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  • File : 1289102325.jpg-(129 KB, 711x1000, 84c1493805f4a5593964907d7d347ac8.jpg)
    129 KB Kamen Rider style roleplays. Anonymous 11/06/10(Sat)23:58 No.12708080  
    'sup, /tg/, denizen of /m/ here.

    Recently I've been itching to play a little Kamen Rider on the tabletop, but there really isn't a roleplay system out there dedicated specifically to tokusatsu.
    So, since I know very little about RPG systems and you guys presumably know plenty, I'm curious as to your thoughts.

    I want to gather some friends and play as over-the-top martial artists in power suits (with some nifty devices to help) who ride motorcycles and fight against evil squadrons/empires/mafias/etc to save the world.
    Is there an RP system that can provide that?
    >> Commissar Hida ZUBAAN !!dcRhU0aWxV0 11/07/10(Sun)00:03 No.12708134
    I remember long ago that someone on this board recommended using Mutants & Masterminds, don't remember exactly how, might still be in sup/tg/ though.
    >> Anonymous 11/07/10(Sun)00:05 No.12708160
    Play a paladin. Ride a motorcycle. Wear insect-themed magical plate armor.

    Voila, a Kamen Rider.
    >> Stately Buff-Cookie! 11/07/10(Sun)00:06 No.12708168
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    >> Commissar Hida ZUBAAN !!dcRhU0aWxV0 11/07/10(Sun)00:08 No.12708193
    just checked, looks like it was a casualty of the sup/tg/ purge.
    >> Anonymous 11/07/10(Sun)00:10 No.12708224
    Champions would be my first bet, since it deals specifically in superheroes.

    If this "Henshin: The Change" thing is real, though, then that might be worth looking into.
    >> Anonymous 11/07/10(Sun)00:13 No.12708246
    .... Seriously? Someone homebrewed a Toku game off the storyteller system?
    >> Commissar Hida ZUBAAN !!dcRhU0aWxV0 11/07/10(Sun)00:13 No.12708248
    Super Google powers are go!

    http://forum.rpg.net/showthread.php?t=463267
    >> Commissar Hida ZUBAAN !!dcRhU0aWxV0 11/07/10(Sun)00:23 No.12708359
    My last post in this thread, do what you have always done before, get shit done /tg/.
    >> Anonymous 11/07/10(Sun)00:31 No.12708437
    Well, that WoD thing seems half-baked. A nice basis for an idea, but there's really only one post that puts something decent into it.

    Hmm.

    Half tempted to wonder if we can do better, but that would require EFFORT.
    >> Anonymous 11/07/10(Sun)00:34 No.12708462
    >Well, that WoD thing seems half-baked.
    Would you say it's...half-boiled?
    >> Anonymous 11/07/10(Sun)00:36 No.12708477
    OP here. So, Mutants & Masterminds and Champions? I'll give those a looksee. Shame to see that Henshin: The Change didn't pan out, it'd be really nifty if it was an actual thing.

    Thanks, all.
    >> Anonymous 11/07/10(Sun)00:37 No.12708497
    Oh, God, Henshin: The Change would be physical sex if it was real. But, since it's not, I'd go M&M for this one as a fellow /m/an myself.
    >> Anonymous 11/07/10(Sun)00:38 No.12708504
    >>12708160
    Wear Glamered Armor made to look like normal clothes until you shout HENSHIN.
    >> Anonymous 11/07/10(Sun)00:42 No.12708546
    >>12708437
    >>12708497

    Well. As another /m/an, it could be worth a shot. Maybe with a better base system than WoD, or maybe WoD could work.

    Anybody know how difficult/easy it is to work on a sourcebook? I'd think with a team...
    >> Anonymous 11/07/10(Sun)00:47 No.12708590
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    >>12708546
    it's...not easy, unless it was a simple fare. i don't think tokusatsu lends itself well to particularly complex systems, so it might be able to go decently.

    a team would greatly reduce the stress, though, especially with testing. but it'd still be EFFORT.
    >> Anonymous 11/07/10(Sun)00:48 No.12708599
    >>12708590
    >image
    Is that some kind of /fit/ troll?
    >> EFFORT EFFORT 11/07/10(Sun)00:52 No.12708633
    >>12708599
    >EFFORT
    EFFORT
    >> Anonymous 11/07/10(Sun)00:52 No.12708642
    >>12708080

    There's Tokyo Heroes, a free indie game, but that one's actually aimed more at Sentai. I hesitate to say this- Really, I do- but reverse-engineering the BESM Sailor Moon RPG system, or M&M seems to be your best bet.

    If your gaming group is small, a Rider-themed game seems better; If I'm right, there are usually (At most) two-three Riders in each series. Also, Kamen Rider is generally (But not always) darker than other shows.

    I've run an excellent campaign based on equal parts Cutie Honey: The Live and Zetman, stripping out the silliness from the former.
    >> Anonymous 11/07/10(Sun)00:53 No.12708648
    There's magic armor in 4th edition that lets you store it in another dimension when you want, and summon it onto your body with a word. I don't remember what it's called or what book it's in, but I'm certain it exists.
    >> Anonymous 11/07/10(Sun)00:54 No.12708661
    >>12708642
    Fuck yeah zetman, too bad it's in the vien of fucking berzerk for moving things along.

    Fuck you rape mansion, you took way too long and just seemed to scream "my author/artist just went through a bad break up".
    >> Anonymous 11/07/10(Sun)00:58 No.12708700
    >>12708661

    Wait till you see Kouga put together his own Kamen Rider costume. That is the most awesome thing I've seen so far; And it *works*. Later, he bolts on a jetpack.

    For that game, we had three 'Riders': A police detective whose sister had been murdered (And was righteously pissed about it) who became Kamen Rider Kerebos, thanks to stolen equipment, a derelict modified to be a gladiatorial cyborg, who escaped (Kamen Rider Ixion) and a dude on the run, with a handphone sword. (Kamen Rider Dio.) It was a pretty awesome game.
    >> Anonymous 11/07/10(Sun)01:01 No.12708723
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    Mutants and Masterminds is the only option
    >> Anonymous 11/07/10(Sun)01:12 No.12708836
    Alright, I've never played Mutants and Masterminds. But in the event that I ever do, how would I go about building a Kamen Rider character?
    >> Anonymous 11/07/10(Sun)01:14 No.12708872
    >>12708836

    There's an option to put your powers in a 'Container'- Like Tony Stark's armor, and so on. There's also an alternate form power. So, as a character, you're bog-standard; Maybe slightly higher-than-average stats.

    All your powers are inside your Henshin Device, and you get them when you transform. Simple as that. You also get a slight bonus to the number of points you can spend.

    To avoid Faiz-style dickery, though, you might want to add that the Belt can only be used by you.
    >> Anonymous 11/07/10(Sun)01:14 No.12708874
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    >>12708836
    M&M is great because you can build literally ANY type of character with ease. It's actually a big flaw of the game how overpowered the players can make their characters.
    >> Anonymous 11/07/10(Sun)01:15 No.12708890
    >>12708874
    I became a hater of M&M when I saw it make combat with Humongous Mecha -Boring-.
    >> Anonymous 11/07/10(Sun)01:15 No.12708892
    >>12708836

    I don't know if this is true in 3rd Edition, but in 2nd, there's a power called Alternate Form with its own selection of Power Points. You buy that, use that form's points to buy your powers and enhanced attributes, then make the drawback that you can only use those powers in your Alternate Form. You can buy your feats and skills normally.
    >> Anonymous 11/07/10(Sun)01:28 No.12709046
    >>12708892
    Is the 3rd edition actually released? I only see first and second on the site.
    >> Anonymous 11/07/10(Sun)01:40 No.12709168
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    >>12708836
    Mutants and Masterminds has a sourcebook called Mecha and Manga which has new powers based around making a transforming hero ala Kamen Rider.

