing 5-harm, they left his unconscious body on Black Cherry Stone’s ing together and keep fighting. El Fantasmo on the other hand
doorstep. Black Cherry grabs a first aid kit and tries to keep Riley has barely taken a scratch. HECHE EN MEXICO!
alive long enough to get him to the doctor. She stabilizes him, and
consumes a single use of the kit. Beau tries to take another swing at Toby and rolls+Might get-
ting a 6 (a failure) . Toby grabs Beau by the collar and proceeds
to repeatedly punch him in the face, dealing 2 harm and leaving
Example Combat: Beau bloody and bruised.

While searching for leads on the exotic animal smugglers, Beau Black Cherry Stone is tired of this love-tapping bull - With her
Dupree, Black Cherry Stone and El Fantasmo end up in a bar gun back in her hand she stands up behind the bar and places the
fight at the Double Deuce Saloon with Fat Leo, Toby the Mute barrel up against Toby’s temple. “Fool, you better cut it out or I’ll
and a bunch of Road Gators (a local biker gang.) The Road Ga- put a bullet in your head.” She rolls+Might To Get in His Face
tors are considered a smaller Bopper gang with thick leather jack- and gets a 9 (partial success). Toby drops Beau and motions for
ets - that translates to a small gang, that can cause 2 harm with his friends to stop fighting while he raises his hands in the air and
1 armor. (Small Gang: 2-harm, 1-armor.) backs away from Black Cherry.

El Fantasmo doesn’t hesitate and wades into the middle of


the fray swinging a barstool at the group of bikers. ARRIVA! He
makes the Deliver a Beatdown Move and rolls+Might. He gets
a 10 (full success) and decides that he’s going to deal great harm.
The gang takes 3-harm, which is reduced by 1 due to their armor
for a total of 2-harm. Not bad, two guys are out cold and another
is badly bleeding, but the remaining three guys are still ready to
keep fighting. They counter-attack El Fantasmo swinging beer
bottles and pool cues at him. El Fantasmo decides to Take the Hit
and rolls+Might, getting a 9 (a partial success.) He manages to
avoid any damage but the barstool gets knocked out of his hands.
Beau thinks he can shut this down if he can just put their
leader Fat Leo out of commission, so he grabs a half full bottle
of bourbon and swings it at the side of Fat Leo’s head. Beau
rolls+Might and gets a 7 (a partial success), The bottle shatters as
it hits Leo, he goes down like a lead balloon but Toby is right there
and slashes Beau’s hand with a broken beer bottle, Beau takes 1
harm, (luckily it’s not his driving hand.)
Black Cherry has no time for this jive-turkey nonsense - she
draws one of her twin Peacemakers and fires a few shots into the
air, intending to get everyone’s attention and stop the fight. She
rolls +Smooth to Get What You Want and gets a 6 (a failure.) Her
shots hit the light fixtures on the ceiling, causing them to drop.
She barely manages to jump out of the way before being crushed
and drops the gun behind the bar. (Luckily, this earns Cherry an
XP point.)
El Fantasmo is now disarmed but still fighting the bikers. He
Heat - Look for Trouble, Effects of Heat - Laying Down the Law
The DJ can also Lay Down the Law, which uses Heat to send the
Trouble Finds You police, FBI, or other agents of The Man after the player characters.
Although one Heat is enough to get their attention, Heat tends to
Sometimes your actions are going to generate the wrong kind of build up and the more Heat is spent on this action, the more severe
attention, from either The Man, the Mob or other types of bad the response.
news. When that happens, you generate Heat - negative reputation
points that the DJ can use to make your day a lot harder. • 1 Heat - Investigate - Send a squad car to the area or a
flatfoot to knock on a few doors which may prove inconve-
nient if shenanigans are underway. If the uniformed officers
Generating Heat run into the characters, they may ask some very pointed
Heat is generated by player’s actions, usually an outcome from a questions that could potentially escalate if the players don’t
partial success or outright failure after making a Move. When answer correctly.
you receive Heat, the DJ will let you know. As a character collects • 2 Heat - Hassle - Send a couple of plainclothes to push the
Heat, life gets more complicated in the City - average citizens ei- characters around a bit. They can usually be warded off by
ther stare or refrain from eye contact altogether, adversaries start a well-placed bribe or a potential trade-off on certain items
acting with more hostility than normal and The Man starts paying or “favors”, however they will not look the other way if a
attention. more serious criminal offense is underway.
• 3 Heat - APB - The player characters are now considered
Apply Some Heat “persons of interest” and all the cops in the city are on the
lookout for them. If spotted, the police will engage in pur-
When a DJ Applies Heat to a Character, it represents complaints, suit. If captured, it’s extremely doubtful the players will be
eyewitnesses or evidence of wrongdoing that direct the attention able to talk their way out of a drive downtown although
of the police towards them. The DJ can apply any amount of Heat they may not be arrested unless the police are provoked.
they wish but 1-3 points is recommended for most instances.
• 4 Heat - Detain - There is an active warrant for the play-
Example: ers’ arrest, with an additional search warrant issued for
Beau Dupree is racing across the city in his Sweet Ride “Travel- their premises. If captured, the characters will definitely be
ler” to intercept a van containing a stolen Panda from the zoo. booked and thrown in the tombs, with a potential rough-
Beau rolls a 8 to Keep His Cool and the DJ decides Beau succeeds up in their cell if they’re not careful. Characters must be
but with a cost - The DJ informs Beau that he just blew past a extremely careful on where they hide, how they move and
Black and White doing 75 in a school zone. They didn’t get his who the talk to.
license plate number but they called in a description of Beau’s car. • 5 Heat - Hunt - A citywide manhunt has been triggered,
Beau now has 1 Heat. with a SWAT team raid or Federal Agents additionally
called in. The players’ names and faces are being mentioned
Black Cherry Stone needs to know where the exotic animal smug- in television news reports and on the front page of every
glers are storing their goods, and the local bookie Hank “Crab” paper. The player characters will be lucky if they only get
Tuttle can tell her, she busts into Crab’s place, puts her stiletto roughed up on capture, all police have been warned the
boots to a few asses and then places her gun against his temple. characters are armed and dangerous (whether they are or
She rolls 6- to Get in their Face and the DJ decides to give her the not), and may have been given orders to shoot to kill. It will
info but Apply Some Heat as well because the Crab was paying officially be a long day.
protection money to the cops. Black Cherry now has 3 Heat.
Example:
Effects of Heat - Burned By the Heat Beau and Black Cherry have been framed for selling panda
meat and have accumulated 5 Heat between them. Without any
The DJ can spend Heat any time when the players triggers a Move. leads, they head to Cherry’s pad to regroup with their friends El
The DJ can spend Heat one for one to apply -1 to a characters roll, Fantasmo and Riley Russell. The players turn to the DJ and say
prior to the player’s roll. “What happens?”
Example: The DJ decides it’s a good time to Lay Down the Law - somebody
El Fantasmo has gained a bit of Heat after beating up some street knocks on the door and then announces “Open up, this is the po-
punks in broad daylight, now he wants to bribe the security guard lice, we have a search warrant.” Immediately after the announce-
at the city zoo into letting him and Riley Russell into the panda ment, the police start firing.
enclosure to search for clues. The DJ spends 1 Heat to give him
-1 on his next roll. El Fantasmo rolls a 10, but the added Heat Burning Heat
turns his 10 into a 9. The guard will let them in, but wants a Heat remains with a character until spent by the DJ, but some
couple extra bucks if El Fantasmo doesn’t want him going to the Moves and situations may allow you to decrease Heat on your
cops about it. character.
Example:
Crooked Judge Patrick “Hardtime” Hartley wants the players to
rescue his wife’s beloved komodo dragon “Babboo”. The DJ decides
to Offer them an Opportunity and Judge Hartley will make 3
Heat go away if they can return Babboo safely.
Vehicles Vehicle Traits
Vehicles also have a set of traits that further define special fea-
Car chases, cross-country races, and demolition derbies, how tures. Some traits have mechanical effects, but most are there to
could you have an adventure in 1977 without an awesome car, help describe the advantages and limitations of vehicles. The DJ
boat or even a helicopter? Just like a character, vehicles in the ‘77 may trigger Moves based on vehicle traits, or may influence the
have stats, harm levels, armor and traits of their own. Sometimes consequences of a partial success.
they even have their own Moves and a sweet red/white/blue paint
job. • Cramped - The car is a two seater, or at least it should be,
don’t expect to be getting much action in the backseat of
Vehicle Stats this thing.
• Fragile - The vehicle is built from low quality or super
All Vehicles have three basic stats - Power, Looks and Armor. lightweight materials, it’s subject to damage from any
Power represents how much force the vehicle can apply - how rough driving.
fast it can go, how much acceleration or towing ability it can • Gas Guzzler - Cars with single digit MPG ratings are
pull. You’ll often use Power to perform stunts, race against other still common in 1977, so to be a Gas Guzzler requires a
vehicles or try to do anything that involves a vehicle’s perfor- vehicle to consume mass quantities of fuel. Gas Guzzlers
mance. When two vehicles with differing Power stats are compet- require costly refueling after every use.
ing (such as a race), The vehicle with greater Power adds +1 to all • Huge - In the age of land yachts, to be huge is to be RE-
rolls, and the vehicle with lower power subtracts 1 from all rolls. ALLY HUGE. Huge Vehicles don’t fit in normal garages
Looks represent how attractive the vehicle is - mag wheels, and may have trouble fitting into small spaces like alley-
chrome trim and custom paint jobs contribute to greater Looks. ways or parking lots.
You’ll use Looks when rolling to impress somebody with your • Inconspicuous - You keep losing this car in the Sears
vehicle. A vehicle that has taken more than 1 harm suffers -1 to parking lot. This type of car is so common nobody takes a
looks until repaired. second look at it.
Armor represents both the ability of a vehicle to sustain damage • Loud - Mufflers? Who needs mufflers? This thing is a
without stopping and its ability to protect its passengers. Vehicle beast, and people can hear it coming a mile away.
armor acts exactly as character armor it reduces that amount of • Mobile - Bikes or other extremely small vehicles are able
harm dealt to the vehicle. to fit into places that automobiles can not, like sidewalks,
staircases or, hotel lobbies.
Performing Stunts • Off-Road - The vehicle performs as well off road as on it
Most stunts, such as jumping a canyon, pulling a bootlegger turn (or in the case of boats on the ground).
or popping a wheelie while balancing on a tightrope high above • Quick - Quick vehicles are especially maneuverable,
the city streets, can be accomplished with a single Keep Your they’re great at cornering and accelerating.
Cool move against the driver’s Hustle.
• Sluggish - The vehicle is made for either size or comfort,
Example: but not for performance, so it won’t take the corners too
fast.
Gio Bang needs to get the Lucky 7 through a narrow alleyway
to avoid the diamond smugglers that are following him. He rolls • Sturdy - Some vehicles have been reinforced, beyond
+Hustle and gets a 9 - Gio brings the Lucky 7 up on two wheels mere armor. They may look like boats, but they’re a batter-
and slips through the narrow opening, managing to bust up the ing ram when things get heavy.
suspension in the process (dealing 1-harm to the Lucky 7.) • Unlicensed - Your vehicle did not start off as street legal
and is subject to being pulled over by The Man when
driven in the City.
• Unreliable - Either because of shoddy workmanship or
finicky high performance components, the vehicle requires
extra maintenance and attention to keep it running.
• Valuable - Valuable vehicles are exactly that, valuable.
Don’t leave them in the bad part of town, they’re particu-
larly susceptible to theft.
Say W h a t - Vehic
le Power a nd the
Remember th at Fiction
th e
mea n they ’ll perf Fiction comes fi rs t. A sem i tr uc
orm in the same k
Am and th at Tr way. Th at Cabove and a sp or ts ca r m ay both have
an s-Am is never r Peterbilt is neve 2
mou ntains. Bu t goin g to be able
to pu ll a trai ler r goin g to keep up Power, bu t th at doesn’t
pu t them togeth fu w ith a Pontia c Tr
er, add a Jerr y R ll of G et tysbur g an s-
eed theme song
and you got your Beer across the ro ck y
selves a w in ner.
Vehicles in Combat Safety in Numbers - The
Two tons of Detroit steel backed up by three hundred horsepower Gangs of the City
makes for a very effective weapon in many situations. When you
want to ram somebody with a vehicle. follow these rules: Whether it’s street gangs, picket lines of teamsters, or rioting col-
lege students, any time a group of characters get together and try
Make a Deliver a Beatdown move but use the vehicle’s Power in-
to fight as a unit they are considered “a Gang”.
stead of Might. Note: Good Old Boys also add their Might to the
roll while behind the wheel of a ramming vehicle. In the back alleys and lonely stretches of highway, street gangs
fight to maintain ownership over territory (or “turf ”) from com-
A vehicle’s base damage is equal to its Power. peting Boppers, the police and local underworld forces. Not all
• When ramming a target significantly smaller than your ve- Bopper gangs are necessarily involved in criminal behavior, often
hicle, deal +1 harm damage and take 1 less harm. local kids band together for survival and protection in these harsh
neighborhood or as an effort to find status in a bleak environment.
• When ramming a target significantly larger than your ve- Biker gangs, car clubs and even the vigilante “citizen’s patrol group”
hicle deal -1 harm damage and take +1 harm. fall under the definition due to their preference to use manpower
Unless the player chooses to avoid a counter attack, the vehicle also as its primary weapon.
takes an equal amount of damage.
Example: Gang Stats
Beau Dupree needs to rescue Corrina and Johnny Valentine from
a pair of animatronic singing bears from the local Good Time Sta- Gangs have three stats, Size, Damage, and Armor.
tion pizza parlor. He puts Traveller (2 power, 2 looks, 1 armor) Gang Size - Describes roughly how many members the gang has.
in gear and revs the engine. With the squeal of burning rubber, he Larger gangs deal more damage to smaller gangs.
floors it straight at the bears as they take a moment for a musical
interlude. Beau rolls+Power and gets a 10 - Beau chooses to “deal Damage - How much damage the gang does when fighting.
great harm” and inflicts 4 total harm to the androids - two for Armor - How much armor the gang has.
Traveller’s power, one for great harm and one more because the
robots are significantly smaller than a car (although Big Bubba Gang Size
Bear is pretty sizeable.) The animatronic bears smash apart as
bits of banjo bounce against Traveller’s windshield. Gangs are rated in size from smallest to largest depending on
how many members they have.
When a Vehicle Suffers Harm
• A few guys (less than 5)
Vehicles have harm levels just like a character except when dam- • A Small Gang (5-15)
age is dealt to a vehicle some of that damage can also be dealt to
the occupants of the vehicle. • A Medium Gang (15-25)
• A Large Gang (25+)
• 1-harm: Just a Scratch - 0-harm can blow through to
passengers. When a bigger Gang fights a smaller Gang, they deal an addi-
tional harm level and receive one less harm from their opponent
• 2-harm: Body Damage - 1-harm can blow through to for each size difference.
passengers.
• 3-harm: Seriously Broken - 2-harm can blow through to Example:
passengers. Mackie and a few of his Salthill Casuals (Small gang: 2-harm,
• 4-harm: Breaking Apart - 3-harm can blow through to 1-armor) have been caught in the wrong part of town by a
passengers. whole boatload of Corsairs (medium gang: 2-harm, 1-armor).
The Corsairs are a larger gang so they deal +1 harm, and the
• 5-harm and more: Kablam! - Full harm can blow through Casuals deal -1 harm. Mackie better consider how to get out of
to passengers, plus they can suffer additional harm if the there without a fight.
vehicle explodes or crashes. Wait, are you driving a Pinto?
Damage
Example:
Damage describes how much harm a gang deals in combat. The
Beau Dupree just hit three killer androids with his car, Trav- Damage attribute can be related to the training and skill of the
eller (2 power, 2 looks, 1 armor) he dealt four harm to the gang members or the degree of armament they possess.
Mechanical Men, but also took harm to Traveller in the process.
Traveller takes 2 harm, 4 because of the damage he dealt, re-
duced by 1 because the Mechanical Men are significantly smaller
than a car and reduced by an additional 1 because of Traveller’s
armor. That means 1 harm goes through to Beau in the driver’s
seat.
Example: Gangs in Combat
The Salthill Casuals are armed with knives, crowbars and a
In many ways a gang acts as a weapon, when a Gang makes a
couple of cheap pistols, which give them 2-harm. The Shadow
move to inflict harm they are treated as a single entity with a
Boys on the other hand are all equipped with kung fu weapons
harm rating, armor and health levels and take their turn as a
and are very well trained in their use, they deal 3-harm.
single entity as well.
Armor Example:
Armor describes how well the gang is able to deal with damage Big Jon Pendleton and his biker gang, The Iron Devils, have
dealt to it. The armor attribute can be related to actual armor ridden to the rescue of El Fantasmo and Black Cherry Stone
worn by the gang members or their ability to avoid damage who’ve been surrounded by a group of Illinois Nazis. The Iron
through training and skill. Devils are a Small Gang that deals 2 harm and has 1 armor.
The Illinois Nazis are a small gang that deals 3 harm and has
Example: 0 armor. Good thing El Fantasmo and Black Cherry Stone are
The Corsairs wear heavy woolen and leather coats, they have there to lend a hand.
1-armor. The City Riot Police have full bullet-proof body armor
and riot shields, they have 2-armor. Players in Gangs
Traits A player character can join a gang, either as it’s leader or as a
regular member.
Additionally, gangs maintain Traits that describe their attributes,
much like a weapon or vehicle. The DJ may trigger Moves based • When a player character leads a gang in combat, they can
on Gang traits, or may influence the consequences of a partial add +1 harm or +1 armor to the gang. When leading a
success. gang a player character takes the same amount of harm
the gang does.
• Unruly - As a default, gang-members are undisciplined
and prone to question authority, even against the internal • When a player character joins a gang as a regular member
authority of the Gang itself. they receive the same harm and armor ratings as the gang
and suffers one less harm than the gang does.
• Mobile - The gang’s nomadic at heart, they have bikes,
cars or other transportation. Although it’s not usually the best option, five or more player
• Desertion - This gang tends to be loose-knit with its ros- characters can form a small gang of their own instead of acting
ter, with members coming and going as they choose. This individually in a combat.
can cause a serious problem in the event of a impromptu Example:
rumble where immediate numbers are required at a mo-
ment’s notice. Big Jon Pendleton and the Iron Devils (Small Gang: 2-harm,
• Obligation - A gang like this owes a favor to someone 1-armor) are facing off against a minor league Derbyball team
powerful, be it The Man, the Mob or maybe something (Small Gang: 2-harm, 2-armor). Big Jon opts to lead the gang
worse. This will overshadow their dealings and may sully into combat, giving them +1 armor.
their reputation if word gets out. Riley Russell gets swept up into a group of protesters (Large
• Notorious - A gang like this has a bad reputation among Gang: 2-harm, 0-armor) as they charge a line of riot police
other gangs. This can present problems when trying to ne- (Large Gang: 2-harm, 2-armor) guarding the power plant.
gotiate peacefully or gain additional assistance in a pinch. Riley tries to keep his head down and avoid getting hurt. When
• Unknown - No one knows of the gang, they have little to the riot police lay into the protesters they deal 2 harm, Riley
no reputation on the street. Respect is hard-earned in the takes a nightstick to the back of his head for 1-harm. Wrong
eyes of fellow Boppers and the criminal underworld. place, wrong time, Riley.
• Savage: A gang like this is especially bloodthirsty and
has little regard for the life of others, which is definitely
a problem when facing The Man or dealing with normal
civilians.
• Grounded: Your territory is far away, your gang has no
access to transportation or are otherwise isolated.
Example:
The Road Gators are a criminal biker gang that operates on
the northbound stretch of highway north of the city. They are
Unruly, Mobile and Savage.

