TEXT: State Department of Corrections
  FORM 221-C
  TYPE OR PRINT WITH BALL POINT PEN ONLY
  Broke Down
  MIGHT
  Gimped Up
  HUSTLE
  Hard to Look At
  SMOOTH
  Punch-Drunk
  BRAINS
  Whitebread
  SOUL
  FIRST NAME
  LAST NAME
  MIDDLE INITIAL
  KNOWN ALIASES
  GENDER
  SOCIAL SECURITY NUMBER
  DATE OF BIRTH
  PLACE OF BIRTH
  MARITAL STATUS
  HEIGHT
  WEIGHT
  EYES
  HAIR
  DISTINGUISHING CHARACTERISTICS
  ADDRESS
  CITY
  STATE
  ZIP CODE
  TELEPHONE
  OFFICIAL USE ONLY
  FILE
  RECORD
  ARCHIVE
  CASH
  EXPERIENCE
  HEAT
  ROLE MOVES
  You get:
   Gang:
  (See Chapter 3 - Characters for more 
  details about creating your gang)
   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, based 
  on your words alone. When you try 
  to impose your will on your gang, roll 
  +Might. 
  •
  On a 10+, all three:
  •
  On a 7–9, choose one:
  •
  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 6 or less, someone in your gang 
  may make a dedicated bid to replace you 
  for Alpha.
  Choose 1
   One for the Team:  When you or your 
  gang would take damage, you can trans-
  fer 1-harm dealt to you to the gang itself 
  or transfer one harm dealt to your gang 
  to you. 
   Plan On a Napkin:  When you make a 
  plan of attack and explain it to the rest 
  of your team, roll +Brains. 
  •
  On a 10+, hold 3.
  •
  On 7-9, hold 1.
  While executing the plan, you can spend 
  1 hold to allow a member of your team 
  roll with Something Extra on any move.
   Colors: When you encounter another 
  Bopper, influential street figure or other 
  gang member, roll +Smooth. 
  •
  On a 10+ they recognize your colors,
  and you say what they’ve heard about 
  you. (roll with Something Extra when 
  dealing with them for the rest of the 
  Scene). 
  •
  On a 7-9, they recognize you, the DJ
  will say something truthful that they 
  know about you.
   Marked Territory: When you enter 
  into a new part of the city, you have the 
  option of marking the territory with 
  your gang’s emblem. When you return to 
  that part of the city, roll with Something 
  Extra on all rolls while in this part of 
  the city. This lasts for as long as your 
  graffiti remains visible, DJ’s discretion. 
   Semper Fi: Your gang is more loyal 
  than most. When in your presence your 
  gang will always fight to the last man. 
  When your gang takes action in your 
  absence, they remain intact at 4-harm 
  instead of 3-harm.
   Home Field Advantage: When you 
  prepare to to defend yourself in a rum-
  ble that takes place on your home turf, 
  roll +Smooth:
  •
  On a 10+, pick two of the following
  results: 
  •
  On a 7-9, pick one:
  •
  Your gang brings reinforcements,
  increase the size of your gang by
  one level (Small becomes Medium,
  Medium becomes Large).
  •
  Your gang digs into its weapon
  cache, adding +1 harm to attacks.
  •
  Your gang fortifies it’s position, pro-
  viding +1 armor.
  The BOPPER
  
  State Department of Corrections
  FORM 221-C
  TYPE OR PRINT WITH BALL POINT PEN ONLY
  Broke Down
  MIGHT
  Gimped Up
  HUSTLE
  Hard to Look At
  SMOOTH
  Punch-Drunk
  BRAINS
  Whitebread
  SOUL
  FIRST NAME
  LAST NAME
  MIDDLE INITIAL
  KNOWN ALIASES
  GENDER
  SOCIAL SECURITY NUMBER
  DATE OF BIRTH
  PLACE OF BIRTH
  MARITAL STATUS
  HEIGHT
  WEIGHT
  EYES
  HAIR
  DISTINGUISHING CHARACTERISTICS
  ADDRESS
  CITY
  STATE
  ZIP CODE
  TELEPHONE
  OFFICIAL USE ONLY
  FILE
  RECORD
  ARCHIVE
  CASH
  EXPERIENCE
  HEAT
  ROLE MOVES
  You Get:
   Sweet Ride:  All Good Old Boys start 
  with a Sweet Ride at no cost. For details 
  see the section on Vehicles later in this 
  chapter.
   Hot Wheels: When in the driver’s 
  seat...
  •
  If you need to Deliver a Beatdown, add
  your car’s power to your roll.
  •
  If you need to Keep Your Cool, add
  your car’s power to your roll.
  •
  If you Get in Somebody’s Face add
  your car’s power to your roll.
  •
  If you try to Get What You Want, add
  your car’s looks to your roll.
  •
  If you Help a Brother Out add your
  car’s power to the roll.
  And Choose One:
   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 or a convoy, they get +1 
  armor too.
   Super-Slab: Thanks to your CB, you’ve 
  got a network of eyes on the road in 
  every direction. When you reach out on 
  the CB airwaves to assess the situation 
  ahead of you, roll +Smooth.  
  •
  On a 10+, get a reliable report of
  what’s going on down the road. 
  •
  On a 7-9, get a secondhand report
  which may be incomplete or contain 
  some misinformation.
   Well Stocked Trunk: Due to your pre-
  planning and connections, your Sweet 
  Ride comes automatically equipped 
  with a Repair Kit, First-Aid Kit and 1 ad-
  ditional kit of your choice. These kits are 
  automatically restocked at the begin-
  ning of each adventure.
   Starsky *AND* Hutch: You have two 
  additional Sweet Rides.
   ‘Til The Tires Fall Off: When you’re 
  behind the wheel of a vehicle, it will con-
  tinue performing fully until it receives 
  5-harm. After receiving 5-harm, the car 
  literally falls apart the next time you 
  come to a complete stop.
  The GOOD OLD BOY
  My SWEET RIDE
  Name:
  Description:
  Power:
  Looks:
  Traits:
  Notes:
  