    You can even make Pokemon trainers. Weird.
    >> Anonymous 11/07/10(Sun)01:52 No.12709312
    >>12708890
    Combat with humongous mecha is NEVER exciting just by itself. Slap your DM, use tradeoff feats, power stunt, use your piloting skills, and do anything but HURR I PUNCH/SHOOT EVERY ROUND.
    >> Anonymous 11/07/10(Sun)01:58 No.12709364
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    I play a Kamen Rider character in PDQ#.

    http://www.atomicsockmonkey.com/freebies/PDQ.pdf

    Most of their powers are purely fluff though; it's a pretty rules-light system. There's no actual mechanical benefit to switching their armour's forms, it just looks cool.
    >> Anonymous 11/07/10(Sun)01:59 No.12709372
    So, I did a bit of thinking, and I actually came up with an idea for a toku-themed sourcebook. It's not polished or perfect, but I think it could be a start.

    --------

    *incoming fucking wall-o'-text*
    >> Anonymous 11/07/10(Sun)01:59 No.12709374
    >>12709046
    Isn't the 3rd edition basically DC Adventures now? The same game, just with a DC Universe license? Either way, it DOES have the ability to Alternate Form (remember, Captain Marvel is a henshin hero who says Shazam instead of Henshin).
    >> Anonymous 11/07/10(Sun)01:00 No.12709380
    >>12709372

    Characters are composed from multiple different stats: Origin, Archetype, Capabilities, Skills, Powers, Equipment.

    * The Origin of a toku hero talks about how they got their power and gives latent disadvantages (since every toku hero seems to only get into trouble with their abilities). Organic evolution, internal cybernetics, ancient magic, gadgets like a cellphone/wristwatch/belt, latent psionics, etc. Ancient magic's disadvantage may mean that NPCs will have a much harder time studying/helping him/her due to their strange powers, gadgets can be stolen, organic evolution causes a fuckload of pain, etc.
    * The Archetype is a one-sentence summary of their dynamic based off typical toku personalities--the hot-blooded newcomer, the sullen rebel, the cheerful teamster, the patient mentor. They would act as the defacto Classes and would affect the character's Skills.
    * Capabilities would be the typical Stats, Strength/Agility/Toughness/Mental/etc.
    * Skills would be, well, skills. Little extraneous stuff they have knowledge of, like vehicle driving/maintence, medical knowledge, bits and pieces of the occult, etc.
    * Powers would be typical martial abilities that the hero has (which is a default power for everyone) as well as the extra abilities that they can do. Kabuto's Clock Up, Blue Stinger Beetleborg's telekinesis, Den-O's Form Changes, the super speed of the GoOngers, etc. This would also be where players would craft a seperate Hissatsu Attack from a different pool of stats--this is where you'd get your Rider Kicks and the like.
    * Equipment would be, well, equipment. Diend's gun, the Power Rangers Battlizer, etc, that gives them an extra edge in combat but runs off of "Momentum" (more on that later). Players who don't want physical equipment and wanted to be strictly hand-to-hand could have internal Equipment that enhanced their punches/kicks/jumps/defenses/whatever whenever.

    > continued
    >> Anonymous 11/07/10(Sun)01:01 No.12709385
    >>12709380

    Combat would revolve entirely around the concept of Momentum. You use your basic martial arts to build Momentum, or maybe you do stylish shit, or maybe you build it up over time...but whatever. The more Momentum you have in combat, the longer you can use your Equipment to deal more damage to enemies.
    Larger, nastier enemies would be unfinishable by normal attacks--they'd only reach 1 HP and stay there, and the only way to completely finish them off would be with your Hissatsu Attack.

    I think the idea of Momentum would keep the combat from being just round after round of punch/kick, and it'd also simulate those scenes in Toku where a badguy/hero comes in and just WAILS on the opposing side.
    >> Anonymous 11/07/10(Sun)01:03 No.12709411
    >>12709385
    >>12709380
    >>12709372

    Hmm. Could use polish, but it's a start. I don't agree with a character's personality affecting the things that they know, though.

    Maybe the Archetype could affect something else? Or maybe throw away the Archetypes entirely.

    As for momentum, what if the enemies were capable of gaining momentum as well, and it became a tug-of-war of things PCs/NPCs could/couldn't do? It'd add some strategy to things.
    >> Anonymous 11/07/10(Sun)01:07 No.12709443
    >>12709411
    I imagine that's pretty much what was intended for Momentum, yeah.

    So far, I rather like it. I definitely support the idea of custom Kamen Rider and other sorts of toku RPGing.
    >> Anonymous 11/07/10(Sun)01:07 No.12709444
    >>12708872
    I mean could you walk me through it? I'm drunk and this is all greek to me. I have a Second Edition Core book right here with me.
    >> Anonymous 11/07/10(Sun)01:18 No.12709516
    Bumping so that others might chime in.
    >> Anonymous 11/07/10(Sun)01:19 No.12709525
    >>12709364
    >image
    People as a whole tend to be fine as long as they don't die.

    >>12709380
    >>12709385
    ...
    Wow, someone's actually going through with it.
    >> Anonymous 11/07/10(Sun)01:21 No.12709533
    What kind of mechanic should be involved? Dicepool? Number-adding?
    >> Anonymous 11/07/10(Sun)01:24 No.12709553
    Playing cards! Barring that, stick with like...I dunno, a d20/10/ system.
    >> Anonymous 11/07/10(Sun)01:30 No.12709600
    >playing cards
    i'm pretty sure the cards were only used in...dragon knight (whatever the japanese version was) and decade?

    >>12709533
    well. i'm not a mas/tg/er, so i can't contribute much to this thing but opinions. i think a dicepool, with its higher number of random features, would provide a more random result which could make things more fun at the expense of sometimes making the players look like bumbling fools. dice-adding would be less exciting and provide less random results, but it'd also put things more in control and make for less catastrophic failures.
    i think?
    >> Anonymous 11/07/10(Sun)01:33 No.12709614
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    Blade, Ryuki (Dragon Knight), and Decade, I think.
    >> Anonymous 11/07/10(Sun)01:38 No.12709647
    And out of those, only Blade had actual playing cards in the hearts/spades/diamonds/clubs sense. And there was no presence of them in Sentai/Metal Heroes/Ultraman.

    Yeah, playing cards a no-go.
    >> Anonymous 11/07/10(Sun)01:40 No.12709660
    >>12709647
    Mm-hmm. Unless you, like...wanted to make another henshin hero with that sort of theme, anyway. But yeah, I'll stick with playing cards as an RPG mechanic in my Deadlands games, thanks.
    >> Anonymous 11/07/10(Sun)01:43 No.12709683
    >>12709600
    >make players look like bumbling fools

    Idea-poster here.
    Considering we're essentially doing a grown-up version of playing pretend, that may not be an entirely bad thing. Though considering the idea of "momentum" and trying to control it, more random results might not be a good idea.
    >> Anonymous 11/07/10(Sun)01:49 No.12709732
    >>12709683
    True enough there.

