CREATE YOUR SERIES, PLAY ITS STARS

A free tabletop roleplaying game about extraordinary characters, dramatic choices, and the stories you build together.Pitch your show, assemble your cast, and play through Scenes, Episodes, and Seasons in a genre of your choosing.

The complete game is free. The optional Director’s Companion is a paid app in development.


YOUR SHOW, YOUR GENRE

A desperate crew crossing a hostile galaxy. A warrior reshaping history. A team hunting things that should not exist.Choose your setting, tone, and aesthetic together. Showrunner gives your series a shared rules system, from grounded drama to spectacular fantasy.

DRAMA IN EVERY ROLL

• Roll for the daring escape, the impossible shot, the lie that has to be believed.
• Opposition Dice knock your matching Action Dice out of contention.
• Pick two surviving Action Dice to decide how the Scene breaks:
→ a clean success, a victory with a price, or trouble you’ll have to face?


When the dice turn against you, spend Grit to push harder, call for a Retake, or seize the Spotlight to cut through the opposition. Your Influence can change the outcome, but how much is this moment worth?


START YOUR SERIES

010203
Pitch the showPlay your pastShoot the Pilot
Choose your genres, add the tags that set the tone, and define your premise: who is this cast, and what brings them back for the next Episode.Step into the key memories that formed your character. Take sides, forge Bonds, and make enemies. Bring the skills, scars, and unfinished business into Episode One.Bring your cast together and throw them into trouble. Chase the objective, confront an old rival, and deal with the fallout. Find out who your Stars become when the cameras are rolling.

© 2020-2026 EWE LLC. All rights reserved.

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SHOWRUNNERRules contents

Chapter 0

The System Overview

Welcome to the soundstage.

Showrunner is a tabletop roleplaying game designed to simulate the pacing, structure, and high-contrast drama of a prestige television series. In this game, you are not just exploring a fantasy world or a futuristic city; you are collaborating to write, film, and star in a serialized show.

Before you step into Pre-Production and pitch your first Series, this guide will help you understand the visual layout of your Star Profile and the core mechanics that drive the camera's eye.


THE CAST AND CREW

Every story requires a creative team. In Showrunner, players divide themselves into two primary roles:

  • The Director (Game Master): The Director is the show's primary visionary. They do not follow a rigid, pre-planned script; instead, they design volatile situations, set the difficulty of challenges, and play the role of the environment and the antagonist forces.
  • The Stars (Players): You play the Stars of the show. Each Star controls one Character: the protagonists of the Show and the central focus of the camera. When the Scene begins, you as a Star dictate your Character's actions, speak their lines, and make the critical choices that determine whether the Episode ends in a triumph or a tragedy.
  • The Ensemble: This is the collective team of Stars. Your Characters may have different backgrounds, but you are united by a shared Premise and an Ensemble Profile that tracks your shared cargo capacity, physical holdings, and group synergy.
  • The Supporting Cast (NPCs): Non-player characters are called Actors. These can be loyal allies (Bonds) or dangerous antagonists (Grudges). Unlike the Stars, Actors are governed by a Power Level (ranging from NORMAL to GODLIKE) and have their own agendas that advance off-camera.

THE ANATOMY OF A STAR

If you look at Page 1 of your Star Profile, you will see that your character's physical and mental capabilities are organized into three visual components:

1. THE ABILITIES

Abilities represent your Star's broad, fundamental training. Your profile features ten core Abilities:

  • Channel: Harnessing magic, superpowers, or psionics.
  • Endure: Resisting physical pain, hostile environments, and emotional trauma.
  • Fight: Close combat, firing weapons, and tactical warfare.
  • Move: Stealth, speed, acrobatics, swimming, and climbing.
  • Impress: Commanding attention, performing, manipulating crowds, and projecting authority.
  • Sense: Investigating crime scenes, spotting traps, and reading tells.
  • Talk: Negotiating, lying, charming, and swaying others.
  • Think: Recalling lore, solving puzzles, deduction, and devising strategies.
  • Travel: Navigating, driving, piloting, riding, and surviving the wilds.
  • Work: Repairs, crafting, medicine, and hacking.

Every Ability is tracked via an experience line of XP Triangles (△) and a progression track of Dots (○) and Stars (★). Filling these in unlocks permanent passive bonuses when you roll.

2. SPECIALTIES (Strengths)

Below each Ability is a grid of ten numbered slots. As your Star gains experience, you will fill these slots with Specialties (such as Swords +2 or Hacking +1). Specialties represent your character's specific, precise talents. Specialties add bonus Action Dice to your roll when they apply.

3. SCARS (Weaknesses)

Some trauma in Showrunner is permanent. When your character suffers severe strain, temporary stress hardens into permanent injuries. You will roll to place Scars (such as Broken Arm -2 or Deep Paranoia -1) directly into those same ten slots under your Abilities. Scars add Opposition Dice to your roll.


THE CURRENCY OF DRAMA

You do not simply roll the dice and accept your fate in Showrunner. As a Star of the show, you have a say in the script. On the top-right of your Profile, you will find your four Influence Pools, each representing your ability to manipulate the outcome of a Scene during an Ability Check:

  • Grit (♥): Tracked by the heart symbols. Grit represents your physical stamina and emotional resolve. You can spend Grit to gain +1 Action die to a die roll, helping you push past a difficult challenge. Grit is also your first line of defense when your Character is put under pressure; when things go wrong, you lose Grit to avoid being written off the Show.
  • Retake (↺): Tracked by the circular arrow symbols. Retakes represent your ability to yell "Cut!" and try a scene again. You can spend a Retake to re-roll any number of Action dice. You regain Retakes dynamically during play by "Hitting the Mark": matching an Action Dice to a Script Dice.
  • Spotlight (☼): Tracked by the shining sun symbols. Spotlight represents your narrative authority. Spending a Spotlight allows your character to command the scene, clearing 1d6 Opposition Dice of your choice for the Ability Check.
  • Plot Armor (☠): Tracked by the skull symbols. Plot Armor is your absolute script immunity. You can spend your Plot Armor to instantly reduce any task’s Difficulty to EASY. It is also your final shield: when Grit Loss exceeds your remaining Grit, lose your remaining Grit first, then spend 1 Plot Armor to absorb the shortfall. If you run out of Plot Armor, your Character is at risk of being written off the show permanently.

CAREER PATHS

Along the right-hand margin of your Star's profile, you will find your Career Paths: Training, Persistence, Talent, and Destiny.

During play, you will earn Acclaim (▷) by performing flawless takes or resolving deep relationship drama. Whenever you gain Acclaim you immediately apply it to filling the tracks on your Career Paths. Completing a path allows you to choose between improving your personal Influence Pools (Actor's Choice) or expanding your Gear, Inventory, and Specialties (Character's Choice).


WHAT YOU NEED TO PLAY

To begin playing Showrunner, each player will need:

  • A character sheet.
  • A pencil.
  • A collection of d6s split into three colors
    • Action Dice: Dice rolled to help move your Star hit their beats and your Characters strive towards their goals.
    • Opposition Dice: Dice rolled that cancel out Action Dice that match the same number.
    • Script Dice: Dice rolled that determine what result the Writers want you to produce.

In addition, the group will need:

  • A pen
  • A few d10s
SHOWRUNNERRules contents

Chapter 1

The Pitch

Before the cameras roll, before the Cast is assembled, you must establish the boundaries, tone, and genre of your story. In traditional tabletop RPGs, this is often called "Session Zero." In Showrunner, this is Pre-Production.

Whether you are playing as a group with a Director or playing solo as a Showrunner, you will complete these four steps to define the DNA of your series.


STEP 1: THE HIGH CONCEPT

The High Concept is your show's "elevator pitch." It combines your world's setting, your story's tone, and the visual style of your action. You define this using a simple formula:

Primary Genre + Secondary Genre(s) + The Aesthetic = your Show

A. PRIMARY GENRE (The World)

Select one Primary Genre to define the fundamental laws of the world your story lives in.

  • Fantasy: A world of magic, myths, and monsters.
    • High Fantasy: Sprawling empires and epic, world-saving quests.
    • Dark Fantasy: Gritty, morally gray worlds where victories are costly and dangerous.
    • Urban Fantasy: Hidden magic operating just beneath the surface of a modern city.
  • Science Fiction (Sci-Fi): A future or alternate reality shaped by advanced technology.
    • Space Opera: Grand galactic scale featuring starships, alien empires, and ancient tech.
    • Cyberpunk: High-tech, low-life themes set in dystopian, mega-corporate cities.
    • Post-Apocalyptic: Desolate, harsh survival in the ruins of a collapsed civilization.
  • Modern / Contemporary: The world as we know it today, grounded in realistic stakes.
    • Spy / Thriller: Secret agencies, global espionage, and political assassinations.
    • Military: Special forces units executing covert, tactical operations.
    • Political: Intrigue and power struggles in the high-contrast halls of authority.
  • Historical: A story set in a specific, defined era of Earth's past.
    • Period Drama: Social intrigue, romance, and political maneuvering in a bygone era.
    • Western: Dusty, lawless frontiers, outlaws, and hard-fought justice.
    • Film Noir: Shadowy, rain-slicked streets, cynical detectives, and deep moral decay.
    • War: Set in the depths of the Punic War, World Wars, Civil War, or some other critical conflict.
  • Superhero: A world populated by extraordinary individuals possessing incredible powers.
    • Four-Color: Classic, vibrant stories of absolute good fighting absolute evil.
    • Deconstructed: A gritty, grounded look at the psychological and societal damage of superpowers.
  • Horror: A world where characters face terrifying, overwhelming, and often unknowable forces.
    • Supernatural: Hauntings, demonic possession, and ancient curses.
    • Cosmic: Unfathomable entities and insignificance that threatens your sanity.
    • Gothic: Vampires, decaying castles, dark family secrets, and brooding atmosphere.

B. SECONDARY GENRES (Story and Tone)

Choose one or two Secondary Genres to define what your characters actually do and how the show feels.

  • Action: Fight scenes, high-octane chases, and explosive set pieces.
  • Adventure: Exploration, survival, discovery, and journeys into the unknown.
  • Comedy: Lighthearted banter, satire, sitcom, or black humor.
  • Drama: Intense focus on emotional lives, interpersonal conflict, and character growth.
  • Thriller / Suspense: High stakes, constant tension, paranoia, and a ticking clock.
  • Crime / Mystery: Solving puzzles, investigating conspiracies, or pulling off high-profile heists.
  • Political: Machinations, shifting alliances, power-plays, and deep betrayals.
  • Survival: A desperate, resource-starved struggle against overwhelming odds.
  • Romance / Buddy: The narrative centers entirely on developing and testing a core relationship.

C. THE AESTHETIC (The Camera's Eye)

Choose one Aesthetic Style to dictate how scenes are described. This acts as a guide for your visual storytelling.

  • Gritty and Realistic: Grounded, tactical, and consequential. Violence is messy and has lasting repercussions. The camera is steady, cold, and documentary-style, focusing on harsh realities.
    • Keywords: Harsh, Tactical, Consequential, Grounded.
    • Inspirations: The Wire, Band of Brothers, Game of Thrones.
  • Cinematic and Stylized: High-budget, high-gloss blockbuster energy. Realism takes a backseat to choreography, dramatic lighting, slow-motion, and sweeping camera angles.
    • Keywords: Theatrical, Blockbuster, Cool, High-Gloss.
    • Inspirations: John Wick, The Matrix, Kill Bill.
  • Anime-Inspired: Actions and emotions are pushed far beyond the limits of physical reality, embracing heightened visual language and signature special moves.
    • Keywords: Physics-defying, Melodramatic, Archetypal, Dynamic.
    • Inspirations: Naruto, Cowboy Bebop, Gundam.
  • Pulpy and Over-the-Top: Energetic, bombastic, and adventurous. Heroes are bold, villains are dastardly, and the action is fast and fun without taking itself too seriously.
    • Keywords: Two-Fisted, High-Adventure, Bombastic, Escapist.
    • Inspirations: Indiana Jones, Star Wars, Pulp Fiction.
  • Surreal and Lynchian: Atmospheric, dreamlike, and unsettling. The line between reality, metaphor, and hallucination is blurred. Mood and mystery take precedence over neat answers.
    • Keywords: Metaphorical, Unsettling, Symbolic, Atmospheric.
    • Inspirations: Twin Peaks, Legion, Annihilation.

PITCHING THE SHOW (EXAMPLES)

  • "A Dark Fantasy Action/Adventure with a Gritty and Realistic aesthetic, about a band of mercenaries searching for ancient elven relics."
  • "A Space Opera Political Thriller with a Cinematic and Stylized aesthetic, about corrupt senators vying for control of a collapsing Republic."

STEP 2: WORLDBUILDING AND THE SFX BUDGET

Once the high concept is established, you must outline the details of your soundstage and define the limits of the supernatural.

A. CHOOSE YOUR WORLDBUILDING METHOD

Select how you want to build your setting:

  1. The Director's Vision: The Director (or you, if playing solo) establishes the core setting beforehand and describes it to the players. This works especially well for Horror, Mystery, Adventure, or any show where discovery is part of the fun.
  2. Director Guided: The Director sketches a rough outline of the world, then the Cast pitches in together to fill out the factions, tropes, regions, and major cities.
  3. The Collaborative Process: Take turns going around the table. Each participant adds one big, undeniable "truth" to the setting until you have 8 to 12 core facts. Then, each player gets one "veto" to completely ban a specific trope or element from the world.
  4. Pre-existing: Select a setting from a show, movie, novel, manga, anime, cartoon, play, RPG, or other inspiration.
  5. Spontaneous: After establishing the show's premise, you jump in. At any point, characters may spend a Spotlight or make a Think check to describe some new facet of the world: history, geography, politics, technology, etc. The group reserves the right to veto a change if a majority think it's too wacky, off theme, or otherwise unfitting for what the group has developed.

B. SET THE SFX BUDGET

Define what the Channel Ability represents in this setting. This determines how the supernatural operates in your show.

  • High Magic: Magic is spectacular and powerful (e.g., firestorms, raising the dead, summoning meteors). Channel is common, known, and understood.
  • Low Magic: Subtle, draining, or risky (e.g., mending objects, speaking with rats, minor hexes). Channel is weak, rare, or specific.
    • Special Rule: The first time Channel is randomly rolled for any reason, re-roll it once.
  • Superpowers: Powers are innate and biological (e.g., laser eyes, flight, hyper-regeneration). Channel is highly individualized to each superhero, villain, or mutant.
  • Psionics: Mental or technological focus (e.g., telekinesis, telepathy, precognition). Channel requires intense focus, raw talent, or special breeding.
  • Unknown: Supernatural forces exist, but are a complete mystery. Most don't believe Channel exists.
    • Special Rule: During Casting, players cannot gain Channel advances or have Channel as a Mastered Ability. The first time Channel is randomly rolled for any reason, re-roll it once until Channel is revealed or otherwise rendered accessible by the Stars.
  • No Magic: Grounded realism.
    • Special Rule: The Channel Ability doesn't exist and can never be used or advanced. Always re-roll it if it comes up randomly.

STEP 3: DEFINING THE PREMISE

The Premise is the engine of your show. It answers the fundamental question: Who is the Cast as a team and what do they actually do every week?

Once your premise is chosen, write it on your Ensemble Profile. If playing solo, this is your character's driving mandate.

Chapter 1 · The Pitch · continued

Sample Premises:

  • Debt Runners: A crew of desperate smugglers taking shady, dangerous jobs to stay one step ahead of their aggressive creditors.
  • Rebel Spies: A covert cell working in the shadows to sabotage and overthrow a tyrannical, resource-hungry empire.
  • Tomb Raiders: A team of daring archaeologists seeking lost artifacts and forgotten lore inside dangerous, trap-filled ruins.
  • Medical Responders: A team of emergency medics navigating the hazard-filled streets of a cyberpunk megacity.

STEP 4: RATING, CONTENT, AND SAFETY

To ensure everyone at the table has a safe and satisfying experience, as a group define the "On-Screen" boundaries.

A. DETERMINE THE RATING

Establish clear expectations for the intensity and portrayal of violence, language, and mature themes on-screen.

  • PG / TV-PG: Action-oriented but clean. Violence is present, but its consequences are not depicted graphically. Mature themes are handled with heavy discretion if at all.
  • PG-13 / TV-14: More intense violence, suggestive themes, and stronger language are common, but the show avoids persistent extremes.
  • R / TV-MA: Mature audiences only. The show can frankly explore difficult, graphic or sexual subject matter, visceral violence, and intense psychological horror.

B. SELECT CONTENT DESCRIPTORS

Like the content warning tags on a streaming service, select the specific types of content the Cast is comfortable exploring:

  • Violence and Gore
  • Sex and Nudity
  • Strong Language
  • Self-Harm
  • Drug and Alcohol Use
  • Intense Psychological Themes

C. PRODUCTION SAFETY TOOLS

Use these standard safety tools to navigate comfortable storytelling during play:

  • Lines and Veils: Any player may set Lines or Veils on any content for any reason.
    • A Line is a hard boundary; a topic that is completely banned from appearing in the show. A Veil is a soft boundary; the topic may exist in the world, but the camera "fades to black" before the topic becomes explicit on-screen.
  • The X-Card: A card with an "X" placed in the center of the table. If any content makes a participant uncomfortable, they tap the card. The Director says "Cut!", play immediately stops, the problematic content is edited out, and the Scene moves in a new direction or the action cuts to a new Scene entirely.
  • Intraparty Conflict (PvP): Agree during the pitch whether characters can actively work against, fight, or betray one another.
SHOWRUNNERRules contents

Chapter 2

Origins

Casting a Star starts by establishing their fundamental nature: where they came from, their place in society, and the family that shaped their early years.

SECTION 2.1: HERITAGE (OPTIONAL)

Heritages represent species, bloodlines, or core cultural identities. Choosing a Heritage provides an optional "Starter Pack" of skills and narrative hooks to plug your character directly into the world’s conflicts.

THE HERITAGE PACKAGE

When you select a Heritage, you immediately gain three things:

  1. Innate Skills: You gain two Specialties and two Scars under whatever Abilities fit best. One Specialty of choice starts at +2 and the other at +1. One Scar starts at -2 and the other at -1.
  2. The Personal Web: You gain a starting Bond with a representative of heritage allies and a starting Grudge with the face of heritage foes. You gain 1 Advance in each.
  3. Supporting Cast Casting: The Director (or the Solo Oracle) will immediately create the two Actors you have a Bond and Grudge that serve as the "face" of the group you have affinity or enmity with. These Actors also gain a corresponding Bond or Grudge Advance against you.

SAMPLE HERITAGES

  • Wood Elf * Specialties: Elven Grace, Wood Shaping * Scars: Aloof, Slight Frame * Relationships: Bond with Elves / Grudge with Orcs
  • High Dwarf * Specialties: Axes/Hammers, Metalworking * Scars: Greedy, Short Legs * Relationships: Bond with Dwarves / Grudge with Orcs
  • Reptiloid * Specialties: Human Form, Deception * Scars: Uncanny Valley, Lazy * Relationships: Bond with Reptiloids / Grudge with FBI.
  • Gray Alien * Specialties: Telepathy, UFO Piloting * Scars: Mouthless, Fragile * Relationships: Bond with Grays / Grudge with Reptiloids
  • Waste Mutant * Specialties: Mutation, Radiation Resistance * Scars: Malformed, Seizures * Relationships: Bond with Mutants / Grudge with Civilization
  • Scavenger * Specialties: Scavenging, Spot Ambush * Scars: Taboos, Sickly * Relationships: Bond with Clans / Grudge with Mutants
  • Angelic Scion * Specialties: Holy Light, Demon Slaying * Scars: Righteous, Disdain Mortals * Relationships: Bond with Templars / Grudge with Cults
  • Demonic Blood * Specialties: Demonic Strength, Scent of Blood * Scars: In Light, Dark Visions * Relationships: Bond with Progenitor / Grudge with Heaven
  • Vampire * Specialties: Unnatural Strength, Mesmerism * Scars: Sunlight, Uncanny * Relationships: Bond with Clan/ Grudge with Hunters
  • Warewolf * Specialties: Shapeshift, Claws * Scars: Moon Madness, Silver * Relationships: Bond with Pack / Grudge with Vampires

CASTING BOND AND GRUDGES You will Advance many Bonds and Grudges during Casting. You Advance in Tier like normal, but do not get the other two normal Bond/Grudge Advance benefits:

  1. You don't gain Acclaim for Advancing a Bond or Grudge.
  2. You don't clear Exhausted Bond or Grudge uses.

ACTOR BOND/GRUDGE ADVANCES During Casting, when the Director Advances an Actor's Grudge with a Star or another Actor into an already-occupied Bond/Grudge slot, it skips over the occupied Bond/Grudge slot and goes to the next higher slot.

SECTION 2.2: SOCIAL CLASS

Roll 1d10 to determine your family background. This sets your family relationships, your character's initial hardiness, starting career advances, and your starting "Wardrobe Budget."

  • Roll 1: Untouchable
    • Starting Money: None
    • Hero Prop Advances: 1
    • Career Advances: 4
    • Family Advances: 3 Bonds with family members
  • Roll 2–6: Lower Class
    • Starting Money: 1d6
    • Hero Prop Advances: 2
    • Career Advances: 2
    • Family Advances: 2 Bonds, 1 Grudge with family
  • Roll 7–9: Middle Class
    • Starting Money: 2d6
    • Hero Prop Advances: 3
    • Career Advances: 1
    • Family Advances: 1 Bond, 2 Grudges with family
  • Roll 10: Upper Class
    • Starting Money: 3d6
    • Hero Prop Advances: 4
    • Career Advances: 0
    • Family Advances: 3 Grudges with family

SPECIAL NOTE During Casting, unless specified otherwise, an 'Advance' means you immediately jump to and fill in the next Milestone icon (Dot ○, Star ★, or Number) on the track, completely bypassing the XP triangles (△). When Advancing Bonds or Grudges, you do gain 1 Acclaim for each Bond or Grudge you Advance.

SECTION 2.3: FAMILY AND UPBRINGING

Your upbringing informs your starting skill set. Work with the Director to create the Actors who raised you (see Appendix A, especially the 3d6 Power Level method).

A. PARENTAL STATUS

Roll 1d10 to determine your parental environment. Your parents' professions (Archetypes) give you a head start in life. You gain Full Advances in the Primary and Secondary Abilities of your parents' Archetypes (determined by rolling on the Random Archetype Table in Section 2.5).

  • Roll 1–4: Together
    • Effect: You were raised by both parents. Gain 2 Primary Advances and 1 Secondary Advance from each parent's Archetype.
  • Roll 5–7: Separated
    • Effect: Your parents lived apart. Gain 3 Primary Advances and 2 Secondary Advances from your main guardian's Archetype, and 1 Primary Advance from your separated parent's Archetype.
  • Roll 8–9: Single Parent
    • Effect: Raised by one parent and the other is missing. Gain 2 Primary Advances and 1 Secondary Advance from their Archetype, then roll once on the Lost Parent Table to determine the status of the missing parent.
  • Roll 10: Orphaned
    • Effect: You lost both parents early. Roll once on the Orphan Status Table then roll twice on the Lost Parent Table.
d10 RollLost Parent FateGained Advances
1–6DeadGain 1 Career Path Advance.
7–9Missing/UnknownGain 3 random Ability Advances.
10HostileGain 1 Ability Advance matching their Secondary Ability, 3 Grudge Advances against them. They gain 3 Grudge Advances against you.
d10 RollOrphan UpbringingGained Advances
1–5AdoptedGain 1 Advance in the Primary Ability of each adopted parent.
6–9MentoredGain 2 Advances in Mentor's Primary Ability.
10Street UrchinGain 1 Career Path Advance.

B. SIBLINGS

Roll 1d10 to see how many siblings your character has, then roll 1d10 for each to determine their age relative to yours. These siblings are added to the Supporting Cast list as active Actors.

d10 RollNumber of SiblingsAge Relative to Star (Roll 1d10)
1–42 Siblings1–4: Older (+1d10 years)
5–71 Sibling5–7: Younger (-1d10 years)
8–9None8–9: Deceased
10Roll again +210: Twin
Chapter 2 · Origins · continued

FAMILY BONDS AND GRUDGES

Select among your parents/mentor and siblings to apply your class-granted Bonds and Grudge Advances. Any Actor you Advance a Bond or Grudge with also Advances their Bond or Grudge with you.

SECTION 2.4: INITIAL APTITUDE AND THE SLOT RULE

During Character Creation, you will acquire several Ability Advances. Whenever an Ability gains an Advance during Casting, fill in the next icon on that Ability's progression track, and immediately define one new +1 Specialty (or improve an existing one) in an empty slot (1–10) below it.

SECTION 2.5: THE RANDOM ARCHETYPE MATRIX

Use this 10x10 table to randomly generate the Archetypes (professions and roles) of parents, mentors, siblings, or other Actors. Roll 1d10 for the row (Primary Ability) and 1d10 for the column (Secondary Ability).

Secondary→ Primary ↓1: Channel2: Endure3: Fight4: Move5: Impress6: Sense7: Talk8: Think9: Travel10: Work
1: ChannelChosenShapeshifterGuardianEnhancerIllusionistSeerTelepathPuppetmasterTelekineticConjurer
2: EndureBlankSurvivorMuscleLaborerMonkSentinelNegotiatorLibrarianExplorerServant
3: FightBattlemindSoldierKillerScoutDuelistMarksmanOfficerCommanderMarineArtillerist
4: MoveShadowAthleteAssassinDaredevilDancerThiefOperativeScoundrelSailorFarmer
5: ImpressOccultistFugitiveGladiatorJokesterProdigyPriestActorScribeVagabondTamer
6: SenseProphetTrackerBodyguardInfiltratorArtistSavantJudgeSleuthHunterProspector
7: TalkInquisitorInterrogatorNobleSpyPoliticianLawyerSocialiteTeacherAmbassadorExecutive
8: ThinkMetamindAdviserTacticianKingpinAuthorScientistScholarAnalystGamblerInventor
9: TravelShamanGuideRangerRiderGypsyNavigatorMerchantResearcherCaptainSmuggler
10: WorkHealerTechnicianSaboteurMechanicArtisanInspectorDoctorEngineerTinkerExpert
SHOWRUNNERRules contents

Chapter 3

The Screen Test

Once your character's Origins are established, their life unfolds through a series of defining eras called Life Stages. This is your character’s Screen Test: a sequence of structured, narrative vignettes that establish their backstory, develop their starting stats, and forge the relationships that will drive the plot when the Pilot Episode begins.


THE STAGGERED TIMELINE

Your characters did not grow up in a vacuum. To represent the ripple effects that characters have on one another, players build their backstories collaboratively in chronological order, decade-by-decade.

A. CHOOSE YOUR STARTING AGE

Your character's age when the Show begins determines how many Life Stages you will play through.

  • Youth (Age 5–10): 2 Stages (Origins, Childhood). You play through only one Life Stage (decade).
    • Mechanical Effect: Gain 2 Path Masteries (Retakes, Grit, Spotlight or Plot Armor) and +2 Permanent Ability XP in all Abilities and Hero Props (mark them in pen).
  • Teenager (Age 11–19): 3 Stages (Origins, Childhood, Teen). You play through two Life Stages/decade.
    • Mechanical Effect: Gain 1 Path Mastery and +1 Permanent Ability XP in all Abilities and Hero Props.
  • Young Adult (Age 20s): 4 Stages (Origins, Childhood, Teen. Young Adult). This is the Default starting age. You play through three Life Stages.
  • Adult (Age 30s+): 5+ Stages (Origins, Childhood, Teen, Adult Stages). You play through four or more Life Stages.
    • Mechanical Effect: For every stage beyond Young Adult, add one decade to your starting age, permanently cross off 1 Plot Armor (☠) in pen, and add 1 Scar to a random Ability.
  • Random Starting Age: If you wish to randomize your starting age, roll a d10: * 1: Youth * 2-3: Teen * 4-7: Young Adult * 8-9: Adult (+1 Decade) * 10: Mature Adult (+2 Decades)

B. ESTABLISH THE PRODUCTION SCHEDULE

The Director (or Solo Showrunner) creates a timeline divided into decades relative to the start of the show (e.g., -30Y, -20Y, -10Y, and NOW).

  1. The Long View: Start with the oldest character's first Life Stage in the most remote decade.
  2. Advance the Clock: Resolve all active characters’ Life Stages for that decade, then advance the timeline to the next decade.
  3. Weave the Threads: You are encouraged to interact with the people, places, and events established by other Stars. If one Star establishes a young rival in the -20Y decade, that same rival might appear as a grizzled mentor for a different Star in the -10Y decade.
  4. The Inciting Incident: Once the final decade is resolved, only Getting Into Wardrobe and the Inciting Incident that brought the Characters together remain before the Characters are fully formed and ready for the Pilot.

THE LIFE STAGE CYCLE

Each Life Stage consists of a two-part rhythm: Character Development (gaining resources) and The Encounter (resolving a dramatic conflict).

THE ACTOR'S TOLL Any Influence spent, Conditions or Wear marked, and Props used during Casting are not restored when the game starts. Bonds or Grudges exhausted are also not restored unless you mark them all and are able to Advance your Bond or Grudge during Casting (see Section 10.2) The physical and emotional scars of your backstory carry over directly into Episode One. Spend your resources wisely!