an Just Numbers s of a group of


Say W ha t - More th ap on s, bu t they ’re
a lot m or e th an th at. A ga ng cons ist
ed to scou t, fla nk
an opponent
ated just like we us
Ga ngs are of ten tre - members ca n be once, bu t remembe
r th at when
ed fo r al l m an ner of activ ities o pl ac es at
individu als and ca
n be us tively be in tw a resu lt of a
ko ut s. Ga ng s ca n al low you to effec tive and occa siona lly cause trouble as
or be used for loo are a lot less effec
their lea der, ga ngs
op eratin g withou t
failu re.
pa rtia l success or
When a Gang Suffers Harm
Gangs have harm levels just like a character, gang harm represents
both the physical well being of the gang members but also their
morale and will to fight. Deal enough damage to a gang and they
will make a break for it or surrender even if some members are
individually unharmed.
• 1-harm: a few injuries, one or two serious, no fatalities.
• 2-harm: many injuries, several serious, a couple of fatali-
ties.
• 3-harm: widespread injuries, many serious, several fatali-
ties.
• 4-harm: widespread serious injuries, many fatalities.
• 5-harm and more: widespread fatalities, few survivors.
Gangs act like a single unit, and can suffer damage just like a
player character or NPC. With a strong, present leader, a gang
will maintain its cool if it suffers up to 4-harm. At 4-harm, the
Gang may attempt to scatter or run to protect themselves. Luck-
ily Boppers can keep their gang together by imposing their will
on it as its Warchief (a special Move for Boppers).
Example:
As leader of the Bowery Goons, Slappy and the rest of the gang
have broken into a wealthy couple’s house when the police show
up and start firing “warning shots” into the house, dealing 3
harm. The gang has 1 armor so the gang takes 2 harm, resulting
in injuries and a couple fatalities, Spencer and Guzak are dead,
Pete is bleeding bad and a couple of the other guys are busted
up. As the leader, Slappy takes 3 harm reduced by his 1 armor
resulting in 2 harm to himself - he’s Bloody but still standing
and his gang is still together.
If the leader is weak or absent, it’ll hold together if it suffers up to
3-harm. If the leader is both weak and absent, it’ll hold together
if it suffers 1- or 2-harm. If it has no leader, it’ll hold together if it
suffers 1-harm, but no more.
Example:
Slappy sent the rest of the Goons to go rough up a bodega owner
suspected in being involved with his lieutenant Guido’s disap-
pearance, while Slappy remained in hiding from the police. At
the bodega, the rest of the Goons learned that the bodega was
actually a front for the Mob and engaged in a Rumble with the
Mob thugs. Without Slappy acting as leader, the Goons lose their
courage pretty quickly - after suffering 2-harm, they scattered.
If a player character is a member of a Gang taking harm, how
much harm the character takes depends on her role in the Gang.
If the character is the leader or a prominent, visible member, they
suffer the same harm as the Gang does. If the player character is
just someone in the Gang, of if they’re intentionally protecting
themselves from harm instead of fighting with the Gang, they
suffer one less harm.
The Player’s Agenda
As a player within the ‘77, you should maintain an Agenda fo-
cused on the following goals at all times:
Active Participation - The world of the ‘77 is filled with kung-fu
fighting schoolmistress nuns, bionic glam rockers and fast-driving
race-car drivers who keep pet chimpanzees in their passenger
seat. You owe it to yourself to explore this high octane world,
using your character’s motivations and goals as a basis for action.
Things only get done when you actively do them, so always try to
participate in every Scene.
Go Big or Go Home - Some games encourage a subtle touch,
with nuanced levels of intrigue that require careful consideration
and delicate maneuverings…. but we don’t do that. Spirit of 77 is
a game to be played at maximum volume at all times. When faced
with a choice of a behind-the-scenes feint with slight reward but
low risk, versus bold what-the-hell actions that could fail spectac-
ularly but would be amazing if they work out… go for the gusto.
If you fail, you get XP. If you succeed, you’re a Big Damn Hero.
Share The Mic - Chances are you’re playing in a group of two or
more (otherwise you’re like that guy at the bus station at 2am.)
In the heat of the moment, it’s easy to get caught up in a personal
narrative or go off on a wild tangent. However, as a player you
also have a commitment to the group narrative which should
involve your fellow players whenever possible. Caught up in chas-
ing your long-term nemesis in a foot race through the subway?
Use your fellow players to cut him off at the pass. Interviewing a
person that may know the whereabouts of your long-lost sister?
Bring them along and play good-cop, bad-cop. Always try to
contribute to everyone’s fun.
Stick it to The Man. Well, this goes without saying.
Running the Game The DJ’s Rules
Just like the players in Spirit of 77, the DJ has rules that he must
What is a DJ? follow in the form of the DJ’s Agenda,the DJ’s Principles and the
DJ’s Moves.
You’ve read the rules on how to play the game but you’re still miss-
ing one thing, the gamemaster or DJ - the DJ is the player that The DJ’s Agenda
brings the world of ‘77 to life. They play the cast of non-player The DJ’s Agenda are your goals as a DJ - they’re what you’re trying
characters, describe the scenes, adjudicate the rules and keep the to accomplish in each game. Keep them in mind whenever you are
story flowing. The role of the DJ may sound like a daunting task describing a Scene, making a Move or creating your prep:
but don’t worry it’s a lot easier than it sounds and we’re going to lay
out a framework to help you manage it all. Make the world of Spirit of 77 seem real - The in-game world
should always feel alive with descriptive narration, populated by
What does the DJ do? the cast of thousands found everyday in the City streets. The action
taken by the players’ characters should always have consequences
that feel natural and never arbitrary or contrived.
The DJ serves multiple roles for the game (which we detail in the
section, The DJ’s Roles.) However the DJ’s primary responsibility Fill the characters’ lives with action - Every player should feel
is the following: their character is the central character to a slam-bang action epic
that keeps them laughing, guessing and in suspense. The name of
Set the scene - the DJ describes everything that’s happening every role starts with “The” for a reason - the characters are the
around the player characters. If there are non-player characters, epitome of their archetype. There are lots of drivers, but only one
the DJ describes what they are doing. Good Old Boy. Lots of people solve crimes, but only one deserves
Maintains the rules - This means both the DJ’s rules and the the title “The Sleuth.”
player’s rules, assuring that the game is played consistently and Play to find out what happens - This means you let things develop
fairly.1 at their own pace within the game, in order to see how things turn
Utilize your prep - When questions come up about background out. Certain actions or inactions will have their own consequence
material, off-stage activity or NPC motivations, the DJ pulls from when they occur, and allow for those events to be dictated by the
prepared material, notes and improvisation to provide informa- internal pacing of the gameplay.
tion and in-game direction. Make it worth it - The rewards for success must always outweigh
the penalties for failure. Players should never fear failure enough
that they determine the best action is no action.

The DJ’s Principles


In addition to the Agenda, the Spirit of 77 recommends the fol-
lowing set of Principles when acting as DJ. While your Agenda is
*what* you should be doing, these Principles indicate *how* you
should be doing it.
Get down with the funk. Always attempt to create an entertaining
vibe for both yourself and players. The game is more than just the
story narrative.
Address yourself to the characters, not the players. Encourage
your players to think as their characters by addressing their charac-
ters directly. You’re not talking to Amber, for example. You’re talk-
ing to Black Cherry Stone, Queen of the Dead-End Streets.