  State Department of Corrections
  FORM 221-C
  TYPE OR PRINT WITH BALL POINT PEN ONLY
  Broke Down
  MIGHT
  Gimped Up
  HUSTLE
  Hard to Look At
  SMOOTH
  Punch-Drunk
  BRAINS
  Whitebread
  SOUL
  FIRST NAME
  LAST NAME
  MIDDLE INITIAL
  KNOWN ALIASES
  GENDER
  SOCIAL SECURITY NUMBER
  DATE OF BIRTH
  PLACE OF BIRTH
  MARITAL STATUS
  HEIGHT
  WEIGHT
  EYES
  HAIR
  DISTINGUISHING CHARACTERISTICS
  ADDRESS
  CITY
  STATE
  ZIP CODE
  TELEPHONE
  OFFICIAL USE ONLY
  FILE
  RECORD
  ARCHIVE
  CASH
  EXPERIENCE
  HEAT
  ROLE MOVES
  You Get:
   Queen/King of the Scene:  Either 
  because of their personality, beautiful 
  looks or maybe it’s just a touch of the 
  Glam, Honeypots get +1 to Smooth (Max 
  +3).
  ...And Choose 2:
   Sometimes Less is More:  The less 
  you wear the harder you are to hit. 
  When you are naked or nearly naked, 
  gain 2-armor. When you are topless or 
  wearing revealing, non-armor clothing, 
  gain 1-armor. If you are wearing any 
  armor, use it instead.
   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.
   Another Satisfied Customer:  You’ve 
  got a salesman’s smile, and can con-
  vince anyone that they’re getting the 
  best part of a deal. When you success-
  fully strike a deal with a character to 
  Get What You Want, you may always 
  choose the option “They are happy with 
  the bargain”, in addition to the options 
  chosen as a result of the move.
   One Won’t Kill You: Sometimes a 
  little social lubrication is needed. When 
  you successfully convince someone to 
  share in a vice (cigarettes, alcohol, etc.), 
  roll with Something Extra when dealing 
  with them, and gain +1 hold when Giv-
  ing Them the Third Degree.
   Tell Me I’m Pretty: When someone 
  uses flattery to encourage you to do your 
  best, they may roll +your Soul when 
  Helping A Brother Out.
  The Honeypot
  
  State Department of Corrections
  FORM 221-C
  TYPE OR PRINT WITH BALL POINT PEN ONLY
  Broke Down
  MIGHT
  Gimped Up
  HUSTLE
  Hard to Look At
  SMOOTH
  Punch-Drunk
  BRAINS
  Whitebread
  SOUL
  FIRST NAME
  LAST NAME
  MIDDLE INITIAL
  KNOWN ALIASES
  GENDER
  SOCIAL SECURITY NUMBER
  DATE OF BIRTH
  PLACE OF BIRTH
  MARITAL STATUS
  HEIGHT
  WEIGHT
  EYES
  HAIR
  DISTINGUISHING CHARACTERISTICS
  ADDRESS
  CITY
  STATE
  ZIP CODE
  TELEPHONE
  OFFICIAL USE ONLY
  FILE
  RECORD
  ARCHIVE
  CASH
  EXPERIENCE
  HEAT
  ROLE MOVES
  You get:
   Mesmerizing: You don’t just perform, 
  you share your deep personal feelings 
  with those around you, Rockers start 
  with +1 Soul (Max +3)
  And Choose Two:
   Backstage Pass: In the night-time 
  world, they always believe you’re either 
  with the band or “on the list”. You can 
  always get into or backstage at a venue 
  such as a concert, theater or nightclub. 
  Getting other people in with you will 
  require a successful Getting What You 
  Want move.
   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 get deafened, staggering around 
  at a disadvantage.
  •
  On a 7-9, only one target gets deaf-
  ened.
   Black Belt in Crazy : When you sit 
  out a fight to play an inspiring tune to 
  fire up your friends, while performing, 
  everyone on the team rolls with Some-
  thing Extra and gains the area trait for 
  their melee attacks.
   This Song’s For You: When you dedi-
  cate a song and sing it to someone, you 
  can use +Smooth instead of +Brains 
  when Giving them the Third Degree and 
  you can also roll with Something Extra 
  on your next +Smooth roll involving 
  them. 
   Groupie Magnet: Rockers tend to 
  gather groups of dedicated fans around 
  them who will do nearly anything to 
  please the Rocker.  
  Groupies count as a gang of “a couple of 
  guys” (1-5 members). Though they are 
  nearly worthless in combat (1-harm, 
  0-armor), they can always be used for 
  other tasks. When you suggest that a 
  groupie do a favor for you, roll +Smooth. 
  •
  On a 10+, they do exactly what you
  want. 
  •
  On a 7-9, they ask you for a favor in
  return. 
  THE ROCKER
  