PART 1: CHARACTER DEVELOPMENT

Before playing out the drama of a decade, record your character's natural growth over that passage of time. You gain the following:

  1. Hone Your Skills: Choose any one Ability and grant it 1 Advance.
    • The Slot Rule: Whenever you gain an Ability Advance during casting, you must define one Specialty (+1) before moving on. Use the narrative to help select it.
  2. Gear Up: Choose one Hero Prop on your sheet and grant it 1 Full Advance. If you have an empty Hero Prop Slot, you may instead acquire a new Hero Prop starting at rating 1.
  3. Pack Your Bags: Gain 1d6 NORMAL Props of any type in an unlocked Backpack slot. If a row fills up past 5 units, the extra Props "spill over" and become 1 Prop of the next higher Quality.

PART 2: THE ENCOUNTER

Every decade culminates in an Encounter: a short, improvised three-act vignette. Encounters are character-defining dilemmas where your Star "auditions" for their role while establishing your Character's morals, allies, and enemies.


ACT I: THE DILEMMA

The Director (or Solo Oracle) presents a choice between two Actors for your Character to side with, each representing conflicting ideologies.

  1. The Nature of the Conflict: Roll 1d10 to determine the thematic focus of the dilemma and the advance you gain for resolving it:
    • 1–4 (Training): A test of skill, training, or competition. Gain 1 Training Advance.
    • 5–7 (Persistence): A period of physical hardship or a long struggle. Gain 1 Persistence Advance.
    • 8–9 (Talent): A moment of inspiration, genius, or art. Gain 1 Talent Advance.
    • 10 (Destiny): A sudden disaster, stroke of fortune, or twist of fate. Gain 1 Destiny Advance.
  2. The Casting of Rivals: One of the Actors in this conflict must be an existing Actor on the Supporting Cast list. The other is a new Actor rolled on the Random Archetype Table. Each one also represents some greater theme that will help develop your Character (e.g. Family vs Duty, Love vs Work, or Law vs Freedom)
  3. Location, Location, Location: Create or randomly generate a Standing Set (see Appendix B) for the Conflict to take place in. Look at both Actor's Primary Abilities and pick which combination creates a more fitting Set.
  4. The Choice: You must choose one Actor to stand with (your Ally), and one to oppose (your Rival).
  5. The Connection: Your choice immediately alters your Profile:
    • Advance your Bond with the Ally by one step.
    • Advance your Grudge with the Rival by one step.
    • Gain 1 Ability Advance in your Ally’s Primary Ability (and define a Specialty).
    • Take 1 Condition in your Rival’s Primary Ability.
    • The Ripple Effect (Director's Note): The Directory will Advance the Grudge both your Ally and your Rival have against one another. The Director then advances your Ally's Bond and the Rival's Grudge with you.

ACT II: THE RIVAL'S MOVE

Your new Rival immediately retaliates against your choice. This is a Gambit with a Difficulty Target (DT) equal to the Rival’s Power Level (e.g., a HARD Rival requires a HARD check).

You must make an Ability Check using the Rival’s Primary Ability to resist or mitigate their move.

Roll ResultEffect: Rival Gambit Outcomes
HighlightDestruction: The Rival's Power Level drops by 1. Gain 2 Grudge Advances against them.
SuccessCounter: Reduce the Rival's highest Power Die by 1 pip. Gain 1 Grudge Advance against them.
Partial SuccessClash: The Rival's highest Power Die increases by 1 pip. Gain 1 Grudge Advance against them.
FailureLoss: The Rival's highest Power Die increases by 1 pip. Advance their Grudge against you by 1 step.
DisasterDomination: The Rival's Power Level increases by 1. Advance their Grudge against you by 2 steps.

Location, Location, Location: Create a new Standing Set where this takes place whose Primary Ability matches the Actor's Primary Ability and roll the Secondary Ability.


ACT III: THE CHARACTER'S MOVE

Now it is your turn to take the offensive. You must choose whether to Aid your Ally or Harm your Rival.

  1. Set Your Terms: State your goal, declare which Ability you are using, and select a Difficulty from NORMAL up to the Power Level of the Actor you are targeting.
  2. Location, Location, Location: Use an existing Set whose Primary Ability matches the Ability you are using or roll a new one matching it and roll the Secondary Ability where the move takes place.
  3. Resolve the Action: Make the Ability Check.
  4. Apply the Outcome: Resolve the narrative consequences against their Power Die matching the Difficulty of the Check using the table below. Additionally:
    • If you chose to Harm your Rival, they automatically gain 1 Grudge Advance against you.
    • If you chose to Aid your Ally, they automatically gain 1 Bond Advance towards you.
Chapter 3 · The Screen Test · continued
Roll ResultHARM EFFECTAID EFFECT
HighlightReduce Rival’s next higher Power Die by 1 pip. Gain 2 Grudge Advances against them.Increase Ally’s next higher Power Die by 1 pip. Gain 2 Bond Advances with them.
SuccessReduce Rival's Power Die by 1 pip. Gain 1 Grudge Advance against them.Increase Ally’s Power Die by 1 pip. Gain 1 Bond Advance with them.
PartialRaise Rival’s Power Die 1 pip. Gain 1 Grudge Advance against them.Reduce Ally’s Power Die 1 pip. Gain 1 Bond Advance with them.
FailureRaise Rival's Power Die 1 pip. They gain 1 Grudge Advance against you.Reduce Ally's Power Die 1 pip. They lose 1 Bond Advance with you.
DisasterRaise Rival's next higher Power Die 1 pip. They gain 2 Grudge Advances against you.Reduce Ally's next higher Power Die 1 pip. They lose 2 Bond Advances with you.
  • Advance the Timeline: When Act III is complete, the decade ends for your Character. When all Characters have acted for the decade, advance the timeline to the next decade and repeat the cycle.

A WINDING PATH (DIRECTOR'S NOTE) Each Act may cover months or years. Feel free to make sweeping changes to the Character's backstory based on the Actors involved, the Character's choices, and the roll outcomes. Characters might be kidnapped, adopted, abandoned, robbed, move across the world or galaxy, be left for dead, or any number of dramatic outcomes.

For more ideas or randomization for the Actor's Gambit, see Appendix F: Schemes.


SHOWRUNNERRules contents

Chapter 4

Ready For The Show

This stage is your final pre-production checklist. Here, you will translate your journey through the Life Stages into your starting profile, run the collaborative Inciting Incident that binds the Cast together, and establish your starting Ensemble resources.


SECTION 4.1: GETTING INTO WARDROBE

To finalize your Star Profile, perform these five steps to lock in your character’s starting details, gear, and abilities.

STEP 1: EMBODY YOUR CHARACTER

Review the choices made during your childhood and adult decades. Based on your Heritage, Social Class, and history, finalize your character's "On-Screen Brand." If you are uncertain or need ideas, check out the random tables in Appendix A.

  • Look: What is their single most defining physical feature? What notable attire, scars, or distinct markers do they have?
  • Mannerism: What is their distinctive habit, vocal tic, or way of speaking?
  • Agenda: What is their ultimate, driving goal as the first Episode begins?

STEP 2: DEFINE YOUR ROLE

Your character's "Job" on the Show is determined by the Abilities you developed during your backstory.

  • Determine Your Archetype: Look at your Star Profile. The Ability in which your character has accumulated the most Advances is your Primary Ability. The Ability with the second-most Advances is your Secondary Ability (if tied, you choose which is Primary and which is Secondary). Locate the intersection of these two Abilities on the Random Archetype Table (Chapter 2, Section 2.5) to discover your character's starting role or profession (e.g., Fight + Travel = Marine).
    • If multiple abilities are tied, select from them as you desire.
  • Mastered Abilities: Both your Primary and Secondary Abilities are automatically Mastered. Mark the Mastery Symbol (⇧) next to each Mastered Ability on your profile: you gain +1 Base Ability Die permanently!

STEP 3: PROPS AND WARDROBE

Collect the physical gear and prized possessions accumulated during your backstory:

  • Finalize Your Hero Prop: Work with the Director to define your starting Hero Prop and its starting Powers. This is your character's most prized, narrative-defining possession.
  • Assign Props: Allocate specific types to the Props you collected during character creation if you haven't already (Weapons, Rations, Fuel, Medicine, etc.).
  • Select Trinkets (Optional): Fill any empty Trinket slots with sentimental, aesthetic, or narratively significant objects from your past.

STEP 4: THE INCITING INCIDENT

The Cast members are now fully formed, but they are still strangers. To bring you together as a cohesive crew, you must play through one final, collaborative Inciting Incident Encounter.

This functions like a standard Lifepath Encounter (Chapter 3), with the following critical exceptions:

  • Skip Part 1 (Character Development): You do not gain any Advances.
  • A Shared Dilemma: All Stars face the same Dilemma together. The Cast agree to which Actor to side with (the Ally) and which to oppose.
  • The Antagonist: If Actor the Cast chooses to oppose is too weak, they are automatically raised to a minimum Power Level based number of Stars (players) in the Cast. This Actor becomes the initial antagonist of your Show's first Season.
    • 1 Star: EPIC
    • 2 Stars: LEGENDARY
    • 3 Stars: MYTHIC
    • 4 Stars: ASCENDANT
    • 5+ Stars: GODLIKE
  • Action Sequences: The Gambit, Rival's Move and the Character's Move for shows with 2+ Stars are all resolved as Action Sequences (Chapter 7) in which each Star must perform at least 1 Beat.
  • Note: for all Action Sequences based on an Actor's Ability, the final Ability Check must match the Ability but the Beats leading up to it may be anything that narratively builds towards it, as with any Action Sequence.

PRODUCTION NOTE: SCARS ARE A FEATURE The resources you spent to survive your backstory do not miraculously reappear. Your personal Influence pools (Grit, Retakes, Spotlight, Plot Armor, Preparation), Conditions, and any Wear on your Hero Props do not refresh after casting is complete.

Starting your first Episode with low Influence, pre-existing Wear, Conditions, or Scars is a feature of the Show, not a bug. Your Star begins their on-screen story in media res: nervous, worn out from the backstory, still learning their lines, and adapting to the sudden, high-stakes drama of the Pilot.


SECTION 4.2: ASSEMBLE THE ENSEMBLE

As a team, you must now solidify your collective resources and prepare the "set" for Episode One.

  • Step 1: Confirm Your Premise: Review the Show Premise chosen during Step 3 of Pre-Production. Confirm that your newly cast characters still fit the premise, and write it on your Ensemble Profile.
  • Step 2: Establish the Ensemble Pool: Set up your starting Ensemble Influence Pool. If any Stars managed to achieve Major Milestones (O) during casting, permanently advance the corresponding Ensemble Influence tracks now.
  • Step 3: The Founders' Boons: As a newly formed Level 1 Ensemble, the production grants your Cast two foundational benefits to represent your shared resources:
    1. Ensemble Synergy: Review the Ensemble Benefits options on the Ensemble Profile and choose one advance to apply to all Stars immediately.
    2. Home Base: Select a joint Star, Character, or Community Holding (such as a ship, a hideout, or an office) starting at NORMAL Quality.

SECTION 4.3: SETTING THE STAGE

Before the first scene of the Pilot Episode begins, the Director performs the final pre-production setup. To ensure the world is active, dangerous, and reactive the moment the cameras roll, execute these three steps in order:

STEP 1: COMPLETE ACTOR BONDS AND GRUDGES

Before generating any subplots, review every Supporting Cast Actor created during Pre-Production and Casting. Ensure all empty Bond and Grudge slots on their profiles are filled. If unsure, use the Relationship Generator in Appendix A.

  • Crucial Rule: An Actor's Bonds and Grudges must be fully established before running a Writer's Room Turn, as Subplots require active social connections to select targets. If you do not have enough Actors or Stars to complete an Actor's Bonds and Grudges, generate new random Actors until you do.

STEP 2: THE PRE-PRODUCTION WRITER'S ROOM TURN

Once all Actors' social webs are complete, create a single Subplot (see Chapter 13) for every active Actor on the Supporting Cast list.

  • Pre-Production Special Rule: Generating these initial setup subplots costs 0 Studio Notes.

STEP 3: SUBPLOTS ARE IN STASIS

Remember that all generated Subplots exist purely in stasis off-screen. They have zero narrative or mechanical effect on the Stars, other Actors, or the setting until the Director explicitly Reveals them on-screen during play (Chapter 13).


CHARACTER CREATION SUMMARY

  1. ORIGINS: Determine your Bloodline, Social Class, Parental Status, and Sibling Archetypes.
  2. CHOOSE STARTING AGE: Choose your starting decade to determine your age benefits and total Life Stages.
  3. ESTABLISH TIMELINE: Determine which decades the Stars will play out their backstory vignettes in.
  4. PERFORM LIFE STAGES: Execute the Life Stage Cycle for each decade: resolve Character Development, then play out the three-act Encounter (Dilemma, Rival's Gambit, Character's Move).
  5. GET INTO WARDROBE: Finalize your Look, Mannerism, Agenda, Archetype, Masteries, and starting Gear.
  6. THE INCITING INCIDENT: Play the shared collaborative Encounter that brings the Cast together against a common nemesis.
  7. ASSEMBLE THE ENSEMBLE: Lock in your group Premise, starting Ensemble Pool, Ensemble Synergy benefit, and establish your Level 1 Holding.
  8. THE WRITER'S ROOM: The Director runs a single Writer's Room Turn to put active Subplots in motion before the premiere.

SHOWRUNNERRules contents

Chapter 5

Playing The Scene

The game is played as a series of Scenes. During a Scene, the Stars (players) describe their Characters' actions then the situation is resolved through a creative conversation or an Ability Check.


SECTION 5.1: THE CORE PLAY LOOP

At its heart, Showrunner operates on a simple, powerful loop. Master this loop and you have mastered ninety percent of your job at the table.

  1. The Director Describes the Situation: The Director establishes the Scene, sets the stakes, describes the immediate environment, and ends with the question: "What do you do?"
  2. A Star States Their Action: You describe what your Character intends to do, how they do it, and what goal they are trying to achieve on-camera.
  3. The Director Determines the Outcome: If the outcome of the action is straightforward or safe, the Director simply says "yes" or "no" and describes what happens. If the outcome is risky, highly dramatic, or uncertain, the Director calls for an Ability Check.
  4. The Star Rolls and Resolves: You roll your dice, apply modifiers, and determine the mechanical result. The Director describes the outcome, creating a new situation, and the loop repeats from Step 1.

SECTION 5.2: ABILITY CHECKS

When your Star attempts a risky action, the Director will call for an Ability Check. To make an Ability Check, gather three distinct colors of d6s (plus a couple d10s if using random tables):

  1. Action Dice: Rolled to achieve your goal. Calculate your Action Dice pool using three quick steps:

    1. Base Ability Dice: Look at the Ability's track on Page 1 of your Star Profile. Your base dice equal the highest printed number (0, 1, 2, or 3) you have reached.
    2. Specialties (1 to 5 each): Add 1 Action Die for every rank in an applicable Specialty listed in slots 1–10 under that Ability.
    3. Mastery Bonus (+1): If the Mastery arrow (⇧) next to the Ability name is marked, add 1 Action Die.
  2. Opposition Dice: Added to the roll to resist your goal. Calculate your Opposition Dice pool with these steps:

    1. Identify the Target's Power Die matching the check's Difficulty Target.
      • Count the pips showing on that Power Die. Add that many Opposition Dice to the pool.
    2. Add Opposition Dice equal to the penalty of each relevant, triggered Scar (1-5 each) in slots 1–10 under the Ability being rolled.
    3. Actor Specialties and Scars: When opposing an Actor who is using one of their Specialties, roll 1d6 and add that many Opposition Dice. If one of that Actor's Scars is triggered, roll 1d6 and subtract that many Opposition Dice. If both apply, roll each modifier separately and apply both. These modifiers change the Opposition Dice pool, not the Actor's Power Dice; the pool cannot fall below 0.
    4. Once per Ability Check, the Director may choose to spend 1 Studio Note at any point during the roll to add 1d6 additional Opposition Dice to the pool.

    Solo Oracle Studio Note... Note If playing solo, roll a d10 when you make an Ability Check. If the result is less than the number of Studio Notes pooled, spend one to add the 1d6 Opposition Dice.

  3. Script Dice: Always exactly 2 dice.

OPPOSITION BLOCKING

After rolling your dice pool, compare your Action Dice to your Opposition Dice.

An Opposition Die only blocks an Action Die if both dice show the exact same face number (e.g., an Opposition 3 cancels an Action 3). Any dice with a matching Opposition Dice cannot be used as one of your final Results Dice.

  • No Match = No Block: If an Opposition Die shows a number that none of your Action Dice rolled, that Opposition Die has no effect.
  • 1-to-1 Match: Each Opposition Die can only negate one Action Die of the same number. If you roll two 4s and one Opposition 4, only one Action 4 is negated.
  • Spotlight: The player making the Ability Check may spend a Spotlight at any point during the roll to roll 1d6 and remove that many current Opposition Dice of their choice, up to the number present.
DICE SHORTFALL

If you have fewer than 2 Action Dice remaining after Negation, any missing die (or dice) is treated as a result of 0.

  • Note: If all Action Dice are negated (or if you rolled no Action Dice), your result is treated as (0, 0)—an automatic Disaster!

SHORTFALL EXAMPLE You roll 3 Action Dice (1, 4, 5) and 2 Opposition Dice (1, 5). The 1s match and cancel each other out. The 5s match and cancel each other out. This leaves you with a single 4 Action Die. Your two Result Dice are treated as (4, 0).


DifficultyTarget NumberDescription
EASY2+Trivial tasks; never rolled unless a higher Difficulty is reduced to EASY.
NORMAL3+The default challenge level. Doable, but carries risk.
HARD4+Risky, dangerous, or highly competitive tasks.
FORMIDABLE5+Exhausting or highly complex tasks; at the edge of normal capability.
EPIC6+Extreme feats; pushing the limits of plausibility.

RESULTS

Select any two of your remaining (un-cancelled) Action Dice to be your Result Dice and compare them to the Difficulty:

  • Success (✓): Both Result Dice meet or exceed the Target. "Yes!" You achieve your goal cleanly.
  • Partial Success (✓✘): Only one Result Die meets or exceeds the Target. "Yes, but..." You succeed, but suffer a Consequence.
  • Failure (✘): Neither Result Die meets or exceeds the Target. "No, because..." You fail and suffer a Consequence.

DOUBLES RESULTS

If the Result Dice match, the results are amplified, for good or ill.

  • Highlight (✓✓): Both Result Dice meet or exceed the Target and match. "Yes, and..." Get even more than you aimed for.
    • Extra benefits: Treat the roll as if the Difficulty were one higher and clear 1 Condition ✘ in the Ability rolled.
  • Disaster (✘✘): Neither Result Die meets or exceeds the Target and the Dice match. "No, and..." You fail spectacularly and suffer two Consequences.
    • Extra costs: Mark 1 Condition ✘ in the Ability rolled.

HITTING THE MARK

Regardless of whether your action succeeds or fails against the Difficulty Target, you can please the producers and writers by Hitting the Mark. Compare your two Result Dice to the two Script Dice, matching dice one-to-one in any order. Script Dice may show the same number; each Result Die can match only one Script Die.

  • Hitting the Mark (at least one Script Die is matched): You hit the Beat the writers wanted. You immediately regain 1 Retake (↺) on your Profile and mark 1 XP (△) in the Ability just rolled.
  • A Perfect Take (both Script Dice are matched by your two Result Dice): You have performed the scene flawlessly. You gain all the benefits for Hitting the Mark plus regain 1 Spotlight (☼) and mark 1 Acclaim (▷) in one of the four Career Paths (Training, Persistence, Talent, or Destiny).
  • Bad Take (no dice match): The Director gains 1 Studio Note, a resource they can spend to make Episodes more "exciting" in the future.

MATCHING DOUBLES EXAMPLE If the Script Dice are (4, 4), Result Dice of (4, 2) Hit the Mark; Result Dice of (4, 4) earn a Perfect Take.

THE COST OF POWER: CHANNEL LIMIT The Writers and fans want to see the dramatic strain of using magic or superpowers. If you are making a Channel check, you Hit the Mark, also mark 1 Limit (⦸) on your track and suffer an Anomaly (a sign of the strain or cost of using the supernatural - see Appendix C). If you get a Perfect Take, mark 2⦸ and suffer 2 Anomalies (or a double-strength one).


Chapter 5 · Playing The Scene · continued

    SECTION 5.3: ABILITY PROGRESSION

    When you gain Ability XP (△), mark it on that Ability's progression track from left to right:

  • Advancing the Track: When the last empty XP triangle (△) above a Milestone (○), Star (★), or printed number is filled, you Advance. Clear all marked XP triangles for that track and fill in the newly reached icon or number.
  • Base Ability Dice: The printed numbers on the track (0-3) represent your raw skill. Whenever you advance and fill in a new number on the track, that number permanently becomes your new Base Ability Dice count for all future rolls with that Ability.
  • Gaining Specialties: Every single time you advance and fill in a Milestone, Star, or Number on the track, you immediately gain 1 Specialty Point to spend under that specific Ability (assigned to slots 1–10).
    • Spending Specialty Points: Assign your new Specialty Point to any numbered slot (1–10) under that Ability on your profile to either:
      1. Create a new +1 Specialty (e.g., "Swords +1")
      2. Increase an existing Specialty's rank by 1 (up to a maximum rank of +5).
      3. Reduce an existing Scar's penalty by 1.

B. STAR BENEFITS

Ability Stars (★) represent true on-camera mastery. Each time you make an Ability Check, you permanently and cumulatively apply the passive benefits of all the Stars you have unlocked in that specific Ability:

  • 1★ Benefit: When you Hit the Mark (match the Script Die) using this Ability, you regain 1 Grit (♥) in addition to the standard 1 Retake (↺).
  • 2★ Benefit: When spending a Retake (↺) on a check using this Ability, you may instead treat it as a Grit (♥) for any purpose (such as adding +1 Action die or absorbing Grit Loss).
  • 3★ Benefit: When you Hit the Mark using this Ability, you regain 1 Spotlight (☼) in addition to the 1 Grit and 1 Retake.
  • 4★ Benefit: You can spend 1 Retake (↺) on this Ability as if it were instead 1 Spotlight (☼).
  • 5★ Benefit (Master Class): You are a master of the camera. Every single time you make a check with this Ability, you automatically regain 1 Retake (↺) before you roll the dice.

C. MASTERED ABILITIES

If you have Mastery (⇧) in an Ability your base Ability Dice are increased by 1.


SECTION 5.4: CONDITIONS AND SCARS

A. CONDITIONS AND SCARS

Every Ability on your Star Profile features a track of Conditions (represented by the Xs next to the Ability name). Conditions represent temporary physical fatigue, mental stress, or situational disadvantage on that specific Ability.

  • Suffering Conditions: When the Director deals a Consequence (Chapter 14), you may be forced to mark Conditions. For each Condition you take, mark 1 X next to the active Ability you just rolled.
  • The Overflow (Gaining a Scar): Your Star can only take so much strain. If you are forced to mark Conditions in an Ability, but all of its Condition Xs are already marked do the following:
    1. Immediately clear all marked Condition Xs for that Ability.
    2. Trace another Condition X next to that Ability in pen; you're permanently hardier and more resistant to future trauma.
    3. Your temporary stress has hardened into permanent trauma. You must immediately roll a random Scar under that specific Ability.

B. SCARS (PERMANENT TRAUMA)

Scars represent lingering physical injuries, psychological trauma, or severe neglect. Mechanically, they operate in the same slots (1–10) as your Specialties on your Star Profile.

ROLLING A SCAR

When an Ability's Condition track overflows, roll 1d10 to determine which Slot (1–10) under that specific Ability receives the Scar:

  • If the slot is empty: Write in a thematic, narrative Scar (e.g., Lost Confidence, Broken Arm, Paranoia) based on the events of the scene. It starts at rank -1.
  • If the slot contains a Specialty: The trauma diminishes your skills. Reduce that Specialty’s rank by 1. If its rank is reduced to 0, the Specialty is cleared.
  • If the slot already contains a Scar: Your existing injury worsens. Increase the Scar's penalty rank by 1 (to a maximum of -5).

HEALING SCARS Gaining a Specialty in a slot that contains a Scar during future progression reduces the Scar's penalty by 1. If reduced to 0, the Scar is cleared.


SHOWRUNNERRules contents

Chapter 6

The Influence Economy

Your character is not just a person in a world; they are the Star of a show. Influence represents your narrative momentum, dramatic timing, and plot protection. You track and spend Influence using four distinct pools on your Star Profile, each possessing a starting maximum size, a distinct token color, and a specific narrative function.


SECTION 6.1: THE INFLUENCE POOLS

Influence is your primary currency for altering the script during play. You can spend Influence at any point during an Ability Check (either before or after you roll the dice) but you must spend it before the Director describes the final outcome.

Pool TypeStarting MaxToken ColorSpend Benefit
Grit (♥)4RedSpend 1 Grit to add an extra Action Die.
Retake (↺)3BlueSpend 1 Retake to re-roll any number of Action Dice.
Spotlight (☼)2WhiteSpend 1 Spotlight to clear 1d6 Opposition Dice.
Plot Armor (☠)1YellowSpend 1 Plot Armor to reduce check Difficulty to EASY but gain 1 Scar.

SECTION 6.2: LOSING GRIT AND PLOT ARMOR

In addition to their utility during Ability Checks, Grit and Plot Armor pools also represent your Character and Star's capacity to survive physical, emotional, and psychological trauma.

When you fail or partially succeed on an Ability Check, the Director may choose to deal Grit Loss as a Consequence instead of introducing a narrative complication. The amount of Grit lost depends on the original, unmodified Difficulty of the check:

original check DifficultyGrit Loss
EASY (2+)2 Grit
NORMAL (3+)3 Grit
HARD (4+)4 Grit
FORMIDABLE (5+)5 Grit
EPIC (6+)6 Grit

THE FINAL DEFENSE

Resolve Grit Loss in this order:

  1. Lose Grit First: Lose Grit equal to the original check's Difficulty target number (see the table above), up to the amount you currently have. If this covers the loss, no Plot Armor is spent—even if your Plot Armor pool is empty.
  2. Cover Any Shortfall: If Grit Loss remains, you may Push Your Limits (Section 6.4) to absorb some or all of the shortfall by exhausting Grit. If any loss remains after that, you must spend 1 Plot Armor (☠) to absorb the entire remaining loss. Grit already lost is not restored.
  3. Written Off: If you cannot cover the remaining loss with Grit or Plot Armor, including by Pushing Your Limits where available, your Character is written off the Show: dead, driven insane, converted to a hostile Actor, permanently incapacitated, or otherwise removed from the script. Create a new Character.

Plot Armor Scar: Whenever you lose or spend Plot Armor, roll a Scar in a random Slot under the Ability used for the check, following Section 5.4's Scar rules. This is an explicit exception to the usual Condition-overflow trigger. Plot Armor Mastery removes this Scar cost. If no Ability Check is involved, use the Ability most relevant to the event.


SECTION 6.3: REGAINING INFLUENCE

Your personal Influence pools can never exceed their maximum pool sizes unless permanently upgraded through progression.

REGAINING INFLUENCE

There are many ways to regain Influence, but some are easier than others:

  • Retakes: Easiest to regain. Regain 1 Retake when:

    • You Hit the Mark
    • You spend a HARD Quality Prop during a Scene (but not when using them a Montage exchange).
    • You finish a Montage Sequence and have Retake Mastery.
    • Performing the Practice Montage Action regains all Retakes.
  • Grit: Harder to regain. Regain 1 Grit when:

    • You Hit the Mark using an Ability at 1★ or higher
    • You spend a FORMIDABLE Quality Prop (not in exchange).
    • You finish a Montage Sequence and have Grit Mastery.
    • Performing the Rest Montage Action regains all Grit.
  • Spotlight: More difficult to regain. Regain 1 Spotlight when:

    • You hit a Perfect Take.
    • You Hit the Mark using an Ability at 3★ or higher.
    • You spend an EPIC Quality Prop (not in exchange).
    • You finish a Montage Sequence and have Spotlight Mastery.
    • Performing the Inspiration Montage Action regains all Spotlight.
  • Plot Armor: These are extremely difficult to regain. Regain 1 Plot Armor when:

    • You finish a Montage Sequence and have Plot Armor Mastery.
    • Performing the Motivate Montage Action regains all Plot Armor.

SECTION 6.4: PUSHING YOUR LIMITS

When your character is out of resources but the stakes are life-or-death, you can choose to make a desperate play by Pushing Your Limits. This allows you to spend Influence points you do not currently have, but it carries a harsh, long-term cost.

  • The Benefit: You receive the full, immediate benefit of the spent Influence as normal.
  • Absorbing Grit Loss: After losing your current Grit, you may exhaust one available Grit icon for each point of remaining Grit Loss you absorb, before resorting to Plot Armor. You cannot exhaust an icon already crossed off.
  • The Cost (Exhaustion): To spend an Influence point from an empty pool, you must Exhaust it. Cross off one of the corresponding icons on your Star Profile's maximum track in pencil. Your maximum pool size for that Influence is reduced by one.
  • Recovery: Exhaustion represents severe Star burnout and Character strain. Your maximum pool sizes remain reduced until the next time you choose to Advance that specific Influence type during an Advancement Phase, which restores your maximum (not current) pool to its new, higher limit.
  • Plot Armor Permanence: Exhausting your Plot Armor is permanent. Cross each use off your profile in pen. It is gone forever and your maximum Plot Armor is permanently reduced by 1.