Fiction First - The Rule of All Rules


The first rule of Spirit of 77 that overrides everything else is Fiction First. If the
established fiction does
not allow for somethin g to happen, it can’t happen. If you’ve established that the
room has no doors than no
matter what, nothing can come through the door, it doesn’t matter what the results
of a Move are, the Fiction
doesn’t allow it.
Tell the undisputed truth When the DJ describes a situation, he
must do so truthfully. When asked a question he must answer it
The DJ’s Moves in ‘77
truthfully. Never hide information from the players. The characters
might lie to each other, NPCs (played by the DJ) might lie to the DJ Moves can happen at any time when the group looks to the
characters, and the characters (or their senses) might even lie to DJ to tell them what happens, or if they fail at a Move. As the DJ,
themselves, but the DJ must be truthful in all things. This doesn’t you’re free to use any, all or even none of them based on your judg-
mean that the DJ can’t keep secrets, or that you need to give out all ment on how the pace is progressing in the game.
the information without prompting. But when the players ask for Separate them - (“Hey where did Monty go?”) When running
what their character’s witness or know, the DJ needs to be com- at breakneck speed, people occasionally miss the subway before it
pletely honest. takes off, get lost on route to the rendezvous point and occasionally
Make your Moves, but narrate the action. Nothing is more en- get delayed in the midst of their plans.
tertaining than when players jump to conclusions about informa- Capture someone - (“You have the right to remain silent…”) The
tion they receive or actions they’ve witnessed. As the referee of police. The feds. The Mob. Bopper gangs. Other street vigilantes.
the game, you should never intentionally mislead your players but Someone has noticed the player’s shenanigans, no matter how
always allow them the opportunity to make assumptions of what careful they’ve tried to be. It’s only appropriate these third parties
they’re witnessing. Separate the game narrative from being just a get involved if for nothing else, answers to some uncomfortable
collection of game mechanics. Remember - the rules exist to serve questions.
the story, not the other way around.
Put someone in a spot - (“I know you’re out for payback, but this
What’s the Angle? Everybody is working an angle, to get what brother is the only one who can solve your problem...”) Nothing
they want and maybe a little extra. Even Civilians have their own complicates a character’s plans more than having to act counter
agendas which you should be considering when they interact with to their Buzz. If the players have been forgetting their character’s
the player characters. Make your NPCs complete, give them names motivations for actions, make them face the conundrum they’re
and goals, even if that goal is just to get to the next day in one piece. currently facing.
Ask provocative questions and build on the answers. Some of Trade harm for harm - (“Now it’s my turn.”) Nobody likes getting
the greatest victories and spectacular failures the players will ex- hit in the face, not even Civilians. When a rumble starts, make sure
perience will be based on the actions (or inactions) they take. Al- the NPC’s get a chance to take their shots as well.
ways engage in active listening and encourage them to elaborate
on their choices when possible. When a player makes statements Announce off-screen badness - (Tragedy strikes the airport to-
about their character, take note and use those details in the future. day, film at eleven.”) When off-screen Threats kick into high gear
without the players direct involvement, the ramifications should
Respond with shenanigans and intermittent rewards. As the DJ, seep into their activities, either as new complications to their goals
your task is to screw with the characters, not the players. Your play- or as an announcement they missed something pertinent (that’s
ers will enjoy when things go batshit wrong for their characters, going to pop up later down the line.)
but always allow and reward them for ingenious ways of getting
out of trouble (even if they don’t always work.) Foreshadow future badness - (“This ain’t over.”) Although a situ-
ation may look resolved, give yourself the opportunity to revisit a
Be a fan of the players’ characters. Always remember your players situation or conflict by foreshadowing its return in one form or
are playing the ultimate versions of their Role. Even though your another.
role is to complicate their lives, always give them room to not just
overcome their adversities but also shine while doing so. Inflict harm creatively - (“You hit me in the ear! Why the ear,
man??”) We hurt the ones we love, and DJ’s love their player’s char-
Think offscreen too. Stuff is always happening in the City, wheth- acters. When dealing damage, describe the wound and its location,
er or not the Characters are involved. Always consider what may be making it as real (and memorable) as possible.
happening offscreen with the major NPC’s, and how it may affect
the plans and actions of the Player Characters. Nothing happens Take away their stuff - (“I swear I parked it right there.”) The char-
in a vacuum. acters have some great items -the more they flash them around, the
more other people are going to want it for their own.
Sometimes, disclaim decision making. Sometimes its better not
to be the one that makes the decisions in-game, allowing you the Make them acquire stuff - (“If only we had a car battery to jump-
opportunity to see what happens. Luckily, you have a lot of tools at start this bionic leg...”) Great plans often get complicated by the
your disposal - If your NPC’s are fully-fleshed out in your head in logistics involved. The more complicated the plan, the easier the
terms of their Agenda and personalities, their decisions and how minor details can bring things to a grinding halt.
they react to the players’ decision are occasionally pre-ordained by Activate their Gear’s Traits - (“Wait, how am I supposed to con-
the situation. ceal a crossbow under a raincoat?”) - Traits for both weapons and
Ride the wave. Your players are crafty and creative individuals, and vehicles are neither positive nor negative, they’re merely aspects
they’re going to take you places you didn’t expect or prepare for. of what they are. Activating those traits in less than helpful ways
Go with it. encourages the players to be less dependent on stuff.
Tell them the possible consequences and ask - (“Are you sure you
want to go down into that dark basement?”) Players should always
assume the worse, be helpful and remind them that their actions
could be a catastrophic idea that could get everyone killed and then
tortured. Even if they’re not.
Offer an opportunity with or without a cost - (“Let me make a When making a DJ Move, always remember your
proposition here.”) While in the pursuit of their goals, offer poten- Principles:
tial opportunities either as a result of their actions or as a potential
complication to their current goals. Adversaries can be swayed with Don’t speak the name of the Move, just describe the action and
player actions that can further the NPC’s personal goals as well. ask what they do next.
Turn their Move back on them - (“Look when I said punch him Always address the Characters, not the players. Remember, the
in the face, I didn’t know he was the gang leader.”) Impulsive ac- Moves are happening to them.
tions may have costs associated in the long run, never let the players After every move you make, always ask “What do you do?”
off the hook for shooting from the hip. (But always encourage it.)
Kick a Threat into High Gear - (“Meanwhile, on the other side Soft Moves vs. Hard Moves
of town...”) Review all of the active Threats and determine if any
of them may be taking actions that could potentially move them This is important, so pay attention. Once you dig the following
further towards a Gear Shift. This may directly involve the players concept, everything else is a breeze. When the players want to
but could also be working behind the scenes. know what happens next, it’s generally time for what’s called a soft
move. A soft move is an action that flows logically from the previ-
Make a Threat Move - (“When did he learn to do that??”) Most ous events that have already occurred and give the players an op-
threats have moves of their own, these can be made as hard or soft portunity to react before consequences occur.
moves when appropriate.
By itself, a soft move is not a bad discovery or event because it
Play a song - (“That Bowie song is starting to freak me out.”) For allows the players the opportunity to respond to the new informa-
NPC’s with theme music or even just as an ambience enhance- tion you’ve provided them. If it’s a threat, it means the characters
ment, taking a moment to play a recurring musical track after the either have time to avoid it or at least take some sort of action in
players have taken actions lets them know that something is on the response to the soft move.
horizon...maybe something unpleasant.
After telling the players what has occurred as the soft move, the DJ
Apply some Heat - (“Ya know, Maybe we shouldn’t have stolen should stop before the effect/consequence of the move and ask the
a cop car for our escape.”) Heat is often caused as part of a par- Players, “What do you do?
tial success or failure, and provide later consequences for less than
smart choices. The players may choose to run, hide, dodge, or a thousand other
reactions. But if they do nothing or fail at their reactionary move
Lay down the Law - (“Knock, knock, Dirtbag...”) If players have however, then it’s time for a hard move. Hard moves have imme-
been acquiring Heat, it may be time to have the consequence of diate consequences to the players that cannot be avoided and are
those actions come calling in the event of the City’s Finest serve an irrevocable. (They also should follow logically from the series of
arrest warrant, or start investigating the suspicious activities. This is events.) Dealing damage is always a hard move for example, if it
particularly useful if the players have been acting reckless in their means the player is taking the hit without taking an action.
pursuits.
Example:
Have The Man stick it to them - (“Don’t you understand officer, I
can’t move my car out of the loading zone because it was stepped Beau Dupree is driving Traveller down the backstreets of the
on the a giant robot gorilla?”) In the ‘77, players should never for- City in hot pursuit of mafioso Legs Rhinestone who has kid-
get they’re fighting against The Man - bureaucrats, unfair judicial napped his partner Riley Russell, when Beau asks the DJ what
systems and unnecessary traffic citations. Always make sure they happens next. The DJ decides to make a soft move - “Beau, they
feel slightly subversive in their actions by keeping them on guard haven’t picked up the trashcans in this alley, a stack of a dozen
when dealing with The Man and his flunkies. filled trash bins are in front of you as you go barrelling down the
alley at breakneck speed. What do you do?”
Choosing and Making Moves “Nothing, I’m going to keep going. I don’t have time to lose.”
When a DJ chooses a Move, they should think about the conse- The DJ now opts to make a hard move as result of Beau’s choice.
quences of the action that triggered the event to occur. Make sure “The trashcans slam into the front of the car grill, causing Beau’s
it applies to what you’re trying to accomplish in your Agenda and beloved Traveller to take +2harm.”
Principles. In a perfect scenario, Moves continue to snowball on
Can you dig it? We knew that you could.
top of one another, building in an overall progression on both the
Characters’ Moves and your own. Consequences may not affect
them immediately, but don’t need to. Instead, make a note of the
Move’s consequence and reveal it later.

Say Wh at - No Bones About It For The DJ


You’l l notice that unlike the player’s Moves, DJ Move
s never refer to rollin g dice. In general the DJ doesn
dice - when the DJ takes an action there’s no uncer ’t roll
tainty. The move happ ens, and it’s up to the playe
act to the action . The one time the DJ is likely to rs to re-
roll the dice is when making moves for NPC’s again
NPC’s. st other
We Must Never Break the Chain - Fronts
Cascading Moves Fronts detail the potential conflicts and development within a
campaign, but are not limited to a specific point of time or se-
When you’re really lucky, one pop to the face when Delivering a
quence within the ongoing action. They can occur either within
Beatdown will bring down the glass jaw of some goombah trying
the foreground with the players’ active participation or behind the
to bar you from getting into the nightclub. (And it looks really out
scenes separate to the players’ actions. You can think of Fronts like
of sight.) But more likely, it’s going to start off a chain of events
the ongoing plots in a TV series, there’s often an A plot and a B
that transition through multiple cascading Moves between players
plot (and occasionally a C, D, and E plot) each one runs on it’s
and NPC’s. Partial successes will often dictate follow-up opportu-
own, and the characters interact with it at various points along
nities for both players and NPC’s that will continue the slam-bang
it’s path. Some of them are contained to a single episode, some of
action of a Rumble, chase or Scene.
them span multiple episodes and a few even span the entire series.
Example:
At their basic level, Fronts organize the various active parts of your
Our favorite barroom brawlers are at it again - This time, Dog- world that exist beyond the player characters and share a purpose
house Rawlins and Big Jon Pendelton have accidentally started (what we refer to as an Agenda). If you want to organize your game
trouble with two Boppers from the Warhawks. As Big Jon tries via Fronts you can always use another system, or even no system if
to calm things down by Keeping His Cool, he inadvertently refers that’s how you roll.
to their karate gi’s as “girlie pajamas”, causing the Warhawks to
take a swing at Big Jon. Big Jon rolls to Get Out Of the Way, Adventure Fronts and Campaign Fronts
with a partial success - the Warhawk misses Jon and strikes Dog-
house instead in the face. Doghouse grabs a barstool and rolls to Some Fronts will be short lived, they have a simple agenda and
Deliver a Beatdown on the Warhawk that hit him. Rolling a once they’re reached or are thwarted by the PC’s, the Front will
failure, Doghouse misses the Warhawk, leaving himself open to a move along or disappear. These are Adventure Fronts, they are usu-
counterattack from the Warhawk Bopper. The Warhawk punches ally self-contained, lasting an adventure or two and then get re-
Doghouse square in the back of the kidneys, causing him to take placed by new Adventure Fronts.
2-harm. These guys are no Road Gators, they definitely know Campaign Fronts on the other hand are bigger - their goals are
how to fight. larger and take longer to come to fruition. Campaign Fronts con-
tinue throughout the entire campaign, and may even have sub-
Golden Opportunities fronts in the form of short-term Adventure Fronts within them.
A Golden Opportunity occurs when a player allows the DJ to set
up a situation or ignores the consequences of a DJ Move. When The Home Front and The Man - Special Fronts
a Golden Opportunity is presented to the DJ, it’s time to make as There are two special Fronts that should exist in every game - the
hard a Move as the DJ wants. Typically, the harder the better. Home Front, and The Man.
Example: The Home Front is an organizational tool to gather all the non-
aligned and friendly civilians of your world that do not have
While working on “The Case of Nuthin’ But a Hound Dawg”, Agendas opposed to your player characters and are not significant
Big Jon Pendleton and Riley Russell steal a van from the Animal enough to warrant their own Front. They still will have their own
Control center to get back to Big Jon’s junkyard before the cops Angle however, which defines their personal goals and focus.
arrive. Big Jon rolls a 4 to steal the car without being detected.
Example:
Instead of flat out declaring his effort a failure,The DJ decides
to announce future badness, and tells Big Jon that he hears some Sal the Grocer owns the bodega outside John Sampson’s mid-
growling coming from the back of the van as he gets into the town apartment. his Angle is to work the day shift without get-
driver’s seat. ting hassled by the mob or the cops and get home to his wife and
daughter at the end of the night. He would be part of the Home
Big Jon ignores the growling and puts the pedal to the metal, hop- Front.
ing to get back to the junkyard before the police arrive. He makes
another roll and misses badly. The Man on the other hand is the always present forces of institu-
tionalized oppression in the world of ‘77 - The police, the FBI, and
The DJ seeing a Golden Opportunity in front of him - He an- the huge variety of soul crushing bureaucracies of local, state and
nounces that the rottweiler that was asleep in the back of the van federal agencies that make it hard on the average joe just trying to
has awakened, with red lights shining from the animal’s eyes. get through the day without any hassle. The Man is always pres-
Big Jon and Riley realize the scope of their problem when the dog ent and always waiting for a chance to stick it to either the player
mutters, “Exterminate the two-legs. Wooooooooooooooof.” characters, nearby Civilians or both.
Example:
Thanks to the recent cutbacks on garbage pick-up, the city has been
troubled with a growing infestation of rats. The only way Sal can
keep the rats out of his Bodega and avoid a Health Code viola-
tion, is by keeping a cat in the store at night. After a surprise in-
spections, Sal learns that keeping a cat in the store is also a Health
Code violation, potentially shutting him down because of it. The
Department of Health and Safety would then be part of The Man
front. Sounds like a job for John Sampson, P.I.
Fronts in Play Attempting to Get What He Wants, Jon fails his roll. As a con-
sequence, Big Jon has inadvertently tipped off the Orlando Weiss
organization as an indirect action about the Casuals’ involve-
Advancing a Front’s Agenda ment, causing the Front to shift Gears.
Shifting Gears in a Front
Fronts utilize Shifting Gears to depict the growing intensity of a NPC’s
specific threat or activity of a Front. A Gear Shift may not pose a
direct threat to the players, but should indicate a change in status Everyone Else in the Big
in terms of intensity or potentially changes as it progresses. Not all
Gears may need to be activated within a Front, based on DJ discre- City
tion and the overall flow of the game. Tension may happen quickly,
forcing a Front to downshift from zero to a hundred miles an hour It’s doubtful the players will be the only characters in your game,
in terms of dramatic momentum. there’s an entire supporting cast of thugs, helpful informants, des-
perate victims and innocent bystanders. All of these folks are de-
• Park - Each Front starts initially at Park, meaning the scribed as “Non-Player Characters” or NPC’s, and are played by
Front has yet to be introduced into the game narrative. the DJ when the players interact with them.
• Neutral - Neutral means the engine has started on this
Front and is “active”, although may not be taking actions Angle
moving forward toward their conclusion.
Every NPC has its own motivation that drives it forward, called an
• Low - A slow burn. Things have begun to move forward.
Angle. In Spirit of 77, every Adversary and Civilian encountered
This may have been caused by player interaction with
should have an Angle to get them to the end of the day. Some-
the NPC’s associated with this Front, or previous actions
times, an Angle can be a straightforward motive or credo and not
taken that would affect its NPC’s.
nefarious in its intent. Our MTA Attendant’s Angle is “Nobody
• Drive 1 - The Front is picking up speed, meaning the rides for free.” This allows the players the opportunity to bargain
NPC’s are now taking independent actions on their own with our Attendant as an option to resolve the conflict.
to address the focus of this Front. Players should consider
getting involved or addressing this specific Front. Think about what the NPC is trying to accomplish and then de-
termine the appropriate steps along the way that they will need
• Drive 2 - The Front is now moving at a clipped pace, to achieve them. These may not be the best steps from a success
requiring immediate attention from the Players. standpoint, but would be fitting for an NPC’s intelligence and
• Overdrive - Things can be considered critical, about to motivation (or lack thereof.) Sometimes this may mean potential
complete the Front’s specific Punchline without direct and confrontation or cooperation with the player characters, depending
serious involvement from the Players. on what the DJ finds appropriate.
Until a DJ starts a Front, these plot-points are considered in “Park” Custom Moves for NPC’s:
and inactive. No Front needs to be activated by the DJ, they are
strictly up to the DJ’s discretion. Sometimes an NPC will have their own Custom Moves, when it’s
appropriate they have a little extra that sets them apart from the
When a Front shifts Gears, check that Gear off the list. That means common NPC.
the description of that particular Gear has now occurred and may
affect the overall Campaign and its finish. As the DJ, you can Shift Example:
Gears on a Front either directly or indirectly - As a special operative for Orlando Weiss, master assassin Lao
“Directly” means that the change happens during active play, so it Fan has abilities unlike normal gangsters. As a Custom Move,
can be marked off. Lao Fan can utilize the “Cherry Blossom Snowfall” to hunt his
targets.
“Indirectly” is when, due to a failed player Move or a golden op-
portunity, you Shift Gears as a DJ’s hard move. That step comes to The Devil’s in the Details
pass, show its effects and keep on asking, “What do you do, now?”
Players will latch onto the smaller characteristics of both Adver-
saries and Civilians they encounter as NPC’s. Whenever possible,
imbue NPC’s with unique character traits that will make them
Example:
memorable in their actions with the players. Unique speech pat-
The DJ has decided the Malachi mobsters have been secretly terns, repeated colloquialisms and even acting out physical behav-
gun-running to the IRA, using the Salthill Casuals as the iors will make them stand out - a phone call to an Ex-Con contact
go-between with the Irish for a major rifle score. The DJ has for example, becomes far more memorable when the contact tends
also included big-time mobster Orlando Weiss as an additional to hook up the players with a blind date with their sister (who’s got
Front in the Campaign. a really pretty face, from all accounts.)
Brock Chestwell has gone into the Smooth Move Club and
ratted out the Casuals to Orlando’s lieutenant, “Lord” Fauntle-
roy. Through this direct action, this Front now shifts Gears -
Fauntleroy sends some goons to explain things to the Malachis.
Big Jon Pendelton, leader of the motorcycle gang the Iron
Devils, has been looking to get some rifles for the boys that he has
heard are about to turn up on the street, thanks to the Casuals.
Adversaries:
In every Front, there are individuals or items that will cause con-
flict to the Characters called Adversaries. It’s important to remem-
ber - Conflict is not the same as combat. If a Character wants to
travel on the subway for example, but does not have the scratch for
a subway token, they’re going to experience conflict with the MTA
attendant at the turnstile. This does not mean the MTA attendant
will pull out a revolver and start shooting at the characters.

Civilians:
Civilians are NPC’s similar to Adversaries, however they are not
intended to cause direct conflict with the Characters. Like Adver-
saries, they can also have their own Angle, Gear and other items.