  State Department of Corrections
  FORM 221-C
  TYPE OR PRINT WITH BALL POINT PEN ONLY
  Broke Down
  MIGHT
  Gimped Up
  HUSTLE
  Hard to Look At
  SMOOTH
  Punch-Drunk
  BRAINS
  Whitebread
  SOUL
  FIRST NAME
  LAST NAME
  MIDDLE INITIAL
  KNOWN ALIASES
  GENDER
  SOCIAL SECURITY NUMBER
  DATE OF BIRTH
  PLACE OF BIRTH
  MARITAL STATUS
  HEIGHT
  WEIGHT
  EYES
  HAIR
  DISTINGUISHING CHARACTERISTICS
  ADDRESS
  CITY
  STATE
  ZIP CODE
  TELEPHONE
  OFFICIAL USE ONLY
  FILE
  RECORD
  ARCHIVE
  CASH
  EXPERIENCE
  HEAT
  ROLE MOVES
  You Get:
   Not the Average Bear: The Sleuth 
  gains +1 to Brains (maximum +3).
   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 vic-
  tim of the crime enter and leave the 
  scene?
  •
  Who is the most obvious suspect?
  And Choose 1:
   Wouldja Look at That?: When you 
  create a distraction before striking 
  somebody, roll with Something Extra 
  and deal +1 stun damage.
   Master of Disguise: When you take 
  the time to create a convincing disguise 
  for yourself or others, roll+Brains and 
  mark one use of your Disguise Kit. 
  •
  On a 10+, only the most scrutinous ex-
  amination would reveal the disguised 
  person to be anyone other than who 
  they say they are. 
  •
  On a 7-9, it’s good but not perfect; the
  disguised person rolls with Something 
  Extra for any rolls to convince some-
  one they are who they say they are.
   It’s Only Logical: When you make a 
  rational and logical argument in favor of 
  a decision you may roll +Brains instead 
  of +Smooth to Get What You Want.
   Encyclopedic Memory: When you 
  delve into your vast storehouse of per-
  sonal knowledge while analyzing some-
  thing, roll +Brains. 
  •
  On a 10+, the DJ will tell you some-
  thing interesting and potentially use-
  ful about the subject that’s relevant 
  to the situation. Then tell the DJ how 
  you know this. 
  •
  On a 7-9, the DJ will only tell you
  something interesting. Then tell the 
  DJ how you know this.
   No Bull: When you Give Someone the 
  Third Degree, on a 12+ you can ask the 
  question “Is your character telling the 
  truth” without spending hold.
  THE SLEUTH
  
  State Department of Corrections
  FORM 221-C
  TYPE OR PRINT WITH BALL POINT PEN ONLY
  Broke Down
  MIGHT
  Gimped Up
  HUSTLE
  Hard to Look At
  SMOOTH
  Punch-Drunk
  BRAINS
  Whitebread
  SOUL
  FIRST NAME
  LAST NAME
  MIDDLE INITIAL
  KNOWN ALIASES
  GENDER
  SOCIAL SECURITY NUMBER
  DATE OF BIRTH
  PLACE OF BIRTH
  MARITAL STATUS
  HEIGHT
  WEIGHT
  EYES
  HAIR
  DISTINGUISHING CHARACTERISTICS
  ADDRESS
  CITY
  STATE
  ZIP CODE
  TELEPHONE
  OFFICIAL USE ONLY
  FILE
  RECORD
  ARCHIVE
  CASH
  EXPERIENCE
  HEAT
  ROLE MOVES
  You Get:
   Hardcore: All Tough Guys start with 
  +1 Might (Max +3).
  Pick 2
   Stone Cold Crazy: When you Deliver 
  a Beatdown with the intent to kill or de-
  stroy your target, inflict +1 harm.
   Always Armed, Always Dangerous: In 
  your hands anything becomes a deadly 
  weapon. When you pick up a nearby ob-
  ject to wield as a weapon, roll +Brains. 
  •
  On a 10+, Pick 3:
  •
  On a 7-9, Pick 2:
  Then describe the object. 
  Basic Improvised Weapon (1-harm, hand, 
  clumsy)
  •
  It’s heavy (+1 harm)
  •
  It’s sharp (+1 harm)
  •
  It can be easily thrown (range close)
  •
  It’s long  (+area)
  •
  It’s not Clumsy (-clumsy)
   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 doesn’t make an inordinate
  amount of noise
  •
  You can fix the thing again without
  a lot of effort
   Tougher than Leather: You have +1 
  armor, either by your choice of kung fu 
  training, special metal bracelets that 
  reflect bullets or maybe you’re just too 
  bad-ass to feel the pain.
   One at a Time or All at Once: When 
  you are confronted by overwhelming 
  forces (such as a gang) you count as a 
  gang (Small gang, 2-harm) with armor 
  equal to your normal armor rating.
   Ain’t Got Time to Bleed: When you 
  have more than 4-harm, you suffer no 
  negative penalties (although you still 
  risk additional harm and death at 
  5-harm or more).
  THE TOUGH GUY
  