EXHAUSTION EXAMPLE A Star with 0 Grit suffers a Consequence on a HARD check, forcing them to lose 4 Grit. Unwilling to spend their last Plot Armor, the Star chooses to Push Their Limits to absorb the blow.

They mark four of their Grit pool boxes as Exhausted. Their Grit pool maximum is now reduced from 4 to 0 and will remain at 0 until they choose to Advance their Grit.


SHOWRUNNERRules contents

Chapter 7

Action Sequences And Set Pieces

Some goals are too monumental to be resolved with a single roll. When the Cast must work together, choreograph their movements, and execute a high-stakes, multi-stage operation, the game enters an Action Sequence.


SECTION 7.1: RUNNING AN ACTION SEQUENCE

An Action Sequence is a choreographed chain of 2 to 5 linked actions or "Beats" performed by one or more characters to achieve a single, massive objective. You can initiate an Action Sequence for any task that possesses a base Difficulty of HARD or higher.

To film an Action Sequence, follow this four-step process:

  1. Declare the Goal: The participating Stars state their ultimate objective to the table.
  2. Break It Down: The Cast and the Director collaboratively break the ultimate objective down into a chain of 2 to 5 distinct Beats (e.g., Beat 1: Hack the security terminal → Beat 2: Scale the elevator shaft → Beat 3: Bypass the pressure-plate to enter the vault).
  3. Reduce the Difficulty: Planning is its own reward. A single Ability Check is one Beat. Each additional Beat reduces the Difficulty of all checks in the Sequence by one step, to a minimum of NORMAL (3+). A Sequence of N Beats therefore reduces Difficulty by N − 1 steps.
  4. Initiate the Combo Pool: The Star(s) participating in the Action Sequence must contribute the listed Influence into the Combo Pool in order to initiate it (total, not individually).

ACTION SEQUENCE BEAT METRICS

Planned BeatsDifficulty ReductionStarting Combo Pool
2 Beats-1 Step1 Retake (↺)
3 Beats-2 Steps1 Retake (↺), 1 Grit (♥)
4 Beats-3 Steps1 Retake (↺), 1 Grit (♥), 1 Spotlight (☼)
5 Beats-4 Steps1 Retake (↺), 1 Grit (♥), 1 Spotlight (☼), 1 Plot Armor (☠)

OPPOSITION DICE IN ACTION SEQUENCES

Every Beat in an Action Sequence generates Opposition Dice based on the active Difficulty of that specific Beat:

  • Setup Beats: Roll Opposition Dice equal to the pips on the Threat's Power Die matching the reduced Difficulty of that Beat.
  • The Climax Beat: Roll Opposition Dice equal to the pips on the Power Die matching the Sequence’s original Difficulty, with a minimum equal to the number of Beats in the Sequence.

A Star is performing an 3-Beat EPIC Action Sequence against an Opponent with 2 EPIC pips and 5 HARD pips.

  • The Opposition Dice for the first two Setup Beats use the Opponent's HARD pips then the final uses their EPIC pips.

INCREMENTAL PROGRESS DURING SETUP BEATS

Executing Setup Beats not only build up to the climax, but each Beat causes real changes on the soundstage:

  • Opponents & Obstacles: Whenever a Star achieves a Success on a Setup Beat, immediately clear the dice from the Threat's Power Die matching that Beat's reduced Difficulty.
    • Highlights clear a Power Die one step higher.
  • Projects: Whenever a Star achieves a Success on a Setup Beat, immediately add 1 pip to the Project's Power Die matching that Beat's reduced Difficulty.
    • Highlights add a pip to a Power Die one step higher.

ACTION SEQUENCE OPPOSITION & PROGRESS EXAMPLE: The Cast initiates a 3-Beat Action Sequence against an EPIC Threat (possessing 2 pips on its EPIC die, 2 on its FORMIDABLE, and 5 on its HARD die).

  • Planning 3 Beats reduces the check Difficulty Target by 2 steps (from EPIC down to HARD).
  • Setup Beat 1: Resolved as a HARD check against 5 Opposition Dice (matching the 5 pips on the Threat's HARD die). Succeeding on Beat 1 clears the HARD die which is re-rolled as a 3 while FORMIDABLE drops to 2→1.
  • Setup Beat 2: Resolved as a HARD check against 3 Opposition Dice. Succeeding on Beat 2 clears the HARD die again which also clears the FORMIDABLE die. It is re-rolled and the EPIC Power Die drops 2→1.
  • Climax Beat (Beat 3): Resolved as a HARD check against 3 Opposition Dice: the EPIC die has 1 pip remaining, but a three-Beat Sequence has a minimum of 3 Opposition Dice on its Climax Beat.

SECTION 7.2: THE COMBO POOL

During an Action Sequence, the group works with a shared pool of narrative momentum known as the Combo Pool.

  • Starting Pool: The Combo Pool is initialized at the start of the sequence with the Starting Combo Pool Influence listed above.
  • Spending Synergy: Any Star actively participating in a Beat within the Sequence can spend Influence directly from the Combo Pool to modify their rolls, exactly as if spending from their own Profile.
  • Building the Pool: Any Influence gained during the Sequence via Hitting the Mark, Perfect Takes or using high-quality Props immediately enters the shared Combo Pool rather than the player's personal pools.
  • The Payout: If the Action Sequence results in a Partial Success or higher, any remaining Influence in the Combo Pool is distributed among the participants or Ensemble Pool however the Cast sees fit, up to those pools' maximums.

SECTION 7.3: THE CLIMAX BEAT

An Action Sequence builds dramatic momentum toward a single, decisive climax.

A. SETUP BEATS VS. THE CLIMAX BEAT

  • Setup Beats: These represent preparation, positioning, or support. Participating Stars can use any logical Ability to resolve a Setup Beat (e.g., using Think to study a structural weak point, or Move to climb into position).
  • The Climax Beat: The final Beat of the Sequence resolves the overarching goal:
    • Matching Ability Required: The Climax Beat must use the primary Ability corresponding to the Threat or objective (e.g., Fight to defeat a boss, Work to disarm a bomb, or Talk to sway a jury).
    • Climax Opposition: The Climax Beat's minimum Opposition Dice are equal to the number of Beats in the Action Sequence.
    • Full Strength Consequences & Progress: While planning makes the roll itself easier to hit, the stakes remain at Full Strength. All progress inflicted or Consequences suffered on the Climax Beat are calculated at the Threat's original, unmodified Power Level.

B. RESOLVING THE OUTCOME

So long as no earlier Setup Beat resulted in a Failure or Disaster, the success level of the Climax Beat determines the outcome of the entire Action Sequence:

  • Success: The entire Sequence succeeds cleanly. You inflict progress or damage matching the Threat's original, unmodified Power Level (e.g., clearing a MYTHIC Power Die on a MYTHIC Threat).
  • Highlight: As Success, but one Power Level higher.
  • Partial Success: The objective is achieved, but all Sequence participants suffer Consequences scaled to the Threat's original, unmodified Power Level.
  • Failure: The entire Sequence fails. The objective is lost, all participants suffer Consequences scaled to the Threat's original, unmodified Power Level (e.g., failing a MYTHIC Climax Beat inflicts 3 EPIC Consequences to each member of the team), and all remaining Combo Pool Influence is lost.
  • Disaster: As Failure, but add an additional Consequence.

SECTION 7.4: THE SET PIECE

If you want to change the world in a single, high-impact Action Sequence, you need a Set Piece. These massive narrative milestones represent extreme challenges.

Unlike standard tasks, Set Pieces always require an Action Sequence to resolve. Each individual Beat may represent hours, days, or even weeks of in-game time.

The number of Beats below are the minimums; they may be extended into longer Sequences to reduce the difficulty as with any Action Sequence.

Challenge RatingEpic Beats RequiredGenre Example
LEGENDARY2 EPIC BeatsSlay a young dragon; infiltrate a heavily guarded military fortress.
MYTHIC3 EPIC BeatsDestroy the alien flagship; overthrow a city-state.
ASCENDANT4 EPIC BeatsSplit an interstellar empire in civil war; seal an invading dimensional rift.
GODLIKE5 EPIC BeatsConfront and banish a god; kill the First Dragon.

RESTRICTION: BLOCKBUSTER LIMITS Spotlight (☼) and Plot Armor (☠) cannot be spent to reduce the overall, native Difficulty of a Set Piece-level task itself. However, they can still be spent as normal to modify the individual Beats within the Set Piece.


SHOWRUNNERRules contents

Chapter 8

Wardrobe, Props, And Hero Props

Every classic story features tools, weapons, and safe havens that define the characters who use them. In Showrunner, your equipment is divided into transient gear (Props), legendary signature gear (Hero Props), and safe havens or communities (Holdings).


SECTION 8.1: PROPS AND INVENTORY

Props are the transient, physical items your Star carries on-screen. They are defined by their Type and their Quality (NORMAL, HARD, FORMIDABLE, EPIC).

A. PROP TYPES AND CATEGORIES

Props are categorized into three distinct classes:

  • Production Materials: Junk, Goods, Materials, Money. These are spent as capital or consumed as raw ingredients during Down-Time crafting or trading.
  • Consumables: Ammo, Batteries, Drugs, Explosives, Fuel, Media, Medicine, Poisons, Rations, Reagents. These are expended to achieve immediate, short-term narrative effects and are generally "one shot" items.
  • Equipment: Armor, Clothing, Electronics, Gear, Weapons. These represent active, functional items used to resolve challenges that generally last for a Scene or more.

B. USING PROPS ON-SCREEN

Props are narrative tools. You do not track individual arrows, coins, or minor widgets. Instead, you spend a general Prop Type to produce a specific narrative effect when the scene demands it:

  • Example: Spending 1 Weapon Prop on-screen allows you to narrate drawing a hidden dagger you've carried since the war. Spending 1 Ration Prop allows you to toss some bacon to distract the guard velociraptor.

Spending a relevant Prop as part of an Ability Check grants +1 Action Die to the roll as your Star shows off the relevant gear. You may spend as many Props as you desire.


C. THE INSPIRATION OF QUALITY

Using high-quality equipment represents your Character utilizing masterfully crafted tools, inspiring an exceptional on-screen performance. When you expend a Prop of HARD Quality or higher, you immediately regain a corresponding Influence point on your Profile:

  • HARD Quality Prop: Regain 1 Retake (↺)
  • FORMIDABLE Quality Prop: Regain 1 Grit (♥)
  • EPIC Quality Prop: Regain 1 Spotlight (☼)

D. MANAGING YOUR BACKPACK

Your inventory capacity is strictly defined on your Star Profile:

  • The Prop Limit: By default, each of your Backpack Slots can only hold up to 5 of each Quality of a given Prop Type (represented by the first five diamonds ◊ ◊ ◊ ◊ ◊ on your inventory track).
    • Prop Mastery: Acquiring Prop Mastery (Chapter 11) permanently unlocks the remaining five diamonds, increasing your maximum capacity to 10 of each Quality.
  • Trinket Slots: Trinkets are minor, narratively significant objects that have no mechanical stats.
  • Backpack and Asset Slots: You start the Show with 2 unlocked Backpack Slots (1 of choice and 1 Money, 1 unlocked Hero Prop Slot, and 3 Trinket Slots.
OVERFLOW: CARRYING PROPS IN-HAND

If all of your unlocked Backpack Slots are completely full and you acquire a new Prop on-screen, you do not have to leave it behind:

  • In-Hand Limits: You may physically carry up to 2 additional Props on-screen: one in each hand.
  • Occupied Hands: Props carried in-hand take up your character's physical hands on-camera. While carrying a Prop in a hand:
    • That hand is occupied and cannot hold a weapon, wield a shield, or operate heavy machinery.
    • If an action requires both hands (such as wielding a two-handed weapon, climbing a rope, or swimming), you must drop a Prop to use it.

E. PREPARATION (□)

Preparation represents your character's ability to plan for emergencies off-camera.

  • Using Preparation: You can spend 1 Preparation (□) from your pool at any time to instantly produce 1 NORMAL-Quality Prop of any type on-screen, declaring that you had it tucked away in your pack all along.
  • Flashbacks: You can instead spend 1 Preparation from your pool to trigger a Flashback (see below).
  • Starting Pool: You start the Show with a maximum Preparation pool of 1

FLASHBACKS (PLANNING RETROACTIVELY)

A Flashback is a powerful narrative tool that allows you to declare that your character "planned for this all along," bypassing the need for tedious, pre-scene planning sessions.

  • The Cost: You can spend 1 Preparation (□) at any time to pause the current scene and initiate a Flashback.
  • The Scene: You and the Director briefly narrate a quick vignette from the recent past that gives your Star a tangible advantage in the present.
  • Common Flashback Actions:
    • Retroactive Planning: Establish a plan or escape route with an ally (e.g., "After we blow the security gates, meet at the secondary cargo elevator").
    • Environmental Preparation: Stash a getaway vehicle, hide a weapon, or bribe a guard.
    • Resource Trade: Exchange Props or equipment with another Star.
    • Montage Action: Perform a single Montage Action.
  • The Rule of No Contradictions: A Flashback can add new narrative context, but it cannot contradict established facts. You cannot use a Flashback to say you disarmed a bomb that has already detonated on-screen but you may use it to have a retroactive conversation to "have already swayed" the hostile Senator about to give a speech on your proposed law.

SECTION 8.2: HERO PROPS

A Hero Prop is a legendary, narrative-defining piece of equipment unique to your Star: an ancestral sword, a cybernetic limb, or a faithful mount. Unlike transient standard Props, a Hero Prop cannot be easily lost, destroyed, or stolen permanently; if it is separated from you, the script will always provide a logical path to recover it.


A. THE PROGRESSION TRACK (LEARNING FROM WEAR)

Your Hero Prop grows in power through active on-screen use. It grows in power over time.

  • The XP Loop: For every Wear box you mark on a Hero Prop for any reason, that Hero Prop immediately gains 1 Asset XP (△) on its track.

  • Unlocking Upgrades: As you accumulate XP and cross the vertical dividers on your profile, you permanently unlock the an upgrade when you fill out the XP above it, clearing the XP track as with Abilities:

  • ⛉ Wear Upgrades: The Hero Prop’s maximum Wear capacity permanently increases by 1. Trace it in pen.

  • 2nd Power Upgrade: Unlocks the Hero Prop's second Power.

  • N, H, F, E Difficulty Milestones: Set the highest Difficulty at which the Hero Prop can reduce a check by one step or provide an automatic Success through a Power used on its own (see below).

  • 1, 2, 3, 4 Bonus Upgrades: Unlocks the ability to spend Wear to gain extra Action Dice while using this Prop.

  • Milestone order:

    • ⛉ → 1st Power → ⛉ → N → ⛉ → 1 → ⛉ → H → ⛉ → 2 → ⛉ → 2nd Power → ⛉ → F → ⛉ → 3 → ⛉ → E → ⛉ → 4
  • New Hero Props: New Hero Props start with 1 Wear and their initial Power.


B. UTILIZING YOUR HERO PROP

When you use your Hero Prop for an action, mark 1 Wear to gain all of its relevant, unlocked benefits together: bonus Action Dice, Difficulty reduction, and its Power or Powers. You do not mark separate Wear for each benefit. That one Wear also grants 1 Asset XP, as usual.

1. Activate Its Powers

Every Hero Prop possesses two custom Powers that represent its legendary status:

  • Power 1: Unlocked immediately when you acquire the Hero Prop.
  • Power 2: Unlocked at the 2nd Power Milestone on its track.
  • Activation: The same 1 Wear activates all unlocked Powers relevant to the action, alongside the Prop's other applicable benefits. Apply each Power's described effects.
  • A Power Used on Its Own: If an unlocked Power can accomplish the task on its own, marking 1 Wear can provide an automatic Success without rolling, up to the Prop's highest unlocked Difficulty Milestone (N, H, F, or E). For example, a Prop with H unlocked can automatically succeed at a relevant NORMAL or HARD task. A task above that Milestone is not automatically successful; resolve any required Ability Check normally, with the Prop's applicable benefits.
2. Reduce Difficulty

The same 1 Wear reduces the check's Difficulty by one step, to a minimum of EASY, if the check is within the Prop's highest unlocked Difficulty Milestone (N, H, F, or E).

  • The Limit: Compare the check's Difficulty before this reduction to the Milestone. With H unlocked, the Prop can reduce a NORMAL or HARD check, but cannot reduce a FORMIDABLE or EPIC check.
Chapter 8 · Wardrobe, Props, And Hero Props · continued
3. Add Bonus Action Dice

The same 1 Wear adds Action Dice equal to the Prop's highest unlocked numerical Milestone (1, 2, 3, or 4) to a check made using it.

Use Limits

Each benefit applies only once per Ability Check. Marking additional Wear does not stack the same benefit on that check. Only relevant, unlocked benefits apply; when a Power provides an automatic Success on its own, no Action Dice or Difficulty reduction are needed.

ONE WEAR, ALL RELEVANT BENEFITS A Hero Prop has unlocked the H Difficulty Milestone, a +2 Action Dice bonus, and a Power relevant to a HARD check. Marking 1 Wear activates that Power, reduces the check to NORMAL, and adds 2 Action Dice—all for the same Wear. The Prop gains 1 Asset XP. If the Power can accomplish the task on its own, that same 1 Wear can instead provide an automatic Success, because the HARD task is within the Prop's H Milestone.


C. REPAIRING WEAR

Because Hero Props are robust, they do not easily break. However, if all active Wear boxes on a Prop's track are marked, the item is exhausted or broken. It loses all functionality and cannot be used in any way until Wear is cleared via a Repair Montage during Downtime (Chapter 9).


D. FLAGSHIP HERO PROPS

For high-scale shows, the Cast may possess a shared Flagship Hero Prop (such as the crew's starship or a walking fortress).

  • A Flagship Hero Prop is composed of one central Core Hero Prop and up to ten Section Hero Props (such as shields, engines, or turrets) that are advanced individually. They function just like Hero Props when used.
  • If all Wear is marked on the Core Hero Prop, the Flagship crashes, collapses, or is disabled on-camera until at least 1 Wear is cleared.

SECTION 8.3: HOLDINGS

Holdings represent properties, estates, investments, or communities that the Cast controls.

  • Holding Slots: The group starts with one unlocked Holding Slot. You unlock an additional slot at every even-numbered Ensemble Level (Levels 2, 4, 6, and 8).
  • Holdings Progression: Holdings increase in Quality over time. Whenever you mark Wear on a Holding to utilize its benefits, mark 1 Holding XP (△) on its track.

HOLDING TYPES AND BENEFITS

Holdings are categorized by their function. When able to access one of your Holdings, you may mark 1 Wear to gain their benefit:

  • Estates: Represents productive property (farms, workshops, labs).
    • Benefit: Generate 1 free Prop of the Holding's Quality Tier and 1 Prop of each lower tier (e.g., a HARD workshop might 1 HARD Gear + 1 NORMAL Gear while a FORMIDABLE Apothecary might produce 1 FORMIDABLE, 1 HARD, and 1 NORMAL Drug Prop).
  • Refuges: Represents secure places of rest and defense (hideouts, temples, fortified castles).
    • Benefit: In addition to any narrative benefit, they generate free Influence of the Holding's Quality tier and below, placing it directly into your shared Ensemble Pool:
      • NORMAL Holding: Generates 1 Retake (↺)
      • HARD Holding: Generates 1 Grit (♥)
      • FORMIDABLE Holding: Generates 1 Spotlight (☼)
      • EPIC Holding: Generates 1 Plot Armor (☠)
  • Communities: Represents a loyal network of allies, followers, or organizations.
    • Benefit: In addition to their narrative benefits, if you have the community aid you on a relevant Ability Check of the Holding's Tier or less, the Difficulty drops one step (as with Bonds and Grudges or Hero Props).
  • Hero Prop Treatment: Holdings otherwise follow similar rules for Hero Props in regards to eligibility for Montage Scenes, gaining XP when Marking Wear, etc.

SHOWRUNNERRules contents

Chapter 9

Montage Sequences

Once per Episode, when the action cuts away and the characters find themselves in a secure location with time to spare, the Cast can enter a Montage Sequence. This is a collaborative downtime phase where the group recovers resources, heals injuries, and maintains their gear.

SECTION 9.1: THE MONTAGE FLOW

MONTAGE SEQUENCE

  1. Select the Action: The Cast decides which Montage Action they want to perform next (e.g., Let's do Recover, then Repair).
  2. Cast the Lead: One Star takes the lead for that specific Montage Action and makes the required Ability Check (no Action Sequences allowed).
  3. Determine Opposition Dice: 1 Opposition Dice per Montage Sequence performed: the 1st Montage Sequence has 1 Opposition Die, the 2nd has 2, etc..
  4. Establish the Exchange Rate: The lead Star’s check result determines how efficiently the Cast can spend their Props to claim the benefit (see the table below).
    • If an exchange requires a Prop of a certain Quality, they don't also grant their Influence.
  5. The Spend: Stars pay the required Prop Cost to receive the benefit: spending 1 Prop gains the benefit for one Character. Any Star can expend Props in this manner based on the lead Star's check result to apply its benefits, but only one benefit can be gained per Star.
    • All Props required or granted are NORMAL unless noted otherwise.
  6. Repeat or Cut: The Cast can shoot as many different Montage Scenes as they want during the Sequence until decide to stop or roll a Disaster.*
  7. Mastery Benefits: If you complete a Montage by deciding to stop (not by rolling a Disaster), you gain benefits for every Mastery your character possesses:
    • Ability Mastery: Gain 1 XP in each Mastered Ability.
    • Influence/Preparation: Regain 1 of each Mastered Influence/Preparation.
    • Career Path Mastery: Gain 1 Acclaim in each Mastered Career Path.
    • Prop: Gain any 1 NORMAL Prop of any type.
    • Limit: Clear 1 Limit.
    • Hero Props: Gain 1 XP in all Hero Props owned.

MONTAGE EXCHANGE RATES

  • Highlight: Perfect Take. Any number of characters can benefit from this Montage Action, and gain double the benefit per Prop spent (usually 2d6 instead of 1d6).
  • Success: Clean Take. Any number of characters can benefit. Each character who benefits must spend 1 required Prop to receive 1d6 of the effect (e.g., if three characters want to regain Grit, they spend a combined total of three Rations).
  • Partial Success: Restricted Take.Only one Star can benefit from the Montage Action, and they must spend the 1 required Prop to do so.
  • Failure: Wasted Take. The Montage Action fails.
  • Disaster: Interrupted Scene. The Montage ends immediately. A sudden threat, harmful Subplot, or hostile Scene interrupts the Montage Sequence. No benefits are gained.
    • Do Over: The one small benefit of a Disaster is the Stars may attempt a Montage Sequence again later in the Episode.

SECTION 9.2: MONTAGE ACTIONS

Every Downtime activity in Showrunner is defined by an Ability, a Required Prop Type, and its Benefit.

A. RECOVERY MONTAGES

  • Practice
    • Ability: Any (NORMAL)
    • Required Prop: Props of any type
    • Benefit: Restore 1d6 Retakes (↺) per Prop spent.
  • Rest
    • Ability: Endure (HARD)
    • Required Prop: Rations Props.
    • Benefit: Restore 1d6 Grit (♥) per Prop spent.
  • Inspire
    • Ability: Impress (FORMIDABLE )
    • Required Prop: Clothing Props.
    • Benefit: Restore 1d6 Spotlight (☼) per Prop spent.
  • Motivate
    • Ability: Endure (EPIC)
    • Required Prop: Armor Props.
    • Benefit: Restore 1d6 Plot Armor (☠) per Prop spent.
  • Meditate
    • Ability: Channel (HARD)
    • Required Prop: Reagents Props.
    • Benefit: Clear 1d6 Limit per Prop spent.
  • Plan
    • Ability: Think (HARD)
    • Required Prop: Media Props.
    • Benefit: Restore 1d6 Preparation (□) per Prop spent.
  • Heal
    • Ability: Work (FORMIDABLE)
    • Required Prop: Medicine Props.
    • Benefit: Clear 1d6 Conditions per Prop spent.

B. HERO PROPS

  • Design
    • Ability: **Work (FORMIDABLE) **
    • Required Prop: Materials Props.
    • Benefit: Construct a brand-new, custom Quality Hero Prop with 1d6 Hero Prop XP per additional Prop spent. Define its starting Power.
  • Repair
    • Ability: Work (current Tier) (e.g., repairing a HARD sword is a HARD check)
    • Required Prop: Materials Props of Quality at or above the Hero Prop's Tier (e.g., a HARD sword requires HARD Materials to Repair).
    • Benefit: Clear 1d6 marked Wear on that Hero Prop's track per Prop spent.
  • Improve
    • Ability: Work (current Tier).
    • Required Prop: Materials Props of Quality at or above the Hero Prop's Tier.
    • Benefit: Gain 1d6 Hero Prop XP per Prop spent.

C. CRAFTING

  • Recycle

    • Ability: Work (NORMAL)
    • Required Prop: 1 Junk Prop (wasted in the conversion).
    • Benefit: Convert 1d6 remaining Junk Props to Goods Props.
  • Refine

    • Ability: Work (HARD)
    • Required Prop: 1 Goods Prop (wasted in the conversion).
    • Benefit: Convert 1d6 remaining Goods Props to Materials Props of the same Quality.
  • Assemble

    • Ability: Work (NORMAL)
    • Required Prop: 1 Gear Prop.
    • Benefit: Convert 1d6 Goods Props to the same number of Consumable Props of the same Quality (Ammo, Batteries, Drugs, Explosives, Fuel, Media, Medicine, Poisons, Rations, Reagents).
  • Craft

    • Ability: Work (HARD)
    • Required Prop: 1 Gear Prop.
    • Benefit: Convert 1d6 Materials Props to the same number of Equipment Props of the same Quality (Armor, Clothing, Electronics, Gear, Weapons.).
  • Upgrade

    • Ability: Work (new Quality level) (e.g., upgrading a NORMAL Medicine to HARD is a HARD check).
    • Required Prop: 1 Gear Prop.
    • Benefit: Increase 1d6 of one Prop type one Quality level (e.g., turning NORMAL Weapons into a HARD Weapons).

D. ACQUISITION AND TRAINING

  • Shop
    • Ability: Talk (NORMAL)
    • Required Prop: 1 Money Prop (representing travel, taxes, bribes, and transaction fees).
    • Benefit: Access the market to convert Money Props into other Prop types of the same or lower Quality.
      • Alternate Benefit: Purchase a Hero Prop or Holding at that Tier for 5 of it's Quality Money.
    • Highlight Clarification: A Highlight waives all initiation and transaction fees (0 Money spent on fees). You only pay the actual exchange cost of the Props you choose to purchase.
  • Hire
    • Ability: Talk(HARD)
    • Required Prop: 1 Money Prop.
    • Benefit: Hire an Actor to work for you for one Subplot. Cost is 1 Money of the Power Subplot they will perform (A HARD Subplot costs 1 HARD Money). The Director adds the desired Subplot to their Subplot log.
    • Alternate Benefit: Hire them to accompany you for 1 Money of the maximum Difficulty they will face for you. It then costs 1 additional Money of the Difficulty's Tier per automatic Partial Success they provide during an Episode.
  • Scavenge
    • Ability: Sense(HARD)
    • Required Prop: 1 Gear Prop.
    • Benefit: Gain 1d6 Goods.
  • Train
    • Ability: Think (FORMIDABLE)
    • Required Prop: 1 Media Prop.
    • Benefit: Gain 1d6 Ability XP in Abilities of your choice.
  • Employment
    • Ability: Any (NORMAL)
    • Required Prop: 1 Ration Prop.
    • Benefit: Gain 1d6 Money Props.

Chapter 9 · Montage Sequences · continued

SECTION 9.3: SHOPPING

THE 2D6 SHOPPING ENGINE

Shopping requires navigating local markets, paying taxes, and covering transportation fees:

  • Taxes and Fees: Before you can start buying or selling, you must pay 1 Money Prop per Character that performs at least 1 shopping transaction.
  • Highlight Effect: If your Shop check results in a Highlight, Characters spend 0 Money on fees; you only pay the actual purchase costs for the items you buy.
DETERMINING MARKET PRICES

Roll 2d6 for each item category you wish to browse:

  • Cheap Goods (Ammo, Batteries, Clothing, Fuel, Rations, Goods): Compare the 2d6. The lower die is the required Money cost, and the higher die is the number of Props exchanged for that price.
  • Expensive Goods (Armor, Electronics, Drugs, Explosives, Gear, Media, Medicine, Poisons, Reagents, Weapons): Compare the 2d6. The higher die is the required Money cost, and the lower die is the number of Props exchanged for that price.
  • Optional Buying: You may browse the market prices for any number of Props and buy/sell any or none of them. You do not pay the 1 Money fee until you perform a transaction.
    • Limited Markets: If in a remote, poor, or otherwise limited environment, only one exchange of each type is allowed (e.g. if Rations are 2 Money for 4 Rations, the Stars may not buy more than 4 Rations).
    • Partial Buys: If you want to buy less than a "full lot" halve both the Prop count and Money cost as many times as needed, rounding each time in favor of the merchant your Character is buying from.