Location, Location, Location


Although incidental locations should be left to the DJ and players
to flesh out during the game often a Front will include locations,
such as The Smooth Move Nightclub, the Iron Devil’s Clubhouse
or NTI World Headquarters, and sometimes there will be unas-
sociated recurring locations that the players return to time and
again, such as the County Fairgrounds, the Joliet Automat or the
Midnight Grits raceway. If the DJ feels a specific destination will
be recurring throughout the game or may hold a specific purpose
in overall gameplay, or if players continually reference or return to
the same place, the DJ should flesh it out and keep track of the
following details:
Description: This provides a high-level explanation of why this is
important to be included within the Campaign.
Cast: This is who could be encountered at this specific location,
either as Civilians or Adversaries.
Environment: This is a physical description of the Location, and
may also represent a particular location within an Campaign’s Map.
Twists: These are special items that can potentially be encoun-
tered at the specific Location, and could include Gear or potential
Thangs.
Cruise Ship of the Pre-made Characters:
Damned If you are using the included pre-made characters they will affect
the makeup of passengers on the ship in the following ways:

“Set a course for adventure...” MING LO: If Ming is being played, members of the Hong
Kong opera should be included as part of the ship passengers. The
Hong Kong Opera members are respectful to everyone, especially
The Lowdown: the cruise ship staff who they may mistake as actual military. Their
The brand new Rainbow Cruise ship, the SS Tangerine has been manager, Tony Lao, will seem like an omnipotent presence always
fitted with a revolutionary new X-Tech drive on loan from the keeping an eye on everything.
U.S. government, that had been used on board the USS Eldridge SAMMY SUMMERS: If Sammy is being played, the ship will
as part of what was called “The Philadelphia Experiment”. At sea, be overpopulated by the giggling Tornado cheerleader team,
the engine turbines have been sabotaged, causing the radiation to spring break teenagers who are out looking for a good time -
infect into the crew and passengers, turning them into hideous bikini-clad girls throwing inflatable beach balls in the hallways,
zombies. How will the players survive? Can the crew and passen- tanned muscle-bound fraternity brothers eager to show off their
gers be saved? Play to find out. new portable cassette players and bewildered adult chaperones
wearing nose-guard make-up and clueless to any sexual double
How to Use This entendres.
“BIG DUKE” DUTCHMAN: If Big Duke is being played, the
Adventure: passengers should include race-car enthusiasts from all over -
large families on vacation from Ole Miss, pit crew honeys looking
This Adventure provides the DJ with multiple Fronts and story to score a merchandise modeling gig and self-styled ratchet-heads
complications that can be used in conjunction with the player claiming to know more about cars than anyone else.
direction and input. Although additional DJ options are provided,
these are intended strictly as suggestions for the DJ and can be VINCENT PECK: If Vincent is being played, passengers should
revised or ignored altogether based on the game’s direction. include fans of Peck’s book and other “true crime” fans - little old
ladies that know waaay too much about mob killings and serial
murderers as well as slightly creepy “dark tourists” who want ideas
Suggested Playlist: about their next vacation trips to mass murder sites.
As part of the DJ materials, there is an additional song playlist COLONEL ROSCOE: If Roscoe is being played, passengers
available for Spotify members - Spirit of 77 - Cruise Ship of the should include potential gold-diggers looking to marry a million-
Damned. aire by the time the ship docks at the Sagebrush Island. They may
not know Colonel Roscoe but may mistake any of the party as a
DJ Notes: potential millionaire husband.
The players have the opportunity to explore the overall layout of GEMINI: If Gemini is being played, passengers should include
the ship, encounter different Civilians and future Adversaries at rock and roll fans, groupies, roadies, and other band hangers-on.
their own pace. The Fronts are separated into two status - Nor- VICTORIA CROWNE: If Victoria Crowne is being played,
mal and Outbreak. Feel free to mix and match, based on game Agent Crawford may recognize Victoria as a member of British
play. Intelligence. Whether he opts to expose himself as a fellow secret
agent is DJ prerogative.

Preliminary Questions:
Opening Musical Track - “Love Boat Theme”
The game starts with everyone sitting at the Captain’s table on the
first night of the cruise.
Before the real action starts have each character introduce
themselves and give a short description as they sit down. Captain
Festus will greet everyone and try to encourage a little chit-chat
by asking at least one of the following questions of each character:
MING LO: If Ming is being played, ask at least one of the fol-
lowing questions:
• What is the name of the opera you will be performing and
what is it about?
• Who among the players does your monkey Jack dislike?
SAMMY SUMMERS: If Sammy is being played, ask at least one
of the following questions:
Fuel Injection:
• What do you and the team do in the big climax of your The game action starts with the players scheduled to sit together
cheer performances? at the Captain’s Table, along with Captain Festus and several
• What do you do when you’re not rooting for the Torna- celebrities that have also joined the player group in this exciting
does? adventure. Everyone should introduce themselves in character as
they sit at the Captain’s Table enjoying their chilled pina coladas.
“BIG DUKE” DUTCHMAN: If Big Duke is being played, ask Once everyone has had the opportunity to explain how and why
at least one of the following questions: they’re there, it’s time to start the action with a question to the
• What type of stunt are you going to perform at Sagebrush group:
Island?
“What did you do when the captain started vomiting
• How did you meet your mechanic, Gascap Gamble? blood at the Captain’s Table?”
VINCENT PECK: If Vincent is being played, ask at least one of
Somewhere between the chilled avocado salad and carpetbag
the following questions:
steak entree, the ship’s captain begins to vomit blood profusely
• Your most recent case was very public, what did it involve requiring immediate medical attention.
and how did you solve it?
QUESTION - Who else is sitting at the table with the players?
• What is the name of your new book coming out?
• DJ OPTION: Pop star Rozzlyn Genari (formerly of the
COLONEL ROSCOE: If Roscoe is being played, ask at least duo Tino and Rozz)
one of the following questions:
• DJ OPTION: Formula 1 driver Savio LaJolla, en route to
• You served in World War II, what did you do? the Sagebrush 500
• What prompted you to sell your restaurant empire? • DJ OPTION: Dr. Patrick Reideker, technology consul-
GEMINI: If Gemini is being played, ask at least one of the fol- tant for the Rainbow Cruise Line.
lowing questions: • DJ OPTION: Contest winner Denny DeMonaco (aka
• What’s the craziest thing you have listed on your rider of Agent Crawford)
backstage requirements (e.g. no brown M&M’s.) • DJ OPTION: The Turtledove Singers, the star attraction
• What’s the name of your recent album? scheduled to perform in the Casablanca Lounge several
times during the cruise.
VICTORIA CROWNE: If Victoria Crowne is being played, ask
at least one of the following questions: Naturally, the Captain will be rushed to the infirmary for imme-
diate medical attention. After this unfortunate scene, First Officer
• You have an “interesting” accent, where are you from? Meachem will offer his sincerest apologies to the players, offering
• My Cruise Director lost some of her notes, what is it you one or possibly all of the following items as recompense:
said you did for a living? • $200 in chips to each character for use at the Monaco
If players have brought their own characters, ask the Casino
players the following questions individually. • Front-row seats to the Turtledove Singers performance
later that evening in the Casablanca Lounge
• How did you score a free ticket onboard a cruise ship in
the first place? • VIP treatment at the Havana Discotheque, including pink
champagne bottle service and private seating
• What would your character want to pack for such a trip?
• Immediate upgrade for the accommodations to the exclu-
• What do you know about Sagebrush Island? sive Sun Deck suites onboard
• What would interest you about the ship’s destination,
Sagebrush Island?
Sagebrush Island is also home to the Sagebrush 500, a newly cre-
ated, independent race that is looking to put itself on the map.
Feel free to expand on the answers to any of the player’s ques-
tions, once you feel that everyone has a good grasp of their
character and the other characters at the table move on to the
Fuel Injection.
Straight To Hell a locked room to protect him.
COLONEL ROSCOE: Some of the passengers have heard
At some point during the late hours of the evening, the ship about Colonel Roscoe’s new rotisserie flavored chicken, and think
has begun to sail off-course into the midnight waters. The first he may be responsible for getting everyone onboard sick.
pack of the infected have begun to roam the ship and the players
VICTORIA CROWNE: Victoria runs into Denny DeMonaco
should get their first indication things are going wrong. Use one
(aka Agent Crawford) who immediately recognizes her as a
of the following events to start the descent into chaos (or make
member of British Intelligence. Engage in a thrilling hand-to-
your own):
hand combat!
• During the Turtledove Singers performance, one of the
MING LO: Some of the passengers have accused the Hong
zombie crewmembers jumps onstage and attacks the
Kong Opera to bringing the infection onboard, and are gathering
band, sending Donny into shock and prompting his later
a mob to throw them all overboard. One of the dancers is being
paranoia episode.
terrorized by the mob, frightened beyond her wits and needing
• In one of the bars, the lead bartender Lester assaults one rescue.
of the guests in front of the players, pointing at his victim
before attacking them and attemtping to drag them away. VINCENT PECK: Somehow, several of the little old ladies
for the book reading smuggled in .357’s and are looking to get
• At the gift shop, the cashier has barricaded herself with involved in the fray, eager to show Mr. Peck they’ve taken his
the closing metal grate against two assaulting zombies, writing to heart (although they can barely lift the hand cannons
shrieking as she throws commemorative coffee cups and they’re carrying.)
decks of playing cards to fend them off.
GEMINI: A group of school children have been trapped one of
• At the medical bay, the infected Captain Festus has
the staterooms and have abandoned all hope. They need someone
broken through his gurney restraints and gutted the ship’s
to re-inspire them to live… through the power of song.
doctor who lies on the floor. The captain is lurking in the
medicine cabinet, waiting to strike.
• While walking with singing star Rozz Genari as she talks Fronts
about her abusive husband Tino, she is suddenly assaulted
by what appears to be a crazed fan...until the fan starts Home Front
hissing and spitting blood.
• Savio LaJolla is taking the players into the cargo bay to Dr. Patrick Reideker
show them what a true “racing machine looks like”. Inside
Description: Dr. Reideker was hired by the Rainbow Cruise line
the cargo bay, there are a crowd of people standing around
to monitor the maiden voyage of the Eldridge Drive. He was
the covered vehicle. Savio tries to shoo them away...until
formerly attached to the U.S. Military, when the Eldridge Drive
they strike.
was being tested. After the outbreak begins, Dr. Reideker will
• Up on the top deck, overlooking the moonlit ocean, the work to get to the engine to see what’s wrong, even at the expense
players notice the ship is starting to list. Going to the of his own life.
bridge, they find its door splintered and torn off with the
room covered in blood and scratches on the wall. Twists:
• DJ OPTION - Dr. Reideker had warned everyone at both
After The Outbreak: the Pentagon and the Rainbow Cruiseline this was a possi-
bility. He has given evidence exposing the known dangers to
Once the Eldridge Drive has malfunctioned, the cruise ship has one of the players, hoping they’ll get the truth out even if he
taken a chaotic demeanor. Among the specific Fronts described, does not.
feel free to add any of the following scenes for the players to wit- • DJ OPTION - Dr. Reideker believes himself responsible
ness and/or participate in: for the outbreak, and considers this penance for the terrible
• A crowd of passengers screaming down the hallway, drag- things we have been doing in the name of scientific explora-
ging their luggage behind them as they frantically try to tion. His actions will be dangerous, borderline suicidal in a
escape the boat. twisted form of penance.
• A group of zombies have overwhelmed a passenger and • DJ OPTION - This is all part of Dr. Reideker’s secret plan in
are dragging them downstairs into the Engine Room. The creating a new species of man, with the intentional exposure
passenger begs the player to either free or kill them. of the Eldridge Drive’s radiation to a contained subject base.
Nothing should stand in the way of science.
• One of the cruise staff has only become partially infected
and has started vomiting uncontrollably.
For pre-made characters, feel free to include the following specific Savio LeJolla
situations:
Suggested Theme Music: “Hernando’s Hideaway” by the John-
SAMMY SUMMERS: The frat guys that came along on the son Brothers
boat are freaking out in near hysterics, jumping at every sound
(even the most innocuous) and prone to making foolish actions. Angle: “Welcome to my presence...”
BIG DUKE DUTCHMAN: Some of the Duke’s fan have Description: LeJolla is a disgraced racer that has recently over-
decided they’re going to protect Duke at all costs, even against his come manslaughter charges by buying off the jury. Now he’s in
will. Upon seeing Big Duke, they will grab him and pull him into hundreds of thousands of dollars in debt, and is hoping to win the
Sagebrush 500 to reverse his fortunes. His car, the Aldo Nova 201 the Characters to do so. Whether he’s trustworthy is another
has been heavily tricked out with X-Tech enhancements. Some of matter.
them however do not work, and are faulty.
Sylvia Danning, Cruise Director
Twists:
Description:
• DJ OPTION - Savio has decided he is madly in love with
one of the players since laying eyes upon them. In inoppor- (NORMAL) Sylvia is professional and beautiful, although will
tune moments, he will present himself and attempt to woo act slightly condescending to all the characters.
their affections. (OUTBREAK) After the outbreak, Sylvia will cling to any of
• DJ OPTION - Savio has felt one of the players has offended the characters to survive, offering anything and everything in her
his honor and demands satisfaction. He will continually disposal. She wouldn’t be above trying to manipulate the charac-
interrupt players’ best laid plans in order to challenge them to ters to turn on one another to maintain her security.
a duel. Yeoman Scott “Scooter” Ives
• DJ OPTION - Savio is too self-absorbed to notice the entire Description:
cruise ship is overrun by infected passengers that are attack-
ing one another. He will obliviously wander into the most (NORMAL) Scooter is friendly, if not a little amorous to the
dangerous of situations the players are facing, confused with characters and somewhat accident-prone. He harbors future
what they’re doing, and then blunder his way out unaffected. ambitions of running for Congress at some point.
(OUTBREAK) After the outbreak, Scooter snaps under the
Front - The Executive Staff pressure - Based on DJ discretion, he is either in catatonic shock,
maniacal laughter or psychopathic violence.
Captain Crispen Festus
Description: Front - Zombie Crowds
(OUTBREAK) Captain Festus is effectively Patient Zero for the Suggested Musical Track: “What’s That Smell” by Taylor Bates
outbreak, the first person to be infected by the Eldridge Drive’s Description: The ship crewmembers have been infected with the
strange radiation. When later encountered after the Outbreak, he strange radiation from the X-Tech engine, but do not transmit
will be visibly infected and possibly leading other zombie packs. the zombie infection through biting. Instead it requires direct
First Officer Beachem exposure to the Radiation creeping out of the engine turbines.
The Zombies travel in packs of 5 or more.
Description:
• MING LO: If Ming is being played, include members of the
(NORMAL) First Officer Beachem is the boisterous executive Hong Kong opera as the later Zombies.
officer of the ship, who will go out of his way to be friendly to the
characters, offering a little extra at every turn. • SAMMY SUMMERS: If Sammy is being played, include
Spring Break teenagers and members of the Tornado cheer-
(OUTBREAK) After the outbreak begins, Officer Beachem will leading squad as part of the later Zombies.
go into panic mode, proving he knows little about how the ship
actually works (or even its exact layout.) • BIG DUKE DUTCHMAN: If Duke is being played, in-
clude some of the NASCAR fans as part of the later Zom-
Dr. Adam Brickell, Ship’s physician bies.
Description: Angle: Drag all the guests down to Engine Room for exposure.
(NORMAL) Dr. Brickell has previously been the secret saboteur Moves:
of the ship’s engine, prior to the Tangerine launch. Brickell had
• Dazed and Confused - As a part of the exposure, the infected
formerly served aboard the USS Eldridge and is aware of the
zombies experience no harm penalties when receiving dam-
inherent dangers involved in the X-Tech drive. He is hoping to
age. In addition, they will ignore potential threat of harm
peacefully sabotage the engine so the Rainbow Cruise line will
outside of the most grievous harm (e.g. they will not go
abandon using it further.
through a wall of flame to reach the players.)
(OUTBREAK) With the outbreak, Brickell will go into serious
• Swarm - Zombies do not function one on one, they will
PTSD and become hysterical, blaming the Army for the engine’s
group attack to subdue their target. When a maximum of
malfunction and may attempt to scuttle the ship with everyone
two targets are subdued, they will evade to take their target
still on board.
down to the Engine Room for exposure. If they suffer more
Lester, Head of Food and Beverage than 4 levels of damage, they will immediately retreat.
Description: • Double Your Terror, Double Your Fun - when a Zombie
Front reaches Overdrive, it effectively resets and a new Zom-
(NORMAL) Lester is the head of Food and Beverage and often bie Front is recreated.
serves as a head bartender in one of the lounges. In fact, it may
seem that Lester is the head bartender in every lounge… but that Gearshift:
would just be weird.
P - The infected group has begun to get sick, nauseous
(OUTBREAK) With the outbreak, Lester determine the best and their heads are swimming.
course of action is every man for himself. He will attempt to rob N - The infected group has begun to grow faint.
the ship’s safe in the Monaco Casino, and may attempt to enlist
L - The zombie sickness has occurred, with growling and Suggested Musical Track: In the Navy by Village People
bleeding from the eyes and mouth.
Description: The U.S. Coast Guard has been ordered to maintain
D1 - The group have begun to swarm around another a perimeter distance away from the ship. Due to the lack of infor-
passenger and lead them away.D2 - The group have begun mation about what’s going on aboard the Tangerine, the Guards-
to swarm around another passenger and lead them away, men have been given orders to turn any lifeboats back to the ship
the earlier captured passengers have joined the group. or fire upon them.
O - The group is double in size, ready to split into two. Angle: “Secure the perimeter until the order is given.”
Twists:
The Man - Government Spook • DJ OPTION - Even if the players manage to contain the
Agent Crawford aka “Denny DeMonaco” crisis, the Coast Guard was given strict orders to terminate
everyone regardless of condition. It will take some serious
Suggested Musical Track: “Theme to SWAT” by Ray Conniff negotiation to get what you want.
Description: Agent Crawford is posing as “Denny DeMonaco” • DJ OPTION - The Coast Guard is onhand with the inten-
one of the other passengers on the ship. He was assigned to keep tion of seeing whether the crisis can potentially be weapon-
watch on the X-Tech engine. With the outbreak, his intentions ized by the U.S. government.
may have changed but his mission is still the same.
• DJ OPTION - The Coast Guard is here to assess whether
Angle: “Protect the engine at all costs.” the players are capable of joining a secret government agency,
Moves: trained to confront disasters such as this (providing anyone
survives).
• Taking Jurisdiction - Normally Feds have the capability of
dismissing or commandeering local police for their own
needs. Aboard the cruise ship, Agent Crawford can pull rank
with any member of the Cruise Ship staff in order to carry Front - The Turtledove Singers
out his orders.
Suggested Musical Track: “Heartbeat it’s a Lovebeat” by the
• By the Book - Feds can immediately Lay Down Heat, tem-
porarily multiplying it for a Scene if need be. DeFranco Family