  State Department of Corrections
  FORM 221-C
  TYPE OR PRINT WITH BALL POINT PEN ONLY
  Broke Down
  MIGHT
  Gimped Up
  HUSTLE
  Hard to Look At
  SMOOTH
  Punch-Drunk
  BRAINS
  Whitebread
  SOUL
  FIRST NAME
  LAST NAME
  MIDDLE INITIAL
  KNOWN ALIASES
  GENDER
  SOCIAL SECURITY NUMBER
  DATE OF BIRTH
  PLACE OF BIRTH
  MARITAL STATUS
  HEIGHT
  WEIGHT
  EYES
  HAIR
  DISTINGUISHING CHARACTERISTICS
  ADDRESS
  CITY
  STATE
  ZIP CODE
  TELEPHONE
  OFFICIAL USE ONLY
  FILE
  RECORD
  ARCHIVE
  CASH
  EXPERIENCE
  HEAT
  ROLE MOVES
  You Get:
   It’s All in the Reflexes: When you use 
  a gun to solve a problem or overcome an 
  obstacle, roll with Something Extra.
  ...And Pick 2:
   Out for Blood: When a Vigilante is 
  in combat, they’re not messing around. 
  When you single out a target for elimi-
  nation and shoot them you do +1 harm. 
   Feelin’ Lucky Punk?: When you suc-
  cessfully Get In Someone’s Face, you’ve 
  managed to scare the hell out of them 
  for good. Roll with Something Extra 
  against them permanently.
   Eagle Eye: When you take time to 
  study and observe your target, Roll 
  +Brains.
  •
  On a 10+ you identify a weakness and
  deal +1 harm against that target for 
  the rest of the Scene. 
  •
  On a 7-9, you spot a weakness but will
  need to expose yourself or someone 
  else to danger in order to exploit it.
   Both Guns Blazing: When wielding 
  a gun in each hand, your attack gains 
  +area.
   Wake-Up Call: When you fire a warn-
  ing shot to get your target’s attention, 
  Roll +Hustle. 
  •
  On a 10+ they stop what they’re doing
  (fleeing, fighting etc) and are shaken, 
  roll with Something Extra on your 
  next move. 
  •
  On a 7-9 they merely stop what
  they’re doing.
  THE VIGILANTE
  
  State Department of Corrections
  FORM 224-A
  GEAR AND THANGS
  HARM
  Minor Wounds
  0 harm - Healthy
  1 harm - Bruised and battered but ultimately ok. 
  2 harm - Bloodied. 
  3 harm - Bruised and Bloodied. 
  4 harm - Broken, bloodied and bruised, 
  possibly broken bones or a concussion. All 
  rolls are at -1 while you have 4 or more 
  harm.
  Serious Wounds
  5 harm - Unconscious. If you don’t 
  receive help you’ll take 1 additional harm 
  at the end of the scene.
  6 harm - Dying. If you do not receive 
  medical attention you will die at the end 
  of the scene.
  7  harm - Dead - If a medic can get to 
  you immediately they might be able to 
  save you with CPR.
  8 harm - Destroyed 
  ADVANCED MOVES
  HOOKS
  BUZZ
  STORY MOVES
  You Get:
   Playing Hurt - Once the adrenalin kicks in, 
  you shift into overdrive. When you’ve experi-
  enced 2 or more +harm, roll with Something Ex-
  tra for all Might and Hustle rolls for the remain-
  der of the Scene.
  Moves: (Pick 1)
   Walk it Off, Son: When you berate someone 
  about suffering a minor injury (2-harm or less), 
  roll +Smooth. 
  •
  On a 10+ they ignore the damage completely
  (heal up to 2-harm).
  •
  On a 7-9 they ignore the injury until the end of
  the Scene.
  •
  On a 6 or less, it really is a big deal and they
  take 1 additional harm.
   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.
   Rope-a-Dope: When you make your opponent 
  believe you are more vulnerable than you really 
  are, Roll +Brains. 
  •
  On a 10+ roll with Something Extra against
  the target for the rest of the Scene.
  •
  On 7-9 you roll with Something Extra on the
  next attack against the target.
   Cheap Shot Artist: You’re skilled at sneaking 
  in a dirty hit on the big plays. When successfully 
  Taking a Hit or Getting Out of the Way from a me-
  lee attack, deal 1-harm to your opponent.
   Hail Mary: When you use a thrown weapon, 
  you may extend the range one distance category 
  (close becomes far, far becomes extreme).
   Gonna Fly Now  (requires Playing Hurt): 
  Increase one Attribute from +1 to +2.
   Eye of the Tiger (requires Playing Hurt): 
  Increase one Attribute from +2 to +3. 
  All-STAR
  