SHOPPING EXAMPLE You perform a Shop Montage Action. A Star gets a Success on the NORMAL Talk roll. You check prices on Ammo, Rations, Armor.

  • For (Cheap) Ammo you roll 1 and 6: 6 Ammo costs 1 Money.
  • For (Cheap) Rations, you roll 4 and 4: 4 Rations cost 4 Money
  • For (Expensive) Armor you roll 5 and 4: 4 Armor costs 5 Money

You decide you you're going to buy Armor so pay the 1 Money fee to buy some. You don't want 4 Armor so you halve both results and come up with 2 Armor for 3 Money or, halving again, 1 Armor for 2 Money. You also pay 1 Money for 6 Ammo.

B. Putting a Mercenary on the Payroll

You can hire an Actor as a long-term bodyguard or operative.

  • The Cost: Pay 1 Money Prop of a Quality equal to the Actor's current Power Level. (Actors above EPIC cannot be hired this way).
  • The Contract: Designate one target Actor for your mercenary to Curry Favor with (instantly forging a temporary Bond) and one target Actor to Scheme against (instantly forging a temporary Grudge).
  • Duration: The mercenary remains active on your payroll until they next generate a Subplot during the Writer's Room Turn, in which case they Curry Favor with or Scheme against the target Actor on your behalf at their Power Level.

SHOWRUNNERRules contents

Chapter 10

Relationships

No Star exists in a vacuum. Your character's journey on-camera is fueled by their friends, family, rivals, and enemies. In Showrunner, your social web is tracked through Bonds (allies, family, and loved ones) and Grudges (rivals, competitors, and archenemies) with other Stars and Supporting Cast Actors.

Instead of being passive background details, you can leverage your social connections in active play to dictate outcomes on-camera.


SECTION 10.1: THE SOCIAL WEB

Your relationships are divided into eight distinct tiers, matching the core Difficulty and Power Levels of the game.

  • Tier N (NORMAL): Interest / Aversion
  • Tier H (HARD): Acquaintance / Annoyance
  • Tier F (FORMIDABLE): Connected / Competition
  • Tier E (EPIC): Friend / Rival
  • Tier L (LEGENDARY): Ally / Adversary
  • Tier M (MYTHIC): Kin / Vendetta
  • Tier A (ASCENDANT): Inseparable / Nemesis
  • Tier G (GODLIKE): Soul-bound / Arch-Nemesis

FACES ONLY Bonds and Grudges can only be held with Stars or Actors. You can never have a Bond or Grudge with an organization, faction, agency, or group. If your character has history with a institution or group, the Director will suggest or create an specific individual Actor to serve as the "face" of that group.


SECTION 10.2: ACTIVE RELATIONSHIPS ON-SET

When performing an action on-camera that directly involves one of your Bonds or Grudges, you can choose to bypass the dice entirely by leveraging your connection:

A. THE TRADE

You can choose to Exhaust your relationship with an Actor or Character to drop the effective Difficulty of a check by one step: the Success or Consequence results still take effect as though it were the original Difficulty, but you roll as though it were one Difficulty lower for determining Success or Failure during 1 Ability Check.

  • Leveraging a Bond: You can use your Bond when performing an action to Aid, protect, or support that ally.
  • Leveraging a Grudge: You can use your Grudge when performing an action to Harm, compete against, or counter that rival.
  • Matching: The Tier exhausted must match the Difficulty of a check. (e.g. you can't reduce a HARD check by Exhausting the EPIC Tier of your Bond).
  • Difficulty Limit: You cannot reduce the difficulty of checks above your current Tier (e.g. if your Bond or Grudge is at HARD you can reduce one NORMAL and one HARD, but you cannot reduce a FORMIDABLE task).
  • Actor Limit: You may only Exhaust one Bond or Grudge per Ability Check.
  • Action Sequences: Exhausting a Bond or Grudge matching an entire Action Sequence's ultimate Difficulty reduces the Difficulty of all Beats that you perform in that Action Sequence by one step.*

B. THE COST

  • Exhausting the Relationship: When you leverage a connection to reduce the Difficulty of a check, mark the checkbox (◇) for the matching Difficulty your Star Profile. You cannot use or spend that specific Difficulty again with that Relationship until it Advances.
  • Advancing: When all ◇ for a Relationship are marked, clear them, gain 1 Acclaim, and trace the next Tier of the Relationship.

C. COMPLEX RELATIONSHIPS

It is possible to have a Bond AND a Grudge with the same Actor or Star, representing a love/hate relationship. These function normally and separately.


D. ADDING CONNECTIONS

At the end of an Episode, you may add one new Bond OR one new Grudge. New Bonds and Grudges start at N (NORMAL). Note: Bonds and Grudges can be difficult to remove once you have them; choose them wisely!


E. RESOLVING CONNECTIONS

At the end of an Episode, if you no longer wish to hold a hold a Bond or a Grudge, you can make a Think check with a Difficulty equal to the the Relationship's highest Tier to remove it. You may only attempt this on one Bond or Grudge per Episode.

  • Opposition Dice: The Opposition Dice to remove a Bond or Grudge is equal to the number of Tiers currently Exhausted.
  • Check Results:
    • Highlight: Shifted Focus. Select a new Actor or Star for the Bond or Grudge, keeping the existing Tier for the new Relationship.
    • Success: Clear Headed. Remove the Bond or Grudge.
    • Partial Success: Indecisive.Reduce the Bond or Grudge's Tier by 1 (or remove it if it was NORMAL).
    • Failure: Stuck. Keep the Bond or Grudge.
    • Disaster: Renewed Focus. You must reduce a different Bond or Grudge's Tier by 1.
      • Forgetting You: The Difficulty for all Checks is reduced by 1 step if the Bond or Grudge has been written off the Show plus 1 step per Episode since they were written off.

SECTION 10.3: THE ENSEMBLE

Your Show is an ensemble production emerging from the synergy between the entire Cast. The Ensemble Sheet is a shared dashboard used by the Cast to track their collective momentum, cargo capacity, safe havens, and group progression.


A. THE ENSEMBLE POOL (SHARED SYNERGY)

The Cast maintains a shared Ensemble Pool of Influence, that starts with 1 of each Influence type (1 Grit ♥, 1 Retake ↺, 1 Spotlight ☼, 1 Plot Armor ☠, and 1 Preparation □).

1. Spending from the Shared Pool

Any Star participating in a scene can spend Influence directly from the shared Ensemble Pool to modify their rolls, provided they meet two conditions:

  1. Proximity: Your character must be physically present with or actively working directly on the same task as at least half of the other Cast members.
  2. Consent: At least half the Cast must agree to the expenditure.
2. Building Shared Synergy

The Ensemble Pool does not automatically refresh. It is refilled during play in two ways:

  • Inspirational Overflow: If a Star regains Influence for any reason in excess of what their pool allows them to hold, the excess is immediately added to the shared Ensemble Pool (up to its maximum).
  • Montage Success: When the Cast shoots an Influence Montage Scene, a Prop may be spent to refresh the related Ensemble Pool as though it were another Character.
3. Advancing the Shared Pool

The maximum capacity of the shared Ensemble Pool is directly tied to the career success of individual Stars. Whenever an individual Star completes a Career Path and marks a Major Milestone (O), the corresponding shared Ensemble track permanently increases by 1 and the Ensemble pool gains 1 of that Influence type:

  • Path of Training Milestone → Permanently increases shared Retakes (↺) maximum.
  • Path of Persistence Milestone → Permanently increases shared Grit (♥) and Preparation (□) maximum.
  • Path of Talent Milestone → Permanently increases shared Spotlight (☼) maximum.
  • Path of Destiny Milestone → Permanently increases shared Plot Armor (☠) maximum.

B. THE ENSEMBLE BACKPACK

In addition to personal inventory, the Cast shares a cargo hold or supply cache known as the Ensemble Backpack.

  • Capacity: The Ensemble Backpack starts with 1 unlocked slot at Level 1, capable of holding up to 5 of each Quality of one chosen Prop Type.
  • Access: Any Star can only access, swap in/out, and spend Props from the Ensemble Backpack during a Montage Sequence. They may add Props to it at any time during an Episode.

C. THE HOLDINGS (SAFE HAVENS)

Holdings are the properties, communities, workshops, and havens owned collectively by the Cast.

  • Unlocking Slots: The group starts the Show with 1 unlocked Holding Slot (their starting Level 1 Home Base).
  • Expanding Your Estate: The group unlocks an additional, empty Holding Slot at every even-numbered Ensemble Level (Levels 2, 4, 6, and 8) to represent their growing footprint in the setting.

D. ENSEMBLE LEVELING (PLAYING TO THE PREMISE)

The entire Cast levels up by staying focused on the core theme of their Show.

  • Gaining Ensemble XP (△): At the conclusion of every Episode, the group asks a two defining questions:
    • "Did the Cast work together to make the Show entertaining?"
    • "Did the Cast's actively pursue the Show's Premise(s)?"
  • The Reward: For each the Director and Cast agree the answer is Yes, the group immediately gains 1 Ensemble XP (△) on the Ensemble track.
  • Ensemble Evolution: When the next Ensemble Level is reached, mark it, clear the XP track, and do the following:
    1. Unlock a Benefit: Choose and unlock one new permanent Ensemble Benefit (Synergy option) from your Ensemble Profile.
    2. Expand Cargo: Automatically unlock 1 new Ensemble Backpack Slot to store more shared Props.
    3. Establish Holdings: If the new level is an even number (Level 2, 4, 6, 8), immediately unlock 1 new Holding Slot.

Chapter 10 · Relationships · continued

SECTION 10.4: ENSEMBLE BENEFITS

Whenever the Ensemble levels up (or when selecting your starting Level 1 Founders' Boons during Pre-Production), the Cast chooses one permanent Ensemble Benefit from the 11 options below. Each may only be taken once until Ensemble Level 10 is reached at which point a second of each may be selected.


ENSEMBLE SYNERGY OPTIONS

  • 1. Advance Retakes (Training): All Stars permanently advance their maximum Retake (↺) pool by 1, gain 1 Retake, and immediately clear all Exhaustion from their Retake track.
  • 2. Learn a Skill (Training): Every Star gains a free +1 Specialty in any Ability and slot of their choice.
  • 3. Advance Grit (Persistence): All Stars permanently advance their maximum Grit (♥) pool by 1, gain 1 Grit, and immediately clear all Exhaustion from their Grit track.
  • 4. Expand Your Kit (Persistence): Every Star records +1 tick on their "Stuff" track toward unlocking their next Utility Bundle (gaining a Hero Prop Slot, Backpack Slot, Preparation, and Trinket Slots).
  • 5. Advance Spotlight (Talent): All Stars permanently advance their maximum Spotlight (☼) pool by 1, gain 1 Spotlight, and immediately clear all Exhaustion from their Spotlight track.
  • 6. Innate Aptitude (Talent): Every Star rolls 1d6 and distributes that many permanent Ability XP (△) across their profile (maximum 1 per Ability, marked in pen).
  • 7. Advance Plot Armor (Destiny): All Stars permanently advance their maximum Plot Armor (☠) pool by 1 and gain 1 Plot Armor.
  • 8. Backstory Rewrite (Destiny): Every Star rolls 1d6 then selects that many Abilities to clear all Conditions, trace another Condition X, and reduce a Scar's penalty by 1.
  • 9. Gain a Mastery: Every Star chooses one Mastery of their choice from the Masteries List (Chapter 11), such as an Influence Mastery, Ability Mastery, or Prop Mastery.
  • 10. Secondary Show Premise: The Cast establishes a second Show Premise on the Ensemble Profile. At the end of an Episode, the group gains 1 Ensemble XP (△) if the Cast actively pursued, defended, or played to either of their Premises!
  • 11. Group Hero Prop: The Cast gains a shared Group Hero Prop (such as matching swords, motorcycles, or power armor). All Stars possess a copy of this prop on-screen, but it operates off a single, shared stat block. Whenever any Star marks Wear on it or upgrades it during play, the change updates the shared profile for the entire Cast.
SHOWRUNNERRules contents

Chapter 11

Awards Season

The career of a Star is defined by critical accolades, growth, and reputation. In Showrunner, character advancement is tracked through Acclaim (▷). While standard Ability XP representing raw skill is gained through practice, Acclaim represents your growing fame, popularity, and mastery of your craft as an actor.

GAINING ACCLAIM

  • Perfect Takes: Whenever both of your standard Action Dice match the Script Die on an Ability Check, you have performed a Perfect Take. You immediately gain 1 Acclaim (▷).
  • Relationships: Gain 1 Acclaim if you have used every Difficulty of at least 1 Bond and the same if you have used every Difficulty of at least 1 Grudge.

SECTION 11.1: THE CAREER PATHS

You spend your accumulated Acclaim by dedicating it to one of four unique Career Paths. Each path possesses a different cost.

When you have invested enough Acclaim to fill a path’s track, clear all Acclaim from that path, choose one of its two rewards (either an Actor's Choice to improve your Influence or a Character's Choice to expand your tools), and mark a Minor Milestone (o) on that path.


A. THE PATH OF TRAINING (COST: 3 ▷)

  • Advance Retakes (Actor's Choice): Permanently advance your maximum Retake (↺) pool by 1, gain 1 Retake, and immediately clear all Exhaustion from your Retake track.
  • Learn a Skill (Character's Choice): Your character gains a free +1 Specialty in any Ability and slot of your choice.

B. THE PATH OF PERSISTENCE (COST: 4 ▷)

  • Advance Grit (Actor's Choice): Permanently advance your maximum Grit (♥) pool by 1, gain 1 Grit, and immediately clear all Exhaustion from your Grit track.
  • Expand Your Kit (Character's Choice): Mark one tick on your "Stuff" track. Every two ticks you record completes one full Utility Bundle, immediately unlocking:
    • 1 new Hero Prop Slot
    • 1 new Backpack Slot
    • +1 to your maximum and current Preparation pool
    • 3 new Trinket Slots

C. THE PATH OF TALENT (COST: 5 ▷)

  • Advance Spotlight (Actor's Choice): Permanently advance your maximum Spotlight (☼) pool by 1, gain 1 Spotlight, and immediately clear all Exhaustion from your Spotlight track.
  • Innate Aptitude (Character's Choice): Roll 1d6. You gain that many permanent Ability XP (△) to distribute among any of your Abilities (maximum one per Ability per Career Path Advance). Mark these in pen; they are never erased when an Ability advances.

D. THE PATH OF DESTINY (COST: 6 ▷)

  • Advance Plot Armor (Actor's Choice): Permanently advance your maximum Plot Armor (☠) by 1 and gain 1 Plot Armor.
  • Character's Choice (Backstory Rewrites): Roll 1d6. You may select an Ability, clear all Conditions, trace another Condition X in pen, and reduce a Scar's penalty by 1 step as many times as the die result.

SECTION 11.2: AWARDS SEASON

When you mark all the Milestones in any Career Path, clear them and mark a Major Milestone (O). When you mark your second Major Milestone in a Career Path, your Star is officially nominated for a major industry accolade.

Clear the two Milestones from that path’s track and choose: Win an Award or Master Your Craft.


CHOICE 1: WINNING AN AWARD (PATH MASTERY)

You accept a highly prestigious award, cementing your industry reputation and making it permanently easier to gain future acclaim in your field.

  • The Benefit: Choose the specific Award corresponding to the Career Path you just completed. You gain a unique narrative title and its associated benefit. Additionally, permanently fill in one Acclaim (▷) bubble in that Path's XP track in pen: the Acclaim cost to complete this specific Career Path is now permanently reduced by one. You may only gain each Award once.
THE ACCOLADES
  • The Artisan's Award (for mastering the Path of Training): Your technical expertise is flawless. You can declare an automatic Success on one roll per Episode before rolling.
  • The Method Actor's Award (for mastering the Path of Persistence): Your attention to detail and meticulous planning is legendary. Once per Episode, you may perform a Flashback without spending a Preparation.
  • The Luminary Award (for mastering the Path of Talent): Your presence commands the screen. Once per Episode you can turn a regular Success into a Highlight.
  • The Icon Award (for mastering the Path of Destiny): You can sell your Character plausibly pulling off the miraculous . Once per Episode, you can negate/ignore one Consequence due to sheer luck or miraculous timing.

CHOICE 2: MASTERING YOUR CRAFT (TRAIT MASTERY)

You focus strictly on your on-camera work, achieving a legendary level of skill. You choose one of the following Masteries.


ACTOR MASTERIES (Improving Your Influence)
  • Mastered Retake: When you spend 1 Retake (↺), choose to re-roll any number of Action Dice or any number of Opposition Dice. Each Retake re-rolls only one of those two types; re-rolling both requires spending separate Retakes. This Mastery does not allow you to re-roll Script Dice.
  • Mastered Grit: You gain the option when spending Grit to roll another Action dice to instead duplicate a dice already rolled. In addition, you suffer 1 less Grit Loss whenever you lose Grit due to a Consequence.
  • Mastered Spotlight: You gain the option to spend 1 Spotlight (☼) to reduce the Difficulty of an Ability Check by 1 step. You spend multiple Spotlight this way, but cannot reduce the Difficulty below EASY.
  • Mastered Plot Armor: When you spend Plot Armor, you no longer also gain a Scar.
  • Influence Expansion: All Influence Masteries also make the second set of 10 Influence of that type available to Advance. A Star without an Influence Mastery cannot Advance it more that Influence more than 10 times.

CHARACTER MASTERIES (Improving Your Role)
  • Prop Mastery : Your Backpack capacity for all Prop Types permanently increases from 5 to 10 of each Quality (unlocking the second set of five diamonds on your inventory track). In addition, whenever you use a Quality Prop, regain two of that Influence.
  • Hero Prop Mastery: Permanently mark 1 XP in all Hero Props in pen. Also increase all Hero Prop's Dice bonus by 1 (including giving all Hero Props a +1 bonus even if they haven't reached 1 dice yet).
  • Mastered Preparation: Whenever you spend a Preparation, add 1 free NORMAL Prop of any type you can carry to your backpack. In addition, trace an extra Preparation for every one you have unlocked or unlock in the future.
  • Mastered Ability: Choose any other Ability on your Profile to permanently become a Mastered Ability. You gain +1 to your Base Ability permanently.
  • Mastered Limit: You gain an supernatural resistance for chaos. Trace the second row of Limit(⦸) in pen under your Channel track. Whenever you gain a new dot or star in your Channel Ability, also trace another in your second row of Limit.
  • Relationship Mastery: When Exhausting a Bond or Grudge, you reduce the Difficulty of a check to EASY. On Action Sequences, you reduce all Beats to EASY.

SHOWRUNNERRules contents

Chapter 12

Opponents, Obstacles, Projects, And Set Design

Every active Scene in Showrunner takes place against the backdrop of a volatile situation. Except during Downtime (Montage Sequences), every Ability Check made by a Star is tested against a Threat: an Opponent, an Obstacle, or a Project.


SECTION 12.1: THE THREAT ENGINE

All threats in Showrunner are governed by a Power Level (from NORMAL to GODLIKE) and a pool of Power Dice (d6) matching their tier (e.g., a FORMIDABLE Threat possesses 3 Power Dice: NORMAL, HARD, and FORMIDABLE).

A. THE THREE THREAT TYPES

  1. Opponents: Hostile actors, soldiers, monsters, or rival factions actively working against the Stars.
  2. Obstacles: Physical barriers, digital firewalls, environmental hazards, or traps that must be bypassed, dismantled, or destroyed.
  3. Projects: Long-term constructive endeavors being built, rallied, or established by the Stars or Supporting Cast (e.g., building a bridge, establishing a business empire, raising an army, or forging a political movement).

B. DETERMINING INITIAL POWER

When a threat enters a scene, determine its starting durability:

  1. Roll all Power Die: Roll all Power Dice starting with the highest and working down. The numbers rolled are their starting "pips" of durability.
  2. Exploding 6s: If any of the rolled dice result in a 6, increase the next higher-tier die by 1 pip, and then re-roll the 6. Repeat if another 6 is rolled.

C. OPPOSITION DICE FROM THREATS

Whenever a Star makes an Ability Check against an Opponent, Obstacle, or Project, the threat generates Opposition Dice to resist the Star's action:

Opposition Dice = Pips on the Target's Matching Power Die + Star's Triggered Scars + Actor Specialty Modifier − Actor Scar Modifier

  • Actor Specialty Modifier: When opposing an Actor who is using one of their Specialties, roll 1d6 and add that many Opposition Dice.

  • Actor Scar Modifier: When opposing an Actor while one of their Scars is triggered, roll 1d6 and subtract that many Opposition Dice.

  • Applying the Modifiers: If both apply, roll each modifier separately and apply both. Neither modifier changes the Actor's Power Dice. The Opposition Dice pool cannot fall below 0. These Actor modifiers are separate from the Star's own Scars, which add Opposition Dice as usual.

  • Opponents and Obstacles: The pips represent active resistance, mass, defensive health, or narrative importance. The tougher the Obstacle, the more Opposition Dice it generates.

  • Projects: The pips represent current scale and complexity. As a Project nears completion or expands in scale, the logistical and structural challenge increases, generating more Opposition Dice.


D. THE UNIVERSAL RULE OF CREATION VS. DESTRUCTION

Building something lasting takes time and sustained effort; destroying or bypassing something is decisive and fast. This universal rule dictates how checks alter a Threat's Power Dice:

  • Creation and Progress: Building takes sustained effort. A successful check on a Project or to aid an Actor adds 1 pip to a Power Die.
  • Destruction & Overcoming: Building is hard; destroying is fast. A successful check against an Actor, Opponent, or Obstacle Clears the entire Power Die at the Difficulty of the check.

E. WEARING DOWN OPPONENTS & OBSTACLES

Stars wear down an Opponent or Obstacle by succeeding at Ability Checks directly against them:

  • Partial Success: Clear the Power Die matching the check's Difficulty, but suffer a Consequence.
  • Success: Clear the threat's Power Die matching the check's Difficulty .
  • Highlight: Spectacular success. Clear the Power Die that is one step higher than your check's Difficulty.
CLEARED DICE AND COLLAPSE
  • Clearing a Die: When a Power Die is cleared, immediately reduce the next higher-tier Power Die by 1 pip, and then roll a d6 to reset the die you just cleared.
    • No higher die: If there is no higher Power Die to reduce, just remove the Power Die that was cleared.
    • Exploding 6s: If this reset roll is a 6, increase the next higher die by 1 pip and re-roll the 6.
  • Defeating the Threat: When a threat’s highest-tier Power Die is reduced to 0 pips, the threat is defeated or bypassed and will usually retreat, surrender, or escape.
  • Destroying the Threat: When a threat’s last remaining Power Die is reduced to 0 pips OR they should Clear a Power Die higher than their highest Power Die (i.e. they are HARD and should clear an EPIC die), the threat is completely defeated: dead, lost, dominated, enslaved, mind-wiped, or otherwise written off the show in their current form.

G. DECISIVE STRIKE

Instead of wearing down an Opponent or Obstacle step-by-step, the Stars can attempt to completely defeat, bypass, or destroy a Threat in a single, high-stakes roll or Action Sequence.

1. Elevated Difficulty Target

To attempt a Decisive Strike, the Ability Check or Action Sequence must be performed at one Difficulty Target step higher than the Threat's highest active Power Level:

  • Example: A Decisive Strike against a HARD Obstacle requires a FORMIDABLE check.
  • Example: A Decisive Strike against a LEGENDARY Opponent requires a MYTHIC Action Sequence.
2. Opposition Dice Calculation

Because you are attempting to dismantle the Threat's entire structure at once, Opposition Dice for the check (or the Climax of an Action Sequence) are generated from its full resistance pool:

Opposition Dice = Pips on Highest Power Die + Number of Power Dice Below It + Star's Triggered Scars + Actor Specialty Modifier − Actor Scar Modifier

Apply an opposing Actor's Specialty and Scar modifiers as described above; the pool cannot fall below 0.

DECISIVE STRIKE EXAMPLE: A MYTHIC Threat happens to have 2 pips on its MYTHIC Power Die. Below the MYTHIC die, there are 5 lower-tier Power Dice (NORMAL, HARD, FORMIDABLE, EPIC, and LEGENDARY). A Star attempting a Decisive Strike against this Threat faces 7 Opposition Dice (2 pips on MYTHIC die + 5 lower-tier dice) on the final Climax Beat of the Action Sequence.

3. Outcome
  • Success / Highlight: Decisive victory! The Threat is completely defeated, bypassed, or destroyed in a single dramatic Scene and written off.
  • Partial Success / Failure / Disaster: The Decisive Strike fails to eliminate the Threat. You suffer Consequences scaled to the elevated Difficulty Target, and the Threat retains its active Power Dice.

H. ADVANCING PROJECTS

Stars advance a Project by making an Ability Check matching the target scale/tier:

  • Partial Success: Add 1 pip to the matching Power Die, but suffer a Consequence.
  • Success: Add 1 pip to the matching Power Die. (If the die reaches 6 pips, re-roll it and add 1 pip to the next higher-tier die).
  • Highlight: Add 1 pip to the Power Die that is one step higher than the check's Difficulty.

I. MANIPULATING RELATIONSHIPS

Instead of directly taking an Actor out, Stars can manipulate their relationships. The Difficulty Target to move an Actor's Bond or Grudge up or down one slot is equal to that Bond or Grudge's current Power Level.


J. ACTOR VS. ACTOR RESOLUTION

When two Supporting Cast Actors clash off-screen during the Writer's Room Turn without direct Star intervention, do not roll dice. To resolve the conflict instantly:

  1. Locate the Power Die matching the conflict's Difficulty Target for both Actors.
  2. Compare Pips: Compare the number of pips showing on both Actors' matching Power Dice.
  3. Outcome: The Actor with the higher pip count wins the contest. If tied, both Actors lose.
Chapter 12 · Opponents, Obstacles, Projects, And Set Design · continued

    SECTION 12.2: THREAT REFERENCE

    Use these narrative guidelines to quickly assign Power Levels to the threats on your soundstage.

    A. OPPONENT POWER LEVELS

  • NORMAL (The Grunt): A single individual of average skill (e.g., a street thug, a lone drone). Bypassed in a single roll.
  • HARD (The Professional): A skilled, dangerous operative or squad leader. Often commands several Grunts.
  • FORMIDABLE (The Lieutenant): A potent mini-boss or commander of a tactical unit (e.g., a gang leader, a skilled assassin).
  • EPIC (The City-State Power): A local domain master (e.g., a crime boss, a prison warden). The "big bad" of an Episode.
  • LEGENDARY (The Regional Power): A regional authority commanding state resources or powerful individual. Often not confronted until their network is dismantled.
  • MYTHIC (The National Leader): A ruler steering the fate of a nation or especially potent individual or creature. Overcoming them often requires a full season of play.
  • ASCENDANT (The Global Force): An entity whose influence transcends national borders and defines the global landscape. Confronting them means actively changing the global world order.
  • GODLIKE (The Divine Being): A literal deity, god-empress, cosmic horror, or other being of such immense power that they are functionally indistinguishable from a god. The goal is rarely to destroy them, but rather to banish them, survive their direct attention, or sever their influence on the mortal plane.

B. OBSTACLE POWER LEVELS

  • NORMAL (Simple Barrier): A locked door or a gap to be leaped. Bypassed with a single check.
  • HARD (Complex Barrier): A high-security fence or a digital firewall. May require multiple checks.
  • FORMIDABLE (Tactical Hazard): A defended military checkpoint or a security network. A complex, multi-layered problem.
  • EPIC (Location Hazard): A burning city building or an arctic blizzard. The entire environment is actively hostile.
  • LEGENDARY (Regional Catastrophe): A regional magic plague, a military blockade, or a hurricane making landfall.
  • ASCENDANT (Global Existential Threat): An event that threatens the survival of civilization such as a Kessler Syndrome event making space travel impossible, a "gray-goo" nanite swarm, or a full-scale demonic invasion).
  • GODLIKE (Metaphysical Threat): A tear in the very fabric of reality (e.g., the slow decay of a fundamental concept like "hope," the sun dying prematurely, or a god's direct intervention in the world).

SECTION 12.3: OPPONENT ACTIONS

Opponents are not static targets. During a scene, they make active tactical moves to defend themselves and overwhelm the Stars.

A. GAMBITS (ACTIVE OPPONENT MOVES)

A Gambit is a direct offensive or defensive action taken by an opponent against a Star.

  • The Defense Check: To counter a Gambit, the target Star must make a relevant Ability Check. The Difficulty Target (DT) of this check is equal to a Power Level the opponent decides (most commonly the level of a Consequence or Subplot).
  • On a Success: The Star successfully counters the move AND inflicts damage to the Actor who initiated the Gambit, reducing their matching Power Die by 1 pip.
  • On a Failure: The Star suffers a Consequence from the Consequence Menu, and the opponent immediately increases the matching Power Die by 1 pip.

B. SPLITTING (MULTIPLYING THREATS)

A powerful opponent can divide their forces or create subordinate obstacles to distract the Stars.

  • The Trade: An opponent can choose to spend 1 pip from any of their active Power Dice to instantly spawn a new, subordinate Obstacle or lesser Opponent.
  • The Spawn's Power: The Power Level of the newly created subordinate threat is equal to the value of the Power Die that was just reduced to create it with lower Dice rolled as usual.