    There should probably be different levels of Momentum gain/loss for various actions in combat--not all of which would necessarily need to be attack-related, either.
    >> Anonymous 11/07/10(Sun)02:08 No.12709863
    stopping to taunt or deliver a speech about justice/evil/persistence/futility offers the most momentum (depending on how good/in-character it is) while opening yourself up for attack?

    ignoring battle to accomplish secondary objectives that are infringing in the area of conflict?
    >> Anonymous 11/07/10(Sun)02:12 No.12709896
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    >>12709863
    >stopping to taunt or deliver a speech about justice

    yeeeeeeeeeeeeees
    >> Anonymous 11/07/10(Sun)02:15 No.12709926
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    >>12709896
    >> Anonymous 11/07/10(Sun)02:22 No.12709972
    Idea-poster here.
    Thanks for the ideas and input, /tg/, I'mma head to work now. Hopefully this stays alive until I'm back, but I'm gonna try and think up of more ideas to share once I return.
    >> Anonymous 11/07/10(Sun)02:25 No.12709982
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    >>12709896
    Oh man, they don't make em like Stronger anymore. There was that one episode where he was doing his speech WHILE the thugs were trying to jump him and he was slapping em out of the way and kept talking.
    >> Anonymous 11/07/10(Sun)02:27 No.12709991
    >>12709385

    Hey, I was posting as Testuo01 on RPG.net. I'm glad you like the concept of 'Momentum'- The fights in the shows always begin with hand-to-hand combat, then weapons, then a final, shattering attack. Momentum is to give a 'mechanical' way why you don't bust out XTREME or your Rider Kick at the very beginning.
    >> Anonymous 11/07/10(Sun)02:32 No.12710009
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    >> Anonymous 11/07/10(Sun)02:35 No.12710021
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    How exactly are cyborgs handled in Mutants and Masterminds?
    >> Anonymous 11/07/10(Sun)02:37 No.12710034
    >>12709991

    Same dude again; Generally, Riders don't improve significantly from episode-to-episode, until their mid-season upgrade. This begs the question on what you can spend your XP on.

    I'm wondering if something like Skill Tricks might be more appropriate- Something like 'Once an encounter, or once an episode, your next attack hits particularly hard' and so on. Like the Seishin in the Super Robot Wars games, there were powers that prevented you from taking more than 10 damage for the next attack, allowed you to temporarily increase your accuracy- That kind of thing.

    Also, possibly a stunt mechanic might be relevant. Exalted has the 'gain one/two motes' per round for stunting, which might a steady drip-feed of Momentum. Fights should build up to a climax.

    Maybe you have a permanent momentum stat, which is your normal score at the beginning of the fight- Building it up should be prohibitively expensive, however, so you can't bust out the F-F-FINAL ATTACK LAIDO at the very start of the fight.

    Weapon attacks/hand-to-hand combat are the most effective way of building momentum. To use a recent example- When Accel's swinging his heavy Engine Blade around, he's gaining Momentum with each hit. When he gains enough, he either A) Changes to Trial Form B) Activates his Engine Memory C) Runs over his enemy in his bike form or various other flashy things.

    In contrast, enemies should be able to use their impressive powers right off the bat- Or at least for a while.
    >> Anonymous 11/07/10(Sun)02:38 No.12710040
    >>12710021

    if you have high strength because you're a cyborg, or you're a mutant beast or you just think it's cool, you just buy high strength or the super strength power... same with everything else really
    >> Anonymous 11/07/10(Sun)02:41 No.12710059
    Generally, the feel of most Kamen Rider shows is that the heroes are the underdogs until they gain the upper hand.

    Also, rules for mooks, which should be more of a distraction, and a way for the main characters to get some Momentum, before the final battle.

    A thought I'm toying with- Perhaps completing objectives through the session, before the end-of-episode clash- weakens the kaijin of the week? Usually, Riders only manage to beat them after getting their shit wired tighter together. Or temporary boosts, and the like.
    >> Anonymous 11/07/10(Sun)02:43 No.12710079
    >>12710059
    Kabuto definitely felt like the opposite of that. He dominated most everything.
    >> Anonymous 11/07/10(Sun)02:47 No.12710107
    >>12710079

    Gah, Kabuto. Excellent designs- I like TheBee and Kabuto's suits- Terrible, terrible plot and horrible characters. The story would have made so much more sense if Tendo himself was a Worm. But goddamn, the man was annoying to watch. He was the definition of a boring invincible hero.
    >> Anonymous 11/07/10(Sun)02:49 No.12710122
    >>12710079
    True enough, but from what I understand Souji was just that damn good--he started the game at a higher "level", if you will.
    >> Anonymous 11/07/10(Sun)02:49 No.12710127
    >>12710107
    I loved Kabuto, actually. He was never boring to me because he always held his friends to his ridiculously high standards and helped them to grow and become stronger. That and the secondary characters were really entertaining.
    >> Anonymous 11/07/10(Sun)02:51 No.12710134
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    >>12710079
    That's because he was based on Stronger
    >> Anonymous 11/07/10(Sun)02:52 No.12710138
    >>12710107
    Eh, I kind of liked him. He was a bit of an ass, but he had style.
    >> Anonymous 11/07/10(Sun)02:53 No.12710141
    just do it in hero system, it works for anything.
    >> Anonymous 11/07/10(Sun)02:56 No.12710159
    >>12710107
    >Kabuto
    >horrible characters

    No. No. Tendou was a fucking smug asshole like no other but Misaki was awesome, Torekodo was a boss and a true brother in arms even if he was just a normal guy, my best friend kaGAAAAAmi was a true hero, Tsurugi was funny, kept the show interesting and had a fantastic farewell episode, Daisuke was awesome when he showed up and the Hopper Bros were so cool they need their own show.
    >> Anonymous 11/07/10(Sun)02:58 No.12710171
    >>12710159
    Manly tears were shed for the Hopper Bros
    >> Anonymous 11/07/10(Sun)03:31 No.12710368
    The game also clearly needs to have a random name generator for your mandatory evil bad guy organization (Black Satan, Smart Brain, etc...)
    >> Anonymous 11/07/10(Sun)03:37 No.12710423
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    Mutants and Masterminds mixed with Exalted-style stunting (toned down by a factor of 10) is what I am getting from this thread. It is not a bad jive.
    >> Kamen Rider Derp !JI/ZJtmoBw 11/07/10(Sun)03:40 No.12710440
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    Stamp of approval for this thread
    >> Anonymous 11/07/10(Sun)03:45 No.12710475
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    >>12710368
    http://home.hiwaay.net/~lkseitz/comics/herogen/