  State Department of Corrections
  FORM 224-A
  GEAR AND THANGS
  HARM
  Minor Wounds
  0 harm - Healthy
  1 harm - Bruised and battered but ultimately ok. 
  2 harm - Bloodied. 
  3 harm - Bruised and Bloodied. 
  4 harm - Broken, bloodied and bruised, 
  possibly broken bones or a concussion. All 
  rolls are at -1 while you have 4 or more 
  harm.
  Serious Wounds
  5 harm - Unconscious. If you don’t 
  receive help you’ll take 1 additional harm 
  at the end of the scene.
  6 harm - Dying. If you do not receive 
  medical attention you will die at the end 
  of the scene.
  7  harm - Dead - If a medic can get to 
  you immediately they might be able to 
  save you with CPR.
  8 harm - Destroyed 
  ADVANCED MOVES
  HOOKS
  BUZZ
  STORY MOVES
  You Get:
   Friends on the Inside: When you contact your 
  former inmates for information about a crime or 
  a possible criminal introduction, roll +Smooth. 
  On a 10+, the DJ will tell you something useful 
  about the crime or make the connection. 
  On a 7-9, the DJ will tell you something that may 
  or may not be useful about the crime, or may 
  require a favor of their own.
  ...And Pick One:
   Jailhouse Juryrig: Being on the inside makes 
  you learn to make do and repurpose things to get 
  the job done. When you scrounge around look-
  ing for a specific item such as a tool or part roll 
  +Brains.  
  •
  On a 10+ it’s not exactly what you needed but
  it’s close enough.
  •
  On a 7-9 it can get the job done, but it’ll only
  work once or for a short time.
   Jailhouse Tattoos: When Getting in Someone’s 
  Face, you can roll +Heat instead of +Might.
   Dirty Fighting:When you attack someone 
  with a melee weapon, the weapon gains +armor 
  piercing. 
   Hold Out: You can conceal objects  on your 
  person, whether it’s your drug stash, a weapon 
  or a roll of cash. When you’re searched, roll 
  +Brains.
  •
  On a 10+ you may conceal up to three items
  with the concealed trait or one item without it.
  •
  On a 7-9 you may conceal up to two items with
  the concealed trait.
  •
  On a 6- you may conceal one item with the con-
  cealed trait.
   Beautiful Disaster - The worse you look, the 
  hotter you seem. For every harm you take, you 
  gain +1 Smooth. When the damage is healed, the 
  additional Smooth is lost.
   Discreet About Heat - You know how not to get 
  caught (most of the time). When a move would 
  normally cause you to gain Heat, Roll +Smooth. 
  •
  On a 10+, you receive no Heat.
  •
  On a 7-9, you receive one less Heat or no heat if
  you’re willing to pay the DJ’s price.
   Repeat Offender (Requires Friends on the 
  Inside):Increase one Attribute from +1 to +2.
   Career Criminal (Requires Friends on the  
  Inside): Increase one Attribute from +2 to +3.
  Ex-CON
  
  State Department of Corrections
  FORM 224-A
  GEAR AND THANGS
  HARM
  Minor Wounds
  0 harm - Healthy
  1 harm - Bruised and battered but ultimately ok. 
  2 harm - Bloodied. 
  3 harm - Bruised and Bloodied. 
  4 harm - Broken, bloodied and bruised, 
  possibly broken bones or a concussion. All 
  rolls are at -1 while you have 4 or more 
  harm.
  Serious Wounds
  5 harm - Unconscious. If you don’t 
  receive help you’ll take 1 additional harm 
  at the end of the scene.
  6 harm - Dying. If you do not receive 
  medical attention you will die at the end 
  of the scene.
  7  harm - Dead - If a medic can get to 
  you immediately they might be able to 
  save you with CPR.
  8 harm - Destroyed 
  ADVANCED MOVES
  HOOKS
  BUZZ
  STORY MOVES
  You Get:
   Friends on the Force: Former cops still have 
  contacts in the local law enforcement depart-
  ment. When you deal with local police, roll with 
  Something Extra.
  Moves: (Pick 1)
   Packing Heat: Former Badges have practi-
  cal experience on the firing range with their 
  weapons, which provide a range bonus to pistols 
  - When firing a pistol you may extend the range 
  from close to far.
   The Frisk: Former Badges still know how to 
  check for weapons or other items hidden on a 
  person, even if they no longer have the right to 
  search them. When you search for something 
  hidden, roll with Something Extra.
   Last Boy Scout: When you act to protect a 
  civilian that cannot protect themselves, roll with 
  Something Extra.
   License to Carry: Any pistol weapon you own 
  is licensed, you can not be busted for having it in 
  your possession and will be allowed to carry it in 
  most public places.
   Smell Like a Straight : When you are about to 
  receive Heat from the DJ, roll +Soul. 
  •
  On a 10+, negate 1 Heat.
  •
  On a 7-9, the Heat is transferred to another
  character.
   Promotion (Requires Friends on the Force) - 
  Increase one Attribute from +1 to +2.
   Gold Shield (Requires Friends on the Force) - 
  Increase one Attribute from +2 to +3.
  FORMER BADGE
  