Gear: 9mm Automatic (2-harm, Close, Loud), C-4 explosive Description: Prior to the outbreak, the Turtledove Singers are a
(14-harm, loud, really really loud) family-based pop music group that is scheduled to perform in
the Casablanca Lounge several times during the cruise. Their best
Twists: known tune, “Get Happy Everyone” was a bona fide radio hit in
the early 70’s. Since then, their fame and popularity has begun to
• DJ OPTION - In order to protect state secrets and national fade.
security, Agent Crawford will attempt to blow up the ship
with everyone still on board. Angle: “We’re GOING to get back on top...whatever it takes!”
• DJ OPTION - Agent Crawford has made a deal with the Twists:
Chinese to sell the technical schematics of the Eldridge
Drive for a handsome profit. • DJ OPTION - The oldest son, Donny has snapped under
the pressure and has bullied the others of his family into
• DJ OPTION - Agent Crawford isn’t Agent Crawford at banding together and taking control of the ship via force.
all, but rather Denny DeMonaco’s split personality, a suave
undercover spy. • DJ OPTION - For whatever reason, one of the zombies let
Donny go unattacked. Now his family and several passengers
Gearshift: think he’s special, possibly touched by a higher power.
P - As Denny DeMonaco, Agent Crawford is trying to • DJ OPTION - Through self-delusion, the Turtledoves are
blend in with the guests both in the buffet line and the convinced this is an elaborate practical joke for television. As
club. such, they are acting the part, not realizing they are shooting
N - Agent Crawford is concerned asking questions and at and hurting real people.
trying to gather more information. Gearshift:
L - Agent Crawford is investigating the engine (as close
P - The Turtledove Singers are performing a regular vari-
as he can.)
ety show in the Casablanca Lounge.
D1 - Agent Crawford has pulled his firearm and is now
N - The Turtledoves are on break, relaxing in different
working to get a handle on the situation.
areas of the ship before their midnight show.
D2 - Agent Crawford now considers there to be no
L - The Turtledoves are confused by the commotion, wor-
friendlies onboard, and will treat everyone as a hostile.
ried about themselves and what they should do next.
O - Crawford detonates the C4 in the bow, causing the
D1 - Danny has confiscated the rifles from the skeet
ship to sink.
locker and is now arming the rest of the family.
D2 - The Turtledoves have barricaded themselves within
US Coast Guard Ship the Casablanca Lounge.
O - The Turtledoves have taken hostages and gone out of ing the players around. When noticed, he hustles away.
control. L - Tino is searching for a way to get to Rozz without
Donny Turtledove hurting anyone.
(NORMAL) Teenager and the natural leader of the group, wise- D1 - Tino is confronting Rozz to convince her to come
cracker but slightly desperate for their previous fame. back with him, the surrounding crisis means little com-
pared his efforts to get his way.
(OUTBREAK) After the outbreak, Donny has taken to shout- D2 - Tino is looking for a way to overpower any addi-
ing crazed things on the PA system in the Casablanca Lounge. tional people and take Rozz to safety for himself.
Donny is unstable to say the least.
O - Tino is unhinged, looking to harm or possibly kill
Gear: Skeet Shotgun (2-harm, Loud, Reload) Rozz and/or himself.
Mary Turtledove
(NORMAL) Mother of the family. Protective of the family, but
Locations - SS Tangerine
may be holding a secret from everyone else.
The SS Tangerine is a large cruise ship with multiple decks. The
(OUTBREAK) After the outbreak, Mary is doing whatever it lowest deck contains both the Engine Room and a cargo bay that
takes to protect the family, even if one of them gets infected. is large enough to transport any Sweet Rides that may be brought
on board. The Main deck contains all of the major points of
Gear: Skeet Shotgun (2-harm, Loud, Reload) interest - lounges, bars, etc. In between deck contain all passenger
Stevie Turtledove cabins. The command deck is the top deck of ship.

(NORMAL) One of the two twins. Age 12. A little shorter than Engine Room (Normal)
his twin sister, Mona. Not too swift.
Description: The Engine room prominently displays the X-Tech
(OUTBREAK) After the outbreak, Stevie will go along with
Eldridge Drive in the center of the room.
whatever Donny and Mona tell him to do.
Environment: stairwell, gauges, X-Tech Engine, rolled firehoses
Gear: Skeet Shotgun (2-harm, Loud, Reload)
in the emergency supplies.
Mona Turtledove
Engine Room (Outbreak)
(NORMAL) One of the two twins. Age 12. Quiet.
(OUTBREAK) After the outbreak, Mona goes along with the Description: The Eldridge Drive has a missing X-Tech compo-
family but is secretly plotting to take control from her brother, nent which causes the Engine Room to pulsate with dangerous
Donny. radiation. The radiation causes transformation into a zombie
with prolonged exposure. The Zombies will continue to expose as
Gear: Skeet Shotgun (2-harm, Loud, Reload) many of the guests and anyone else to the radiation as possible.

Front - Tino and Rozz Twists:


• DJ OPTION: First Office Beachem, in a drunken mis-
Pop star Rozzlyn Genari (formerly of the duo Tino and Rozz), guided attempt to “improve the engine’s performance”,
has recently left her husband Tino Genari to launch her solo made an alteration to the Eldridge drive which caused it
career. Tino has been possessive and abusive toward her and has to go haywire.
also snuck aboard the ship in order to reconcile with Rozz.
• DJ OPTION: Savio LeJolla, in order to repair his race
Rozzlyn Genari car.
Suggested Musical Track: “The Man Who Got Away” by Cher • DJ OPTION: Tino, in order to gain enough time to get
to mend fences with Rozz (or possibly hurt her.)
Description: Rozzlyn is a smart woman, trying to break away
Environment: stairwell, gauges, X-Tech Engine, firehoses fash-
from the bonds of her abusive husband. She was the talent of the
ioned into constraints against the railing
musical duo, and is hoping to write a new album and get back on
tour with a new back-up band. Moves:
Tino Genari • One of Us - Prolonged exposure to the radiation will cause
illness at a rate of 1 level per scene. At the point of 4 levels of
Suggested Musical Track: “She Made My Blood Run Cold” by radiation sickness, the victim will be considered a “Zombie”
Ike Turner and become an Adversary.
Description: Tino is desperate to make amends with his es-
tranged wife. He knows that without Rozz, his career is stalled
and maybe finally over.
Gearshift:
P - Tino is working to look inconspicuous, blending in
with the passengers.
N - Just out of immediate range, Tino can be seen follow-
Cargo Hold The Big Finish
Description: The cargo hold is carrying the larger freight includ- Although the players can continue beyond the scope of the sce-
ing any Sweet Rides that may have been stowed. nario, the specifics of this adventure can conclude in a number of
different ways:
Environment: stairwell, large crates, La Jolla’s Sweet Ride
Fixed In a Jiffy - Thanks to the players’ ingeuinty, the Eldridge
Drive is neutralized, either by fixing the X-Tech engine itself,
La Jolla’s Sweet Ride eliminating powering to its main turbines or a host of other
methods as decided by the DJ. In this event, several questions will
• 1973 De Tomaso Aldo Nova need to be answered.
• (3 power, 1 look, 0 armor, unreliable, fragile, cramped, gas
guzzler, unlicensed) • Do the infected crewmembers and guests return to nor-
• Fitted with X-Tech Technology: mal?
• supercharger • Do the players punish the culprit responsible for causing
• computer brain (malfunctioning) the damage (if there is indeed a specific culprit.)
• Do any of the remaining subplots get resolved? (e.g. Tino
and Rozz, Savio LaJolla, etc.)
Havana Discotheque • Have the characters developed future Hooks among one
another for later use?
Description: The Havana Disco is at the end of the cruise ship
with a large picture window toward the ocean in the back of Boom Shaka-Laka - The Eldridge Drive is destroyed. This is a
discotheque. more drastic action on the part of the players, with several ques-
tions still needing to be addressed.
Environment: DJ booth, bar, tables, small couches, disco ball,
dance floor, golf cart (0 power, 0 look, 0 armor, , silent, mobile) • Does the ship get damaged or possibly destroyed?
parked directly in back. • What happens to the infected passengers and crew?
• Do any of the remaining subplots get resolved? (e.g. Tino
Casablanca Lounge and Rozz, Savio LaJolla, etc.)
Description: The Lounge is the main stage for the Turtledove • Have the characters developed future Hooks among one
Singers, fashioned for light cocktails during the day, with perfor- another for later use?
mances in the evening. Its overall motif is similar to the movie Exit Stage Left - The characters escape the ship, leaving it to
“Casablanca”. someone else to resolve. Although this may seem like an unorigi-
Environment: Sporting good equipment locker including skeet nal solution, this can potentially be expanded by having the char-
rifles, shuffleboard cues, pool table, seats tables, small stage with acters wash ashore a lonesome island with a group of castaways
drum kit and PA set. Directly outside are two golf carts (0 power, stranded since a three-hour tour went awry. Other questions will
0 look, 0 armor, silent, mobile) still need to be answered.
• Did any of the other passengers or crew escape along with
Monaco Casino the players?
Description: The casino is a small but respectable in terms of its • What will happen to the ship once the characters escape?
variety of gaming. The large double doors open to the outdoor • Do any of the remaining subplots get resolved? (e.g. Tino
pool area. The casino bar also serves the outdoor pool area. and Rozz, Savio LaJolla, etc.)
Environment: • Have the characters developed future Hooks among one
another for later use?
• Inside: Palm trees, bar, roulette table, slot machines, craps
table, blackjack table, small office with desk, safe
• Outside: Pool, deck, chairs

Command Cabin
Description: The command cabin houses all the navigation and
piloting controls for the ship. This is the highest accessible point
of the ship.
Environment: Radio, onboard PA system, ship’s wheel, naviga-
tional maps, engine reading systems, gauges and meters (includ-
ing a warning level meter for the Eldridge Drive.)
tHE ss tANGERINE
Promeade Deck
Sun Deck Bridge
Caribbean Deck
Mediterranean DECK
AEGEAN DECK
BALTIC DECK
Engineering, Maintenance, Storage and Cargo Decks
The Player’s Agenda The Basic Rule
Active Participation - The world of the ‘77 is filled with kung-fu Describe what you are doing and then roll two six-sided (d6) dice
fighting schoolmistress nuns, bionic glam rockers and fast-driving and add the results.
race-car drivers who keep pet chimpanzees in their passenger
• If the result is 10 or higher (10+) it is considered a full
seat. You owe it to yourself to explore this high octane world,
success your character does exactly what you described.
using your character’s motivations and goals as a basis for action.
Things only get done when you actively do them, so always try to • If the result is above six but lower than ten (7-9) it is
participate in every Scene. considered a partial success, you either partially succeed in
your task or you succeed with a cost.
Go Big or Go Home - Some games encourage a subtle touch,
with nuanced levels of intrigue that require careful consideration • If the result is a six or lower (6-) it is considered a failure,
and delicate maneuverings…. but we don’t do that. Spirit of 77 is you fail at the task and the DJ can make a move against
a game to be played at maximum volume at all times. When faced you.
with a choice of a behind-the-scenes feint with slight reward but
low risk, versus bold what-the-hell actions that could fail spectac-
ularly but would be amazing if they work out… go for the gusto.
If you fail, you get XP. If you succeed, you’re a Big Damn Hero.
Share The Mic - Chances are you’re playing in a group of two or
more (otherwise you’re like that guy at the bus station at 2am.)
In the heat of the moment, it’s easy to get caught up in a personal
narrative or go off on a wild tangent. However, as a player you
also have a commitment to the group narrative which should
involve your fellow players whenever possible. Caught up in chas-
ing your long-term nemesis in a foot race through the subway?
Use your fellow players to cut him off at the pass. Interviewing a
person that may know the whereabouts of your long-lost sister?
Bring them along and play good-cop, bad-cop. Always try to
contribute to everyone’s fun.
Stick it to The Man - Well, this goes without saying.