    Villain Team
    >> Anonymous 11/07/10(Sun)03:46 No.12710479
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    >>12710475
    >> Anonymous 11/07/10(Sun)03:52 No.12710538
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    >>12710475
    Man he's gonna need the whole bottle of Visine for that!
    >> Commissar Hida ZUBAAN !!dcRhU0aWxV0 11/07/10(Sun)04:23 No.12710769
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    bump in hope that this will be here tomorrow.
    >> Anonymous 11/07/10(Sun)04:25 No.12710784
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    >>12710475
    no villain burns hotter than Mr Titan!
    >> Anonymous 11/07/10(Sun)04:44 No.12710906
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    >>12710784
    >eighty thousand times hotter than magma
    >> Anonymous 11/07/10(Sun)04:54 No.12710960
    >>12710906
    he ends up hotter than the sun having reached 480 million degrees
    >> Anonymous 11/07/10(Sun)05:47 No.12711202
    I wonder if a sort of corruption mechanic shouldn't be involved. Most Kamen Riders are, in some way or another, the product of the very group they're opposing.
    >> S.T.A.L.K.E.R. 11/07/10(Sun)05:51 No.12711217
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    Fuck yeah. Always wanting to play a Kamen Rider in a game. Could never find the right one.
    Shocker great leader is the best leader. Though he died in the weirdest way.
    >> Anonymous 11/07/10(Sun)05:52 No.12711222
    >>12711217
    how is it weird?
    >> S.T.A.L.K.E.R. 11/07/10(Sun)05:54 No.12711233
    >>12711222
    Something explode above his head. He just fall down. Then he explode(?). The Kamen Rider didn't even touch him they just remove his KKK hat.
    >> Anonymous 11/07/10(Sun)05:56 No.12711247
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    >>12711233
    that was only one of many deaths, he's an eternal being of otherworldly evil and terror who takes many forms
    >> S.T.A.L.K.E.R. 11/07/10(Sun)05:58 No.12711258
    >>12711247
    He return again? at which rider? I only remember V1, V2, V3, Riderman, X and Amazon.
    >> Anonymous 11/07/10(Sun)05:58 No.12711262
    Spirit of the Century. Adapt that shit.

    Seriously, that system is one of the best things I've ever had the pleasure of playing or reading.
    >> Anonymous 11/07/10(Sun)06:03 No.12711286
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    >>12711258
    EVERY series up until Super-1, then in the ZX special and then supposedly as the Crisis Emperor from Black RX
    >> Anonymous 11/07/10(Sun)06:05 No.12711295
    >>12711262
    Its generic version is called FATE, innit?
    >> S.T.A.L.K.E.R. 11/07/10(Sun)06:09 No.12711311
    >>12711286
    Wait all of that was him? Mindblown.
    >> Anonymous 11/07/10(Sun)06:10 No.12711316
    Well, I'm to bed, fellow Riderfags. Pray that this thread does not 404 over the night.
    >> Anonymous 11/07/10(Sun)06:11 No.12711321
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    >>12711311
    He admits as much at the end of Stronger when he appears before them as the stone giant, which is kind of weird since there was little indication he was involved in X and Amazon's affairs, but there you go I guess.
    >> S.T.A.L.K.E.R. 11/07/10(Sun)06:14 No.12711328
    >>12711321
    Wow. What the fuck man.

    Also best Kamen Rider Era (IMO).
    http://www.youtube.com/watch?v=Zsg3-0cBgMk
    >> Anonymous 11/07/10(Sun)06:15 No.12711332
    >>12711328

    http://www.tubedubber.com/#hUC3Hxc1rkI:pfi4ikSuSmA:0:100:0:0:true
    >> Anonymous 11/07/10(Sun)07:30 No.12711573
    Well, I don't know if a system will ever come from all this talk, but I'll definitely be making a traditional henshin hero in my next Mutants and Masterminds game.
    >> S.T.A.L.K.E.R. 11/07/10(Sun)07:31 No.12711580
    >>12711332
    That's awesome. Fuck yeah Kamen Rider. V1, V2 and V3 is best rider (IMO)
    >> Anonymous 11/07/10(Sun)07:35 No.12711606
    BESM third edition
    Out of print, but might still be available in pdf form.
    Or go with Mutants and Masterminds.
    >> Anonymous 11/07/10(Sun)10:43 No.12712634
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    >>12710034
    If you're not stunting you're doing something wrong. This is true for Exalted, this should be true for JusticeRPG.

    >>12710127
    I liked how Kabuto was amazing at everything. It was just so funny to see him try to interact with other people at a lower level. He was a jerkass, yeah, but he's a jerkass I just couldn't hate.
    >> Anonymous 11/07/10(Sun)11:19 No.12712885
    Idea-poster here. Incoming wall-of-text:
    >> Anonymous 11/07/10(Sun)11:21 No.12712896
    >>12712885

    Base gameplay for the most part revolves around the d10, while combat revolves around the d20. I figure that out of combat things would be traditionally more in control and the character would be able to think/act/react better, while in combat things are more hectic and chaotic--not entirely random, but the characters are less in control of things.

    Actions in the basic gameplay are determined in the traditional way. d10 roll + appropriate skill + appropriate capability. Combat I'm still trying to work out, but a very shaky idea would be d20 + strength + move/power accuracy + Momentum spent on accuracy VS d20 + Agility + Momentum spent on dodging/absorbing?
    An even shakier idea is the idea of people having multiple attacks per round and defense rolls are fairly low, in order to simulate the typical scenes where there's a lot of punching and blocking at a fast pace but not a lot of actual dodging.

    As for character stats and other such fluff...
    > continued
    >> Anonymous 11/07/10(Sun)11:21 No.12712898
    >>12712896
    ORIGINS:
    - Organic evolution: You were previously a normal human being, but genetic tinkering or a strange disease or just a sudden spurt in evolution has given you powers far beyond mortal comprehension.
    (Example: Kamen Rider Shin, Kamen Rider Gills)
    - Internal Cybernetics: Human blood no longer fills your body. Or perhaps it does. Either way, your body is host to machinery that replace many or all of your squishy internals.
    (Example: Most Showa Kamen Riders)
    - External Armor: You need to physically don your suit. Maybe it's too big or bulky to carry with you, or maybe you can whip it out in a flash, but either way it needs to be actually put on.
    (Example: The FIRST/NEXT Kamen Riders, Kamen Rider G3/G4)
    - Ancient Magic: Mystical abilities from alternate dimensions, from the heavens, or from ancient civilizations...long thought dead, mysterious but powerful, you command them for your purposes.
    (Example: Kamen Rider Agito, Erexion)
    - Handheld Item: Maybe you have a cellphone that summons things, or perhaps an ancient and enchanted armlet, or maybe a simple belt. Either way, activating it summons powerful armor atop you.
    (Example: Most Heisei Kamen Riders, Rescue Heroes, most Super Sentai)
    - Creature Bonding: You work with another being to help you out--together, you're stronger than one. Whether it's fully alive or just barely there, either way it's a sentient being that has chosen you.
    (Example: Ultraman Jack, Kamen Rider Kiva, Kamen Rider Ryuki, Ryukendo)
    - Natural Abilities: Be it because of your alien race, skill in mimicking human forms, or sheer force of will, your transformations and abilities are entirely natural to you.
    (Example: Ultraman Leo, Kamen Rider Hibiki, Lion-Maru, Ambassador Magma)

    > continued
    >> Anonymous 11/07/10(Sun)11:25 No.12712916
    >>12712898

    CAPABILITIES:
    - Strength: How well you do in physical hand-to-hand combat. Of course, this is a requirement for all tokusatsu heroes, so I'm thinking the default should be fairly high?
    - Agility: Your ability to move/leap/dive around effectively both in or out of combat. Also a requirement for most toku heroes, doing the constant moving that they do. Affects defenses? Movement?
    - Toughness: How many hits can you take before you go down. Affects total HP, like with Constitution.
    - Persistence: Each hit hurts, and each hit hurts bad. But how much does each hit hurt? Affects armor and defenses, reduces damage of incoming damage.
    - Resourcefulness: Of course you can punch and kick. But what else can you do, if the situation doesn't call for it? Affects Skill points and most non-combat rolls.
    - Justice/Wickedness (could use a unified name?): Whether you're trying to convince someone of their inner goodness or trying to corrupt someone into following a darker path, you won't get far if you can't talk your way out of a paper bag. Counterpart of Charisma, basically how much you're a bro of good/evil. Affects Momentum gain/loss and some non-combat rolls.