  State Department of Corrections
  FORM 224-A
  GEAR AND THANGS
  HARM
  Minor Wounds
  0 harm - Healthy
  1 harm - Bruised and battered but ultimately ok. 
  2 harm - Bloodied. 
  3 harm - Bruised and Bloodied. 
  4 harm - Broken, bloodied and bruised, 
  possibly broken bones or a concussion. All 
  rolls are at -1 while you have 4 or more 
  harm.
  Serious Wounds
  5 harm - Unconscious. If you don’t 
  receive help you’ll take 1 additional harm 
  at the end of the scene.
  6 harm - Dying. If you do not receive 
  medical attention you will die at the end 
  of the scene.
  7  harm - Dead - If a medic can get to 
  you immediately they might be able to 
  save you with CPR.
  8 harm - Destroyed 
  ADVANCED MOVES
  HOOKS
  BUZZ
  STORY MOVES
  You Get:
   Who Looks Fabulous?: While you are wear-
  ing your Glamorous Wardrobe, anytime you are 
  called upon to roll +Smooth you can roll +Soul 
  instead.
  Moves: (Pick 1)
   Mind Reader: The powers of Glam give you 
  an insight into people you talk to. You may roll 
  +Soul instead of +Brains when Giving Someone 
  the Third Degree.
   That Ain’t Right: The Glam has given you 
  an unsettling presence to be around. When you 
  make a show of freaking people out to intimidate 
  them, roll+Soul. 
  •
  On a 10+, hold 3.
  •
  On a 7-9, hold 1.
  Spend 1 hold to roll with Something Extra on 
  social moves during this Scene.
   Sparkle Motion: By spinning around in a 
  circle, you have the capability of changing your 
  clothing from your normal fabulous threads to 
  a more conservative appearance, complete with 
  eyeglasses. In this new appearance, you are un-
  recognizable compared to your former self until 
  you change back. 
   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. 
   Toast of the Town: When you announce 
  your presence in the beginning of a Scene, roll 
  +Smooth. 
  •
  On a 10+, everyone in the Scene stops what
  they’re doing to pay attention to your big en-
  trance.
  •
  On a 7-9, you can pick one person who stops
  and pays attention.
   Dazzling Comeback: When you’ve been dis-
  abled, restrained, knocked unconscious or oth-
  erwise taken out of the fight, raise your hand, 
  point to the sky call upon the power of glam and 
  roll+Soul. 
  •
  On 10+, you recover enough harm to keep
  fighting, stand up, or break your bonds and
  roll with Something Extra for the rest of the
  combat.
  •
  On a 7-9, you recover enough harm to keep
  fighting, stand up or break your bonds.
   One of the Pretty People (Requires Who Looks 
  Fabulous?): Increase one attribute from +1 to +2
   Starchild (Requires Who Looks Fabulous?): 
  Increase one attribute from +2 to +3.
  GLAM
  
  State Department of Corrections
  FORM 224-A
  GEAR AND THANGS
  HARM
  Minor Wounds
  0 harm - Healthy
  1 harm - Bruised and battered but ultimately ok. 
  2 harm - Bloodied. 
  3 harm - Bruised and Bloodied. 
  4 harm - Broken, bloodied and bruised, 
  possibly broken bones or a concussion. All 
  rolls are at -1 while you have 4 or more 
  harm.
  Serious Wounds
  5 harm - Unconscious. If you don’t 
  receive help you’ll take 1 additional harm 
  at the end of the scene.
  6 harm - Dying. If you do not receive 
  medical attention you will die at the end 
  of the scene.
  7  harm - Dead - If a medic can get to 
  you immediately they might be able to 
  save you with CPR.
  8 harm - Destroyed 
  ADVANCED MOVES
  HOOKS
  BUZZ
  STORY MOVES
  You Get:
   Heart On Your Sleeve: Underneath it all, 
  you’re still a good person. Roll with Something 
  Extra when you do something to help a civilian.
  Moves: (Pick 1)
   Hard As a Coffin Nail:  When you Take a Hit 
  roll with Something Extra. Additionally when 
  you roll 7-9 to Take a Hit, and choose to avoid all 
  damage, you select the result instead of the DJ.
   Squeaky-Clean: You’ve worked hard to main-
  tain a wholesome image to the public. The DJ 
  must use double Heat to affect you.
   Girl(or Guy) Next Door: Because of your whole-
  some appearance and “Well, gosh” demeanor, you 
  can usually get people to open up to you. When 
  Giving Someone the Third Degree you gain one 
  extra hold, even on a failure.
   Wingman: When you give a friend a much 
  needed hand, roll with Something Extra to Help 
  a Brother Out. 
   He Looked So Normal: When you try to get 
  lost in a crowd or hide in plain sight, roll with 
  Something Extra.
   Beginner’s Luck: When gambling or otherwise 
  relying on chance to determine success roll with 
  Something Extra.
   Clean Living (Requires Heart on Your Sleeve): 
  Increase one Attribute from +1 to +2.
   Saint in the City (Requires Heart on Your 
  Sleeve): Increase one Attribute from +2 to +3.
  Humble Beginings
  
