Tropes describe a character's competence in broad areas of endeavor that heroes in adventure fiction regularly engage in. There are five tropes: Brains, Combat, Heroics, Savoir-Faire, and Skulduggery. Characters begin the game with a d4 in each Trope and may spend CPs to increase their rating as shown on the table below. With GM permission, a player may lower ONE trope to 0 (which means the player does not add a trope die to rolls involving that trope) in exchange for an extra Character Point.
Trope Die |
CP Cost |
d4 |
Free |
d6 |
1 |
d8 |
3 |
d10 |
6 |
d12 |
10 |
Trope Descriptions
Brains
Brains represents the character's ability to absorb, process, retain, and apply information. It's often used to bridge the gap between player and character knowledge and experience. For example, the GM might call for a brain roll to determine if the character knows or remembers something that the player doesn't, or whether the character notices a clue that the GM can't describe in a way that doesn't scream "this is a clue!" It's important to keep in mind that Brains measures intellect, not education. A character with a high Brains will know more than their less brainy compatriots, but the sorts of things they know is more a function of the character's hooks than their Brain score. A high Brains die can represent a scientist's advanced education, a thief's intuition and resourcefulness, or an elder's hard-won wisdom and life experience.
Use Brains to:
- Remember what you're supposed to say after "Klaatu" and "Barada"
- Figure out how many people are going to St. Ives
- Analyze blood spatter
- Research a monster
- Notice the secret compartment in a desk drawer
Brain Die |
Sample Interpretation |
Example |
0 |
Life is hard, but life is harder when you're dumb. |
Forrest Gump |
d4 |
You ain't the sharpest tool in the shed. |
Kelly Bundy |
d6 |
You don't really know how the curve works, but you know you're in the middle of it |
Jesse Pinkman |
d8 |
You're smarter than the average bear. |
Veronica Mars |
d10 |
Your mind is a raging torrent, flooded with rivulets of thought cascading into a waterfall of creative alternatives. |
Nathan Ford |
d12 |
"Look on my works, ye mighty, and despair!" |
Lex Luthor |
Combat
They say violence doesn't solve anything. At least in the realm of adventure fiction, that's just not true. In fact, many fictional heroes primarily or exclusively use violence to solve their problems. While not the most constructive method of conflict resolution, it is the most exciting and can be quite viscerally satisfying. A high combat die could mean you're a walking meat tank whose punches land with the force of a mule kick, a lightning-fast Kung Fu master, or a patient sharpshooter who makes every bullet count. The hooks and other stats you choose and the way you play the character can be used to refine your character's combat skills.
Use combat to:
- Take the shot
- Dodge, duck, dip, dive, and dodge
- Recognize that Bonetti's defense would be fitting, given the rocky terrain
- Use the five point palm exploding heart technique
- Absolutely positively kill every motherfucker in the room
Combat Die |
Sample Interpretation |
Example |
0 |
You've had your ass kicked by inanimate objects. More than once. |
Steve Urkel |
d4 |
You're more of a lover... |
George Michael Bluth |
d6 |
You can handle yourself in a fight. |
Judith Grimes |
d8 |
You have your own battle theme. |
Machete |
d10 |
You are all out of bubblegum. |
Buffy Summers |
d12 |
You eat concertina wire and piss napalm and can put a round in a flea's ass at 200 meters. |
Lobo |
Heroics
If your game was a movie, most of the actions that require Heroics rolls would be performed by the actor's stunt double. It doesn't measure a particular quality so much as an overall combination of qualities that includes athleticism, timing, precision, dumb luck, and sheer chutzpah. Most action scenes that don't involve combat rely heavily on Heroics rolls.
Use Heroics to:
- Chase down a bad guy
- Parkour your way up the side of a building
- Swing through the trees like Tarzan
- Use a conveniently-lowered tow truck bed to jump a moving train with your car
- Jump a shark on water skis
Heroics Die |
Sample Interpretation |
Example |
0 |
You consider crossing the street to be an impressive feat of skill, courage, and endurance. |
Sophia Petrillo |
d4 |
You're not really the heroic type. |
Jack Tripper |
d6 |
You are a person. You deserve the ball. |
Lois Lane |
d8 |
You're a person of action, possibly square-jawed. |
John McClane |
d10 |
Danger is your middle name. |
Laura Croft |
d12 |
Evel Knievel has nothing on you. |
Jackie Chan |
Savoir-Faire
Savoir-Faire represents your character's interpersonal skills, social perception, and empathy. Savoir-Faire rolls provide an equalizer when there's a clear gap (in either direction) between player and character abilities. A successful roll means that the character's pep talk was riveting and inspirational even though the player stumbled their way through the dialog and didn't really make any sense. On the flip side, a charismatic player who gives a terrific performance still has to roll to make sure their lout of a character wasn't spitting on everyone and unapologetically farting through the whole exchange.
Use Savoir-Faire to:
- Haggle over the price of ammo
- Talk your way out of a speeding ticket
- Convince someone to give you information through friendly conversation or formal interrogation
- Win over the crowd during the Battle of the Bands
- Make friends and influence people
Savoir-Faire Die |
Sample Interpretation |
Example |
0 |
You suck the energy out of every room you enter just by being there. |
Debbie Downer |
d4 |
People tend to remember they've got somewhere to be when you show up. |
Wesley Crusher |
d6 |
Most people outside of your immediate circle don't have s strong opinion about you. |
Piper Chapman |
d8 |
Gosh darn it, people like you. |
Betty White |
d10 |
It's good to be king. |
Elvis Presley |
d12 |
You can talk your way into or out of just about anything. |
Tom Sawyer |
Skulduggery
Skulduggery is your character's skill at deception, misdirection, and general sneakiness. While Skulduggery is most strongly associated with criminals and scoundrels, it's in fact common for more heroically-inclined characters--from intrepid reporters to international men of mystery--to engage in the kind of trickery covered by Skulduggery on a regular basis.
Use Skulduggery to:
- Sneak into an enemy base
- Perform a magic trick
- Disable a security system
- Forge a prescription
- Filch someone's security badge when you "accidentally" bump into them
Skulduggery Die |
Sample Interpretation |
Example |
0 |
You can't even steal third base |
Dudley Do-Right |
d4 |
You believe honesty is the best policy, because you suck at lying |
Gomer Pyle |
d6 |
You can be deceptive when you need to be |
Hermione Granger |
d8 |
Lots of shady characters, lots of shady deals. |
Hudson Hawk |
d10 |
You have a very particular set of skills. |
Natasha Romanoff |
d12 |
You may be a trickster god in disguise |
The Stainless Steel Rat |
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