C. KNOW YOUR ENEMY (TACTICAL SCANNING)

Before launching an attack, a Star can study an opponent to locate a weakness.

  • The Check: Make a Sense (direct observation) or Think (researching or thinking about what they know) check whose difficulty depends on how common or obscure knowledge is about them and how accurate the knowledge out there is.
    • A world-known CEO, Emperor, or pop star is likely to be NORMAL
    • The head of a shadow organization, a hermit, or someone living completely off the grid is likely EPIC.
  • On a Success: You expose their weaknesses. The Director reveals the opponent's Power Level, as well as their top Bond and top Grudge.
  • The Payload: Exposing their weakness is highly effective. You immediately damage the opponent, reducing their matching Power Die by 1 pip, as if you had executed a successful attack.

SECTION 12.4: COMPANION ACTIONS

When your allies (Bonds) are present with you on-camera, they can participate in action scenes and support your Star.

A. COMPANIONS ON-SCREEN

There are three ways to resolve actions taken by an allied Actor or companion on-screen:

  1. By My Command: If your Star actively leads, commands, or directs the allied Actor's action, make a Talk or Impress check to "wield" the Actor to perform a task using the Talk or Impress results as if they were the Actor's results.
  2. Independent Action: If an ally acts completely on their own without your direct supervision, they do not roll. They automatically achieve a Partial Success, but they must immediately lose 1 pip from their corresponding Power Die as the Consequence.
  3. Participating in a Combo: Allied Actors can participate in your Action Sequences (Chapter 7). To help with a Beat, the allied Actor can choose to automatically contribute a Partial Success to the Combo Pool but lose 1 pip from their matching Power Die as the Consequence.
    • The Loyalty Limit: An Actor will only engage in task whose Difficulty is less than or equal to their Bond with the Star or Grudge with the target. If they clear a Power Die as a result of helping the Star, their Bond with the Star drops one step OR their Grudge with the Star increases one step.

B. ACTOR SPOTLIGHT (SCREEN TIME PIPS)

Before resolving the off-screen Writer's Room Turn between episodes, the Director evaluates how much screen time any Actor received during the play session. Actors who "make the credits" grow stronger:

  • NORMAL Spotlight: The Actor was merely mentioned during the Episode. Add 1 pip to their NORMAL Power Die.
  • HARD Spotlight: The Actor communicated with the Stars remotely or made a brief cameo. Add 1 pip to their HARD Power Die.
  • FORMIDABLE Spotlight: The Actor took active part in the Episode's Scenes (conversations, fights, or aiding the Stars). Add 1 pip to their FORMIDABLE Power Die.
  • EPIC Spotlight: The Actor was the central focus of, or was present for the majority of the Episode. Add 1 pip to their EPIC Power Die.

C. SHIFTING RELATIONSHIPS

After the credits, the Director looks over each Actor to determine if any Bonds or Grudges should advance or drop based on the Episode just completed.

As a rough guideline, if the Stars performed a task that advanced the Actor's agenda or built them up, their Bond raises to the Difficulty of the task performed if it was at or below that level.

Likewise, if the Stars performed an action that impeded the Actor's agenda or harmed them, their Grudge raises to the Difficulty of the action performed.


SECTION 12.5: STUDIO NOTES (THE DIRECTOR'S CURRENCY)

Studio Notes represent executive meddling, producer demands, and budget constraints trying to force the Cast to stick to the script. The Director maintains a pool of Studio Notes during play to actively manipulate scenes and simulate the world's reactions.

A. THE PUSH AND PULL OF THE SCRIPT

  • Gaining Studio Notes: Every time a Star makes an Ability Check and fails to Hit the Mark (neither of their 2 Action Dice matches the Script Die), the Director immediately gains 1 Studio Note in their pool.
  • Losing Studio Notes: Whenever a Star rolls a Perfect Take (both Action Dice match the Script Die), the executives are silenced. The Director must immediately remove 1 Studio Note from their pool.
    • Note that Studio Notes start being gained from the first Ability Checks: those made during Casting!

Chapter 12 · Opponents, Obstacles, Projects, And Set Design · continued

B. SPENDING STUDIO NOTES

The Director can spend Studio Notes from their pool at any time during play to execute the following executive interventions:

1. Add Opposition Dice (Cost: 1 Note per Die)

When a Star rolls an Ability Check, the Director can spend Studio Notes to introduce "executive meddling" to the Scene. One Note can be spent per Action Check to add 1d6 Opposition Dice to the Check. These Opposition Dice require a separate Spotlight to clear.

2. Reveal a Subplot (Cost: 1 Note per Subplot)

During an active Scene, the Director can spend 1 Note to instantly reveal a previously hidden or un-revealed Subplot, introducing a sudden narrative twist, obstacle, or rival onto the set. Cliffhanger Reveals are free (Section 13.3).

3. Amplify Costs (Cost: 1 Note per Consequence)

When a Star gains a Consequence on an Ability Check, the Director can spend 1 Note to deal an additional Consequence from the Consequence Menu. The Director can only spend 1 Note per Ability Check on this effect.

4. Split or Gambit (Cost: 1 Note per Split/Gambit)

If an Actor is present in the Episode, the Director may spend 1 Note to initiate a Split or Gambit against the Stars or their allies. This is usually done at the level of the Actor's Grudge against the Stars or Actor friends or their Bond with another Actor the Stars are in conflict with (see Chapter 12.3).

5. Fuel the Writer's Room (Cost: 1 Note per Subplot)

Between episodes, the Director spends their accumulated Studio Notes to fund the off-screen actions of the Supporting Cast. The Director must spend at least half any Notes in their pool generating Subplots (round up).

6. Rewrite the Script (Cost: 1 Note)

During an Ability Check, before its final results are resolved, the Director may spend 1 Studio Note to have the Star re-roll both Script Dice. Use the new results when determining Hitting the Mark or a Perfect Take.


SHOWRUNNERRules contents

Chapter 13

The Writer'S Room

The world does not stand still when your Stars are off-camera. The Writer's Room Turn is a procedural downtime phase executed between active Episodes (or during campaign setup in Pre-Production). It simulates the sudden events, shifting alliances, and hostile schemes of your Supporting Cast (Actors), updating the setting and generating fresh Subplots before the next Episode begins.


SECTION 13.1: SUBPLOT ESSENTIALS

Before executing a Writer's Room Turn, keep these rules in mind:

  1. Social Web Prerequisite: You cannot generate a Subplot for an Actor until their Bonds and Grudges are completely filled out (using Appendix A). If an Actor has empty relationship slots, complete their social web first.
  2. Subplot Costs: Initial subplots generated during Show setup (Pre-Production) cost 0 Studio Notes. During the Show, each off-screen Subplot generated between Episodes costs 1 Studio Note.
  3. Subplots Do Nothing Until Revealed: Generating a Subplot creates an unexploded plot thread "in stasis." No pips are adjusted for any Actors, no props are transferred, and no narrative changes occur in the world until the Director formally Reveals that Subplot, either on-screen during an Episode or off-camera during an Interlude (Section 13.5).
  4. One Subplot per Actor: Each Actor may have only one unresolved Subplot of their own at a time, including one waiting to be Revealed. This limit applies to the Plotter; appearing as an Ally or Target in someone else's Subplot does not occupy that Actor's Subplot slot. Resolve the Actor's existing Subplot before creating another for them.
  5. Repeat Plotter — Free Reveal: If you roll an Actor who already has an unresolved Subplot, do not generate another. Mark their existing Subplot for a free Reveal during the next Episode, costing 0 Studio Notes to Reveal. End this generation attempt; do not roll new Events, Allies, Targets, or Subplot Power. Repeated rolls do not create extra Subplots or duplicate their effects. If the Subplot has already been Revealed, it remains the Actor's current Subplot; do not apply its Reveal effects again.

SECTION 13.2: THE SUBPLOT PIPELINE

Between Episodes, the Director (or solo Showrunner) executes this Four-Phase Procedure to build a Subplot:

[ PHASE 1: THE SPARK ] ──> [ PHASE 2: THE EVENT ] ──> [ PHASE 3: RALLY SUPPORT ] ──> [ PHASE 4: THE SCHEME ]
							(Plotter & Power Level) (Personal Boon or Bust) (Ally: Build Up or Enlist) (Target: Attack Rival)

PHASE 1: THE SPARK

  1. The Plotter: Roll 1d100 on your Supporting Cast Roster (or select an Actor) to determine which Actor is driving this Subplot.
    • Check for an existing Subplot first: An Actor cannot begin a second unresolved Subplot. If you rolled an Actor who already has one, mark it for a free Reveal next Episode and end this generation attempt (Section 13.1). If choosing an Actor instead of rolling, choose one with no unresolved Subplot.
    • If the rolled slot is empty: The slot is now Unlocked, ready for a new Actor to be cast later.
    • If the slot was already Unlocked: Cast a new Actor immediately (see Appendix A) to be the Plotter.
    • If the slot's Actor was written off: Cast a related Actor (family, rival, replacement) to fill the vacuum that is the Plotter.
  2. Subplot Power: Roll 3d6 and take the middle die value:
    • 1: NORMAL | 2: HARD | 3: FORMIDABLE | 4: EPIC | 5: LEGENDARY | 6: MYTHIC | 7: ASCENDANT | 8: GODLIKE
    • Matches: Doubles add +1 to the Power Level; triples add +2.
    • Over-power: If the rolled Power Level exceeds the Plotter’s current Power Level, it is reduced to match the Plotter's current Power Level.

PHASE 2: THE EVENT

Roll 1d100 on the Event Table (see Appendix H) to see what sudden catalyst pushes the Plotter to act:

  • Aid Event (01–50): The Plotter experiences a breakthrough, victory, or windfall. When Revealed, add +1 pip to their Power Die matching the Subplot’s Power Level.
  • Harm Event (51–100): The Plotter suffers an illness, blunder, or crisis. When Revealed, clear their Power Die matching the Subplot’s Power Level.

PHASE 3: RALLY SUPPORT (The Ally)

Locate the Plotter’s Bond slot matching the Subplot's Power Level. This Actor or Star is the Ally.

Determine how the Plotter approaches them based on whether the Ally is an Actor or a Star:

A. If the Ally is an ACTOR:
  • Option 1: Involve the Ally. If the Ally's Power Level is at or above the Subplot's Power AND their Bond with the Plotter OR their Grudge against the Target is at or above the Subplot's Power:
    • The Ally joins the Scheme. They will lend their Power Die matching the Subplot's Power Level to support the Plotter during Phase 4.
  • Option 2: Curry Favor. If the Ally is too weak or needs convincing:
    • Outcome: The Plotter builds them up with gifts, favors, or resources (see Appendix G). When Revealed, add +1 pip to the Ally's matching Power Die (if the Ally is lower Power Level than the Subplot, their Power Level increases by 1) and Advance the Ally’s Bond with the Plotter to match the Subplot's Power Level.
B. If the Ally is a STAR:
  • Ask the Star for Help. When Revealed, the Plotter approaches the Star with a mission to take down the Target, offering a bounty of 1d6 Quality Props (matching the Subplot's Power +1d6 Props for each Power Level above EPIC) and a Hero Prop (with 2 Advances per Power Level above NORMAL) upon completion.

PHASE 4: THE SCHEME (The Target)

Locate the Plotter’s Grudge slot matching the Subplot's Power Level. This Actor or Star is the Target.

Determine the nature of the confrontation based on who the Target is:

A. If the Target is an ACTOR:

When the Subplot is Revealed, compare the pips showing on the Power Dice matching the Subplot's Power Level:

  • Allied Support: If an Ally was Involved in Phase 3, the Plotter uses their pips or the Ally's, whichever is higher.
  • Plotter Wins: The Plotter and any aiding Ally each add +1 pip to their matching Power Die. The Target clears their Power Die and advances their Grudge against the Plotter by 1 step.
  • Target Wins: The Target adds +1 pip to their matching Power Die. The Plotter and any aiding Ally clear their Power Die.
  • Tie: Both sides clear their matching Power Dice. The Target advances their Grudge against the Plotter by 1 step.
B. If the Target is a STAR:
  • At the Plotter's Power Level: The Plotter arrives in person to confront the Star with an active Gambit at that Power Level (see Appendix F).
  • Below the Plotter's Power Level: The Plotter dispatches a subordinate minion or hit squad:
    • A new Actor is spawned in the next unlocked roster slot with a Power Level equal to the Subplot. This new minion has the Plotter as their highest Bond and the target Star as their highest Grudge. Any other Bonds and Grudges are determined normally (see Appendix A).
    • When Revealed, this minion confronts the Star on-screen.
Chapter 13 · The Writer'S Room · continued

SUBPLOT GENERATION EXAMPLE

Between episodes, the Director spends 1 Studio Note to generate an off-screen Subplot.

Phase 1: The Spark

  • The Director rolls d100 on the Supporting Cast Roster and gets a 3: Agent Julian Mercer (Power Level: FORMIDABLE).
  • The Director rolls 3d6 for the Subplot’s Power: [1, 2, 4]. The middle die is 2 (HARD).
  • Since HARD is below Mercer's FORMIDABLE ceiling, the Subplot remains at HARD.

Phase 2: The Event

  • The Director rolls d100 on the Event Table (Appendix H) and gets 14 (Aid Event): "Wins a high-stakes duel, race, or game through skill."
  • Queued Effect: When Revealed, Mercer will add +1 pip to his HARD Power Die (he secures a major private contractor buyout).

Phase 3: Rally Support

  • The Director checks Mercer’s HARD Bond slot: Thomas Vance (Power Level: EPIC).
  • Thomas is an Actor whose Power Level (EPIC) is higher than the Subplot (HARD). However, Thomas’s Bond with Mercer is below HARD. Thomas needs convincing, so Mercer chooses to Curry Favor.
  • Queued Effect: When Revealed, Mercer sends covert supplies to Thomas’s arctic safehouse: Thomas gains +1 pip on his HARD Power Die, and Thomas’s Bond with Mercer rises to HARD.

Phase 4: The Scheme

  • The Director checks Mercer’s HARD Grudge slot: Thomas Vance (a complex, contested rivalry).
  • Since the Target is an Actor, they will clash off-screen when Revealed:
    • Pip Comparison: Mercer’s HARD die (3 pips + 1 from the Event = 4 pips) vs. Thomas’s HARD die (4 pips).
    • Off-Screen Outcome: A tie! Both sides will clear their HARD Power Dice when the Subplot hits the screen and Thomas Vance's Grudge against Mercer will Advance.

Logging the Subplot:

  • The Director writes down on the campaign tracker:
    Mercer (HARD): Wins contractor buyout (+1 HARD pip), attempts to bribe Thomas Vance's silence in the arctic with supplies, resulting in an standoff where both supply lines are compromised.
  • Zero pips are adjusted on the sheet right now. Mercer doesn't move, Thomas doesn't receive a supplies, and the Stars knows nothing of any of it. The Subplot sits quietly in stasis until the Director spends a Studio Note or deals a Consequence during play to Reveal it and bring the news of the arctic confrontation onto the screen.

SECTION 13.3: REVEALING SUBPLOTS

Subplots are written down and held in stasis. They have zero mechanical or narrative presence in the story until the Director formally Reveals them during play.

WHEN CAN A SUBPLOT BE REVEALED?

The Director may Reveal any queued Subplot:

  • By Spending 1 Studio Note: At any time during an active Scene or between Scenes.
  • As a Free Reveal Next Episode: If its Plotter was rolled again while already holding this Subplot, Reveal it during the next Episode for 0 Studio Notes. Reveal it once; additional rolls of that Plotter do not repeat its effects.
  • As a Check Consequence: Chosen from the Consequence Menu (Option 9) on a failed or partially successful check whose Difficulty equals or exceeds the Subplot's Power.
  • As Local Color or Gossip: Distant Actor-vs-Actor Schemes are revealed as radio reports, whispered rumors, or collateral damage the Stars encounter.
  • As an Episode Cliffhanger (Free): Reveal a Subplot right before the screen fades to black at the end of a session. A Cliffhanger Reveal costs 0 Studio Notes.
    • Location, Location, Location: When Revealing a Subplot, it may happen where the Stars currently are. If not (they are travelling, in town, etc) pick an existing Set Piece whose Primary Ability matches the Actor's Primary Ability or create a new one (Appendix B).

When Revealed during an Episode, resolve the Phase 2 Event effects, Phase 3 Aid/Involve offers, and Phase 4 Scheme events on-camera. Interlude Reveals are resolved off-camera (Section 13.5). Once the Subplot is resolved, mark it complete and free the Plotter's Subplot slot. A Revealed Subplot that still requires resolution continues to occupy that slot.


SECTION 13.4: INTRAPARTY CONFLICT (PvP)

When Stars cannot resolve a disagreement verbally, or when betrayal fits the dramatic structure of your show, the players may engage in Player-vs-Player (PvP) escalation:

  1. Initiation: The initiating Star declares their intent and sets the Difficulty for the action. The target Star may either roll to Negate that intent or choose to Escalate.
  2. Escalation: The defending Star declares a counter-action that is more dramatic, dangerous, or irreversible than the first at at least one Difficulty higher. The original initiator must then choose to roll to Negate or Escalate again.
  3. Resolution: Both players roll their checks. Compare their success levels:

Highlight > Success > Partial Success > Failure > Disaster

  • The Outcome: In addition to any Consequences generated from the checks themselves, the winner of the exchange narrates the mechanical and narrative Consequence (bounded by the Difficulty level rolled). If both sides roll the same level of success, both sides inflict Consequences on the other.
  • The Suffer Consequence: Consequences must match those a Director can use for that Difficulty: marking Wear on a Hero Prop, losing Grit, losing or destroying Props, gaining a Conditions, etc.

SECTION 13.5: TIME JUMPS AND SEASON FINALES

When a Season concludes (signified when any Star has marked twelve Episodes on their Profile), the production enters a Time Jump. This represents a significant passage of in-game time: weeks, months, or even years.

A. THE INTERLUDE

At the start of a Time Jump, each Star declares an Interlude Task representing what their character is doing during the off-season.

  • The Check: State your goal and make an Ability check or perform an Action Sequence. The Difficulty is determined by the scale of your ambition (from NORMAL to ASCENDANT). A successful check allows you to permanently alter the world, aid or harm Supporting Cast Actors, progress a Project or eliminate major campaign obstacles before the next Season's premiere.

B. TIME JUMP MONTAGE

Once all Interlude tasks are resolved, the entire Cast shoots a special Time Jump Montage Sequence. If a Star succeeds at their chosen Downtime action during this montage, all Stars gain a permanent, long-term benefit in addition to the standard reward:

Extra Acclaim: Whenever an action below grants Acclaim, each Star gains an amount equal to that action’s Difficulty target number: EASY 2, NORMAL 3, HARD 4, FORMIDABLE 5, or EPIC 6. Mark it in the listed Career Path. This changes the additional Time Jump Acclaim award; the normal action reward and the non-Acclaim benefits below remain unchanged.

  • Practice: All Stars gain Acclaim (▷) equal to the action’s Difficulty target number in Training
  • Recover: All Stars gain Acclaim (▷) equal to the action’s Difficulty target number in Persistence
  • Heal: All Stars gain Acclaim (▷) equal to the action’s Difficulty target number in Persistence
  • Treatment: All Stars gain Acclaim (▷) equal to the action’s Difficulty target number in Persistence
  • Motivate: All Stars gain Acclaim (▷) equal to the action’s Difficulty target number in Talent
  • Rejuvenate: All Stars gain Acclaim (▷) equal to the action’s Difficulty target number in Destiny
  • Center: All Stars gain 1d10 Channel (△)
  • Organize: All Stars gain Acclaim (▷) equal to the action’s Difficulty target number in Persistence
  • Train: All Stars gain 1d10 Ability XP (△)
  • Craft / Upgrade / Assemble / Shop: All Stars gain +1 Quality step on the targeted item.
  • Design / Repair / Improve: All Stars gain +1d10 Hero Prop XP (△).

C. CHARACTER REBRANDING

A Time Jump is a perfect opportunity to refresh your Star's Profile. Before the premiere of the next Season, you may freely change any or all of the following elements:

  1. Your character's Look, Mannerisms, and Agenda.
  2. One Specialty and one Scar on your profile.
  3. Replace any one of your Hero Props with a different Hero Prop at the same Power Level.
  4. Replace all the Props in one of your Backpack Slots with an equal amount and Quality of a different Prop Type.
  5. Transfer one Bond or Grudge to a completely different Star or Actor, retaining your current relationship Tier.

Chapter 13 · The Writer'S Room · continued

    D. SUBPLOTS DURING THE INTERLUDE

    During the Interlude between Episodes, Subplots targeting Stars may require the players to make Ability Checks to avoid their Consequences. Resolve these events off-camera and record their effects; they can change the circumstances when play resumes. During a Time Jump between Seasons, those changes carry into the next Season's opening.

    At the end of a Time Jump, the Director automatically Reveals all queued Subplots:

  1. Subplots Not Involving Stars: Resolve their effects off-camera and present the results as news or rumor.
  2. Subplots Involving Stars: Resolve any offers, aid, or hostile actions during the Interlude. If a Subplot threatens a Star with Consequences, call for the appropriate Ability Check and resolve its outcome using the normal rules.
  3. Carry the Results Forward: Record changes to Actors, relationships, resources, Threats, and Projects. These events happen off-camera, but their consequences can reshape the opening of the next Season. Mark resolved Subplots complete and free their Plotters' Subplot slots.

SHOWRUNNERRules contents

Chapter 14

Solorunner (The Solo Engine)

When playing solo, you do not need a human Director to guide your story. The Solorunner Engine acts as your artificial GM, using your existing rules to generate threats, answer questions, and simulate a living, breathing sandbox.

The core of the solo experience is a dynamic, turn-based conversation: You take a turn, then the world takes a turn.


SECTION 14.1: THE SOLORUNNER GAMEPLAY LOOP

Every solo session is played as a cycle of alternating turns between your Star and the Supporting Cast of your Show.

THE SOLORUNNER TURN CYCLE

A. THE STAR'S TURN (Active Scene)

  • Frame a Scene: Establish your Goal, Location, and any Supporting Cast.
  • Play and Roll: Make Ability Checks or roll Oracle Queries.
  • Conclude the Scene: Resolve Success or suffer Consequences.

B. THE WRITER'S TURN (The World Turns)

  • Spend Studio Notes: You must spend half of any existing Studio Notes (round down) to do any mix of:
    1. Roll One Subplot: Create one new B-Plot OR
    2. Reveal One Subplot: Introduce a fresh narrative hook.

A. THE STAR'S TURN

During your turn, you are in the director's chair. You frame and resolve an active on-screen scene:

  1. Frame the Scene: Define the physical setting (using the Location Generator in Chapter 12), establish your Star's goal in the scene (if uncertain, roll a d6 then roll a (1-2) Scheme, (3-4) Curry Favor, or (5-6) Event from Appendix F-H), and choose the visual Aesthetic.
  2. Play and Roll: Act out your character's choices. When you attempt something risky, roll an Ability Check. If you have questions about the environment or Actor reactions, roll an Oracle Query.
    • Studio Notes: It's up to you to decide where and when to apply Studio Notes. If you don't use them during Scenes, you'll turn them over to the Writers.
  3. Conclude the Scene: The Scene ends when your goal is achieved, you are forced to retreat, or the narrative naturally cuts away.

B. THE ACTOR'S TURN

As soon as your Star's Scene concludes, the camera cuts away to show what the rest of the cast is doing in the background. The world immediately takes its turn, spending half your accumulated Notes (round down) split as you desire between:

  1. Roll One Subplot: Generate one Subplot (see 13.1).
  2. Reveal One Subplot: Look at your campaign log and reveal one hidden or un-revealed Subplot to your Star (e.g., they hear a rumor, stumble upon a crime scene, receive an ominous message, are attacked, sued, threatened, or propositioned).

By the end of the Actor's Turn, you will have a fresh, emergent narrative hook to build your next Star's Turn around.


SECTION 14.2: THE ORACLE

When you need to ask a question that would normally be answered by a Director (e.g., "Is there a guard at the back door?" or "Does the contact believe my lie?"), phrase it as a Yes/No question and roll 2d6 against a NORMAL Difficulty Target:

  • Highlight: Yes, and... (What you hoped for and more. The contact believes your story and takes you directly to the secret base).
  • Success: Yes. (You get exactly what you hoped for. The contact believes your story).
  • Partial Success: Yes, but... (You get what you hoped for, but with a catch or minor complication. The contact believes your story, but tells you there's no way their boss will.).
  • Failure: No. (You don't get what you want and usually get something you don't want. The contact is skeptical and demands evidence you are who you say you are).
  • Disaster: No, and... (The worst possible outcome. Not only does the contact not believe you, the authorities kick in the door with weapons drawn as they reject you).

You may adjust the Oracle's Difficulty anywhere between EASY and EPIC depending on how likely you think the outcome is: EASY is extremely likely and EPIC is extremely unlikely.


SECTION 14.3: THE CONSEQUENCE MENU

A Failure is an opportunity, not a dead end. Every roll moves the story forward. When your Star fails a roll, choose the most interesting Consequence from the menu below to keep the narrative moving.

For more randomness, roll 2d10 and pick the most fitting option of the two numbers shown. If your check resulted in a Disaster, use both dice.


THE CONSEQUENCE OPTIONS

The original, unmodified Difficulty of the check just made determines the number of each lost or taken.

  • EASY: 2
  • NORMAL: 3
  • HARD: 4
  • FORMIDABLE: 5
  • EPIC: 6
    • For example: if you suffered a Lose Grit Consequence from a HARD roll, you lose 4 Grit
1. Lose Grit (♥)

Your Star or Character struggles with the stunts, physicality, stress, or intense emotional toll of the scene. Suffer Grit Loss

2. Depletion

A weapon breaks, ammo runs dry, or a fall down a steep slope spills your carried supplies. Lose a number of Props from your backpack slots.

3. Mark Wear (⛉)

Your Hero Props take severe damage or strain; mark a number of Wear on their Hero Props (don't forget to mark XP!). If the active Scene directly involves one of your Cast's Holdings, the Holding might take some of the Wear instead of in addition to one of your Hero Props.

4. Mark Conditions

The physical or emotional toll of the action causes your Star to hesitate or freeze or wears out your Character physically, mentally, or emotionally. Mark a number of Conditions in the specific Ability you just rolled for the check.

5. New Threat

A new Obstacle or Opponent suddenly enters the soundstage. Their starting Power Level is equal to the failed check's Difficulty.

6. Harm Allies

A nearby or related friendly Actor or ally takes the brunt of your failure. Their Power Die equal to your check's Difficulty is cleared.

7. Boost Opposition

A hostile Actor, Obstacle, or Opponent gains a massive advantage from your slip-up. Their Power Die equal to your check's Difficulty increases by 1 pip.

8. Mark Limit (⦸)

The supernatural forces in the scene lash back. If you used the Channel ability, or if you are currently dealing with supernatural Opponents or Obstacles, immediately mark a number of Limit(⦸).

9. Introduce a Subplot

Your failure draws unwanted attention from off-screen. Introduce a hostile, dangerous, or inconvenient Subplot from a past Writer's Room Turn directly into your current scene whose Power Level is equal or below the Difficulty.

10. Narrative Complication

The physical environment gets worse. The bridge collapses, your cover is blown, the generator dies, you're lost, you are separated and isolated from the rest of the Cast. The Director (or Oracle) takes over from the Stars determining what happens next in the narrative until the next time you succeed at a check. Gain additional Obstacle Dice to your next check based on the Difficulty.


SHOWRUNNERRules contents

Chapter 15

The Finale

After the final climax of your season is resolved on-screen, the Show enters its final, turn-based phase. This is the Series Finale. Here, the players take turns directing their own epilogues and defining their characters' permanent, lasting impact on the setting through Final Scenes.


SECTION 15.1: THE EPILOGUE (FINAL SCENES)

A Final Scene is not a minor task; it is a grand, sweeping narrative declaration that writes your character's ultimate fate.

  • Examples: "I wipe out the AI Parasite once and for all," or "I retire from the military, return to the Elven homeland, and marry the man I love," or "I use my influence to install our patron on the imperial throne."

THE RESOLUTION RULES

To complete your character's epilogue, you must resolve each of your declared Final Scenes in a single, high-stakes roll or a dedicated Action Sequence:

  • Against an Actor: If your Final Scene directly targets an Actor, the check’s Difficulty Target (DT) is equal to that Actor’s Power Level.
    • Aid: A successful check to Aid them permanently increases their Power Level by 1.
    • Harm: A successful check to Harm them permanently eliminates them from the world.
  • Against the World: If your Final Scene is a broader narrative declaration, the Director sets the check’s Difficulty Target as if it were a standalone Obstacle or new Project.

SECTION 15.2: ULTIMATE STAKES

These are your character's final moments on-camera. You are no longer dealing with minor setbacks or simple narrative complications—this is the finale, and failure can be fatal.

  • Plot Armor Damage: During this phase, your Grit pool is bypassed. Every single Consequence suffered from a check (Partial Success or Failure) deals direct Plot Armor (☠) damage equal to the amount of Grit damage that would normally be taken for that Difficulty (see the table below).
  • Disasters Double: If you roll a Disaster, the Plot Armor damage is doubled.
Original Check DifficultyPlot Armor Damage
EASY2 Plot Armor
NORMAL3 Plot Armor
HARD4 Plot Armor
FORMIDABLE5 Plot Armor
EPIC6 Plot Armor

SECTION 15.3: MAXIMIZED SUBPLOTS

The world does not sit idle while the Stars write their epilogues. For every action, there is a reaction.