  State Department of Corrections
  FORM 224-A
  GEAR AND THANGS
  HARM
  Minor Wounds
  0 harm - Healthy
  1 harm - Bruised and battered but ultimately ok. 
  2 harm - Bloodied. 
  3 harm - Bruised and Bloodied. 
  4 harm - Broken, bloodied and bruised, 
  possibly broken bones or a concussion. All 
  rolls are at -1 while you have 4 or more 
  harm.
  Serious Wounds
  5 harm - Unconscious. If you don’t 
  receive help you’ll take 1 additional harm 
  at the end of the scene.
  6 harm - Dying. If you do not receive 
  medical attention you will die at the end 
  of the scene.
  7  harm - Dead - If a medic can get to 
  you immediately they might be able to 
  save you with CPR.
  8 harm - Destroyed 
  ADVANCED MOVES
  HOOKS
  BUZZ
  STORY MOVES
  You Get:
   Way of the Fist: When you utilize a Kung Fu tech-
  nique instead of brute force, you may roll +Hustle 
  instead of +Might.
  ...and Pick One:
   Thousand Points of Silence: When you strike a 
  pressure point on your opponent roll+Hustle. 
  •
  On a 10+ they are paralyzed until the end of the
  Scene unless you release them.
  •
  On a 7-9, a part of their body (your choice) is para-
  lyzed until the end of the Scene unless you release 
  them.
   My Body is a Temple: Through fasting and medita-
  tion you have learned the ability to expel toxins from 
  your body. When you meditate to eliminate the effects 
  of exposure to poison, drugs, alcohol or other sub-
  stances roll +Soul. 
  •
  On 10+ you suffer none of the effects.
  •
  On 7-9 you can choose one:
  •
  Suffer half the effect
  •
  Delay the effect for the rest of the scene.
  •
  Shake off the effects in half the time.
   Fortune Cookie Logic: When trying to Free Your 
  Mind, no extra chemical assistance is required outside 
  of taking several minutes to meditate on the situation 
  and when rolling 12+ you may ask a second question 
  of the DJ.
   My Hands are Deadly Weapons: You have learned 
  advanced hand to hand techniques, when you roll 12+ 
  while Delivering a Beatdown, select two options from 
  the list. Also choose one additional technique:
   Dragon’s Fist Technique - Your basic unarmed 
  damage is 1-harm.
   Mantis Form Technique - Your unarmed attacks 
  gain the range close.
   Serpent Strike Technique -  Your unarmed at-
  tacks gain the armor piercing trait.
   Crane Form Technique - Your unarmed attacks 
  gain the area trait.
   Tiger Form Technique - Your unarmed attacks gain 
  the forceful trait.  Floating Cherry Blossom - You 
  have mastered superhuman acrobatic techniques 
  that allow you to jump and fall great distances as well 
  as slowly traverse incredibly fragile and precarious 
  surfaces. You can easily jump or fall one story or walk 
  across delicate surfaces (fresh snow, china teacups, 
  clotheslines) without making a roll. Jumping or falling 
  longer distances or running across delicate surfaces 
  will require a +Hustle roll.
   Zen Awareness - When you take action while in the 
  dark, blinded, or with your eyes closed, roll +Soul. 
  •
  On a 10+ you can act normally.
  •
  On a 7-9 you can act but you may have missed some-
  thing important around you.
   Spirit of the Dragon (Requires Way of The Fist): In-
  crease one Attribute from +1 to +2.
   Be Like Water (Requires Way of The Fist) - Increase 
  one attribute from +2 to +3
  Kung-Fu
  
  State Department of Corrections
  FORM 224-A
  GEAR AND THANGS
  HARM
  Minor Wounds
  0 harm - Healthy
  1 harm - Bruised and battered but ultimately ok. 
  2 harm - Bloodied. 
  3 harm - Bruised and Bloodied. 
  4 harm - Broken, bloodied and bruised, 
  possibly broken bones or a concussion. All 
  rolls are at -1 while you have 4 or more 
  harm.
  Serious Wounds
  5 harm - Unconscious. If you don’t 
  receive help you’ll take 1 additional harm 
  at the end of the scene.
  6 harm - Dying. If you do not receive 
  medical attention you will die at the end 
  of the scene.
  7  harm - Dead - If a medic can get to 
  you immediately they might be able to 
  save you with CPR.
  8 harm - Destroyed 
  ADVANCED MOVES
  HOOKS
  BUZZ
  STORY MOVES
  You Get:
   Power to the People: The Man doesn’t like you 
  but the people do - When interacting with civil-
  ians, roll with Something Extra if you have any 
  Heat.
  Moves: (Pick 1)
   I Heard You Were Dead: When you meet some-
  one important, roll +Smooth. 
  •
  On a 10+, they’ve heard of you and you roll
  with Something Extra for the rest of the Scene
  when dealing with them.
  •
  On a 7-9, They recognize you but you only roll
  with Something Extra on the next roll.
   Drink You Under The Table: When resisting 
  the effects of alcohol, drugs or other illicit sub-
  stances roll with Something Extra.
   It’s A Promise Not a Threat: It’s common 
  knowledge that you don’t bluff. When you roll a 
  12+ when Getting in Someone’s Face, you choose 
  two options and the DJ chooses zero options 
  from the list.
   So Hot You’re Cool: You wear trouble like 
  a pair of Ray-Bans. When the DJ spends Heat 
  against you, roll with Something Extra on your 
  next move. 
   Sex Machine: When you seduce someone us-
  ing the Get What You Want move and roll a 12+ 
  the target not only gives you what you desire, 
  but they become a permanent ally.
   Superbad: When you kill, incapacitate, disable 
  or otherwise violently eliminate an opponent 
  you may make an immediate follow up attack 
  against a different valid opponent.
   King of the Corner (Requires Power to the 
  People): Increase one Attribute from +1 to +2.
   Movin’ Uptown (Requires Power to the 
  People): Increase one Attribute from +2 to +3.
  One Bad Mother
  