Attributes
• Might = [Strength] - Uh! Take it! You got the strength
to make it happen? You got the stones to outlast your op-
ponent? Then you got the Might! Alllllright!
• Hustle = [Agility] Whether its bopping your way through
a Rumble or showing your stuff on the dance floor, Hustle
makes it happen.
• Smooth = [Charisma] Wanna know if you’re easy on the
eyes? Or if you’re cooler than school? That’s how Smooth
you are.
• Brains = [Intelligence] Don’t be the fool, take them to
school! Show them how smart you are in knowledge, wis-
dom and street smarts by showing you’ve got the Brains.
• Soul = [Spirituality] You won’t get anywhere if you don’t
have the spirituality behind what you do to give mean-
ing to how you do it. There’s peace, there’s love, and then
there’s Soul.
The DJ’s Moves Laying Down the Law
• Separate them - ("Hey where did Monty 1 Heat - Investigate Send a squad car to the area or
go?") a flatfoot to knock on a few doors which may
• Capture someone - ("Tell me again why you prove inconvenient if shenanigans are underway. If
just had to blow up the ice cream stand with a the uniformed officers run into the characters, they
DJ REFERENCE SHEET rocket launcher?") may ask some very pointed questions that could
• Put someone in a spot - ("I know you're out potentially escalate if the players don’t answer
The DJ’s Agenda for payback, but this brother is the only one
• Make the world of Spirit of 77 seem real correctly.
who can solve your problem...")
• Fill the characters’ lives with action • Trade harm for harm - ("Now it's my turn.") 2 Heat - Hassle Send a couple of plainclothes to
• Play to find out what happens • Announce off-screen badness - (”Tragedy push the characters around a bit. They can usually
strikes the schoolyard today, film at eleven.") be warded off by a well-placed bribe or a potential
• Make it worth it
• Foreshadow future badness - ("This ain't trade-off on certain items or “favors”, however they
• Stick it to The Man will not look the other way if a more serious
over.")
The DJ‘s Principles • Inflict harm creatively - ("You hit me in the criminal offense is underway.
• Get down with the funk. ear! Why the ear, man??") 3 Heat - APB The player characters are now consid-
• Address yourself to the characters, not the • Take away their stuff - ("I swear I parked it ered “persons of interest” and all the cops in the
players. right there.") city are on the lookout for them. If spotted, the
• Tell the undisputed truth. • Make them acquire stuff - ("If only we had a police will engage in pursuit. If captured, it’s
• Make your moves, but narrate the action. car battery to jumpstart this bionic leg...") extremely doubtful the players will be able to talk
• What’s the Angle? • Activate their Gear’s Traits - ("Wait, how am their way out of a drive downtown although they
• Ask provocative questions and build on the I supposed to conceal a crossbow under a may not be arrested unless the police are provoked.
raincoat?") 4 Heat - Detain There is an active warrant for the
answers.
• Tell them the possible consequences and ask players’ arrest, with an additional search warrant
• Respond with shenanigans and intermittent - (“Are you sure you want to go down into issued for their premises. If captured, the charac-
rewards. that dark basement?”) ters will definitely be booked and thrown in the
• Be a fan of the players’ characters. • Offer an opportunity with or without a cost - tombs, with a potential rough-up in their cell if
• Think offscreen too. ("Let me make a proposition here.") they’re not careful. Characters must be extremely
• Sometimes, disclaim decision making. • Turn their move back on them - ("Look careful on where they hide, how they move and
• Ride the wave. when I said punch him in the face, I didn’t who the talk to.
know he was the gang leader.")
Dealing Harm • Kick a Threat into High Gear - ("Meanwhile, 5 Heat - Hunt A citywide manhunt has been
Example Harm Levels: on the other side of town...") triggered, with a SWAT team raid or Federal
1-harm - Broken bottle, fall from 10 feet • Make a Threat Move - (“When did he learn Agents additionally called in. The players’ names
2-harm - Light Pistol, Big Knife, falls from 20 to do that??”) and faces are being mentioned in television news
feet • Apply some Heat - ("Ya know, maybe we reports and on the front page of every paper. The
3-harm - Heavy Pistol, Rifle, Large Sword shouldn't have stolen a cop car for our player characters will be lucky if they only get
escape.") roughed up on capture, all police have been
4+ harm - Explosives, Rockets, falls from more
• Lay down the Law - ("Knock, knock, Dirt- warned the characters are armed and dangerous
than 20 feet (whether they are or not), and may have been
bag...")
• Have the Man stick it to them - (“You’re given orders to shoot to kill. It will officially be a
threatening me with a parking ticket? IN A long day.
FIREFIGHT??”)
Daryl “Big Duke” Stats
Might: +1
HARM:

Dutchman Hustle: +2
Daredevil Stuntman Smooth: +1 Heat:
One Bad Mother Good Old Boy Seeking The Crown Brains: +0
Suggested Theme Song: “Hurricane Ride” by Ram Jam Soul: +0 XP:
Everybody’s heard of Evel Knievel, well soon they’re all going to be talking about Big Duke Dutchman
instead, you’re traveling to Sagebrush Island where you’ll be performing a stunt that will put every other
daredevil to shame.
Moves:
Sweet Ride: All Good Old Boys start with a Sweet Ride at no cost. Big Duke has a custom stunt
cycle stored in the hold of the ship. (2 power, 1 look, 0 armor, mobile, sturdy)
Hot Wheels: When in the driver’s seat...
• If you need to Deliver a Beatdown, add your vehicle’s power to your roll.
• If you need to Keep your Cool, add your vehicle’s power to your roll.
• If you Get in Somebody’s Face add your vehicle’s power to your roll.
• If you try to seduce or manipulate someone, add your vehicle’s looks
to your roll.
• If you Help a Brother Out add your vehicle’s power to the roll.
Damn the Double Nickel: When you charge straight into the thick of
things without regard for your own safety you get +1 armor. If you happen
to be leading a gang also on vehicles or a convoy, they get +1 armor too.
Power to the People: The Man doesn’t like you but the People
do - When interacting with Civilians, roll with Something
Extra if you have any Heat.
Drink You Under The Table: When resisting the ef-
fects of alcohol, drugs or other illicit substances, roll
with Something Extra.
Thang:
Sidekick: Mechanic - “Gascap” Gamble
Gascap always has your back, almost as good in
a fight as he is fixing bikes, he travels with you
everywhere you go.
Gear
With You:
• Street Clothes
• Leather Jacket (1 Armor)
In Your Cabin:
• Fireproof racing suit
(1 armor, fireproof )
• Racing Helmet (+1 armor)
• Repair Kit
In The Hold:
• Stunt Motorcycle -
(2 Power 1 Looks, Mobile, Sturdy)
Questions to Consider
What do you call your bike?
What type of stunt are you going to per-
form at Sagebrush Island?
How did you meet Gascap Gamble?
Get In Their Face (Might)
Basic Moves When you attempt to get someone to act through violence or
Deliver a Beatdown (Might) threat of violence, roll +Might.
When you swing at somebody with the intent of killing, knock-
ing out or disabling them, roll +Might. On a 10+, you choose two and then the DJ chooses one:
On a 10+ you deal your damage to the enemy AND choose one On a 7-9, you choose one and then the DJ chooses one:
of the options below: • They don’t force you to carry out your threat.
On a 7–9, you deal your damage to the target OR choose one • They give you what you want (or what they think you
of the options below: want).
• They don’t try to deceive you.
• You avoid any counter-attack. • You deal them 1-harm.
• Deal great harm (+1 harm). • They flee or otherwise get out of the way.
• Deal 1 stun harm. • They offer you an alternative.
• Disarm your target. • You avoid any repercussions.
• Blind, hold or otherwise disable your target (they deal -1
harm).
• Give or take something your target is holding or wearing. Getting What You Want (Smooth)
• Push, pull or otherwise move your target where you want When you have leverage and try to seduce or manipulate some-
them. one, tell them what you want and roll +Smooth.
On a 6 or less you deal no damage and your opponent can On a 10+ They do what you want and pick two:
counter-attack and/or the DJ can make a move of his choice. On a 7-9 They do what you want and pick one:
Smoke His Ass (Hustle) • They act immediately.
When you take aim and shoot at an enemy at range, roll+Hustle. • They do not demand immediate payment.
On a 10+ you have a clear shot—deal your damage. On a 7–9, • They perform especially well.
choose one (whichever you choose you deal your damage): • They are happy with the bargain.
• You have to move to get the shot exposing someone (often your-
self ) to danger Scope out a Scene (Brains)
• You have to take what you can get: deal 1 harm damage After investigating the current Scene, roll +Brains. On a 10+,
ask 3 questions to the DJ. On a 7-9 ask 1.
Take a Hit or Get Outta the Way (Might or Hustle) When investigating the current Scene:
There are two ways of handling that urge in other people - either • What’s the fastest Escape Route out of here?
by Taking the Hit, or Getting Out of the Way. Taking the Hit • Is there anything hidden here?
means you shrug off the damage from a wound, requiring you to • Who’s in charge around here?
roll +Might. Or you might want to Get Out of the Way by trying • Who’s the toughest person in the room?
to dodge a source of danger, which instead requires you to roll • Who’s the most vulnerable person in the room?
+Hustle. Either way, on a 10+ you will avoid the harm completely. • Who knows more than they’re letting on?
On a 7-9 you take half the harm (minimum 1) or you take no Some moves may allow you to ask additional or different ques-
harm but the DJ can pick one: tions.
• You’re knocked down
• You drop what you’re holding or have to pick up something else
• Somebody else takes the hit Give Someone the Third Degree (Brains)
On a 6 or lower, you suffer the full effects of the danger. Hope When you analyze a person’s responses while interacting with
you’ve got some armor. them roll+Brains. On a 10+ Hold 3, on a 7-9 hold 1. While you
are interacting with them, spend one hold to ask the player or DJ
Keep Your Cool (Various) one question.
When you act despite an imminent threat or work under pres- • Is your character telling the truth?
sure, say how you deal with it and roll. If you do it… • What does your character intend to do?
• …by powering through, +Might • What does your character want me to do?
• …by getting out of the way or acting fast, +Hustle • How could I get your character to do _____ ?
• …with quick thinking, +Brains Some moves may allow you to ask additional or different ques-
• …through mental fortitude or serenity, +Soul tions.
• …using charm and social grace, +Smooth
On a 10+, you do what you set out to, the threat doesn’t come to
bear. On a 7–9, you stumble, hesitate, or flinch: the DJ will offer
Help a Brother Out (Hooks)
When you directly assist someone you have Hooks with,
you a worse outcome, hard bargain, or ugly choice.
Roll+Hooks with them. On a 10+ they take +1. On a 7-9 you also
Free Your Mind (Soul) expose yourself to danger or have to pay a cost.
When you relax through meditation or pharmaceutical assistance
and open up your mind to contemplate the current situation, Ask
the DJ a question and roll+Soul.
On a 10+ the DJ will give you a truthful and mostly clear answer.
On a 7-9, the DJ will give you a mostly truthful but cryptic
answer.
Victoria Crowne Stats
Might: +1
HARM:
Special Agent of MI-X British Intelligence
Hustle: +2
X-Tech Honeypot Seeking The Truth
Suggested Theme Song: “Spooky” by Dusty Springfield
Smooth: +2 Heat:
Brains: +1
Soul: -1 XP:
Those guys in MI-6 might get all the press, but not even Commander Bond has cleareance for the
types of assignments you’ve been given since joining MI-X. Dangerous technology of questionable
origin has been appearing all over the world, and British Intelligence needs to keep tabs on it.
You’ve been sent to the cruise ship to gather intelligence on this new Eldridge Drive that is being
used. The SIS was kept in the dark about the original Philadelphia Experiment durring WWII,
and you intend to rectify that oversight.

Moves:
Angel Eyes: When you gaze longingly into the eyes of someone who means
you harm, roll +Smooth. On 10+ they drop their weapon and take a step back.
On a 7-9 they redirect their hostility elsewhere.

One Won’t Kill You: When you successfully convince someone to share in a
vice, roll with Something Extra when dealing with them, and gain +1 old when
Giving them the Third Degree.

X-Tech Expert: When working with X-Tech, roll with Something Extra.

Prototype: - One of your Thangs (Your Pistol) has been enhanced with X-
Technology, giving it abilities/qualities beyond the norm.

Thang:
Signature Weapon: Walther PPX Automatic Pistol (2 harm, close, concealed)
Knockout Darts - When you use your pistol you may choose to do non-lethal damage.
Grapple Gun - You can use your pistol to fire a grapeling hook and rappelling line.

Gear:
With You:
• Formal Clothing
• Minox Mini Camera
• Walther PPX in Concealed Holster

In Your Cabin:
• Leather Catsuit (1 armor)
• Disguise Kit
• First Aid Kit

Questions to Consider:
What is your cover story? (Be sure to use it when introducing yourself )
What rumors have you heard about the Eldridge Drive?
What previous mission still haunts you?
Get In Their Face (Might)
Basic Moves When you attempt to get someone to act through violence or
Deliver a Beatdown (Might) threat of violence, roll +Might.
When you swing at somebody with the intent of killing, knock-
ing out or disabling them, roll +Might. On a 10+, you choose two and then the DJ chooses one:
On a 10+ you deal your damage to the enemy AND choose one On a 7-9, you choose one and then the DJ chooses one:
of the options below: • They don’t force you to carry out your threat.
On a 7–9, you deal your damage to the target OR choose one • They give you what you want (or what they think you
of the options below: want).
• They don’t try to deceive you.
• You avoid any counter-attack. • You deal them 1-harm.
• Deal great harm (+1 harm). • They flee or otherwise get out of the way.
• Deal 1 stun harm. • They offer you an alternative.
• Disarm your target. • You avoid any repercussions.
• Blind, hold or otherwise disable your target (they deal -1
harm).
• Give or take something your target is holding or wearing. Getting What You Want (Smooth)
• Push, pull or otherwise move your target where you want When you have leverage and try to seduce or manipulate some-
them. one, tell them what you want and roll +Smooth.
On a 6 or less you deal no damage and your opponent can On a 10+ They do what you want and pick two:
counter-attack and/or the DJ can make a move of his choice. On a 7-9 They do what you want and pick one:
Smoke His Ass (Hustle) • They act immediately.
When you take aim and shoot at an enemy at range, roll+Hustle. • They do not demand immediate payment.
On a 10+ you have a clear shot—deal your damage. On a 7–9, • They perform especially well.
choose one (whichever you choose you deal your damage): • They are happy with the bargain.
• You have to move to get the shot exposing someone (often your-
self ) to danger Scope out a Scene (Brains)
• You have to take what you can get: deal 1 harm damage After investigating the current Scene, roll +Brains. On a 10+,
ask 3 questions to the DJ. On a 7-9 ask 1.
Take a Hit or Get Outta the Way (Might or Hustle) When investigating the current Scene:
There are two ways of handling that urge in other people - either • What’s the fastest Escape Route out of here?
by Taking the Hit, or Getting Out of the Way. Taking the Hit • Is there anything hidden here?
means you shrug off the damage from a wound, requiring you to • Who’s in charge around here?
roll +Might. Or you might want to Get Out of the Way by trying • Who’s the toughest person in the room?
to dodge a source of danger, which instead requires you to roll • Who’s the most vulnerable person in the room?
+Hustle. Either way, on a 10+ you will avoid the harm completely. • Who knows more than they’re letting on?
On a 7-9 you take half the harm (minimum 1) or you take no Some moves may allow you to ask additional or different ques-
harm but the DJ can pick one: tions.
• You’re knocked down
• You drop what you’re holding or have to pick up something else
• Somebody else takes the hit Give Someone the Third Degree (Brains)
On a 6 or lower, you suffer the full effects of the danger. Hope When you analyze a person’s responses while interacting with
you’ve got some armor. them roll+Brains. On a 10+ Hold 3, on a 7-9 hold 1. While you
are interacting with them, spend one hold to ask the player or DJ
Keep Your Cool (Various) one question.
When you act despite an imminent threat or work under pres- • Is your character telling the truth?
sure, say how you deal with it and roll. If you do it… • What does your character intend to do?
• …by powering through, +Might • What does your character want me to do?
• …by getting out of the way or acting fast, +Hustle • How could I get your character to do _____ ?
• …with quick thinking, +Brains Some moves may allow you to ask additional or different ques-
• …through mental fortitude or serenity, +Soul tions.
• …using charm and social grace, +Smooth
On a 10+, you do what you set out to, the threat doesn’t come to
bear. On a 7–9, you stumble, hesitate, or flinch: the DJ will offer
Help a Brother Out (Hooks)
When you directly assist someone you have Hooks with,
you a worse outcome, hard bargain, or ugly choice.
Roll+Hooks with them. On a 10+ they take +1. On a 7-9 you also
Free Your Mind (Soul) expose yourself to danger or have to pay a cost.
When you relax through meditation or pharmaceutical assistance
and open up your mind to contemplate the current situation, Ask
the DJ a question and roll+Soul.
On a 10+ the DJ will give you a truthful and mostly clear answer.
On a 7-9, the DJ will give you a mostly truthful but cryptic
answer.
Vincent Peck Stats
Might: +0
HARM:
Criminologist Author Hustle: +1
Former Badge Sleuth Seeking Cold Hard Cash Smooth: +1 Heat:
Suggested Theme Song: “For the Love of Money” by The O’Jays
Brains: +3
Soul: +0 XP:
You’re not really a “cruise person” - you never liked the beach, and haven’t swam since the police
academy, but your publisher insisted on this speaking engagement to promote the new book. At any
rate a couple hours of talking and greeting some fans buys you a week of solitude to work on the next
book, and the best part is, out here on the open sea there are no bookies to hassle you about the money
you owe.