  • The World Turns: Immediately after a Star finishes resolving a Final Scene, the Director may spend one Studio Note to Reveal one Scheme Subplot targeting that Star. If there are no Scheme Subplots targeting them, Reveal one Curry Favor Subplot targeting that Star. If none of either, select a Scheme Subplot targeting one of the Star's Bonds.
  • Maximized Threat: The world is in total flux. The Power Level of every rolled Subplot is automatically maximized to match the active Actor’s current Power Level, whatever their initial strength.
  • The Final Act:
    • Harm Subplots targeting a Star force them to immediately resist a Gambit at that Actor’s Power Level. Any failed check deals direct Plot Armor damage as described in Section 15.2.
    • Aid Subplots targeting a Star grant them free Plot Armor (☠) equal to the amount they would have otherwise taken as Consequences based on the Subplot’s Power.
    • Event Subplots immediately eliminate the active Actor (on a Harm event) or permanently increase their Power Level by 1 (on an Aid event).

SECTION 15.4: THE END

The Stars can continue taking turns and resolving as many Final Scenes as they dare.

The Show officially ends when every player has declared has performed at least one Final Scene, they declare they are finished, or when their Character is written off the Show.

Once the last roll is settled, the Director describes a final, cinematic closing montage, the camera pans or cuts to a final important location, object, or scene, and the screen slowly fades to black...


ROLL CREDITS

Then, everyone sits down to schedule the Pitch for Show Two!


SHOWRUNNERRules contents

Chapter 16

The Director'S Guide

Running a game of Showrunner is not about predicting a rigid storyline or forcing players down a pre-written path. Your role as the Director is to frame dramatic situations, play the Supporting Cast with clear motivations, and serve as the principal facilitator of your table's collaborative script.


SECTION 16.1: THE DIRECTOR'S GUIDING PRINCIPLES

These are not rigid laws—they are the core creative principles of great Directing:

  • Prep Situations, Not Plots: Do not write a script beforehand. Design a volatile situation, give your major Actors clear Agendas, and unleash your Stars into the mix. The best stories are the ones that surprise you as much as they surprise the players.
  • Action, Surprise, Secrets: Keep the show moving. If a scene stalls or players lose momentum, spend a Studio Note to reveal a Subplot and introduce an unrevealed twist: a sudden rumor, an ally bursting in with urgent news, or an ambush.
  • Focus on the Characters: This is the Stars' story. Your setting, your Subplots, Locations, and Actors are merely the stage. Frame every major Scene around the choices, relationships, and Agendas of your players.
  • Be Their Biggest Fan: Cheer for the Stars' spectacular victories and lament their tragic struggles. You are not their adversary; you are the creator of the worthy challenges that will forge them into legends.
  • Supporting Cast are Support: Let your Actors be brilliant and flawed. If the players defeat a major villain fair and square, let them fall. You can always cast more villains; the Stars only have one Character each.
  • Balance the Spotlight: Whether in active combat or investigative scenes, ensure everyone gets their turn. If players are separated, run a short sequence with one player or group, then "cut" to those in other locations to keep the energy high.

SECTION 16.2: THE RHYTHM OF AN EPISODE

While every Episode tells a unique story, they all share a common, cohesive structural rhythm:

  1. "Previously On...": Start the session by briefly recounting the major, dramatic events of the last Episode to re-establish momentum.
  2. The Scene: Pick up where the Cliffhanger left of or present the Stars with an immediate situation that demands a choice (a Hook). Let them investigate, coordinate, and act. One Scene should naturally flow into the next, driven by the Consequences of their rolls.
  3. Montage: Once per Episode, when the Stars reach a safe haven, let them transition to a Montage Sequence (Chapter 9) so they can recover Grit, repair their Hero Props, and craft new gear.
  4. The Climax: As the Episode nears its end, build the tension toward a meaningful conclusion or a final standoff. End on a cliffhanger by Revealing a Subplot for 0 Studio Notes.
  5. The Post-Show: After the climax, resolve the post-show rituals: the Relationship Phase (Chapter 10) to award Acclaim and update Bonds/Grudges, followed by the off-screen Writer's Room Turn (Chapter 13) to see how the world reacts before the next session.

SECTION 16.3: ADVANCED DIRECTOR TECHNIQUES

Use these active tools to manage pacing, design hooks, and keep the table focused during play.

A. CRAFTING HOOKS (THE FOUR QUESTIONS)

To pull your Stars instantly into a new Scene, ask yourself these four questions during prep:

  1. What do the Stars want? (Action, mystery, social intrigue? Give them a taste of what they came to the table for).
  2. What do their Characters want? (Threaten what they hold dear, or dangle their personal Agenda just out of reach).
  3. What do the Supporting Cast want? (Let the players witness the immediate consequences of the last Writer's Room Turn. Active Actors should be actively pursuing their own Agenda's, aiding their Bonds, or taking on their Grudges whenever they're on-camera).
  4. What is the Show about? (Look at your Ensemble Profile's Premises. This is your North Star. Every hook should test, explore, or advance your show's central themes).

B. MANAGING OVER-PLANNING

If Star planning becomes circular, or if the scene stalls due to indecision, use these narrative levers to force action:

  • Apply Time Pressure: "The execution is at dawn. You have exactly five minutes of real-time to finalize your plan."
  • Introduce New Information: Call for a Sense or Think check. A sudden, unexpected piece of intel can break a deadlock and provide a clear path forward.
  • Force a Reaction: The world is not static. Spend a Studio Note to bring in a hostile Subplot, reveal something about the setting or Actors, or give them a new choice to make. The time for planning is over; the time for action is now.

C. SURVIVING "DEATH" (THE VILLAIN LIVES)

Sometimes, the Stars will narratively "kill" a major antagonist before their mechanical Power Dice are fully depleted. To preserve your villain for future episodes without cheating the players of their hard-won victory, use one of these narrative solutions:

  • First Rule: You Must Telegraph. You must hint at the villain's "out" before the players defeat them. Rumors of their paranoia, secret escape tunnels, body doubles, or powerful protectors must be foreshadowed.
  • The Duplicate: The person they killed was actually a clone, a highly advanced body double, a hologram, or a possessed vessel. The true villain is still out there.
  • The Rescue: Just as the villain is falling to their doom, loyal followers swoop in, a hidden escape craft activates, or a powerful protector saves them at the last second.
  • The Contingency: The villain planned for this exact failure. They had a hidden regeneration chamber, an active teleportation device, or an escape pod.
  • Just a Pawn: Upon their defeat, the players discover this villain was merely a lieutenant. Their death has now attracted the attention of their boss who is the true, far more powerful enemy. Replace the Actor with the new villain during the next Writer's Room Turn.

SECTION 16.4: LETTING STARS SET THE STAKES

Once your players have mastered the core mechanics, you can introduce a highly powerful technique: letting players set their own check Difficulty. This transforms an Ability Check from a simple question of "Can I do this?" into a strategic declaration of "How much am I willing to risk to achieve my goal?"

THE PRINCIPLE: RISK VS. REWARD

The Star describes their narrative goal, and you (the Director) ask them to define the scale of their ambition. Their answer is the Difficulty Target. A higher declared Difficulty represents a far greater risk of Failure, but yields a significantly greater narrative and mechanical effect:

  • NORMAL — The Standard Effect: The character achieves their goal in a competent, straightforward manner. Mechanically, a success defeats or bypasses most standard, NORMAL-strength opposition.
    • Fight: "I fire a standard shot at the spider tank to keep its attention."
    • Talk: "I negotiate our payment from the guild master."
  • HARD — The Decisive Effect: The character achieves their goal with style, precision, or flair. Mechanically, a success defeats NORMAL opposition or weakens a HARD opponent.
    • Fight: "I aim specifically for the spider tank's primary visual sensor, hoping to create a blind spot."
    • Talk: "I push not only for our payment, but I try to impress the guild master enough that they offer us an exclusive contract."
  • FORMIDABLE — The Masterful Effect: The character achieves their goal with such skill that it alters the tactical situation. Mechanically, a success defeats HARD opposition or weakens an FORMIDABLE threat.
    • Fight: "I target the spider tank's joints, crippling its mobility and leaving its underbelly exposed."
    • Talk: "I leverage the deal to get the guild master to reveal the name of their secret, high-level supplier."
  • EPIC — The Overwhelming Effect: The character achieves their goal in a way that seems almost impossible, completely changing the dynamic of the scene. Mechanically, a success defeats FORMIDABLE opposition or weakens an EPIC threat.
    • Fight: "I guide my missile directly through the chaff and straight into the spider tank's exposed power conduit."
    • Talk: "I press the guild master to pay us double our fee AND offer our crew a permanent, tax-free partnership."
  • Set Pieces: If what they are attempting is beyond even EPIC, help them craft a Set Piece Action Sequence fitting for their desired action.

IT'S NEVER EASY Note: as always, Difficulty may never be set to EASY, only reduced to it via Plot Armor, relationships, Hero Props, etc.


SECTION 16.5: STORYBOARDING

To keep your campaign organized between sessions without drowning in paperwork, use this simple, three-part storyboarding format:

  1. Opening Threads: Before sitting down to create the Episode, look over all your available Subplots ready to Revealed and the Dallies from the last Episode. Note any significant Subplots you might want to Reveal during the next Episode or important threads or tasks the Stars were involved with.

Example: *To Reveal:

  • Lady Shore attacking Port Reach.
  • Mt. Selene erupts at the edge of the Grim Wood.
  • The Broodmother sends her children into the Grim Wood.
Chapter 16 · The Director'S Guide · continued
  1. The Dailies: During or immediately after an Episode, keep a running list of major events. This is the exact raw material you will use to frame your "Previously On..." recap at the start of your next game.

Example: Summary: The Cast traveled to Port Reach. Slim Fingers hid the Ebon Locket in the Old Tower. The group argued about who to deliver the package to, but were interrupted by Mt. Selene erupting just outside the Port Reach. They fled the eruption into the Grim Wood and ended up caught in a snarl of spiderwebs with a dozen hook spiders closing in from all sides..

  1. The Writer's Room Subplot Log: During the Writer's Room Turn, write short, clear notes regarding the new Subplots.

Example:

  • Lady Shore (Actor 17) Scheme vs. Slim Fingers (Michael) EPIC Harm: Lady Shore splits off Lad Shore (Actor 55) to retrieve the Locket.
  • The Gold Emperor (Actor 6) sends aid to Lady Julian (Modena): 3 EPIC Weapons and a Lion Guardian Hero Prop (with 6 Advances).
  • Windling Cloudwriter (Actor 44) gets lost in the Harmont, but meets Switchwinder (Actor 30) and they plot a HARD Scheme together against The Gold Emperor: steal his White Chariot.

SHOWRUNNERRules contents

Appendix A

The Actor Creation Toolkit

Actors (NPCs) are the dynamic forces that populate your show. Use this toolkit to generate fully-fleshed, mechanically robust Supporting Cast members in minutes.

THE ACTOR CREATION PROCESS

Creating an Actor is a simple, structured process. Use the tables in this appendix to generate their profile:

  1. Concept: Determine their role in the story (e.g., a grizzled detective, a corporate CEO, a rebel leader).
  2. Archetype: Pick or roll1d10 for their Primary Ability, and 1d10 for their Secondary Ability. Cross-reference them on the Random Archetype Table (Chapter 2, Section 2.5) to find their profession.
  3. Power Level: Roll 3d6. Find the middle die value to determine their Power Level: 1: NORMAL 2: HARD 3: FORMIDABLE 4: EPIC 5: LEGENDARY 6: MYTHIC 7: ASCENDANT 8: GODLIKE.
  • Doubles: If you roll doubles, add +1 to their Power Level.
  • Triples: If you roll triples, add +2. Scaled Power: If you know they Actor is a minor character, take the lowest die value instead. If you know they are powerful, take the highest die value.
  1. Detail Count:
    • NORMAL and HARD Actors only need one detail from each section (one Look, one Agenda, one Flaw). Create, pick, or roll three options and keep the most interesting.
    • FORMIDABLE and LEGENDARY Actors keep two details from each section.
    • MYTHIC through GODLIKE Actors use all three distinct details from each section.
  2. Looks: Roll 1d10 on the row matching their Primary Ability to find their primary physical feature. Roll on their Secondary Ability row to find their secondary look.
  3. Mannerisms: Roll 1d10 on the row matching their Look Categories to determine their physical tics or tells.
  4. Agendas: Roll 1d10 on the row matching their Primary and Secondary Abilities to find their core motivations.
  5. Scars: Roll 1d10 on the column matching their primary and secondary Agenda categories to discover what lurks beneath. When a Star opposes this Actor while one of these Scars is triggered, subtract 1d6 Opposition Dice from the check (minimum pool: 0).
  6. Specialties: Roll 1d10 on the column matching their Primary and Secondary Abilities to discover their core competence and go-to means of getting things done. When a Star opposes this Actor while the Actor is using one of these Specialties, add 1d6 Opposition Dice to the check.
  7. Secrets: Roll 1d10 on the column matching their active Persona/Tone (Direct, Tricky, Fast, Careful, Flashy, Subtle, Mean, Nice, Smart, Surprise) to uncover their hidden truth.
  8. Assets / Holdings: Roll 1d10 on the column matching their Primary and Secondary Abilities to determine what resources, factions, or bases they control.
  9. Relationships: Establish their starting Bonds and Grudges with other Actors or the Stars. They have one Bond and one Grudge slot per Power Level.

ACTOR LOOKS (d10/d10)

Roll 1d10 for the Row (Primary Ability) and 1d10 for the Column (Look Category).

Row Ability1: Head2: Eyes3: Hair4: Mouth5: Neck6: Torso7: Arms8: Legs9: Skin10: Item
1: ChannelGlowing SigilBlank VoidFloating HairDyed LipsAmuletThreadingFractal TattoosRobesTranslucentStrange Focus
2: EndureBroken NoseMismatchedTangled/ShavedUneven TeethThick NeckBandagedBicepsNoticeable LimpLeatheryFlask
3: FightJagged ScarMissing EyeMohawkSplit LipTrophyFull ArmorKnuckle ScarsArmored LeggingsWar PaintBig Weapon
4: ImpressMakeupInvitingPerfectly CutExpressiveBright ScarfForm-fittingBracelets/RingsLeggings/SkirtFlawlessSymbol of Office
5: MoveHeadbandUnblinkingTight BraidPursed LipsHeavy ChainLight WearWrapped WristsLight ShoesMuscularRope/Pouches
6: SenseLarge EarsPiercingSpiky/FlowingWhistlesCompassCamoSlender FingersBarefootPale/AlbinoSpyglass
7: TalkGorgeousTrustingOiled/SlickSmileHigh CollarStylishOpen HandsFancy ShoesPerfumeOfficial Papers
8: ThinkStylusThick GlassesFrizzyBracesChokerPocketsInk StainsMismatched SocksPastyBook/Tablet
9: TravelDeep CowlDistant GazeTangled/DreadsCoveredScarfPoncho/CloakSunburnedMuddy BootsWeather-beatenWalking Stick
10: WorkVisor/HatGogglesSinged/BurntChew/CigarSweat RagApronStainedHeavy BootsGrimy/SootyTool Belt

Appendix A · The Actor Creation Toolkit · continued

ACTOR MANNERISMS (d10/d10)

Roll 1d10 for the Row (Looks Category) and 1d10 for the Column (Mannerisms).

Row Category1: Head2: Eyes3: Hair4: Mouth5: Neck6: Torso7: Arms8: Legs9: Skin10: Item
1Nods OftenAvoids EyesTwirls HairCovers MouthDeep VoicePuffs ChestCrosses ArmsTaps FootWipes SweatFidgets
2Tilts To SideGlaresSlicks BackChews LipRubs ChinSlouchesGesturesPacesScratchesPolishes
3Shakes "No"WinksPulls HairGrits TeethHigh VoiceRocks/SwaysClenches FistsStompsPicks SkinGrips Tight
4BowsRolls EyesFingers CombGrinsFormal SpeechLeans InSteeples FingersCrosses LegsMassagesThreatens With
5Tosses HairSquintsScratchesSpitsDisdainfulFlexesDrums FingersStands CloseShiversPockets
6Rubs ChinBlinks OddlyTucks HairRubs JawJokerPostureCracks KnucklesSmooth MovesApplies LotionChecks Item
7Chin ChecksCriesShakes OutFrownsTaciturnRubs TorsoWrings HandsKicks DirtHides SkinTaps Item
8Leans CloseAlways MovingHides FaceClicks TongueFast TalkerGroomsPointsWide StanceStretchesStares At
9Looks AroundCloses EyesPreensHumsAccentTouches HeartHands in PocketDancesChews NailsConsults Item
10Looks DownDistant LookMesses UpWhistlesSoft VoiceLeansTouches AllKeeps DistanceInspects SkinPoints With

Appendix A · The Actor Creation Toolkit · continued

ACTOR AGENDAS (d10/d10)

Roll 1d10 for the Row (Primary Ability) and 1d10 for the Column (Agenda Category).

Row Ability1: Power2: Wealth3: Destruction4: Protection5: Discovery6: Mastery7: Escape8: Change9: Service10: Restoration
1: ChannelAscend/DeifyPhilosopher's StoneCurse/BlightWard AreaFind RelicPerfect ArtCheat DeathAlter RealityServe SourceHeal Land
2: EndureOutlast RivalsHoardCrush WeakShield OthersTest LimitsBecome ImmuneSurvive HazardAdapt BodySupport OtherRecover
3: FightConquerPlunderSlay RivalGuard LeaderHunt TargetDuel MasterRetreatStart ConflictEnforce OrderAvenge Loss
4: ImpressDirect CultureGather DonorsRuin NameSave FaceExpose SecretPerfect ArtEvade ScandalStart MovementPropagandaRedeem Rep
5: MoveWin MatchSteal PrizeSabotageSmuggle VIPInfiltrateBe FastestVanishNew RecordDeliver MsgRecover Item
6: SenseBlackmailFind RichesWeaknessCounter IntelSolve MysteryInvestigateProtect SecretsReveal TruthSpyFind the Lost
7: TalkGain OfficeCon OthersLitigateMake PeaceInterrogateAuthorityTalk Way OutIncite MobConvertMake Amends
8: ThinkMastermindSell DesignDisprovePreserve LoreUnlock SecretProve SmartestErase HistoryInventionAdvise LeaderSolve Crisis
9: TravelClaim TerritoryOpen RouteCut OffGuide SafetyFind LostBucket ListOff the GridOpen BordersTransportReturn Home
10: WorkControl SupplyMass ProduceDemolishFortifyAnalyze TechMasterworkBlueprintsInnovatePay TributeRepair Ruin

Appendix A · The Actor Creation Toolkit · continued

ACTOR SCARS (d10/d10)

Roll 1d10 for the Row (Scars Category) and 1d10 for the Column (Matching Agenda Column).

Row Category1: Power2: Wealth3: Destruction4: Protection5: Discovery6: Mastery7: Escape8: Change9: Service10: Restoration
1SociopathBankruptSerial KillerSecret FamilySells SecretsCheaterWantedAnarchistHereticLiving in Past
2Dying/SickEmbezzlerPyromaniacCowardInsaneFrail/WeakImposterUnnaturalDark GodPlotting Coup
3BlackmailedDebt RiddenDeath WishHiding FugitiveForbidden LoreAddictParanoiaFlawed IdealistNepotistCursed Blood
4PuppetMiserSaboteurLove w/ EnemyHates JobInsecureDeserterDouble AgentZealotRewrite History
5HaughtyStolen WealthFatalistToxic/StalkerHidden ViceEnviousFlightyMultiple Pers.OathbreakerGhost-Haunted
6MegalomaniaSecret PatronSleeper AgentDuty BoundPlagiaristInjuredHallucinatingArtificialEnslavedDelusional
7IllegitimateFrontVengefulWeaknessUnleashed EvilFaking ItShirks ResponsibilityCorruptReluctantCaused Ruin
8SadisticGamblerAccident ProneHidden OathObsessedTaking CreditExiledCultistCynicFalse Claim
9Kill MessengerCon ArtistJinxedOverconfidentErased HistoryOne-Trick PonyTrappedBelieves FatedSecret OrderVengeance
10IncompetentBlack MarketNihilistSacrificesHouse of CardsBorrowed PowerFleeing PastRecklessHidden LoyaltyHiding Damage

Appendix A · The Actor Creation Toolkit · continued

ACTOR SPECIALTIES (d10/d10)

Roll 1d10 for the Row (Primary Ability) and 1d10 for the Column (Specialty Tier).

Row Ability12345678910
1: ChannelElementalThe MindThe DeadMendingWardsSummonsIllusionsTelekinesisTeleportationProphecy
2: EndurePainToxinWeatherDeprivationWillpowerStaminaFearlessTirelessTortureDisease
3: FightClose CombatSniperMartial ArtsPoisonDirty FightingDuelingBodyguardsWarMountedAmbush
4: ImpressMenaceSeductionCommandEtiquettePerformerDisguiseStyleFameThe MobAnimal Ken
5: MoveStealthClimberEvasionTumblingThieverySpeedLeapingEscapeBalanceBreakfall
6: SenseInvestigateEmpathyThe HuntHearingWatcherDangerValuationLip ReadingThe DarkTells
7: TalkCharmingLiesThe DealPressureOratoryGossipWitProtocolTonguesMisdirection
8: ThinkHistoryCalculatingThe OccultAnatomyTacticsCiphersMemoryFast LearnerSchemingPrediction
9: TravelThe MarchRoadsThe WildsRidingNavigateSurvivalScavengingThe StreetsLogisticsShips
10: WorkRepairSecurityInventionMedicineDemolitionPlanningTrapsUpgradeCraftingJury-Rig

Appendix A · The Actor Creation Toolkit · continued

ACTOR SECRETS (d10/d10)

Roll 1d10 for the Row (Secret Category) and 1d10 for the Column (Persona/Tone column).

Row Category1: Direct2: Tricky3: Fast4: Careful5: Flashy6: Subtle7: Mean8: Nice9: Smart10: Surprise
1Thrives/DangerTrustingSecret WealthCovers TracksSuperstitiousPhobiaLeft for DeadSeeking MentorLosing SanityWants to Retire
2HonestFakes BeliefJokerKeeps RecordsPhilanthropyBody DoublesRule FollowerIllegal PetLaxImaginary Friend
3InconsistentSleepwalksThiefSecret CourierCollectorAllianceLeaving SoonCompetitivePredicted AllProphetic Visions
4Clean FreakHoarderSurvivors GuiltHas ChildFormer StarConcealed CarryMonitoring AllyEnviousBlacks OutCrime Witness
5Wears a WigFake AccentSupports KinCrime BossRomanticMoodyGluttonSpendthriftBodyguardsSecret Society
6Hard of HearingCompulsive LiarFamous AbroadAlternate IdentityMatchmakerHidden TalentGossipPeople PleaserIlliterateEmotionless
7Secret HealerIn MourningProtecting WardSocially AwkwardWealthy PatronAnimal LoverChronic PainTests WorthForbidden LoreMoral Code
8Atoning VillainLeaking InfoOvermedicatesOwes Life DebtStage FrightScarredViolent TemperAvoids ConfrontationPoetRoyal Blood
9ConspiratorTrusts No OneAnimal WhispererBuilding InventionTrend SetterSecret CodeInsecure AlphaSynesthesiaParalysisRare Affliction
10Night TerrorsSecret RomanceCarelessCursed ObjectArt LoverSearching CureSleeplessVolunteersPerf. MemorySixth Sense

Appendix A · The Actor Creation Toolkit · continued

ACTOR ASSETS AND HOLDINGS (d10/d10)

Roll 1d10 for the Row (Primary Ability) and 1d10 for the Column (Asset Type).

Row Ability12345678910
1: ChannelFocus/RelicSanctumCult/CovenSerum/GrimoireWarded GearSpirit/FamiliarRitual SitePower SourceProphecy/LorePortal
2: EndureArmor/ShieldReputationStrongholdBodyguardsMeds/DrugsSurvivor GroupTerritoryVaultBloodlineImmunity
3: FightSig. WeaponArmy/GangFortressElite ForcesWar MachineArmoryArmadaLoot StockpileMercsWar Legend
4: ImpressRegaliaEstate/PalaceEntourageTitle/RankVast WealthArt CollectionFan ClubExclusive AccessMonumentsMasterpiece
5: MoveVehiclesSecret RoutesSafe HousesSmugglersCrime RingSkeleton KeyUnderground NetworkAugmentsStealth GearCourier Network
6: SenseSpy NetworkSecret BaseBlackmailCovert FilesOracle/SensorPolice/InformersSecret AgentsHidden TruthsPower BackingCode Breaker
7: TalkAllianceAdvisorsSocial NetworkCourt/HallFavors/DebtsSyndicateLoyal FollowersMandate LawsLawyers/JudgesCred/Renown
8: ThinkUniversityLibraryPrototypeAssistants/AIFormula/BlueprintResearch GrantRare SpecimensPuzzle/EnigmaDegrees/CalcsForbidden Lore
9: TravelFlagshipOutpostComplete MapsTrade NetworkSafe HavensShort/BackwaysExotic CargoBeast/MountHidden CachesLand Claims
10: WorkFactory/ForgeRare MaterialsUnions/GuildsMaster ToolsBusinessesResource BasePowerful InventionInvestmentsSupply ChainsPopular Products

RELATIONSHIP GENERATOR

When a new Actor enters the Supporting Cast List, they do not exist in a vacuum. If any Bonds or Grudges just make sense, jot them down. To procedurally generate the rest of their social web of allies and rivals, use these "ripple effect" rolling rules to fill any empty Bond or Grudge slots on their profile.

  • The Friend of My Friend: If this new Actor has empty Bond slots, look at their closest ally's Bond list. Roll d6 to select one of those allies, and add them as a Bond on this Actor's profile.
  • Backing My Allies: If this new Actor has empty Grudge slots, look at their closest ally's Grudge list. Roll d6 to select one of those rivals, and add them as a Grudge on this Actor's profile.
  • The Enemy of My Enemy: If this new Actor has empty Bond slots, look at their worst enemy's Grudge list. Roll d6 to select one of those rivals, and add them as a Bond on this Actor's profile.
  • Undermining My Enemies: If this new Actor has empty Grudge slots, look at their worst enemy's Bond list. Roll d6 to select one of those allies, and add them as a Grudge on this Actor's profile.
    • If slots still remain empty, repeat the above process and/or roll random Actors for surprise relationships.

Reminder: Every Bond or Grudge must be with a specific Actor or Star


SHOWRUNNERRules contents

Appendix B

Set Design

Staring at a blank map trying to make a setting stand out can be the hardest part of prep. To generate a distinct, interactive scene environment on the fly, roll 1d10 for a Primary Function (row) and 1d10 for a Secondary Function (column) on the matrix below:

Secondary→ Primary ↓1: Channel2: Endure3: Fight4: Move5: Impress6: Sense7: Talk8: Think9: Travel10: Work
1: ChannelAnomalyBlighted ZoneSacrificial SiteEnergy FlowGrand TempleOracle's DenSpirit CourtArcane LibraryPortal/GateAlchemist Lab
2: EndureAsylumPrison/CellBunkerPeak/CliffMonumentDark ForestRefugee CampSecure VaultTundra/WasteQuarry/Mine
3: FightScarred LandTrenchesBattlefieldRooftops/WallArena/PitBack AlleyAcademyTraining CampMobile FortressArmory
4: ImpressCathedralLuxury SpaDebateGrand HallCelebrationGalleryTheater/StageMuseumVIP TransportTower
5: MoveUnstable ZoneTraining CenterEscape RouteBridge/SpanParadeFoggy MeetingBusy StreetLabyrinthRiverScaffolding
6: SenseHaunted SiteQuarantineTrapVentsGambling DenObservatorySecret MeetingCrime SceneWildsWatchtower
7: TalkConfessionalTavern/BarCouncil ChamberParkCourtroomBlack MarketParliamentBroadcast HubEmbassyGuildhall
8: ThinkSanctumTesting GroundStrategy RoomPuzzle RoomLecture HallArchiveInterrogationLabControl RoomDatabase/Warehouse
9: TravelLey LineFrontier OutpostBlockade/BorderTunnel/SewerTransit HubJungle/SwampBazaarMap RoomCrossroadsHangar/Stable
10: WorkGeneratorHeavy IndustryRuinPortSeat of PowerCheckpointExchangeDesign StudioCargo HoldForge/Factory

Appendix B · Set Design · continued

THE SCENIC DETAIL TABLES

Once you have your location’s primary and secondary functions, use these tables to add visual, sensory, and tactile details to the scene. Roll 1d10 on your location's Primary Function row and 1d10 on your Secondary Function row.

A. LANDMARKS (The Big Visuals)

These are the most distinctive visual details that anchor the Location in your audience’s mind.

