Never Stop Blowing Up (NSBU) Tracker
Basic Character Information
Skills
When an Action Hero wants to do something totally sick, the GM tells them which of the 9 key skills to roll from.
Stunts
If you would like to roll in Roll20 instead, copy the following text block:
No stunts die set.
Brawl / Fight
If you would like to roll in Roll20 instead, copy the following text block:
No Brawl die set.
Tough
If you would like to roll in Roll20 instead, copy the following text block:
No Tough die set.
Tech
If you would like to roll in Roll20 instead, copy the following text block:
No Tech die set.
Weapons
If you would like to roll in Roll20 instead, copy the following text block:
No Weapons die set.
Drive
If you would like to roll in Roll20 instead, copy the following text block:
No Drive die set.
Sneak
If you would like to roll in Roll20 instead, copy the following text block:
No Sneak die set.
Wits
If you would like to roll in Roll20 instead, copy the following text block:
No Wits die set.
Hot
If you would like to roll in Roll20 instead, copy the following text block:
No Hot die set.
Injuries
The following options are used to set the number of various injury types your character has.
Abilities
When you initially create a character, you will pick 3 Abilities.
At the end of each session, players may use remaining Turbo Tokens to purchase extra abilities. Individual abilities cost 2 Turbo Tokens.
| Purchased? | Ability Name | Description | Action |
|---|---|---|---|
| Smokin' | Lower the DC of a Hot Check by 3 when making a first impression. | ||
| Burglar | Lower the DC of a Sneak Check by 3 when entering a protected location. | ||
| Connected | Lower the DC of a Hot Check by 3 when searching for a helpful ally. | ||
| Relentless | Gain 2 Turbo Tokens when you fail a check. | ||
| Escape Artist | Lower the DC of a Sneak Check by 3 when escaping restraints or imprisonment. | ||
| Flashy | Lower the DC of a Hot Check by 5 if it's the first roll after you've Blown Up. | ||
| Transporter | Lower the DC of a Drive Check by 3 to avoid pursuers. | ||
| Inspiring | Each time you succeed at a check, an ally of your choice receives 1 Turbo Token. | ||
| Loyal | Your Turbo Tokens give friends +1 at a one-to-one rate. | ||
| Lucky Once Per Episode. |
Spend 2 Turbo Tokens to reroll any check. | ||
| Trained | -1 to DCs for a Stat of your choice. | ||
| Studied Replaces trained. |
-3 to DCs for Stat of your choice. | ||
| Mastery Replaces Studied. |
-5 to DCs for a Stat of your choice. | ||
| Menacing | Use Brawl instead of Hot when intimidating an NPC. | ||
| Nerves of Steel | Spend a Turbo Token to treat a snap decision as a Prepared Action. | ||
| By the Book | Lower the DC of a Hot Check by 3 when interacting with authority figures. | ||
| Poker Face | When attempting to conceal the truth, use Tough instead of Hot. | ||
| Prepared GM's Discretion. |
Spend 2 Turbo Tokens to just happen to have one commonplace item with you. | ||
| Protector | Lower the DC of a check by 3 when defending your friends. | ||
| Quick Healing | Recover one injury level at the end of an encounter. | ||
| Resilient | Turbo tokens are worth double when used to boost against an attack that targets you. | ||
| Skilled | Increase your die type for one skill by 1 for the purposes of halving. | ||
| Trainer | Describe a pep talk you gave earlier to spend Turbo Tokens for a friend, even when you are not present. | ||
| Stealthy | Lower the DC of a Sneak Check by 3 when trying to avoid being seen. | ||
| Suspicious | Lower the DC of a Wits Check by 3 when trying to determine if someone is lying to you. | ||
| Grit | Lower the DC of a Tough Check by 3 when resisting a Brawl Check. | ||
| Martial Artist | Spend a Turbo Token to force an enemy to resist your Brawl with Wits instead of Tough. | ||
| Leap of Faith | Lower the DC of a Stunts Check by 3 when making a jump that could injure you. | ||
| Neck Snapper | Roll a Brawl Check to harmlessly incapacitate any opponent. | ||
| Hacker | Lower the DC of a Tech Check by 3 when breaking into a computer database. | ||
| Duelist | Lower the DC of a Weapons Check by 3 against someone wielding the same weapon. | ||
| Interrogator | Lower the DC of a Wits Check by 3 to draw information out of an opponent. | ||
| Demolitions | Lower the DC of a Tech Check by 3 when explosives are involved. | ||
| Hotwire | When interacting with vehicles, use Drive instead of Tech. | ||
| Wild Card | You are a Wild Card. | ||
| Trouble Maker GM's Discretion. |
Spend a Turbo Token to locate and receive help from a criminal network. | ||
| Wealthy | Spend a Turbo Token to ease a bad situation with cash. |
Group Suites
New 'group suites' of abilities are unlocked for purchase once all players reach a higher die type (i.e., one d6 from every player). Abilities from group suites cost 10 turbo tokens for an individual, or 18 for the entire group.