  State Department of Corrections
  FORM 224-A
  GEAR AND THANGS
  HARM
  Minor Wounds
  0 harm - Healthy
  1 harm - Bruised and battered but ultimately ok. 
  2 harm - Bloodied. 
  3 harm - Bruised and Bloodied. 
  4 harm - Broken, bloodied and bruised, 
  possibly broken bones or a concussion. All 
  rolls are at -1 while you have 4 or more 
  harm.
  Serious Wounds
  5 harm - Unconscious. If you don’t 
  receive help you’ll take 1 additional harm 
  at the end of the scene.
  6 harm - Dying. If you do not receive 
  medical attention you will die at the end 
  of the scene.
  7  harm - Dead - If a medic can get to 
  you immediately they might be able to 
  save you with CPR.
  8 harm - Destroyed 
  ADVANCED MOVES
  HOOKS
  BUZZ
  STORY MOVES
  You Get:
   I Got a Buddy…: You’ve served with people all 
  over the country, when you call upon an old mili-
  tary buddy to do you a small favor describe how 
  you met and roll +Smooth. 
  •
  On a 10+, your friend can get you specialized
  access to information, minor supplies a place
  to stay or other items determined by the DJ.
  •
  On a 7-9, it’s going to cost you or you’re not go-
  ing to get exactly what you want.
  Moves: (Pick 1)
   Crazy Brave: When you lead the charge into 
  combat, those you lead can add your +Soul bonus 
  to their next action.
   Regular at The VA: War Vets have access to 
  veterans administration medical services. When 
  you go to the VA hospital for medical attention 
  roll +Brains. 
  •
  On a 10+ take all 3:
  •
  On a 7-9 pick 2:
  •
  On a 6- pick 1:
  •
  You get in without waiting
  •
  You don’t have to pay for care
  •
  No questions were asked
   Army Medic: When successfully using first 
  aid on a seriously wounded character, heal 
  1-harm as well as stabilizing them. 
   Motor Pool: Thanks to your time in the Army 
  and jury-rigging jeeps in hot situations, when 
  you try to repair a vehicle without the proper 
  tools, roll +Brains. 
  •
  On a 10+, you manage as if you had a fully
  stocked toolbox.
  •
  On a 7-9, you’re missing something critical -
  the repairs are temporary and could give out
  at any time.
   Brothers in Green: When you meet someone 
  else who served in the military, roll +Soul.
  •
  On a 10+, you’ve got friends in common - roll
  with Something Extra on social interactions
  with this character permanently.
  •
  On a 7-9, you reminisce about your time in the
  service. Roll with Something Extra for the rest
  of the Scene.
   No Man Left Behind: When helping a wound-
  ed comrade, you can choose to roll+harm (the 
  number of harm they have taken) instead of 
  +Hooks to Help A Brother Out.
   Second Tour (Requires I Got a Buddy...): 
  Increase one attribute from +1 to +2.
   Earned Your Stripes (Requires I Got a  
  Buddy...): Increase one attribute from +2 to +3.
  WAR VET
  
  State Department of Corrections
  FORM 224-A
  GEAR AND THANGS
  HARM
  Minor Wounds
  0 harm - Healthy
  1 harm - Bruised and battered but ultimately ok. 
  2 harm - Bloodied. 
  3 harm - Bruised and Bloodied. 
  4 harm - Broken, bloodied and bruised, 
  possibly broken bones or a concussion. All 
  rolls are at -1 while you have 4 or more 
  harm.
  Serious Wounds
  5 harm - Unconscious. If you don’t 
  receive help you’ll take 1 additional harm 
  at the end of the scene.
  6 harm - Dying. If you do not receive 
  medical attention you will die at the end 
  of the scene.
  7  harm - Dead - If a medic can get to 
  you immediately they might be able to 
  save you with CPR.
  8 harm - Destroyed 
  ADVANCED MOVES
  HOOKS
  BUZZ
  STORY MOVES
  You Get:
   X-Tech Expert: When working with X-Tech, roll 
  with Something Extra.
  Moves (Pick 1):
   Strength Serum: When you consume your ra-
  dioactive strength serum, roll+Soul. 
  •
  On a 10+ gain +2 Might for the remainder of
  the scene.
  •
  On a 7-9, gain +1 Might and suffer from a side
  effect determined by the DJ.
   Gremlin: Maybe your bio-rhythm is off or 
  you’re negatively ionized. When X-Tech is used 
  directly against you, Roll +Soul. 
  •
  On a 10+, the device fails to work for that
  Scene.
  •
  On a 7-9, the devices’ effect is lessened.
   Prototype: One of your Thangs has been en-
  hanced with X-Technology, giving it abilities/
  qualities beyond the norm. (see X-Tech: Proto-
  type)
   Hot Tech: You’ve got connections in the X-Tech 
  black market. When trying to acquire a piece of 
  advanced technology, roll +Smooth. 
  •
  On a 10+ it’s available at a normal price.
  •
  On a 7-9 it’s available but the cost is
  exorbitant.
   Bionics: You have been rebuilt, better than 
  you were before. Thanks to high-tensile steel in 
  your body framework you automatically have an 
  additional health level, meaning it takes 2-harm 
  to leave you Bruised. In addition, choose one aug-
  mentation:
   Extendable Limbs - Your limbs are mechanical 
  and can extend or stretch, allowing you to reach 
  across rooms, or step over obstacles. Your melee at-
  tacks may be extended to a range of close.
   Bionic Muscles - Your muscles have been re-
  placed with mechanical motors. You can run 
  faster, and jump higher as well as lift, push, pull 
  or throw weights greater than a normal person. 
  When utilizing your Bionics to exceed human 
  physical capabilities, roll with Something Extra. 
   Bionic Eye - You have a bionic eye that gives you 
  telescopic vision and allows you to see as well in 
  darkness as you do in daylight.
   Healing Factor - You’ve received advanced mi-
  cro-medical-accelerator treatment. You automati-
  cally stabilize any serious wound.
   Metal Teeth - You have metallic teeth and bionic 
  jaws, you can bite through most anything you can 
  fit in your mouth.
   We Can Rebuild Him (Requires X-Tech  
  Expert): Increase one attribute from +1 to +2.
   Better, Stronger, Faster (Requires X-Tech  
  Expert):Increase one attribute from +2 to +3.
  X-Tech
  
SOURCE: textdata/thevault/Spirit of 77 (PbtA)/Sheets/SO77 - Core Rap Sheets.pdf