Row1: Utility2: Art3: Nature4: Ruin5: Structure6: Hazard7: Weird8: History9: Wealth10: Barrier
1Conduit/TapFloating IconCrystal GrowthScorch/ScarSpire/FocusEnergy VentGlow/AuraAncient RuneJeweled AltarForce Field
2Support BeamsStatuesOld RootsRubble PileThick PillarFalling RockMuggy HeatTomb/GraveVault DoorsBarricade
3Heavy WeaponWar MuralBones/SkullsCrater/HoleWatch PostSpike PitBlood StainsMemorialTrophy WallRazor/Thorns
4ChandelierColossal IdolFountainBroken StatuesGrand StairGlass FloorIllusion/MirrorBanners/FlagsMarble FloorGap/Crevasse
5Worn TrafficArtworksWind TunnelBroken SpanCatwalksDrop/ChasmCurved WallsVehicle HulkGilded PillarsVelvet Ropes
6Immense LensMosaicFog/MistTrash HeapSkylightGas/FumesWhispersWall of FilesCrystal PaneAlarms
7Podium/DaisDocumentGardenGraffitiBalconyNarrow LedgeEchoesInscriptionFine TapestrySound Baffle
8Immense BookStar ChartsPotted PlantsBurnt LibraryDomeMazeAlien TextObeliskRare MaterialPuzzle Lock
9Dock/HangarGiant GlobeRiver/PoolWreckageArchwaySlick SurfaceMirageAncient MapExotic InlayCheckpoint
10Gears/PistonsPolished MetalMold/RustScrapyardPipes/DuctsFurnace/FireToxic OozeDioramasPolished BrassHeavy Gate

Appendix B · Set Design · continued

B. SENSORY DETAILS (Sounds and Smells)

Add an immersive, environmental "feel" to the scene that goes beyond mere visuals.

Row1: Utility2: Art3: Nature4: Ruin5: Structure6: Hazard7: Weird8: History9: Wealth10: Barrier
1Ozone/SparkWet PaintRot/DecayRust/IronOld MortarSulfur/GasOzoneOld PaperPerfumeCold Metal
2Oil/GreaseClay/VarnishFloral/SweetMold/DampDry StoneCopper/BloodSickly SweetDust/AgeSpices/WineGrease/Oil
3Hissing SteamEchoing StepsDrippingCreakingGroaning WeightBeep/ChirpLow HumMuffled SoundClinkingSlamming
4Rhythmic ThumpHush/SilenceSkitteringWhistling WindHollow EchoCracklingWhispersTickingSoft MusicGrinding
5Vibrating FloorCold SurfaceSlick/SlimyUnstableClaustrophobicPrickling SkinStatic ShockHeavy WeightVelvet/SilkVeil/Curtain
6Radiating HeatSmooth/SlickSoft/MossyGritty/SandyVertigoSharp EdgesNauseaFragilePolishedVibration
7Stifling/HotStill/StagnantHumid/DampDraftyBreezeAcrid/BurningTemp FluctuateMusty/DryClean/CrispWind Tunnel
8Smoky/HazyDust MotesFresh BreezeChoking DustThin/AiryToxic FumesWrongnessCold SpotsIncenseStale/Dead
9UrgentWatchedPrimalMelancholyOppressiveTenseEerieSolemnEnviousHostile
10IndustriousGrandioseOvergrownAbandonedGeometricDangerousUnnaturalTimelessExclusiveForeboding

Appendix B · Set Design · continued

C. INTERACTIVE DETAILS (The Tactical Handles)

These represent physical "levers and handles" on your soundstage. They give Stars tactical, interactive elements to exploit or manipulate on a Beat or Action Sequence.

Row1: Channel2: Endure3: Fight4: Impress5: Move6: Sense7: Talk8: Think9: Travel10: Work
1Arcane SealHeavy HatchPortcullisSliding DoorVIP CurtainSecret DoorService EntryPuzzle LockSealed GateBay Door
2Ritual GongPressure ValveAlarmFeast TableBonfireTripwireButton/RopeWater PumpPulley SystemPull Levers
3Floating StepRusty LadderRickety LadderZip-line/RopeGrand StairNarrow LedgeBalconyCatwalkRigging/NetScaffold
4Unstable RiftSteam/GasSpikes/CaltropsRotating GearsSlippery FloorBlinding LightAcousticsCandlesReservoirVent
5Offering BowlMed-Kit/SalveWeapon RackCourier BagTreasury BoxEvidence BagCash BoxRecords/FilesCargo CrateTool Chest
6Glyph/RuneWarning SignStrategic MapSchedule/RouteGuest ListViewer/LensNotice BoardBook/ScrollNavigationBlueprint
7Wisp ApparitionWeary SurvivorGuard/SentryRunner/PorterServant/DroneWatcher/SpyBartenderClerk/ScribePilot/DriverForeman
8SummonedGurney/CartArmored VehicleFast RideLimoPatrol SkiffRickshawSeats/PewsCargo HaulerForklift
9Holy AltarBarricadeSandbagsGrateStatue PlinthTwo-Way MirrorBooth/ScreenLab TableStacked LuggageLockers
10Scrying PoolWaste ChuteMounted WeaponHorn/AmplifierLauncherDetectorStage/PodiumControl PanelWinch/HoistCrane

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Appendix C

Channel Anomalies And Overloads

When a character uses the Channel ability, they risk tearing the fabric of reality. This section details what happens when supernatural energy goes haywire.

ANOMALIES

For each Limit taken, an Anomaly triggers. Pick or roll d100 to determine the weird, cosmetic, or environmental side effect. This may be the same every time for each Star, different for each Specialty, or random every Channel use.

SHOWRUNNERRules contents

Appendix C

Channel Anomalies and Overloads

When a character uses the Channel ability, they risk tearing the fabric of reality. This section details what happens when supernatural energy goes haywire.

Anomalies

For each Limit taken, an Anomaly triggers. Pick or roll d100 to determine the weird, cosmetic, or environmental side effect. This may be the same every time for each Star, different for each Specialty, or random every Channel use.

Anomalies 1–50

RollAnomaly Effect
1Symbols glow on your body, palms, or forehead.
2An aura of your totem or element forms around you.
3Phantasmal, translucent beings drift through the area.
4Luminous symbols swirl through the air all around you.
5You become instantly allergic to something nearby.
6Something ancient and powerful notices your Channel use.
7The scent of rotting apples, decay, or mold fills the area.
8Your clothing, hair, or carried gear becomes animated.
9You fumble whatever you are currently holding.
10You become suddenly terrifying, cutesy, or irresistible.
11A thick, choking cloud of fog, dust, or smoke fills the set.
12Ash, flower petals, leaves, or snow swirls around you.
13You weep tears of blood, paint, black oil, or wine.
14You see a brief vision of an alternate timeline or self.
15A random Prop currently in your backpack slot breaks.
16You throw whatever you are holding (money, food, gear).
17All characters nearby immediately lose one random Prop.
18Your nose, ears, eyes, or pores begin to bleed.
19You shout portents of doom, nonsense, or heresy.
20Crystalline static or guitar riffs drown out all local sound.
21Sudden, howling winds gust violently around you.
22All sound nearby echoes, reverberates, or goes silent.
23You must immediately Channel again on your next turn.
24You speak in tongues, poetry, fire, or animal noises.
25You develop a splitting headache or a severe sunburn.
26Feathers, blood, perfume, or insects rain down.
27Loud, heavy-metal riffs blast out from thin air.
28You cannot see, hear, or recognize anyone around you.
29You are temporarily struck blind, deaf, or mute.
30You begin vomiting sparks, bees, blood, or black string.
31Random objects nearby instantly freeze, melt, or explode.
32Your private thoughts begin echoing out loud for all to hear.
33You begin laughing maniacally or weeping uncontrollably.
34You suffer violent, sudden, unpredictable mood swings.
35You scream in absolute terror and flee from the area.
36Everyone nearby hears dark whispers and sees red eyes.
37All plants, insects, and small critters nearby wither and die.
38You suffer an immediate, crippling bout of extreme vertigo.
39You can speak only in riddles, absolute truths, or lies.
40Straight lines bend and curves straighten in your vicinity.
41A flock of ravens, rats, or lizards begins following you.
42You are overcome with intense religious zeal or pride.
43Thorns, vines, wild flowers, or fungus grow around you.
44A thick layer of frost, ash, or soot coats nearby objects.
45You begin shedding your hair, skin, or fingernails.
46You skip slightly forward or backward in local time.
47Wooden objects catch fire and metal begins to decay.
48All nearby glass, crystal, and porcelain shatters.
49Static electricity arcs violently to things nearby.
50You become incredibly magnetic, heavy, or repulsive.
Appendix C · Anomalies 51–100

Anomalies 51–100

RollAnomaly Effect
51You begin to violently rip at your hair and clothing.
52Your shadow acts on its own, vanishes, or swallows all light.
53Everyone nearby gets suddenly nauseous, giddy, or angry.
54You intensely crave food, blood, flesh, or raw touch.
55You suffer intense, localized seizures or hallucinations.
56You are overcome with doubt, greed, lust, or apathy.
57Your skin, eyes, hair, or clothing changes color.
58No one can see, hear, or recognize you for a brief moment.
59Your extremities go completely numb or feel burning hot.
60Entropy reverses nearby: broken things fix, clocks wind back.
61Your hair, clothing, or fingernails grow visibly.
62Gravity nearby reverses, doubles, or shifts ninety degrees.
63Disembodied screams echo all around you.
64You curl into the fetal position or dance uncontrollably.
65Machinery nearby goes completely dead, haywire, or locks.
66Everyone nearby gets itchy, irritable, or giggly.
67Something incredibly unlucky happens to you on-camera.
68Everyone nearby completely forgets what they were doing.
69Your physical form fluctuates, blurs, and becomes fuzzy.
70You receive a vivid, terrifying vision of a future disaster.
71A localized, minor earthquake rattles your immediate area.
72You vanish briefly and reappear somewhere strange nearby.
73Everything nearby becomes highly static-charged.
74A hostile HARD-level spirit, ghost, or demon manifests.
75Everyone's attention is immediately drawn to you.
76You grow cosmetic feathers, scales, thorns, or tentacles.
77Animals nearby instantly hate, fear, or hunger for you.
78Your fingers briefly turn to glass, metal talons, or paper.
79You feel deeply unclean and must immediately purify yourself.
80You gain a thick accent, a stutter, or a deep vocal echo.
81You suffer sudden, complete, temporary amnesia.
82Severe weather or dark entities are drawn to your position.
83You feel an overwhelming urge to pray, scream, or draw.
84A massive column of light shoots from you into the sky.
85You instantly fall asleep, begin daydreaming, or get lost.
86Complete darkness envelops the set; all lights go out.
87A harsh, unwanted, metaphysical truth strikes your mind.
88Your active Channel Specialty backfires with side effects.
89Curious, minor spirits rise up from nearby physical objects.
90You must immediately perform a bizarre dance or ritual.
91You sweat slime, alcohol, bile, or gasoline.
92A radiating, burnt pattern etches itself around you.
93You temporarily forget the Channel Specialty you just used.
94Your skin temporarily blackens, sags, or blisters.
95You suffer a permanent, highly visible cosmetic mutation.
96You gain animal features (slitted eyes, fur patches, claws).
97You begin to suffocate, starve, or dehydrate rapidly.
98You believe you are absolutely, infallibly right about all things.
99You must immediately roll Anomalies equal to your Limit.
100Roll again twice on this chart
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Appendix D

Advanced Channel Rules

LIMIT BREAKS

When your Star's Limit track overflows, they suffer a Limit Break. The sheer, untamed pressure of the supernatural lashes out in two directions simultaneously: an Internal Overload (permanent trauma to the Character) and an External Major Anomaly (temporary chaos spilling into the world).

RESOLVING A LIMIT BREAK

The Director and Stars may decide the same Overload or Major Anomaly happens every time a Limit Break happens. If so, note it down. If Limit Breaks are more chaotic or random, resolve them as follows:

  1. The Internal Overload: Roll 2d10 and add them together. Find the resulting value (2–20) on the Internal Overload Table below.
  2. The External Major Anomaly: Roll another 2d10 and add them together. Find the resulting value (2–20) on the Major Anomaly Table below.

THE INTERNAL OVERLOAD TABLE

Narrative effects (italics) last until the next Montage Sequence ends. Permanent effects are marked immediately in pen.

  • 2: Roll Again Twice: Suffer both rolled internal effects.
  • 3: Broken: You cannot stop weeping, laughing, babbling, screaming, or twitching. 1d6 times, roll a random Ability and permanently mark one Condition X in pen on it (this box is locked and can never be cleared).
  • 4: Disfigured: You mutate, scar, or deform. Add an extra empty Acclaim (▷) bubble to the top of your Talent Career Path. Trace it in pen (permanently increasing its cost to complete by 1).
  • 5: Impulsive: You give in instantly to your first impulse in any situation. Add an extra empty Acclaim (▷) bubble to the top of your Training Career Path. Trace it in pen.
  • 6: Mad: You experience a psychotic break, paranoia, or hallucinations. Cross off one maximum Spotlight (☼) on your profile in pen.
  • 7: Weakened: Gravity feels tripled; you can barely move. Cross off the last Prop symbol of all Qualities in all Backpack slots in pen.
  • 8: Paranoid: You believe everyone is out to get you. Cross off one maximum Retake (↺) on your profile in pen.
  • 9: Heartless: You say the most cruel, cutting, and sarcastic comments to everyone around you. Add an extra empty XP to the front of all your Bond tracks in pen (making them slower to advance).
  • 10: Addiction: You crave the raw power of Channeling. Write an exclamation mark [!] next to Channel. If you do not use Channel at least once during a Scene, you must immediately make a HARD Endure roll.
  • 11: Burnout: You cannot attempt to Channel. If forced by the narrative, you automatically fail. Permanently mark one of your Limit (⦸) boxes in pen (reducing your maximum Limit track by 1).
  • 12: Possession: A powerful, hostile Actor is added to the Supporting Cast (a demon, alien parasite, alternate personality, or dark spirit). They immediately take control of your Character. When this Actor activates in the Writer's Room, your character blacks out and the possessing Actor takes full control of their body. If this Character already has this drawback, the possessing Actor gains one Power Level each time Possession is rolled.
  • 13: Glitched: Machinery, electronics, and artifacts malfunction or break around you. Add an extra empty Hero Prop XP box to the front of all your Hero Prop XP tracks in pen, and permanently cross off the first Wear box on each Hero Prop in pen.
  • 14: Amnesia: You remember nothing and no one. Roll a random Ability and permanently add an extra empty Ability XP box to the front of its track in pen.
  • 15: Scarred: The magical backlash burns, cuts, or traumatizes you. Choose a random Ability and immediately add a new Scar to a random Slot.
  • 16: Catatonia: You are catatonic. You only perform basic actions if physically prompted. Cross off one maximum Grit (♥) on your profile in pen.
  • 17: Animalistic: You cannot speak, reverting to pure animal instincts. Cross off one maximum Preparation (□) on your profile in pen.
  • 18: Flashbacks: Traumatic flashbacks overcome you. Add an extra empty Acclaim (▷) bubble to the top of your Persistence Career Path. Trace it in pen.
  • 19: Jinxed: You have the absolute worst luck. All Failures are treated as Disasters. Add an extra empty Acclaim (▷) bubble to the top of your Destiny Career Path. Trace it in pen.
  • 20: Impaired: A body part or sense stops working (legs, arms, vision, hearing). Cross off one Plot Armor (☠) in pen.

THE MAJOR ANOMALY TABLE

Unless noted otherwise, effects that are not instantaneous last until the end of the next Montage Sequence. The Difficulty to resist side-effects is listed below. Resisting is Endure unless noted otherwise.

  • 2: Roll Again Twice: Suffer both rolled external anomalies.
  • 3: Skip: You and those around you are violently thrown forward or backward in local time, or cast into a different timeline entirely. The Difficulty of the Project or Obstacle to get back to your time is equal to the resist Difficulty.
  • 4: Plague: A supernatural plague erupts. A random person nearby becomes a new Actor "Patient Zero" with Power based on the resist Difficulty. Characters exposed must make a resist each exposure, usually losing Grit or Conditions on failure. They must make a new resist roll each Scene until they roll a Success or better.
  • 5: Enervation: Life drains from the environment; flowers wilt, animals collapse. All Stars in the scene must resist or Exhaust one of each Influence. Active Actors and Opponents clear the power die matching the resist Difficulty.
  • 6: Shatter: Objects around you crack, rust, crumble, or explode. All Stars in the scene must resist or lose all Props of quality below the resist Difficulty.
  • 7: Flux: Magic goes haywire. For the rest of the scene, all active Channel checks generate 1 additional Limit (⦸) whenever Limit is marked.
  • 8: Summoning: You summon a hostile demon, ghost, or draw the direct attention of a powerful, hostile entity whose Power matches the resist Difficulty. Add them as an active Actor to the Supporting Cast if they don't already exist.
  • 9: Riot: Everyone (Power Level below the resist Difficulty or Stars who fail to resist) in the vicinity is overcome with mindless rage, breaking out into a massive riot, brawl, or mob.
  • 10: Null Zone: An area of anti-magic or psi-disruption fills the area. Attempting to Channel inside this zone requires a successful resist first.
  • 11: Chaos: Roll standard regular Anomalies (Appendix C) equal to your current Limit total simultaneously.
  • 12: Amplification: Regular Anomalies become persistent, lasting until the end of the next Montage.
  • 13: Explosion: An eruption of raw energy deals damage to everything the area. All Stars in the Scene who don't Resist lose Grit as per the difficulty of the resist. Nearby Actors, Opponents, Obstacles, and Projects clear the Power Die matching the resist Difficulty.
  • 14: Cyclone: Howling winds swirl around you. Resist or have objects blown away from you, and be knocked down (FORMIDABLE+) or be hurled away by the hurricane/tornado (LEGENDARY+)
  • 15: Earthquake: A massive tremor hits the area. Resist side-effects (collapsing structures, rifts, broken glass, etc).
  • 16: Torrent: A flash flood of water, blood, black oil, or gore inundates the set. All must resist being washed away in the flood.
  • 17: Body Swap: You instantly swap bodies with a random other Star or Actor in sight. If no one is in sight, select a random Actor from your Bonds or Grudges.
  • 18: Impostor: An evil simulacrum, clone, or duplicate of your Character (Power equal to the resist Difficulty) appears and flees to cause chaos and disruption in your Character's name.
  • 19: Rift: A dimensional rift tears open to another plane full of hostile entities. The creature that comes out of it has Power equal to the resist Difficulty and must be defeated or banished to close the rift.
  • 20: Roll Again, Empowered: Roll again on this chart, but increase the Difficulty of the Threat one step.

Appendix D · Advanced Channel Rules · continued

METRIC KEYS FOR MAJOR ANOMALIES

  • V (Value) = Your Star's currently marked Limit (⦸).
  • D (Difficulty) = The Difficulty level of the threat, determined by your current Limit value:
Limit (⦸) ValueResist Difficulty
1-3EASY (2+)
4-5NORMAL (3+)
6-7HARD (4+)
8-9FORMIDABLE (5+)
10-15EPIC (6+)
16-20LEGENDARY
21–25MYTHIC
26–30ASCENDANT
31+GODLIKE
Appendix D · Sample Specialties 1–50

Sample Specialties 1–50

RollSpecialtyRollSpecialty
1Sudden Prophecy26Postcognitive Touch
2Guardian Demon27Stupid Lucky
3Stone Melder28Fluid Form
4Never Unarmed29Rush of Speed
5Steal Voice30Utterly Forgettable
6Queen of Rot31Shadow Step
7Ninja Vanish32Thousand Cuts Form
8Null Field33Second Chance
9Instill Emotion34Storm Bringer
10Drink Pain35Champion of Thor
11Burning Core36Ice Rimed
12Numbing Touch37Siren Song
13Shattering Scream38Radiant Sight
14Sever Soul39Immovable Stance
15Memory Echo40Blinding Aura
16Bend History41Flawless Movement
17Perfect Block42Subtle Telekinesis
18Eat Magic43Psychic Shroud
19Hands as Tools44Gravity Dancer
20See into Madness45Awaken Spirits
21Instant Vengeance46Gift Wounds
22Empty Thoughts47Joint-breaking Style
23Do Over48Read Karma
24Vampiric Bite49Shape Taker
25Banner of Glory50Flame Brother
Appendix D · Sample Specialties 51–100

Sample Specialties 51–100

RollSpecialtyRollSpecialty
51Hell Rift76Ally of Heaven
52Glass Fiend77Wake the Dead
53Beast Nature78Pocket Universe
54Force Barrier79Telekinetic Link
55Poison Breath80Summon Blades
56Ghost Whisperer81Dream Walker
57Arrow Storm82Acidic Blood
58Machine Link83Sightless Vision
59Can't Touch This84Shape Bone
60Water Bender85Tool Fiend
61Future Texts86Stone Breaker
62Mesmeric Gaze87Fashion Sunlight
63Chameleon Skin88Body Graft
64Cloud Runner89Cognitive Dissonance
65Room Reader90Unbreakable Bond
66Change Constant91Weathermaker
67Two Dimensional92Werewolf
68Random Mutation93Vampiric Power
69Explosive Runes94Mantle of Authority
70Feast from Stones95Purification Mantra
71Sensory Overload96Sudden Skill
72Slow Regeneration97Origami Mage
73Mind Trick98Blood Fury
74Puppetmaster99Plague Cultivator
75Dragon Child100The Devil's Charm
Appendix D · Sample Methods 1–50

Sample Methods 1–50

RollMethodRollMethod
1Use reagents26Spend 1 Retake
2Perform mudras27Draw a spell circle
3Chant28Recite a spell
4Pray29Perform a kata
5Meditate30Focus intently
6Summon a ghost31Manifest an angel
7Summon a demon32Touch the target
8Draw blood33Touch tattoos
9Dance34Paint
10Fly into a rage35Close eyes
11No Weapons36Lose a memory
12No Armor37No Clothing
13Build something38Be at a shrine
14Spend 1 Plot Armor39Repent
15Self-flagellate40Be in nature
16Sunlight41Darkness
17Light42Touch water
18Speak in tongues43Exercise
19Desperation44Eat
20Friendship45Sleep
21Concentrate46Play instrument
22Become possessed47Change form
23Shift timelines48Give in to hate
24Give the odds49Flip a coin
25Mock self/target50Sense target
Appendix D · Sample Methods 51–100

Sample Methods 51–100

RollMethodRollMethod
51Spend 1 Grit76Spend 1 Spotlight
52Have specific Hero Prop77Draw from a ley line
53Create chaos78Make precise gestures
54Perform a sacrifice79Charge up
55Channel together80Connect with a spirit
56Connect with a divinity81Negotiate with an entity
57Trace a glyph82Perform a ritual
58Compose a poem83Breathing exercises
59Complete stillness84Rant and rave
60Pet a familiar85Make a vow
61Drink blood86Give something up
62Fasting87Burning passion
63Think through it88Work with a device
64Confess89Make a fire
65Cleanliness90Cause chaos
66Moonlight91Consume emotions
67Touch earth92Recite poetry
68Romance93Have bond with target
69Take drugs94Break something
70Have grudge with target95Cash/coin offering
71Hurl insults96Open a portal or rift
72Endure madness97Shift dimensions
73Maintain purity98Control emotions
74Contact the Bureau99Have a bit of target
75Focus will100Nothing
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Appendix E

Random Props And Wealth

Use these tables when scavenging, harvesting, looting, or shopping to determine what gear your Star uncovers.

A. RANDOM PROP GENERATION (d10)

Roll 1d10 to determine the basic category of the Prop:

  • 1: Junk
  • 2: Goods
  • 3: Clothing
  • 4: Rations
  • 5: Ammo
  • 6: Money
  • 7: Materials
  • 8–10: Roll again on the sub-table below:
    • 1: Setting-Specific Prop (Batteries, Electronics, Explosives, Fuel, Reagents)
    • 2: Gear
    • 3: Media
    • 4: Armor
    • 5: Weapons
    • 6: Medicine
    • 7: Drugs
    • 8: Poison
    • 9–10: +1 Quality step, then re-roll.

B. PROP QUALITY GENERATION (d10)

Roll 1d10 to determine the craftsmanship and value of the Prop:

  • 1–4: NORMAL Quality
  • 5–7: HARD Quality (regains 1 Retake when spent)
  • 8–9: FORMIDABLE Quality (regains 1 Grit when spent)
  • 10: EPIC Quality (regains 1 Spotlight when spent)

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Appendix F

Scheme Subplot Generator

When an Actor acts to Scheme against an enemy, rival, or Star during the Writer's Room Turn, the Director (or solo Showrunner) rolls 2d10 to determine the Ability. Priority is Primary Ability then Secondary then choice. Roll 1d10 on the corresponding table below to determine what narrative form their schemes take.


1. CHANNEL

  • 1. Curse: Weaves a hex to plague the target with bad luck, constant failure, or sudden sickness.
  • 2. Blight: Corrupts, drains, or decays the land or environment around the target’s home or base.
  • 3. Psychic Assault: Attacks the target's mind directly, causing horrific nightmares or temporary madness.
  • 4. Nullify: Strips the target of their supernatural, magical, or advanced technological protections.
  • 5. Summon Monster: Calls forth a wild beast, spirit, or creature to hunt down or destroy the target.
  • 6. Banish: Uses power to temporarily exile the target to another plane, prison, or distant place.
  • 7. Dominate: Temporarily controls the mind, decisions, or loyalties of the target’s close ally.
  • 8. Cataclysm: Unleashes a storm, sudden fire, or localized tremor to wreck the target’s active assets.
  • 9. Drain: Siphons vital energy, power, or physical stamina from the target to empower the user.
  • 10. False Vision: Sends a highly misleading prophetic vision to lure the target into a dangerous trap.

2. ENDURE

  • 1. Outlast: Engages the target in a brutal war of attrition until they run completely out of resources.
  • 2. Blockade: Physically blocks or patrols a vital supply route, slowly starving the target out.
  • 3. Occupation: Squats directly in the target’s territory and stubbornly refuses to leave.
  • 4. Resist: Completely ignores the target's attacks or schemes, making them look weak and ineffective.
  • 5. Intimidate: Uses physical presence, size, or brute force to scare away the target’s active supporters.
  • 6. Filibuster: Endlessly stalls a critical process, meeting, or law to prevent the target from acting.
  • 7. Bully: Physically roughs up, threatens, or harasses the target or their direct subordinates.
  • 8. Capture: Takes the target’s close ally hostage by physically overpowering and detaining them.
  • 9. Break: Destroys a critical physical barrier, gate, or door protecting the target's sanctuary.
  • 10. Infect: Sends a sick agent or vector to bring a debilitating disease into the target’s safe house.

3. FIGHT

  • 1. Assassinate: Targets and kills a specific valuable ally, advisor, or lieutenant of the target.
  • 2. Raid: Hits a key resource cache, destroys its contents, and retreats before help can arrive.
  • 3. Ambush: Sets a physical trap to attack the target or their convoy while they are traveling.
  • 4. Siege: Completely surrounds the target’s primary base to prevent escape or resupply.
  • 5. Duel: Challenges the target to a formal, single combat to humiliate, wound, or execute them.
  • 6. Skirmish: Harasses the target’s active forces to lower their morale and waste their valuable supplies.
  • 7. Capture Asset: Seizes a powerful weapon, vehicle, mount, or physical territory by direct force.
  • 8. Destroy Defenses: Blows up, burns down, or hacks through defensive walls, shields, or security gates.
  • 9. Suppression: Pins the target down under heavy fire or containment, preventing them from moving.
  • 10. Execution: Publicly executes a captured prisoner or ally of the target to send a warning.

4. IMPRESS

  • 1. Denounce: Publicly condemns the target in front of peers, completely ruining their reputation.
  • 2. Scandal: Leaks a deeply shameful, private secret (whether true or false) to the public.
  • 3. Excommunicate: Strips the target of their rank, title, noble status, or organization membership.
  • 4. Steal Glory: Takes credit for the target’s achievements, inventions, or successful missions.
  • 5. Turn the Mob: Incites a massive riot, protest, or labor strike directly against the target.
  • 6. Snub: Publicly ignores or insults the target in a social setting to lower their standing.
  • 7. Poach: Convinces the target’s followers, employees, or patrons to switch sides and join them.
  • 8. Mock: Creates popular art, songs, or propaganda that makes the target a laughingstock.
  • 9. Embargo: Uses social or political influence to keep others from trading or negotiating with the target.
  • 10. Frame: Sets the target up to take the fall for a crime, conspiracy, or massive social faux pas.

5. MOVE

  • 1. Theft: Steals a crucial item, weapon, document, or piece of evidence from the target's possession.
  • 2. Sabotage: Breaks a key vehicle, transport, or machine so it fails at a critical moment.
  • 3. Infiltrate: Breaches the target’s secure perimeter to spy on them, plant bugs, or copy files.
  • 4. Kidnap: Snatches a vulnerable person, family member, or ally close to the target.
  • 5. Plant Contraband: Hides illegal items, drugs, or weapons on the target to get them arrested.
  • 6. Escape: Brilliantly breaks out of the target’s custody, making the target look completely incompetent.
  • 7. Stalk: Follows and watches the target constantly to induce paranoia, fear, and exhaustion.
  • 8. Waylay: Mugs or ambushes a courier carrying vital messages, money, or goods meant for the target.
  • 9. Trespass: Leaves a symbolic calling card or threat directly inside the target’s private bedroom.
  • 10. Assault: Launches a surprise physical attack from the shadows, air vents, or rafters.