Moves:
Crime Scene Investigation: When Scoping out the
Scene of a recent crime, you can additionally choose
to ask these questions:
• How long ago did the crime take place?
• How many people were involved in the crime?
• How did the perpetrator or the victim of the
crime enter and leave the scene?
• Who is the most obvious suspect?

It’s Only Logical: When using a logical argument to convince someone, you may
roll +Brains instead of +Smooth to Get What You Want.

Friends on the Force: As a former cop you still have contacts in the local law en-
forcement department. When you deal with local police, roll with Something Extra.

Packing Heat: You have practical experience on the firing range, which provides a
range bonus to pistols - weapons with range of “close” become “far” in your hands.

Thang
Fame: Your most recent case got you a lot of attention in the press, and your book
tour has been well publicized. People on the cruise are sure to recognize you.

Gear
With you:
• Street clothes
• 35mm camera
• Hip flask half full of burbon

In Your Cabin:
• .38 Service revolver (2 harm, close, reload, concealed)
• Portable typewriter

Questions to Consider:
Your most recent case was very public, what did it involve and how did you solve it?
You are haunted by the failure to solve a specific case, what did it involve and why
did you fail to solve it?
You’re a habitual gambler which has put you into considerable debt, what is your
perferred fix?
Get In Their Face (Might)
Basic Moves When you attempt to get someone to act through violence or
Deliver a Beatdown (Might) threat of violence, roll +Might.
When you swing at somebody with the intent of killing, knock-
ing out or disabling them, roll +Might. On a 10+, you choose two and then the DJ chooses one:
On a 10+ you deal your damage to the enemy AND choose one On a 7-9, you choose one and then the DJ chooses one:
of the options below: • They don’t force you to carry out your threat.
On a 7–9, you deal your damage to the target OR choose one • They give you what you want (or what they think you
of the options below: want).
• They don’t try to deceive you.
• You avoid any counter-attack. • You deal them 1-harm.
• Deal great harm (+1 harm). • They flee or otherwise get out of the way.
• Deal 1 stun harm. • They offer you an alternative.
• Disarm your target. • You avoid any repercussions.
• Blind, hold or otherwise disable your target (they deal -1
harm).
• Give or take something your target is holding or wearing. Getting What You Want (Smooth)
• Push, pull or otherwise move your target where you want When you have leverage and try to seduce or manipulate some-
them. one, tell them what you want and roll +Smooth.
On a 6 or less you deal no damage and your opponent can On a 10+ They do what you want and pick two:
counter-attack and/or the DJ can make a move of his choice. On a 7-9 They do what you want and pick one:
Smoke His Ass (Hustle) • They act immediately.
When you take aim and shoot at an enemy at range, roll+Hustle. • They do not demand immediate payment.
On a 10+ you have a clear shot—deal your damage. On a 7–9, • They perform especially well.
choose one (whichever you choose you deal your damage): • They are happy with the bargain.
• You have to move to get the shot exposing someone (often your-
self ) to danger Scope out a Scene (Brains)
• You have to take what you can get: deal 1 harm damage After investigating the current Scene, roll +Brains. On a 10+,
ask 3 questions to the DJ. On a 7-9 ask 1.
Take a Hit or Get Outta the Way (Might or Hustle) When investigating the current Scene:
There are two ways of handling that urge in other people - either • What’s the fastest Escape Route out of here?
by Taking the Hit, or Getting Out of the Way. Taking the Hit • Is there anything hidden here?
means you shrug off the damage from a wound, requiring you to • Who’s in charge around here?
roll +Might. Or you might want to Get Out of the Way by trying • Who’s the toughest person in the room?
to dodge a source of danger, which instead requires you to roll • Who’s the most vulnerable person in the room?
+Hustle. Either way, on a 10+ you will avoid the harm completely. • Who knows more than they’re letting on?
On a 7-9 you take half the harm (minimum 1) or you take no Some moves may allow you to ask additional or different ques-
harm but the DJ can pick one: tions.
• You’re knocked down
• You drop what you’re holding or have to pick up something else
• Somebody else takes the hit Give Someone the Third Degree (Brains)
On a 6 or lower, you suffer the full effects of the danger. Hope When you analyze a person’s responses while interacting with
you’ve got some armor. them roll+Brains. On a 10+ Hold 3, on a 7-9 hold 1. While you
are interacting with them, spend one hold to ask the player or DJ
Keep Your Cool (Various) one question.
When you act despite an imminent threat or work under pres- • Is your character telling the truth?
sure, say how you deal with it and roll. If you do it… • What does your character intend to do?
• …by powering through, +Might • What does your character want me to do?
• …by getting out of the way or acting fast, +Hustle • How could I get your character to do _____ ?
• …with quick thinking, +Brains Some moves may allow you to ask additional or different ques-
• …through mental fortitude or serenity, +Soul tions.
• …using charm and social grace, +Smooth
On a 10+, you do what you set out to, the threat doesn’t come to
bear. On a 7–9, you stumble, hesitate, or flinch: the DJ will offer
Help a Brother Out (Hooks)
When you directly assist someone you have Hooks with,
you a worse outcome, hard bargain, or ugly choice.
Roll+Hooks with them. On a 10+ they take +1. On a 7-9 you also
Free Your Mind (Soul) expose yourself to danger or have to pay a cost.
When you relax through meditation or pharmaceutical assistance
and open up your mind to contemplate the current situation, Ask
the DJ a question and roll+Soul.
On a 10+ the DJ will give you a truthful and mostly clear answer.
On a 7-9, the DJ will give you a mostly truthful but cryptic
answer.
Samantha “Sammy” Stats
Might: +0
HARM:
Summers Hustle: +1
Captain of the Texas Tornados Cheerleaders Smooth: +2 Heat:
All-Star Bopper Seeking Thrills Brains: +0
Suggested Theme Song: “Saturday Night” by The Bay City Rollers Soul: +1 XP:
Yeehaw! You really needed this break. Anyone who thinks that cheerleading isn’t a sport should try
doing handstands and backflips while wearing these stupid cowboy boots. It’s been a long season,
and an even longer semester, the Tornadoes performed great and now you get to reap the rewards.
You’ve got an all expense paid cruise with your best friends, sure you’ve gotta make daily publicity
appearances for Gettysburg beer but beyond that it’s all sun and fun for days on end.

Moves:
Gang: You are the captain of the Texas Tornados Chearleader Squad -
The Texas Tornado Cheerleaders
Medium-sized gang (24 members) 2-harm, 0 armor, Obligation (Gettysburg Beer)
Members of the team accompany you on your adventures, you can utilize them to
fight for you, or perform other tasks.

Warchief: Your gang will follow you under normal circumstances, but
there may be times you need to command your gang to stick their
necks out. When you try to impose your will on your gang, roll+Might.
On a 10+, all 3. On a 7–9, choose 1:
• They do what you want.
• They don’t fight back over it.
• You don’t have to make an example of one of them.
On a miss, someone in your gang may make a dedicated bid to replace you for Captain.

Plan On a Napkin: When you make a plan of action and explain it to the rest of the team,
roll+Brains. On a 10+ hold 3. On 7-9, hold 1. While executing the plan, you can spend 1
hold to roll with Something Extra on any move.

Playing Hurt: Once the adrenalin kicks in, you kick into overdrive. When you’ve experi-
enced 2 or more harm, roll with Something Extra for all Might and Hustle rolls for the
remainder of the Scene.

Ignore The Crowd: Working under pressure is your specialty. When everything is on the
line and only you can overcome the obstacle roll with Something Extra.

Thang
Aptitude: Medical Student - You’re secretly working your way through medical school.
When making rolls associated with this area of expertise always roll as if your stat bonus
was +2.

Gear
With You:
Cheerleader Outfit (cowboy hat, boots with spurs)
In Your Cabin:
Portable Stereo (with 8-track player)
Suitcase full of bikinis and pompoms
First Aid Kit
Questions to Consider:
Your team consists of 24 other cheerleaders, name at least 5 of them.
Why have you been keeping your medical training a secret from the team?
What’s the craziest thing you’ve done on a dare?
Get In Their Face (Might)
Basic Moves When you attempt to get someone to act through violence or
Deliver a Beatdown (Might) threat of violence, roll +Might.
When you swing at somebody with the intent of killing, knock-
ing out or disabling them, roll +Might. On a 10+, you choose two and then the DJ chooses one:
On a 10+ you deal your damage to the enemy AND choose one On a 7-9, you choose one and then the DJ chooses one:
of the options below: • They don’t force you to carry out your threat.
On a 7–9, you deal your damage to the target OR choose one • They give you what you want (or what they think you
of the options below: want).
• They don’t try to deceive you.
• You avoid any counter-attack. • You deal them 1-harm.
• Deal great harm (+1 harm). • They flee or otherwise get out of the way.
• Deal 1 stun harm. • They offer you an alternative.
• Disarm your target. • You avoid any repercussions.
• Blind, hold or otherwise disable your target (they deal -1
harm).
• Give or take something your target is holding or wearing. Getting What You Want (Smooth)
• Push, pull or otherwise move your target where you want When you have leverage and try to seduce or manipulate some-
them. one, tell them what you want and roll +Smooth.
On a 6 or less you deal no damage and your opponent can On a 10+ They do what you want and pick two:
counter-attack and/or the DJ can make a move of his choice. On a 7-9 They do what you want and pick one:
Smoke His Ass (Hustle) • They act immediately.
When you take aim and shoot at an enemy at range, roll+Hustle. • They do not demand immediate payment.
On a 10+ you have a clear shot—deal your damage. On a 7–9, • They perform especially well.
choose one (whichever you choose you deal your damage): • They are happy with the bargain.
• You have to move to get the shot exposing someone (often your-
self ) to danger Scope out a Scene (Brains)
• You have to take what you can get: deal 1 harm damage After investigating the current Scene, roll +Brains. On a 10+,
ask 3 questions to the DJ. On a 7-9 ask 1.
Take a Hit or Get Outta the Way (Might or Hustle) When investigating the current Scene:
There are two ways of handling that urge in other people - either • What’s the fastest Escape Route out of here?
by Taking the Hit, or Getting Out of the Way. Taking the Hit • Is there anything hidden here?
means you shrug off the damage from a wound, requiring you to • Who’s in charge around here?
roll +Might. Or you might want to Get Out of the Way by trying • Who’s the toughest person in the room?
to dodge a source of danger, which instead requires you to roll • Who’s the most vulnerable person in the room?
+Hustle. Either way, on a 10+ you will avoid the harm completely. • Who knows more than they’re letting on?
On a 7-9 you take half the harm (minimum 1) or you take no Some moves may allow you to ask additional or different ques-
harm but the DJ can pick one: tions.
• You’re knocked down
• You drop what you’re holding or have to pick up something else
• Somebody else takes the hit Give Someone the Third Degree (Brains)
On a 6 or lower, you suffer the full effects of the danger. Hope When you analyze a person’s responses while interacting with
you’ve got some armor. them roll+Brains. On a 10+ Hold 3, on a 7-9 hold 1. While you
are interacting with them, spend one hold to ask the player or DJ
Keep Your Cool (Various) one question.
When you act despite an imminent threat or work under pres- • Is your character telling the truth?
sure, say how you deal with it and roll. If you do it… • What does your character intend to do?
• …by powering through, +Might • What does your character want me to do?
• …by getting out of the way or acting fast, +Hustle • How could I get your character to do _____ ?
• …with quick thinking, +Brains Some moves may allow you to ask additional or different ques-
• …through mental fortitude or serenity, +Soul tions.
• …using charm and social grace, +Smooth
On a 10+, you do what you set out to, the threat doesn’t come to
bear. On a 7–9, you stumble, hesitate, or flinch: the DJ will offer
Help a Brother Out (Hooks)
When you directly assist someone you have Hooks with,
you a worse outcome, hard bargain, or ugly choice.
Roll+Hooks with them. On a 10+ they take +1. On a 7-9 you also
Free Your Mind (Soul) expose yourself to danger or have to pay a cost.
When you relax through meditation or pharmaceutical assistance
and open up your mind to contemplate the current situation, Ask
the DJ a question and roll+Soul.
On a 10+ the DJ will give you a truthful and mostly clear answer.
On a 7-9, the DJ will give you a mostly truthful but cryptic
answer.
Ming Lo Stats
Might: +0
HARM:
Hong Kong Opera Star Hustle: +2
Kung Fu Tough Lady seeking Escape Smooth: +0 Heat:
Suggested Theme Song: “Kung Fu” by Curtis Mayfield
Brains: +0
Soul: +2 XP:
You are the lead in the Hong Kong Opera troupe that is performing on the ship during the cruise. You have
been in the Opera your entire life and desire nothing more than escaping to America, but the troupe has
invested many years in training you, they keep a close eye on all the performers.

Moves:
Bustin’ Loose: When you use pure strength to destroy an inanimate object or obstacle, roll +Might.
On a 10+, choose 3. On a 7-9 choose 2.
• It doesn’t take a very long time
• Nothing of value is damaged
• It does not draw any negative attention
• You can fix the thing again without a lot of effort

One at a Time or All at Once: When you are confronted by overwhelming


forces you count as a gang (2-harm gang small) with armor equal to your
normal armor rating.

Way of the Fist: When you utilize Kung-Fu Technique or training


instead of brute force you may roll+Hustle instead of +Might.

Floating Cherry Blossom: You have mastered superhuman acro-


batic techniques that allow you to jump and fall great distances as
well as traverse incredibly delicate and precarious surfaces. You can
easily jump or fall one story or walk across delicate surfaces (fresh
snow, china teacups, clotheslines) without making a roll. Jumping
or falling longer distances or running across delicate surfaces will
require a +Hustle roll.