| Purchased? | Ability Name | Description | Action |
|---|---|---|---|
| La Familia Unlocked at d6. |
- | ||
| Tough Once Per Episode. |
Roll Tough on someone else's behalf. | ||
| Tokens | Spend tokens for other people at a 1:1 exchange rate. | ||
| Skill Die Once Per Episode. |
Lend a teammate a skill die. | ||
| Criminal Conspiracy Unlocked at d6. |
- | ||
| Item | When in a new location, produce a single useful item. | ||
| Tech Once Per Episode. |
Once per episode, add your Tech Die to a Sneak die. | ||
| Hot | Roll Hot in response to the first attack of an encounter to dissuade an opponent. | ||
| Diesel Circus Unlocked at d8. |
- | ||
| Injury Advantage | Roll twice on the first roll after an injury. | ||
| Double Explosion | Doubles your amount of tokens. | ||
| Drive Check | On a successful Drive Check, make another skill check. | ||
| The Continentals Unlocked at d8. |
- | ||
| Wits | Turbo Tokens for Wits help increase the die type. | ||
| Hot Checks | Two successful Hot Checks auto-succeeds on stealing from an opponent. | ||
| Melee | Lower the DC of a Weapons Checks using melee weapons. | ||
| Alpha Squad Unlocked at d10. |
- | ||
| Group Explosion Minimum 3 people. |
In a scene where everyone uses a different skill, reduce the range to BLOW UP by 1. | ||
| Skill Add Once Per Episode. |
Two people roll the same skill and add the totals together. | ||
| Suit Up Once Per Episode. |
The group may "suit up" and each take 2 Turbo Tokens. | ||
| Marauders Unlocked at d10. |
- | ||
| +10 | Beating an opponent by more than 10 means you defeat an additional opponent. | ||
| Destroyer | Gain a Turbo Token on any turn where you destroy an object. | ||
| Firestarter | Start a fire, short circuit electronics, or dissolve a structure as part of any action.. | ||
| The Ones Unlocked at d12. |
- | ||
| Max Roll Once Per Episode. |
Treat a Nat 1 as a max die roll. | ||
| Reroll (A) Once Per Episode. |
Reroll a failure with a different skill. | ||
| Turbo Tokens Once Per Episode. |
Accept a Nat 1 to gain half the Turbo Tokens of the die value. | ||
| Tactical Command Unlocked at d12. |
- | ||
| Shared Tokens Once Per Episode. |
Spend Turbo Tokens across scenes. | ||
| Reroll (B) Once Per Episode. |
Reroll on a failure. | ||
| Token Gain | Characters gain a Turbo Token at the end of a scene where they have zero. | ||
| Bustin' Makes Me Feel Good Unlocked at d20. |
- | ||
| Track Restart On a Nat 20. |
Restart that skill track, now rolling a second die and taking the better result. | ||
| Group Explosion On a Nat 20. |
Everybody else at the table graduates all of their lowest die type up by one. | ||
| GM On a Nat 20. |
Become the GM for 60 seconds. |
Settings
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Save Character Info
This button is used to export a character's information from this web app into a JSON file.
Import Character Info
This button is used to import a character's information into this web app using a JSON file created previously.
Troubleshooting
Button in this section are intended to be used to fix known issues that may occur.