    BASE MOMENTUM: Strength + Justice/Wickedness * 5?
    BASE HP: Strength + Toughness * 10?

    > continued
    >> Anonymous 11/07/10(Sun)11:25 No.12712921
    >>12712916

    SKILLS:
    Seperated into two branches, Vital Skills and Useful Skills. Vital Skills are the prominent stuff that could really affect gameplay: driving, medical ability, stealth, etc. Useful Skills are the stuff that would be nice to have and provide possible gameplay quirks, but aren't game-changers: alternate languages, obscure knowledge, lockpicking, etc.
    Two separate pools of points, both based off the Resourcefulness stat, so that people can't only buy up Vital stuff.
    Each skill is associated with a stat, which adds to the respective roll.
    VITAL SKILLS:
    - Vehicle Handling
    - Medical Ability
    - Stealth
    - ...?
    USEFUL SKILLS:
    - Languages
    - Niche Knowledge
    - Lockpicking
    - Performance Arts
    - Sciences
    - Gaming (Sports/video)
    - ...?

    And that's it for now. I'll admit I'm not the LEAST bit familiar with Exalted, so I'm afraid I don't know how Stunting should/would work.
    What's the system like in Exalted?
    >> Anonymous 11/07/10(Sun)11:37 No.12712983
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    >can make gameplay rolls based off how much of a bro of justice I am

    Fuck yes.
    >> Anonymous 11/07/10(Sun)11:45 No.12713042
    >can make gameplay rolls based off how much of a bro of justice I am

    I am also interested.
    >> Anonymous 11/07/10(Sun)11:53 No.12713089
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    the Japanese indie kamen rider game
    >> Anonymous 11/07/10(Sun)11:58 No.12713111
    >>12712921
    Let's take a Dex+Melee roll to swing a sword. Let's say that's 8d10. Remember, Exalted works on a modified ST system, so it's like in WoD.

    Doing something okay is +1 dice. 9d10, and regain two "motes". (Think MP. They fuel your Awesome.) Think of a cool flip or disarming maneuver
    Doing something insanely awesome is +2. 10d10. 4 motes or 1 willpower. It's like Erroll Flinn type acrobatics.
    Doing something EPICALLY awesome is +3. 11d10. 6m or 1wp or 1xp. This is the shit you save in a .txt because of how awesome it is. This is Westley's "drop your sword" speech from The Princess Bride. This is the Ninth Doctor threatening to wipe every last stinking Dalek out of your sky. This is whenever the Eleventh Doctor makes a speech.
    >> Anonymous 11/07/10(Sun)12:46 No.12713494
    Not sure how long it's been, bumping just in case.
    >> Anonymous 11/07/10(Sun)14:19 No.12714184
    > Momentum spent on accuracy
    > Momentum spent on dodging/absorbing

    ehhhh. potential for abuse here, not to mention it doesn't really fit with the source.
    the idea behind momentum is that you save it up for those big powerful finishers/weapon usage, right?

    there needs to be some sort of cost to add it to normal rolls in order to hit/defend, or else there's nothing stopping people from going "wait, he dodges? i'll add more momentum!" "what? no! i'll add more momentum to my dodge!" back and forth.
    >> Anonymous 11/07/10(Sun)14:39 No.12714396
    >>12713111
    Yes yes yes. This would be perfect for a Rider game. There's doing something, and then there's doing something for JUSTICE.

    Bike-Fu like in Kuuga?
    Using the coffin of Great Leader as a hiding place to ambush like in Ichigo?
    Popping up right where the hostages are kept like in V3?

    I have no clue how it'd work for idea-guy (+1 bonus? +3 bonus? +5 bonus?), but it really should be included.
    >> Anonymous 11/07/10(Sun)14:42 No.12714426
    >>12714396
    Its important to keep in mind that in regular Exalted the only reason stunts are relevant is for the free motes and XP -- all you really are doing them for is in the hopes that you'll get a 3 dot stunt and get a bonus XP sometime. When you roll a hundred dice a round, an extra 3 isn't otherwise meaningful.
    >> Anonymous 11/07/10(Sun)14:58 No.12714597
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    A thread about this is the LATS I'd ever expect to find on /tg/
    Godspeed
    >> Anonymous 11/07/10(Sun)15:05 No.12714656
    How would you take different forms into account? Every Rider worth his salt has multiple forms and the all-important super form. As mentioned earlier, you could spend a ton of Momentum to assume a different form, but there's the question of balance, since ultimate forms are usually ridiculously powered.

    Also, since these forms are dependent on Momentum, how about using good roleplaying to gather Momentum? Like, say a Rider is battling the final boss and he gets the shit kicked out of him. Dramatic speech, rise up triumphant, henshin, final form, end his ass.
    >> Anonymous 11/07/10(Sun)15:06 No.12714674
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    >>12714656
    >Every Rider worth his salt has multiple forms
    >> Anonymous 11/07/10(Sun)15:09 No.12714696
    >>12714674

    Okay, you got me there. Even so, I bet someone will want their multiple forms. I know I would.
    >> Anonymous 11/07/10(Sun)15:22 No.12714809
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    >>12714696
    >>12714656

    Idea-poster here.
    That's one of the bigger things that's confounding me. Not every single Rider has an alternate form, but it's certainly one of the biggest draws of modern toku--not only in Kamen Rider, but also Super Sentai and Rescue Heroes/Force and the other one-off series.
    The problem is how to make it so that people have alternate forms to tackle different situations while not punishing the single-form players for sticking with a single form.

    This is a very shaky idea right now, but I'm thinking forms would be best as either powers or equipment bought as part of character creation and/or with the EXP equivalent (assuming that the EXP equivalent will work normally). Instead of making a single form more badass, you're providing yourself with options to do different things in different situations.
    For example, W could do far more things than V3 and could take on situations that V3 couldn't dream of, but V3 is overall more stronger due to his experience/development/etc in a single form.

    But that still leaves absolutely no basis for how to go about the super form, not to mention it'll probably discourage people from taking too many alternate forms if it results in a weaker character.
    Hmmm. What are your thoughts, riderbros?
    >> Anonymous 11/07/10(Sun)15:30 No.12714867
    >>12714809

    Perhaps forms could have their own point pool that slowly burns depending on the form. Form Points recharge slowly on their own, but you can spend Momentum to get more back. You need a ton of Momentum for instant Form Points, though, to hopefully encourage proper form use.

