Cruise Ship of The Damned
Cruise Ship of The Damned
Cruise Ship of The Damned
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Included! Ages10andUp
To be played at maximum volume
Presents
Second Edition
By David Kizzia and Bob Richardson
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!
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.
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.
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.
“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.
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
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.
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.”
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