Thang:
Animal Companion: Jack the Dancing Monkey
When you offer Jack a treat and give him a command in a stressful situation, roll
+Smooth, on a 10+ pick 3. On a 7-9 pick 1.
• Jack obeys immediately
• Jack is not harmed or hindered
• Jack performs particularly well
• Jack performs happily
Gear
With You:
• Performance outfit
• Bag of Monkey treats

In Your Cabin:
• Trunk full of opera costumes and stage weapons (2 harm, hand, fragile)

Questions to Consider:
How did you acquire Jack the Dancing Monkey?
What’s the worst thing about being in the Hong Kong Opera?
What do you plan to do if you ever get to America?
Get In Their Face (Might)
Basic Moves When you attempt to get someone to act through violence or
Deliver a Beatdown (Might) threat of violence, roll +Might.
When you swing at somebody with the intent of killing, knock-
ing out or disabling them, roll +Might. On a 10+, you choose two and then the DJ chooses one:
On a 10+ you deal your damage to the enemy AND choose one On a 7-9, you choose one and then the DJ chooses one:
of the options below: • They don’t force you to carry out your threat.
On a 7–9, you deal your damage to the target OR choose one • They give you what you want (or what they think you
of the options below: want).
• They don’t try to deceive you.
• You avoid any counter-attack. • You deal them 1-harm.
• Deal great harm (+1 harm). • They flee or otherwise get out of the way.
• Deal 1 stun harm. • They offer you an alternative.
• Disarm your target. • You avoid any repercussions.
• Blind, hold or otherwise disable your target (they deal -1
harm).
• Give or take something your target is holding or wearing. Getting What You Want (Smooth)
• Push, pull or otherwise move your target where you want When you have leverage and try to seduce or manipulate some-
them. one, tell them what you want and roll +Smooth.
On a 6 or less you deal no damage and your opponent can On a 10+ They do what you want and pick two:
counter-attack and/or the DJ can make a move of his choice. On a 7-9 They do what you want and pick one:
Smoke His Ass (Hustle) • They act immediately.
When you take aim and shoot at an enemy at range, roll+Hustle. • They do not demand immediate payment.
On a 10+ you have a clear shot—deal your damage. On a 7–9, • They perform especially well.
choose one (whichever you choose you deal your damage): • They are happy with the bargain.
• You have to move to get the shot exposing someone (often your-
self ) to danger Scope out a Scene (Brains)
• You have to take what you can get: deal 1 harm damage After investigating the current Scene, roll +Brains. On a 10+,
ask 3 questions to the DJ. On a 7-9 ask 1.
Take a Hit or Get Outta the Way (Might or Hustle) When investigating the current Scene:
There are two ways of handling that urge in other people - either • What’s the fastest Escape Route out of here?
by Taking the Hit, or Getting Out of the Way. Taking the Hit • Is there anything hidden here?
means you shrug off the damage from a wound, requiring you to • Who’s in charge around here?
roll +Might. Or you might want to Get Out of the Way by trying • Who’s the toughest person in the room?
to dodge a source of danger, which instead requires you to roll • Who’s the most vulnerable person in the room?
+Hustle. Either way, on a 10+ you will avoid the harm completely. • Who knows more than they’re letting on?
On a 7-9 you take half the harm (minimum 1) or you take no Some moves may allow you to ask additional or different ques-
harm but the DJ can pick one: tions.
• You’re knocked down
• You drop what you’re holding or have to pick up something else
• Somebody else takes the hit Give Someone the Third Degree (Brains)
On a 6 or lower, you suffer the full effects of the danger. Hope When you analyze a person’s responses while interacting with
you’ve got some armor. them roll+Brains. On a 10+ Hold 3, on a 7-9 hold 1. While you
are interacting with them, spend one hold to ask the player or DJ
Keep Your Cool (Various) one question.
When you act despite an imminent threat or work under pres- • Is your character telling the truth?
sure, say how you deal with it and roll. If you do it… • What does your character intend to do?
• …by powering through, +Might • What does your character want me to do?
• …by getting out of the way or acting fast, +Hustle • How could I get your character to do _____ ?
• …with quick thinking, +Brains Some moves may allow you to ask additional or different ques-
• …through mental fortitude or serenity, +Soul tions.
• …using charm and social grace, +Smooth
On a 10+, you do what you set out to, the threat doesn’t come to
bear. On a 7–9, you stumble, hesitate, or flinch: the DJ will offer
Help a Brother Out (Hooks)
When you directly assist someone you have Hooks with,
you a worse outcome, hard bargain, or ugly choice.
Roll+Hooks with them. On a 10+ they take +1. On a 7-9 you also
Free Your Mind (Soul) expose yourself to danger or have to pay a cost.
When you relax through meditation or pharmaceutical assistance
and open up your mind to contemplate the current situation, Ask
the DJ a question and roll+Soul.
On a 10+ the DJ will give you a truthful and mostly clear answer.
On a 7-9, the DJ will give you a mostly truthful but cryptic
answer.
Gemini Stats
Might: +0
HARM:
Rising Star Hustle: +2
Glam Rocker seeking Fame and Fortune Smooth: +0 Heat:
Suggested Theme Song: “Meal Ticket” by Elton John
Brains: -1
Soul: +3 XP:
Striaght, Gay, Male, Female, they’re all just labels, why does everyone have to label you?
Can’t you just be a pansexual being of pure energy without getting hassled? You’e promoter
said that working the cruise would be a good warmup to the big show on Sagebrush Island,
but you’re starting to have doubts, the people on this ship all seem pretty down. Good thing
you brought plenty of dope with you.
Moves:
Who Looks Fabulous?: By adopting a Glam lifestyle, your character has an outward
appearance more extravagant than others. While you are wearing your Glamorous
Wardrobe, anytime you are called upon to roll+Smooth you can roll+Soul instead.
God of Thunder: If it’s too loud, then they’re too old and it’s time to use it to your
advantage! When you play on your instrument, turn up the volume and roll+Soul:
• On a 10+ multiple targets within the Scene gets deafened, staggering around at a
disadvantage.
• On a 7-9 Only one target gets deafened.
Black Belt in Crazy: Pick a tune to get the team revved up. While performing, every-
one on the team rolls with Something Extra and gains the area trait for their melee
attacks.
Superfly: Fire, explosions, machine-gun fire, it doesn’t matter, You always keep your
cool. No matter what happens, you, your hair and your clothes always look perfect.
Thang:
Special Instrument: You’ve acquired an enchanted flute, when you play a short
tune on it ask a question and roll+Soul.
• On a 10+ it gives you a direct answer in a voice that only you can hear.
• On a 7-9 it tells you who knows the answer to your question in a
voice only you can hear.

Gear
With you:
• Glamorous Clothing
• Microphone
• Magical Flute
• Handful of pills
In Your Cabin:
• Trunk full of stage outfits and makeup
• Briefcase containing a galaxy of multi-colored uppers, downers, laughers, scream-
ers...
In The Hold:
• Stage and pyrotechnic gear
Questions to consider:
What type of crazy thing do you have listed on your rider of backstage requirements
(such as “No Brown M&Ms)
Where did you acquire your enchanted flute?
What was the worst gig you’ve done?
Get In Their Face (Might)
Basic Moves When you attempt to get someone to act through violence or
Deliver a Beatdown (Might) threat of violence, roll +Might.
When you swing at somebody with the intent of killing, knock-
ing out or disabling them, roll +Might. On a 10+, you choose two and then the DJ chooses one:
On a 10+ you deal your damage to the enemy AND choose one On a 7-9, you choose one and then the DJ chooses one:
of the options below: • They don’t force you to carry out your threat.
On a 7–9, you deal your damage to the target OR choose one • They give you what you want (or what they think you
of the options below: want).
• They don’t try to deceive you.
• You avoid any counter-attack. • You deal them 1-harm.
• Deal great harm (+1 harm). • They flee or otherwise get out of the way.
• Deal 1 stun harm. • They offer you an alternative.
• Disarm your target. • You avoid any repercussions.
• Blind, hold or otherwise disable your target (they deal -1
harm).
• Give or take something your target is holding or wearing. Getting What You Want (Smooth)
• Push, pull or otherwise move your target where you want When you have leverage and try to seduce or manipulate some-
them. one, tell them what you want and roll +Smooth.
On a 6 or less you deal no damage and your opponent can On a 10+ They do what you want and pick two:
counter-attack and/or the DJ can make a move of his choice. On a 7-9 They do what you want and pick one:
Smoke His Ass (Hustle) • They act immediately.
When you take aim and shoot at an enemy at range, roll+Hustle. • They do not demand immediate payment.
On a 10+ you have a clear shot—deal your damage. On a 7–9, • They perform especially well.
choose one (whichever you choose you deal your damage): • They are happy with the bargain.
• You have to move to get the shot exposing someone (often your-
self ) to danger Scope out a Scene (Brains)
• You have to take what you can get: deal 1 harm damage After investigating the current Scene, roll +Brains. On a 10+,
ask 3 questions to the DJ. On a 7-9 ask 1.
Take a Hit or Get Outta the Way (Might or Hustle) When investigating the current Scene:
There are two ways of handling that urge in other people - either • What’s the fastest Escape Route out of here?
by Taking the Hit, or Getting Out of the Way. Taking the Hit • Is there anything hidden here?
means you shrug off the damage from a wound, requiring you to • Who’s in charge around here?
roll +Might. Or you might want to Get Out of the Way by trying • Who’s the toughest person in the room?
to dodge a source of danger, which instead requires you to roll • Who’s the most vulnerable person in the room?
+Hustle. Either way, on a 10+ you will avoid the harm completely. • Who knows more than they’re letting on?
On a 7-9 you take half the harm (minimum 1) or you take no Some moves may allow you to ask additional or different ques-
harm but the DJ can pick one: tions.
• You’re knocked down
• You drop what you’re holding or have to pick up something else
• Somebody else takes the hit Give Someone the Third Degree (Brains)
On a 6 or lower, you suffer the full effects of the danger. Hope When you analyze a person’s responses while interacting with
you’ve got some armor. them roll+Brains. On a 10+ Hold 3, on a 7-9 hold 1. While you
are interacting with them, spend one hold to ask the player or DJ
Keep Your Cool (Various) one question.
When you act despite an imminent threat or work under pres- • Is your character telling the truth?
sure, say how you deal with it and roll. If you do it… • What does your character intend to do?
• …by powering through, +Might • What does your character want me to do?
• …by getting out of the way or acting fast, +Hustle • How could I get your character to do _____ ?
• …with quick thinking, +Brains Some moves may allow you to ask additional or different ques-
• …through mental fortitude or serenity, +Soul tions.
• …using charm and social grace, +Smooth
On a 10+, you do what you set out to, the threat doesn’t come to
bear. On a 7–9, you stumble, hesitate, or flinch: the DJ will offer
Help a Brother Out (Hooks)
When you directly assist someone you have Hooks with,
you a worse outcome, hard bargain, or ugly choice.
Roll+Hooks with them. On a 10+ they take +1. On a 7-9 you also
Free Your Mind (Soul) expose yourself to danger or have to pay a cost.
When you relax through meditation or pharmaceutical assistance
and open up your mind to contemplate the current situation, Ask
the DJ a question and roll+Soul.
On a 10+ the DJ will give you a truthful and mostly clear answer.
On a 7-9, the DJ will give you a mostly truthful but cryptic
answer.
Colonel Roscoe Colgrove Stats HARM:
Founder of Colonel Roscoe’s Chicken Shack Might: +1
(Home of the “Cluck Bucket”) Hustle: +1
Smooth: +1 Heat:
War Vet Vigilante seeking Love
Suggested Theme Song: “You’ll Never Find” by Lou Rawls Brains: +1
Soul: +1 XP:
Fighting the Nazis in Europe was tough, but building a nationwide chain of chicken resturaunts was so much tougher, it’s a good thing you had
your wife Beth Anne by your side. Now Beth Anne is gone and you couldn’t continue to run the company without her, so you sold the entire com-
pany to a big conglomerate. It’s been a year now and your family says you need to get out and meet new people, maybe you can find a new wife on
this cruise, a new hot young wife.

Moves:
It’s All in the Reflexes: When you use a gun to solve a problem or
overcome an obstacle, roll with Something Extra.

Both Guns Blazing: When wielding a gun in each hand, your attack
gains +area.

Wake-Up Call: When you fire a warning shot to get your


target’s attention, Roll+Hustle. On a 10+ they stop what
they’re doing (fleeing, fighting etc) and are shaken, roll
with Something Extra on your next move. On a 7-9 they
merely stop what they’re doing.

I Got a Buddy… You’ve served with people all over the


country, when you call upon an old military buddy to do
you a small favor describe how you met and roll +Smooth.
On a 10+, your friend can get you specialized access to
information, minor supplies a place to stay or other items
determined by the DJ. On a 7-9, it’s going to cost you or
you’re not going to get exactly what you want.

Brothers in Green: When you meet someone else who served


in the military, roll +Soul. On a 10+, you’ve got friends in
common - roll with Something Extra on social interactions
with this character permanently. On a 7-9, you reminisce
about your time in the service. Roll with Something Extra for
the rest of the Scene.

Thang:
Wealth - You just recently sold your chain of chicken resturaunts,
you are flush with cash and ready to spend it.

Gear
With You:
• White linen suit
• Roll of $100 bills
• Hickory walking stick (2 harm, hand, clumsy)

In Cabin:
• Pair of Antique .45 Revolvers (2 harm, close, Reload Loud)

Questions to Consider
You served in World War II, what did you do?
Where did you build your first Chicken Shack?
What are the names of your twin revolvers?
Get In Their Face (Might)
Basic Moves When you attempt to get someone to act through violence or
Deliver a Beatdown (Might) threat of violence, roll +Might.
When you swing at somebody with the intent of killing, knock-
ing out or disabling them, roll +Might. On a 10+, you choose two and then the DJ chooses one:
On a 10+ you deal your damage to the enemy AND choose one On a 7-9, you choose one and then the DJ chooses one:
of the options below: • They don’t force you to carry out your threat.
On a 7–9, you deal your damage to the target OR choose one • They give you what you want (or what they think you
of the options below: want).
• They don’t try to deceive you.
• You avoid any counter-attack. • You deal them 1-harm.
• Deal great harm (+1 harm). • They flee or otherwise get out of the way.
• Deal 1 stun harm. • They offer you an alternative.
• Disarm your target. • You avoid any repercussions.
• Blind, hold or otherwise disable your target (they deal -1
harm).
• Give or take something your target is holding or wearing. Getting What You Want (Smooth)
• Push, pull or otherwise move your target where you want When you have leverage and try to seduce or manipulate some-
them. one, tell them what you want and roll +Smooth.
On a 6 or less you deal no damage and your opponent can On a 10+ They do what you want and pick two:
counter-attack and/or the DJ can make a move of his choice. On a 7-9 They do what you want and pick one:
Smoke His Ass (Hustle) • They act immediately.
When you take aim and shoot at an enemy at range, roll+Hustle. • They do not demand immediate payment.
On a 10+ you have a clear shot—deal your damage. On a 7–9, • They perform especially well.
choose one (whichever you choose you deal your damage): • They are happy with the bargain.
• You have to move to get the shot exposing someone (often your-
self ) to danger Scope out a Scene (Brains)
• You have to take what you can get: deal 1 harm damage After investigating the current Scene, roll +Brains. On a 10+,
ask 3 questions to the DJ. On a 7-9 ask 1.
Take a Hit or Get Outta the Way (Might or Hustle) When investigating the current Scene:
There are two ways of handling that urge in other people - either • What’s the fastest Escape Route out of here?
by Taking the Hit, or Getting Out of the Way. Taking the Hit • Is there anything hidden here?
means you shrug off the damage from a wound, requiring you to • Who’s in charge around here?
roll +Might. Or you might want to Get Out of the Way by trying • Who’s the toughest person in the room?
to dodge a source of danger, which instead requires you to roll • Who’s the most vulnerable person in the room?
+Hustle. Either way, on a 10+ you will avoid the harm completely. • Who knows more than they’re letting on?
On a 7-9 you take half the harm (minimum 1) or you take no Some moves may allow you to ask additional or different ques-
harm but the DJ can pick one: tions.
• You’re knocked down
• You drop what you’re holding or have to pick up something else
• Somebody else takes the hit Give Someone the Third Degree (Brains)
On a 6 or lower, you suffer the full effects of the danger. Hope When you analyze a person’s responses while interacting with
you’ve got some armor. them roll+Brains. On a 10+ Hold 3, on a 7-9 hold 1. While you
are interacting with them, spend one hold to ask the player or DJ
Keep Your Cool (Various) one question.
When you act despite an imminent threat or work under pres- • Is your character telling the truth?
sure, say how you deal with it and roll. If you do it… • What does your character intend to do?
• …by powering through, +Might • What does your character want me to do?
• …by getting out of the way or acting fast, +Hustle • How could I get your character to do _____ ?
• …with quick thinking, +Brains Some moves may allow you to ask additional or different ques-
• …through mental fortitude or serenity, +Soul tions.
• …using charm and social grace, +Smooth
On a 10+, you do what you set out to, the threat doesn’t come to
bear. On a 7–9, you stumble, hesitate, or flinch: the DJ will offer
Help a Brother Out (Hooks)
When you directly assist someone you have Hooks with,
you a worse outcome, hard bargain, or ugly choice.
Roll+Hooks with them. On a 10+ they take +1. On a 7-9 you also
Free Your Mind (Soul) expose yourself to danger or have to pay a cost.
When you relax through meditation or pharmaceutical assistance
and open up your mind to contemplate the current situation, Ask
the DJ a question and roll+Soul.
On a 10+ the DJ will give you a truthful and mostly clear answer.
On a 7-9, the DJ will give you a mostly truthful but cryptic
answer.
“We have to go back.”

A new course. A new adventure.

MONKEYFUNSTUDIOS.COM

You might also like