    This way you still build Momentum through battle, then you can immediately dump it into a Form, build some more Momentum (can't buy Form Points with Momentum while using a form, of course) then end it with a final attack.
    >> Anonymous 11/07/10(Sun)15:35 No.12714893
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    Should there be come kind of in-game benefit you receive whenever your theme song is playing?
    >> Anonymous 11/07/10(Sun)16:07 No.12715168
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    >>12714893
    how would it actually work? people bring a boombox to play their character's theme?
    >> Anonymous 11/07/10(Sun)16:10 No.12715204
    >>12714867
    I assume the benefit for single-forms is that they don't need to burn momentum for Form Points?
    >> Anonymous 11/07/10(Sun)16:23 No.12715327
    >>12715204

    Well, since they don't need Form Points, they don't have to ration Momentum like that.
    >> Anonymous 11/07/10(Sun)17:16 No.12715821
    >sees this thread still lives

    I love you guys.

    I do like the idea for stunts a la Exalted in this sort of deal. Though perhaps the dicepools themselves should be on average smaller than Exalted's (L5R-sized, maybe?) so that the stunts have more of an overall impact?
    >> Anonymous 11/07/10(Sun)17:39 No.12716045
    >>12714867

    Also, there should be out of combat ways of gathering Momentum, so someone can turn into a gun-based form and snipe in a non-combat situation, if need be.
    >> Anonymous 11/07/10(Sun)17:50 No.12716137
    >>12716045
    Definitely. Supremely epic speeches, death-defying stunts to rescue somebody, and so forth.
    >> Anonymous 11/07/10(Sun)18:03 No.12716255
    This homebrew is still for World of Darkness, right?
    >> Anonymous 11/07/10(Sun)18:08 No.12716322
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    Idea-poster here. Decided to try my hand at a combat flowchart to expand on the system even more. Has a lot of gaps and things left unaccounted for, but it's a start.

    Mook combat I think would be a modification of this, except
    1: Heroes always have initiative,
    2: Roll for Actions would be Roll Number of Enemies to Attack.
    3: Every Mook dies in a single hit.

    >>12716255
    Nope. Toku is way different from WoD, both from a thematic and technical standpoint.
    >> Anonymous 11/07/10(Sun)18:16 No.12716406
    >>12716322

    Well, now, things get a biiiiit more complicated if it's a full-fledged normal system. Best to make it some kind of supplement, I think.
    >> Anonymous 11/07/10(Sun)18:21 No.12716452
    >>12716322
    >swapping out/activating equipment takes 3 actions

    eeeeh. some people really rely on their equipment. i'd change that to 2 or 1 actions.

    also, 2d10s? why not just use a d20? in fact, why not just use a d20 for the finisher as well, since it's supposed to be mighty and awe-inspiring?
    >> Anonymous 11/07/10(Sun)18:22 No.12716469
    >>12716322
    >dat chart

    Sadly, I have nothing to contribute, but I do have a few questions.

    1. Where on the internets would I need to go to watch Kamen Rider in English? Subs are fine, but I don't understand moonspeak, and am still extremely interested.

    2. Has this been archived yet?

    3. When it's finished, will there be a PDF/1d4chan entry?
    >> Anonymous 11/07/10(Sun)18:27 No.12716528
    >>12716469
    1: Well, there's a lot of drama going around about how to "properly" sub Kamen Rider, but generally where you'll get the most is at tvnihon.com--they ain't perfect, but they've got the most. I'd suggest starting with Double or Faiz.

    2: how do i shot archive

    3: Up to the idea-guy, but I'd be in support for it.
    >> Anonymous 11/07/10(Sun)18:33 No.12716600
    Making an archival request now
    >> Anonymous 11/07/10(Sun)18:35 No.12716618
    >>12716469

    Your best bet is to hunt Veoh. I've seen subbed episodes of Double there, and right now Tacobar/Over-Time over at /m/ offers weekly torrents and subs of Kamen Rider OOO. OOO is pretty new, so I'd jump in now to avoid being overwhelmed. It also has the AWESOME Cakeboss thread every week, so be sure to check that out if you watch OOO.
    >> Anonymous 11/07/10(Sun)18:46 No.12716722
    Wonder if there should be an advantage for having a transformation trinket with a voice that can make women swoon.

    Standing by~
    >> Anonymous 11/07/10(Sun)18:52 No.12716799
    >>12716722

    You can be damn sure my trinket's gonna have a cool announcer.
    >> Anonymous 11/07/10(Sun)19:03 No.12716912
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    do you get any bonuses for being ronery?
    >> Anonymous 11/07/10(Sun)19:26 No.12717158
    >>12716722
    >>12716912
    Hmm. What sorts of things would be in an Advantages/Defects list?

    Advantage:
    Awesome-as-shit transformation.

    Defect:
    UNABLE TO LOVE~
    >> Anonymous 11/07/10(Sun)19:29 No.12717194
    >>12717158

    The Orponoch weakness comes to mind.
    >> I apologised on 4chan !!857o4GkKJgy 11/07/10(Sun)19:33 No.12717245
    >>12717194

    You mean where you're supposedly the next form of evolution... except you actually have a vastly reduced lifespan compared to normal people and will probably disintegrate in a matter of years once you become one?

    Although, I will admit that the that PRIOR TO THIS HAPPENING the fact that you basically can't be killed except by another Orphenoch possibly does sort of lend weight to the theory.
    >> Anonymous 11/07/10(Sun)19:47 No.12717452
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    >>12717158
    You run the risk of crushing people if you're not careful
    >> Anonymous 11/07/10(Sun)19:47 No.12717458
    I love what I've seen so far: We need to define exactly what Momentum can be spend on. It means that the Rider is getting more 'Fired Up' as the battle progresses, so...

    1.) Can be spent on Attacks. (Or Techniques.)
    2.) Can be spent to boost attack rolls/soak damage. (Maybe you're limited by your 'Justice' stat- You only can spend so much on boosting each turn, to prevent you from buffing yourself tremendously.)
    3.) At a certain threshold, you can use it all to transform into your alternate form, which is a boosted version of your ordinary one. The more powerful your alternate form, the more Momentum it costs to transform.
    4.) To use your Finisher, which should have a certain amount of damage, just in case it misses, or it's not enough.


    I've read through Tokyo Heroes, and here's an idea that's interesting: Monsters have an Energy gauge, which they spend from. To be thematic, enemies are the wave the hero crashes against, and they start out at something like full power. Building up Momentum allows them access to their more powerful attacks.

    I'd say we shouldn't worry about trying to imitate *all* the tropes. I'm certain that stating out Double and his multiple forms, Decade and his Attack Rides, or OOOs and his multi-part abilities, would be a headache. Going with 'Normal form, then mid-season upgrade' seems simplest.

    Maybe you can 'bet' Momentum on an action; For example, you say 'I bet three momentum that I'll get at least three successes on the action...But there has to be some way to stop people from betting a lot on 'one or more successes'.
    >> Anonymous 11/07/10(Sun)19:49 No.12717491
    >>12717245

    I didn't like Faiz too much, but the suit designs are the sex. Psyga is arguably the second-best movie Rider, after Skull. The Delta Gear looks fantastic, but it went to the biggest idiot in the show.