Appendix F · Scheme Subplot Generator · continued

6. SENSE

  • 1. Blackmail: Threatens to reveal a deeply damaging, private Secret unless the target complies with demands.
  • 2. Expose: Publicly reveals a hidden physical weakness, structural flaw, or tactical gap of the target.
  • 3. Counter-Intel: Feeds the target specific, highly convincing bad information to lead them into a trap.
  • 4. Audit: Scrutinizes the target’s financial resources or ledgers to find illegalities, shortages, or fraud.
  • 5. Doxx: Publicly reveals the target’s secret location, sanctuary, or true identity to their enemies.
  • 6. Burn Spy: Identifies and brutally eliminates one of the target’s hidden informants or spies.
  • 7. Intercept: Captures and decodes a private, secure message or shipment intended for the target.
  • 8. Profile: Analyzes the target’s psychological behavior to predict and counter their next move.
  • 9. Loot: Finds, uncovers, and raids a hidden stash of wealth the target thought was completely safe.
  • 10. Witness: Observes a crime committed by the target and reports it to hostile authorities.

7. TALK

  • 1. Slander: Spreads vicious, believable lies to turn close allies and patrons against the target.
  • 2. Con: Tricks the target into giving up valuable money, resources, or secrets through a scam.
  • 3. Provoke: Goads the target into making a rash, emotional, and highly destructive public mistake.
  • 4. Bribe: Pays off the target’s personal guards, employees, or allies to look the other way or betray them.
  • 5. Betrayal: Convinces one of the target’s closest allies to stab them in the back or steal their assets.
  • 6. False Orders: Mimics official authority to send the target’s forces to the wrong place during a crisis.
  • 7. Gaslight: Manipulates the target into doubting their own sanity, memory, or information.
  • 8. Bureaucracy: Buries the target in red tape, legal challenges, audits, and official investigations.
  • 9. Threaten: Promises future violence or ruin to coerce, scare, or silence the target.
  • 10. Cancel: Voids a critical contract, treaty, alliance, or agreement the target was heavily relying on.

8. THINK

  • 1. Trap: Lures the target into an inescapable physical, financial, or tactical situation.
  • 2. Outwit: Anticipates the target’s strategy, pre-emptively blocks it, and turns it against them.
  • 3. Hack: Breaches digital or magical security to delete or corrupt the target's vital data.
  • 4. Frame: Fabricates complex, highly convincing evidence to implicate the target in a major crime.
  • 5. Bankrupt: Manipulates markets, trade, or logistics to ruin the target financially.
  • 6. Erase History: Destroys historical records, libraries, databases, or lore the target needs.
  • 7. Misdirect: Creates a complex "shell game" or distraction to hide the true objective from the target.
  • 8. Exploit: Finds a hidden loophole in the target’s defenses, legal protections, or base and widens it.
  • 9. Poison: Creates a tailored toxin, biological virus, or digital virus to afflict the target or their forces.
  • 10. Checkmate: Maneuvers resources, armies, or assets to put the target in an unwinnable position.

9. TRAVEL

  • 1. Ambush: Attacks the target, their vehicle, or their convoy while they are highly vulnerable in transit.
  • 2. Hijack: Hijacks or steals the target’s personal vehicle, ship, or mount while they are away.
  • 3. Strand: Sabotages transport or maps, leaving the target stuck in a highly dangerous, hostile place.
  • 4. Blockade: Cuts off and guards travel routes to isolate the target from help or resources.
  • 5. Mislead: Tampers with trail signs, navigation computers, or maps to send the target into a hazard.
  • 6. Pursue: Chases the target relentlessly, preventing them or their forces from resting or recovering.
  • 7. Smuggle: Moves enemies, contraband, or weapons directly into the target’s sovereign territory.
  • 8. Destroy Supplies: Destroys, poisons, or burns food, fuel, or water to force the target to turn back.
  • 9. Restrict Access: Revokes the target's visas, travel papers, or permits, turning them into fugitives.
  • 10. Crash: Causes a vehicle carrying the target’s valuable goods or allies to fail, break down, or wreck.

10. WORK

  • 1. Sabotage: Breaks a key machine, defensive turret, main weapon, or structure on the target's base.
  • 2. Demolish: Tears down, burns, or demolishes a building, outpost, or fortification owned by the target.
  • 3. Strike: Secretly organizes workers, laborers, or support staff to stop producing for the target.
  • 4. Counterfeit: Floods the local market with fake, shoddy versions of the target’s goods, ruining their trade.
  • 5. Contaminate: Poisons the primary food, water, or power supply of the target's base or community.
  • 6. Embezzle: Skims resources, funds, or commodities directly from the target’s corporate accounts.
  • 7. Lockout: Changes security locks or codes to deny the target access to their own home or base.
  • 8. Overload: Causes a generator, generator core, or power cell on the target's base to explode.
  • 9. Foreclose: Uses legal, financial, or physical means to seize a valuable property owned by the target.
  • 10. Neglect: Intentionally performs bad maintenance so the target's gear fails at a critical moment.

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Appendix G

Currying Favor

When an Actor acts to Curry Favor during the Writer's Room Turn, the Director (or solo Showrunner) rolls 1d10 to determine the Ability used (1-4 is the Actor's Primary Ability, 5-7 their Secondary, 8-10 random: roll d10) then rolls 1d10 on the corresponding table below to determine how they are seeking to Curry Favor.


1. CHANNEL

  • 1. Bestow Blessing: Grants supernatural luck, favor, or a useful enchantment on their ally.
  • 2. Bind Foe: Uses supernatural power to bind, hold, or hinder an enemy threatening their ally.
  • 3. Scry: Uses supernatural sight to spy on a target or location their ally is currently scouting.
  • 4. Supernatural Healing: Cures an ally's active wound, lingering disease, or magical curse.
  • 5. Summon Guardian: Calls forth a spirit, drone, or sentinel entity to protect or serve their ally.
  • 6. Create Ward: Places a mystical or technological seal of protection over the ally, their home, or base.
  • 7. Alter Fate: Subtly bends probability or reality to help the ally succeed at a difficult task.
  • 8. Send Vision: Transmits a psychic message, warning, or prophecy across a great distance.
  • 9. Purify: Cleanses an object, location, or person of corruption, decay, or disease for their ally.
  • 10. Imbue Item: Temporarily enchants their ally's active weapon, tool, or vehicle with power.

2. ENDURE

  • 1. Interpose: Physically or socially takes a blow, punishment, or consequence meant for their ally.
  • 2. Bear the Load: Carries, stashes, or transports heavy supplies, contraband, or burdens on behalf of their ally.
  • 3. Stand Vigil: Watches over their ally's physical interests, property, or person to protect them from harm.
  • 4. Test the Path: Risks their own safety to test a highly suspicious substance, trap, or dangerous path first.
  • 5. Create Distraction: Draws hostile enemy attention onto themselves to let their ally slip away or act unseen.
  • 6. Provide Shelter: Uses their resources or own body to shield their ally from the elements, physical harm, or searches.
  • 7. Marathon Labor: Works overtime to finish a grueling, exhausting task their ally needs completed.
  • 8. Hold the Line: Defends a critical chokepoint or delays an opponent to buy their ally valuable time.
  • 9. Share Vitality: Gives blood, physical energy, medicine, or life force to stabilize their dying ally.
  • 10. Redirect Pursuit: Leads a threat on an exhausting chase away from their ally's hiding place.

3. FIGHT

  • 1. Remove Threat: Kills, captures, or drives off an active enemy currently hunting their ally.
  • 2. Training: Spars with, trains, or drills their ally to improve their physical combat readiness.
  • 3. Escort: Physically guards or sends armed agents to protect their ally while moving through hostile territory.
  • 4. Suppressing Fire: Keeps an enemy force pinned down behind cover so their ally can safely maneuver.
  • 5. Flank: Attacks their ally’s enemy from an unexpected angle, breaking their line of defense.
  • 6. Jailbreak: Assaults a holding cell, prison transport, or fortress to free their captured ally.
  • 7. Clear the Path: Fights through a blockade, security sanction, or enemy lines to open a safe route.
  • 8. Fortify Perimeter: Sets up active physical defenses and barricades around their ally or their base.
  • 9. Intimidate: Threatens their ally's immediate rival with violence to force them to back down.
  • 10. Capture Asset: Seizes an enemy prisoner, vital item, or territory on behalf of their ally.

4. IMPRESS

  • 1. Grant Access: Uses high social rank, wealth, or fame to get their ally into a restricted area.
  • 2. Vouch For: Stakes their own reputation on their ally's trustworthiness, skill, or ability.
  • 3. Draw Attention: Uses a public spectacle, gossip, or theatrical display to cover their ally's covert actions.
  • 4. Lend Authority: Allows their ally to act under their banner, seal, or with the benefits of their organization.
  • 5. Charm Rival: Flirts with, entertains, or distracts an opponent to lower their guard.
  • 6. Host Gathering: Throws a lavish event to provide cover for their ally’s meeting or boost their cred.
  • 7. Secure Invitation: Gets their ally on the exclusive guest list for an elite event.
  • 8. Quell the Mob: Calms an angry crowd, riot, or challenges hostile reporting that threatens their ally.
  • 9. Rally Support: Inspires troops, followers, or public opinion to help their ally reach their goals.
  • 10. Publicly Shame: Humiliates their ally's enemy, ruining their social standing.

5. MOVE

  • 1. Acquire Item: Steals or obtains from the black market a necessary key, document, or object for their ally.
  • 2. Run Message: Delivers a physical message through a blockade, across lines, or to an obscure target.
  • 3. Plant Evidence: Places evidence or contraband on one of their ally's rivals to frame them.
  • 4. Advance Scout: Moves ahead to identify physical hazards, routes, or scout out a target's position.
  • 5. Bypass Lock: Picks a lock, hacks a door, or finds a back door to open a pathway for their ally.
  • 6. Sabotage: Discreetly breaks a machine, vehicle, or plan hindering their ally's progress.
  • 7. Extraction: Sneaks their ally out of a hostile, surrounded area without being seen.
  • 8. Clean Scene: Hides bodies, scrubs evidence, or cleans up a crime scene on behalf of their ally.
  • 9. Shadow: Tails a target to keep them away from their ally, relaying their movements and activities.
  • 10. Infiltrate: Gains entry to a secure facility to open the gates or case it from the inside for their ally.

Appendix G · Currying Favor · continued

6. SENSE

  • 1. Uncover Clue: Finds evidence, logs, or data that solves a problem for their ally.
  • 2. Spot Trap: Identifies a hidden danger, ambush, or trap before their ally triggers it.
  • 3. Surveillance: Watches a target’s routine to provide intel and schedules for their ally.
  • 4. Track Quarry: Follows a trail to locate a missing person or shipment their ally is looking for.
  • 5. Read Motive: Determines if another Actor is lying to or betraying their ally.
  • 6. Recover Lost: Locates a missing person or valuable object on behalf of their ally.
  • 7. Early Warning: Signals an impending attack, raid, or hostile move.
  • 8. Appraise: Identifies the true value, properties, or history of an item for their ally.
  • 9. Overwatch: Monitors a location from a distance to keep their ally safe during an operation.
  • 10. Locate Resource: Finds a hidden cache of supplies, raw materials, or uncovers an obscure location.

7. TALK

  • 1. Broker Deal: Negotiates a truce, contract, or alliance on their ally’s behalf.
  • 2. Spread Rumor: Manipulates public opinion or starts a rumor to favor their ally.
  • 3. De-Escalate: Talks a hostile force down from attacking, targeting, or impeding their ally.
  • 4. Extract Info: Interrogates a prisoner or gathers inside information for their ally.
  • 5. Recruit Ally: Convinces a third party to join their ally’s cause or faction.
  • 6. Create Diversion: Feeds false information or rumors to the enemy to lead them away from their ally.
  • 7. Mentor: Teaches their ally a language, local custom, technique, or protocol.
  • 8. Secure Pardon: Uses legal or social arguments to free their ally from prison or trouble.
  • 9. Haggle: Secures goods, services, or assets at a deep discount on behalf of their ally.
  • 10. Translate: Translates a foreign or ancient language, or explains complex social subtext and hierarchy.

8. THINK

  • 1. Devise Plan: Formulates a complex, highly efficient strategy for the ally’s mission.
  • 2. Research: Digs through archives or data files to find obscure lore, coordinates, or files for their ally.
  • 3. Bypass Security: Overcomes a logical, mathematical, or digital system blocking their ally.
  • 4. Analyze Weakness: Studies an enemy to tell their ally how to defeat them.
  • 5. Decipher: Cracks a riddle, cipher, or code for their ally.
  • 6. Logistics: Manages supply chains or routes to help their ally get what they need.
  • 7. Invent Solution: Designs a new gadget, tool, or method to solve their ally's problem.
  • 8. Optimize: Streamlines a process, business, or plan to save their ally time or money.
  • 9. Restore Data: Recovers lost or damaged records, files, paperwork, or memories for their ally.
  • 10. Counsel: Provides expert advice to guide their ally’s critical decision.

9. TRAVEL

  • 1. Provide Transport: Lends a vehicle, mount, or ship to their ally.
  • 2. Chart Route: Maps a safe path or shortcut through dangerous or unexplored territory.
  • 3. Import Goods: Brings in rare, expensive, or valuable items from a distance for their ally.
  • 4. Smuggle: Moves their ally or their goods past a border, blockade, or security checkpoint.
  • 5. Lose Tail: Leads pursuers away so their ally can travel completely unmolested.
  • 6. Establish Safehouse: Sets up and provisions a secure hideout for their ally.
  • 7. Guide: Leads their ally through a wilderness hazard, extreme weather, or a secret route.
  • 8. Secure Papers: Obtains visas, passports, or travel permits for their ally.
  • 9. Courier: Delivers a package, money, or vital message across a vast distance.
  • 10. Expedition: Surveys a new region to find land, resources, or safe locations for their ally.

10. WORK

  • 1. Repair: Fixes their ally’s damaged gear, vehicle, or physical structure.
  • 2. Craft: Creates a useful item, tool, weapon, or medicine from scratch for their ally.
  • 3. Medical Aid: Performs emergency surgery or treats a critical illness on their ally.
  • 4. Bankroll: Uses financial assets or investments to provide liquid cash on behalf of their ally.
  • 5. Reinforce: Strengthens a physical location, door, or base against attack.
  • 6. Provision: Provides critical supplies, ammunition, or fuel.
  • 7. Upgrade: Modifies their ally’s active equipment to be more effective.
  • 8. Clean Up: Physically removes rubble, wreckage, or debris impeding their ally.
  • 9. Manage: Runs a business, holding, or facility efficiently on their ally’s behalf.
  • 10. Disarm: Safely dismantles a trap, bomb, or machine threatening their ally.

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Appendix H

The Event Catalog

Roll d100: 1–50 for Aid Event Subplots, 51–100Harm Event Subplots.

RollAID EVENTS(1–50)RollHARM EVENTS(51–100)
1Achieves a major breakthrough after weeks of research or study.51Sinks or gives in to a personal vice.
2Undergoes a severe training regimen, honing their body or mind.52Suffers a crisis of faith, questioning their core beliefs.
3Achieves a moment of clarity after deep meditation or contemplation.53Struck by a debilitating, lingering illness.
4Writes a popular paper, song, or manifesto.54An old, deep wound flares up, leaving them in pain.
5Pushes through a long-held fear or negative belief.55Suffers a severe injury during a training accident.
6Discovers a forgotten piece of lore or secret history.56Accidentally leaks or reveals a highly sensitive secret.
7Perfects a new, devastating combat technique.57Makes a terrible, ruinous financial decision.
8Stumbles upon a rare and valuable natural resource.58A moment of cowardice or hesitation causes a plan to fail.
9Gains deepened respect and admiration from followers.59Unjustly accuses or alienates a loyal friend or ally.
10A sudden spiritual epiphany shakes their worldview.60Suffers public humiliation due to a foolish social slip.
11Navigates a complex political minefield and wins.61A piece of essential personal gear is lost, stolen, or broken.
12Reaffirms core motivations with family and loved ones.62Becomes lost while traveling through dangerous territory.
13Creates a brilliant invention or piece of art.63Offends a powerful Actor through a social blunder.
14Wins a high-stakes duel, race, or game through skill.64Vivid, terrifying nightmares leave them completely exhausted.
15A highly risky personal venture pays off handsomely.65Pushes their body too hard, suffering severe strain.
16Tames a wild or legendary beast, earning its loyalty.66Discovering a cherished personal belief is a complete lie.
17Establishes a well-hidden personal hideout or cache.67Exposed to an energy or poison with lingering side effects.
18Solves a nagging puzzle or mystery of several months.68Neglects duties, causing followers to leave or superiors to demote them.
19Is granted an honorary academic degree or guild title.69Says the absolute wrong thing at the worst possible moment.
20Fully overcomes a nagging illness or an old injury.70Learns a bitter rival has gained blackmail material on them.
21Survives a harrowing stint in the wilderness, steeled by it.71Develops a crippling new fear or phobia after a trauma.
22Masters a complex new language or cipher.72Caught in the act of doing something illegal or taboo.
23A prophetic dream reveals an important truth or idea.73A failed experiment results in a bizarre side effect.
24An elder mentor teaches them a valuable lesson.74Formally censured, reprimanded, or demoted by an ally.
25Successfully reverse-engineers complex, ancient tech.75A closely-held secret is discovered by a local gossip.
26Is recognized for a past heroic deed and celebrated.76Caught in a foolish or forbidden romantic entanglement.
27Invents a new formula, spell, or alchemical process.77Tricked into making a ruinous deal.
28Gains a loyal and devoted pet or animal companion.78Loses an important, secure message, file, or ledger.
29Purifies their body through fasting and ritual.79Witnesses something they shouldn't have in the wrong place.
30Wins a significant sum of money through a game of chance.80Their personal vehicle, mount, or transport is stolen.
31Tireless networking results in an influential new contact.81Picks an argument with the wrong person and is defeated.
32Builds lasting rapport with a local community.82Becomes completely obsessed with a perceived social slight.
33Discovers an immunity or antidote to a local toxin.83Stripped of a title or rank due to a procedural error.
Appendix H · The Event Catalog · continued
RollAID EVENTS(1–50)RollHARM EVENTS(51–100)
34Completes a pilgrimage to a holy or personal sanctuary.84A past failure, dalliance, or enemy returns to haunt them.
35Receives a massive, unexpected inheritance.85Develops a severe nervous twitch, stutter, or tremor.
36Restores or rebuilds a crumbling monument or ruin.86Misreads maps or intel, leading them far off course.
37Develops an encyclopedic knowledge of a single subject.87Afflicted by a curse or malfunctioning technology.
38Their reputation precedes them, making a foe back down.88Makes a promise they know they cannot keep.
39Finds a powerful, forgotten relic in an unlikely place.89A moment of distraction allows a dangerous prisoner to escape.
40Earns long-sought forgiveness from an old adversary.90Bested in public, severely damaging their reputation.
41Gains a deeper understanding of their heritage.91Their secret hideout, workshop, or sanctuary is exposed.
42Spends time among the common folk, gaining perspective.92Falls for a con, grift, or catfishing losing money and face.
43Publishes their memoirs, which become surprisingly popular.93Alienates a potential ally through arrogance or ignorance.
44Achieves a state of perfect focus to perform a grand feat.94An attempt to show off backfires in an embarrassing fashion.
45Is granted citizenship or official status in a domain.95Temporarily taken over by a spirit, entity, or hacker.
46Discovers a previously unknown talent or magical ability.96Suffer a concussion, forgetting a crucial piece of info.
47Formally recognized as a master of their chosen craft.97Develops a drug addiction.
48A period of solitude steels them for their next task.98Their personal security system or defense team is breached.
49Unexpectedly named in someone's will, gaining an asset.99Destroys something of great sentimental value in a rage.
50Achieves a major goal they have strived towards for years.100A terrifying vision of their own death leaves them shaken.

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Appendix I

Sample Hero Props

Hero Props represent the iconic, narrative-defining gear of your Stars. Use this catalog of ten sample Props to choose, customize, and advance your gear. Each Hero Prop is linked to a core Ability and possesses two unique, instantly-activating powers.

Using These Powers: Follow Section 8.2: mark 1 Wear to gain all relevant, unlocked benefits together. If a Power accomplishes a task on its own, it can provide an automatic Success only up to the Prop's highest unlocked Difficulty Milestone. The descriptions below do not override that limit.


1. FOCUS OF POWER (CHANNEL)

An object that allows you to safely touch, direct, and stabilize the raw forces of your setting.

  • Thematic Reskins: A gnarled wizard's staff (Fantasy), a crystalline psy-amp circlet (Sci-Fi), a holy symbol (Modern), or a sacred totem passed down by your ancestors (Ancient Past).
  • Common Narrative Uses: Meditating, performing minor rituals, stabilizing your connection to your power source.
  • Warding Glyph (Power 1): You instantly inscribe a temporary, invisible barrier on a surface, door, or around an ally. The first hostile force that attempts to cross or touch it is violently repelled backward then and the ward fades.
  • Circle of Sanctuary (Power 2): You create a distinct zone of protected space on-screen for the rest of the Scene. Any opponents less than EPIC cannot physically cross the boundary, and all incoming attacks targeting characters inside the sanctuary are heavily weakened.

2. UNNATURAL RESILIENCE (ENDURE)

Your body is simply far tougher, hardier, and more resilient than a normal person's.

  • Thematic Reskins: The result of a troll-blood heritage (Fantasy), a bio-adaptive combat drug (Sci-Fi), heavy armor plating (Cyberpunk), or being one of the last Nephilim on Earth (Supers).
  • Common Narrative Uses: Shrugging off minor scrapes, punches, environmental discomfort, and superficial impacts.
  • Unstoppable (Power 1): For the rest of the active Scene, you completely ignore the penalties from all Scars. You can run on a broken leg, see through blinded eyes, or fight while grievously wounded.
  • Iron Skin (Power 2): You instantly negate the damage, Grit Loss, and narrative effects of a single major physical blow, explosion, or impact. Your character keeps moving forward on-camera without pausing or flinching.

3. ICONIC WEAPON (FIGHT)

The one specific weapon you are a true master of—an extension of your physical will.

  • Thematic Reskins: "Oathbreaker," an ancestral long sword (Fantasy); a heavily customized plasma rifle (Sci-Fi); your grandfather's M1911 pistol (Modern); or simply your own two fists, trained to be lethal weapons (Action).
  • Common Narrative Uses: Attacking, parrying, defending, intimidating. It is what you do best on-set.
  • Shattering Blow (Power 1): You deliver a decisive strike that instantly destroys your opponent's active held weapon, shield, physical lock, or defensive guard, leaving them completely exposed.
  • Flawless Attack (Power 2): You execute an attack that defies physical possibility such as throwing your sword across a deep chasm to hit a target, putting an arrow through the eye of a flying dragon, or executing an impossible trick-shot that disables an escaping transport.

4. SYMBOL OF AUTHORITY (IMPRESS)

An object, badge, or title that proves you belong, that you have power, and that you must be listened to.

  • Thematic Reskins: A King's writ of passage (Fantasy), a Tier-1 Corporate security clearance (Cyberpunk), a Detective's badge (Modern), or the title of "War Chief" in your tribe (Ancient Past).
  • Common Narrative Uses: Gaining access, commanding attention, reminding people of your social status.
  • Silence the Mob (Power 1): You immediately quiet and command the absolute attention of a panicked, angry, or chaotic crowd, forcing them to cease what they are doing and look to you for direction.
  • Write the Law (Power 2): You make a grand proclamation backed by the institution you represent. You instantly legitimize a contested claim, pardon an ally of a crime, or sanction an action that would normally be illegal, and local authorities fall in line to accept it (though repercussions may follow).

5. TRAVERSAL APPARATUS (MOVE)

Gear or an innate physical ability that allows you to navigate the environment in ways others cannot.

  • Thematic Reskins: A set of magical Boots of Spider-Climbing (Fantasy), a military-grade grapnel launcher and slide-line kit (Modern), integrated anti-grav repulsors in your boots (Sci-Fi), or a mutation that grants preternatural agility (Supers).
  • Common Narrative Uses: Climbing, jumping, balancing, and moving with exceptional grace.
  • Defy Gravity (Power 1): For several moments, you treat a vertical surface (or ceiling) exactly like a horizontal one. You run along walls or vault over high obstacles to bypass hazards or gain a perfect tactical position.
  • The Golden Path (Power 2): You instantly perceive and navigate the single perfect route from point A to point B. You cleanly cross a collapsing building, bypass a dense security laser grid, or navigate a chaotic battlefield as if time had slowed down for you alone.

6. SUPERNATURAL PERCEPTION (SENSE)

You see, hear, and feel far more than what is physically there.

  • Thematic Reskins: The Eye of a slain god replacing your own (Fantasy), a set of military ocular implants that see across multiple spectra (Cyberpunk), a "hunch" honed by years as a paranormal investigator (Modern), or a shaman's ability to see spirits (Ancient Past).
  • Common Narrative Uses: Noticing minute details, spotting hidden things, sensing active ambushes.
  • See the Unseen (Power 1): You instantly perceive things physically or magically hidden from sight, such as invisible creatures, concealed doors, cloaked portals, or illusions.
  • Scry (Power 2): You gaze into a reflective surface and clearly see and hear any person or place you can name, no matter the physical distance, for as long as your attention remains focused on it.

7. INCONTROVERTIBLE CREDENTIAL (TALK)

Irrefutable, physical proof that you have the right to speak, negotiate, and be heard.

  • Thematic Reskins: The motley of a royal jester, who alone can speak truth to the king (Fantasy); a UN Diplomatic Passport (Spy Thriller); a Media Pass for the system's most trusted news network (Sci-Fi); or your status as a divinely-chosen Oracle (Mythic).
  • Common Narrative Uses: Getting interviews, asking difficult questions, persuading gatekeepers.
  • Bypass Scrutiny (Power 1): You flash your credentials to get past low-to-mid level security at a crime scene, corporate headquarters, or political gala. You are escorted or allowed inside without question.
  • Frame the Narrative (Power 2): You dictate how a story is perceived by the public. Your telling of events becomes the accepted, public truth, capable of instantly making a hero or completely destroying a target's reputation.

8. ANOMALOUS INSIGHT (THINK)

A connection to knowledge, logic, and data that extends far beyond your own physical senses.

  • Thematic Reskins: A sentient, crystalline shard that whispers in your mind (Sci-Fi); a deck of Tarot cards that maps the present (Urban Fantasy); a recurring, prophetic dream (Supers); or the ability to read the Fates in a handful of thrown bones (Mythic).
  • Common Narrative Uses: Getting a "gut feeling" about a person, having a flash of inexplicable déjà vu.
  • Pluck a Secret (Power 1): You immediately extract one specific piece of private information, a hidden truth, or a password directly from a target's mind or files.
  • Glimpse Truth (Power 2): You ask a single, specific question about a great historical, logical, or scientific mystery. You instantly receive the unvarnished, objective truth from the universe.

9. ICONIC VEHICLE (TRAVEL)

Your trusted, legendary mode of transportation that's faster, tougher, and more reliable than any other.

  • Thematic Reskins: A majestic griffin mount (Fantasy), a souped-up '69 muscle car (Modern), a battered but fast hover bike(Sci-Fi), or a clockwork personal walker (Steampunk).
  • Common Narrative Uses: Getting around, chasing, fleeing, carrying cargo.
  • Reckless Acceleration (Power 1): You gain a massive burst of speed, allowing you to instantly outrun an active pursuer, close a massive distance, or win a vehicle chase.
  • Impossible Maneuver (Power 2): You execute a legendary stunt that should be physically impossible such as jumping a collapsed bridge, drifting through a dense asteroid field undamaged, or taking a corner at impossible speeds.

10. THE MASTER'S TOOLS (WORK)

A set of implements, or a single complex one, that allows for feats of creation, repair, or sabotage far beyond the norm.

  • Thematic Reskins: A set of Dwarven forge-hammers (Fantasy), a nanite-swarm utility glove (Sci-Fi), a sapper's kit (Historical), or an old leather doctor's bag filled with uncanny instruments (Gothic Horror).
  • Common Narrative Uses: Fixing things, constructing objects, examining complex systems.
  • Inspired Improvisation (Power 1): You expertly jury-rig a temporary device or tool. It functions exactly as intended for the rest of the active Scene.
  • Universal Bypass (Power 2): You immediately bypass, unlock, or disable any physical lock, keypad, or security network, from heavy bank vaults to corporate data fortresses.
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Appendix J

Straight To Series Glossary

For players who prefer playing Showrunner or Solorunner as a traditional, high-immersion campaign, this glossary provides a complete, thematic translation of the rules. Simply swap out the meta-narrative film terminology for these immersive terms during table talk:

  • Show / Season / Episode → Campaign / Chapter / Session
  • Director / Star / Cast → Game Master (GM) / Player Character (PC) / The Party
  • Supporting Cast / Actor → Non-Player Characters (NPCs)
  • Influence / Grit → Traits / Grit
  • Retake / Spotlight → Focus / Brilliance
  • Plot Armor / Preparation → Destiny / Preparation
  • Acclaim / Career Paths → Legend / Advancement Paths
  • Montage Sequence → Downtime
  • Action Sequence / Props → Combos / Items
  • Hero Props / Holdings → Key Assets / Holdings
  • Exhausting Influence → Pushing Your Limits
  • The Writer's Room Turn → The World Turns