    Also, I believe it's implied that the main character hasn't got much longer to live when the show ends; He's decaying like the others.
    >> Anonymous 11/07/10(Sun)19:59 No.12717664
    >>12717458

    Or the forms could be cosmetic and you simply use Momentum to afford temporary, seperate powers.
    >> Anonymous 11/07/10(Sun)20:02 No.12717711
    >>12717664

    That's certainly true. Upgraded forms are rarely substantially different, barring a bonus attack or two; Ryuuki's Survive Form basically had more cards. Accel Trial had super-speed, and a different finisher (Less armor, too, but why quibble.) Faiz Accel was limited super-speed again.

    Cosmetic changes for different attacks sounds good to me.
    >> Anonymous 11/07/10(Sun)20:05 No.12717746
    >>12717711

    Of course, the players are still changing forms to use these powers, and when they get these forms the first time (unless it's a guy like OOO or Double) hyping it up is expected and can get bonuses.

    There's another idea - extra Momentum or dice or whatever for hyping up the first appearance of your new power.
    >> Anonymous 11/07/10(Sun)20:07 No.12717782
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    How would you handle ingame something like Stronger's CHARGE UP where if you don't go back to normal within a minute you explode?
    >> Anonymous 11/07/10(Sun)20:13 No.12717866
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    v3 just got a shitload of momentum~
    >> Anonymous 11/07/10(Sun)20:16 No.12717889
    >>12717782

    Well, maybe a disadvantage. It does damage if your...I dunno, if it doesn't drop beneath a certain threshold? Or 'Have this much Momentum by the end of power-up, or take damage'? Interesting idea, but we should focus on playability first.

    What are the core stats of the proposed system?
    >> Anonymous 11/07/10(Sun)20:20 No.12717936
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    >>12717866
    V3 is ALL momentum
    >> Anonymous 11/07/10(Sun)20:29 No.12718042
    >>12717889

    >>12712896
    >>12712898
    >>12712916
    >>12712921
    >> Anonymous 11/07/10(Sun)20:37 No.12718102
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    I think there's one vital issue we haven't given much attention to

    the actual RIDE the Riders are riding

    How do vehicles work in M&M?
    >> Anonymous 11/07/10(Sun)20:51 No.12718243
    >>12718102

    I'm sure you build them with points, basically.
    >> Anonymous 11/07/10(Sun)20:53 No.12718275
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    >>12718102
    Dude, get the M&M book off /rs/ and read it yourself.

    Still, to answer, vehicles are super gadgets or devices that can have their own powers. You can get them with a hero's gadget or device power (I rarely remember which was what) by spending power points on them.
    >> Anonymous 11/07/10(Sun)21:04 No.12718403
    >>12712921

    Idea-poster here. Maybe I should use a tripcode or a name or something.

    Couple more Useful/Vital Skills ideas:

    Vital:
    - Area Navigation
    - Discourse
    - Sixth Sense

    Useful:
    - Mechanical Maintenance
    - Animal Empathy
    - Cooking
    - Cleaning

    Also, as for the capabilities.
    If we're using a d10 for rolls (which, again, could change), I think the average of the stats should be around the 6-7 area. That way, people can affect more negative rolls with their stats, but they can't brush off a natural 1 completely.

    With that in mind:
    Default starting core stats:
    Strength: 5
    Agility: 1
    Toughness: 1
    Persistence: 1
    Resourcefulness: 1
    Justice/Wickedness: 1 (still need a better name)
    - 20 points to spend
    1 - Average Human
    2-4 - Above-average Human
    5-6 - Superhuman
    7-8 - Inhuman
    9-10 - Godlike

    I'm tempted to say that each point in Resourcefulness gives you two more to spend in Skills, but I think that can wait until the list of Skills is completed.
    Also, I think I heard mention that people would be interested in a flaws/advantages thing?
    >> Anonymous 11/07/10(Sun)21:08 No.12718447
    >>12718403

    I say Strength should start as 1. Some Riders just aren't as strong as others. I'm pretty sure Riderman didn't have any enhancements beyond his arm, so he had to fight more strategically. It could also encourage street-level Riders, like Kazuya Taki, the Skull Rider from Kamen Rider Spirits.
    >> Anonymous 11/07/10(Sun)21:12 No.12718494
    >>12718403
    yeah, strength should start at 1 with an extra 5 points to spend. 1 strength isn't "bad", it's just an average human being. they're not being frail or weak, they're just not getting enhanced
    >> Anonymous 11/07/10(Sun)21:32 No.12718746
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    >>12716322
    I'd add something onto the finisher for what happens if the Finisher DOESN'T defeat the enemy. You need more than a basic Rider Kick to take down the Checkmate Four or a Dark Rider. For basic monsters, yeah it'll do them in, but for times when the Plot Says No.
    >> Anonymous 11/07/10(Sun)21:38 No.12718845
    >>12718746

    For ease of Finisher use, I'd also rule that when most monsters hit 1 HP, they're stunned and wide open to a Finisher, which auto-hits. (This gives the Rider a chance for some post-battle Momentum by doing a cool final attack.) If it takes the heroes too long to fire a Finisher, they regen some of their health and it has to be lowered again before a Finisher can be landed.
    >> Anonymous 11/07/10(Sun)21:44 No.12718931
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    I run a Kamen Rider RPG myself, and I have to tell you that I wish I thought of choosing Momentum as our system first. We started with M&M 2E, and things bogged down, combat-wise, because it's very hard to pin everything down since each Rider was drastically different from each other and things got broken right at the character creation (horribly overpowered characters overshadowing underpowered ones, etc). We decided to make it as rules-light as possible while putting Rider conventions (taunting, speeches, the storyline) at the forefront, and it's been fun so far.

    Our Stronger just forced our Kuuga-in-Training to get to Titan Rising by beating him up with a baseball bat. Brutally. Our OOO was murdered by Dark Kiva by being sliced in half with the Zanvat sword in mid-henshin, and now the characters are investigating her death.
    >> Anonymous 11/07/10(Sun)21:48 No.12718973
    >>12718931

    >Our OOO was murdered by Dark Kiva by being sliced in half with the Zanvat sword in mid-henshin, and now the characters are investigating her death.

    New rule: henshins cannot be interrupted with attacks. It's a trope I think needs to be kept.
    >> Anonymous 11/07/10(Sun)21:48 No.12718974
    >>12718931
    Wow, that's like...Spirits level grimdark, bro.
    >> Anonymous 11/07/10(Sun)21:55 No.12719056
    >>12718931
    >Our OOO was murdered by Dark Kiva by being sliced in half with the Zanvat sword in mid-henshin, and now the characters are investigating her death.

    BULLSHIT!
    >> Anonymous 11/07/10(Sun)21:56 No.12719067
    >>12718973
    >henshins cannot be interrupted

    This.
    This this this this this. A million times this.
    >> Anonymous 11/07/10(Sun)21:57 No.12719077
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    >>12718974

    The game is actually pretty light in terms of mood, just that there has to be stuff happening like this (and it was a great shock to my players when I pulled that off). Our OOO was a scientist, and Dark Kiva was an antagonist NPC who snuck into her lab and killed her while she was off-guard.

    >>12718973
    It's a good trope to keep, but at the same time it's fun when you turn the tropes on their head. Our Showa Riders, for one, experience crippling pain just after they transform, due to their bodies being temporarily replaced by cyborg ones. And Heisei Rider transformations are pretty easy to interrupt (heck, look at Faiz). That can happen in a game, and it ups the tension when it does.
    >> Anonymous 11/07/10(Sun)22:00 No.12719123
    >>12719077

    Optional trope, then, but there should be a STRONG suggestion to use it unless all the players are fine without it.
    >> Anonymous 11/07/10(Sun)22:03 No.12719150
    >>12719123

    Make sure to plan it out with your player first especially if you're dealing with plot stuff, rather than just a random encounter.

    Also, if you're going to let players pick from the canon belts, you should declare right at the outset that the ones that mess with time (i.e. Den-O/Zeronos/New Den-O) are off limits. Trust me on this one.
    >> Anonymous 11/07/10(Sun)22:06 No.12719196
    >>12719077

    Interesting. I generally go with all-original Riders in my game; It's more fun that way, and prevents the whole powerlevels comparison.

    If I recall correctly, Kerebos fought with twin electrified nightsticks, Dio with his flip-out handphone that became a lightsaber, and Ixion with piston-driven powerfists.

    A house-rule was that you could burn a Fate point, when attacked, to shake off the impact and emerge in your Henshin'd form, unharmed. Attacking someone untransformed is an incredibly good idea, though I think it was only explicitly done in GARO- Kodama tries to attack Kouga during his transformation sequence.
    >> Anonymous 11/07/10(Sun)22:09 No.12719252
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    >>12719077
    >light in terms of mood
    >PC gets randomly killed by an assassin when she least expects it and isn't even able to henshin to save herself

    Um...well if your players are cool with this I can't really fault you on any of it, but nevertheless...
    >> Anonymous 11/07/10(Sun)22:11 No.12719288
    >>12719252

    Forget to mention, she was an NPC, but the PCs really liked her for some reason. But yeah, I guess it was sort of grimdark.

    >>12719196
    Ah, I see. I went with canon gears because while original gears are always awesome, it's definitely a good feeling for a player to play as Kabuto, or Decade, or any of the main riders.
    >> Dr.Professor !!0aJlup0qROl 11/07/10(Sun)22:14 No.12719322
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    >>12708168
    >nobody said it
    Well I'll have to do it then.

    HENSHIN A GO-GO, BABY
    >> Anonymous 11/07/10(Sun)22:15 No.12719330
    >>12719288

    We'll definitely have to include premade Riders to run with. The more notable Showa and Heisei Riders should be fine, highlighting certain builds like multiple forms (Double) or street-level (Riderman) or cybernetics (Rider 1).
    >> Anonymous 11/07/10(Sun)22:17 No.12719350
    Momentum shouldn't be expended to perform finishers, because that will makes battles take forever because players will expend it to dodge/make basic attacks stronger.

    Instead, you keep track of current momentum, but also total momentum accrued in that battle. Momentum is spent as normal, but activating a finisher comes when you hit a certain total momentum, regardless of how much you spend.
    >> Anonymous 11/07/10(Sun)22:21 No.12719422
    Thinking about it; The Showa-themed Riders have a more consistent origin- They're almost entirely cyborgs. Heisei riders are more like the Final Fantasy series; Tangentially related, but not *really*.

    For sample characters...

    Rider-1: 'Balanced' build.
    V3: 'Technique' build
    Riderman: Low-augmentation, high Skills build
    X: First Rider to use a melee weapon.
    Stronger: First Rider with a ranged attack, Electric elemental.
    Skyrider: Alternate movement mode- Flying.

    For Heisei, the following have a single unique gimmick, and are likely easier to stat out:

    ZaBee: Super-speed Rider, one ranged attack, no other gimmicks. I'd say Kabuto riders, in general, have to be nerfed, otherwise they'd devastate everyone with CLOCKUP.

    Kaixa: Boosted stats, major Disadvantage to the belt.

    Psyga: Heavily armed flying Rider.

    Skull: Example of an 'experienced' character.

    ...And so on. I always liked the Delta armor, myself.
    >> Anonymous 11/07/10(Sun)22:22 No.12719438
    >>12719350

    One problem you have to contend with the momentum-based finishes is what if the Rider needs to pull out a finisher right at the outset, during an emergency or hostage situation where they can't actually spend time dodging and fighting. The traditional Rider fights are good, but it'll get stale. Also, you have to remember that current Heisei Riders (Decade and Double, most of all) often used their finishers at the outset.
    >> Anonymous 11/07/10(Sun)22:24 No.12719474
    guys

    guys

    we need to handle the most important question first:

    women as riders
    y/n
    >> Anonymous 11/07/10(Sun)22:24 No.12719475
    >>12719422

    For Clock-Up, we limited its use to a specific number of rounds or actions. We also appended the disadvantage that it takes a lot out of the character, and they're stunned for a round or two after it.
    >> Anonymous 11/07/10(Sun)22:25 No.12719480
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    >>12719474
    Yes
    >> Anonymous 11/07/10(Sun)22:26 No.12719494
    >I'd say Kabuto riders, in general, have to be nerfed, otherwise they'd devastate everyone with CLOCKUP.
    I dunno; Decade has Form Ride Kabuto, Accel has Accel Trial, and OOO has the Cheetah leg-medal. They're hardly alone in the superspeed department.
    >> Anonymous 11/07/10(Sun)22:28 No.12719513
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    >>12719422
    Actually Rider 1 was supposed to be the 'skilled' one, Rider 2 was meant to be the strong one and V3 was supposed to be the balanced one
    >> Anonymous 11/07/10(Sun)22:29 No.12719524
    >>12719494

    Yes, but gamewise, you don't want Superspeed to school everyone else...Or it'd become essential to the build. It's a balance issue, to be honest. And admittedly, in-series, superspeed is rarely the answer to everything: Faiz's Accel form didn't work too well on the final bosses, and the Utopia didn't just beat Trial up- He SET HIM ON FIRE.

    So, balance issue. We need a system where Riderman can kick ass with the best of them.
    >> Anonymous 11/07/10(Sun)22:29 No.12719532
    >>12719288
    Ahhhh, okay.
    >> Anonymous 11/07/10(Sun)22:34 No.12719577
    >>12719475

    I agree with this. At least with Faiz Accel, it's a Form power and thus requires Form points to assume. There's also the ten second limit built in. Since it's been declared that Start Up = Clock Up, why not make Clock Up ten seconds as well? (to the Rider, that's still several minutes.)

    And remember, if a Rider has a broken power, the GM should always use monsters to counter it. Remember that Kabuto needed Clock Up to handle Worms.
    >> Anonymous 11/07/10(Sun)22:46 No.12719676
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    >>12717491
    >>Psyga is arguably the second-best movie Rider, after Skull.
    >>Skull
    >>best movie rider

    That's a weird way to spell "Orga"
    >> Anonymous 11/07/10(Sun)22:51 No.12719712
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    >>12719474
    Hell yes.
    >> Anonymous 11/07/10(Sun)23:03 No.12719815
    The only other problem now is the subject of powers. If we're not gonna just be a simplified Mutants and Masterminds supplement, how can we easily address powers while keeping them balanced?
    >> Anonymous 11/07/10(Sun)23:06 No.12719843
    I've been following this thread for almost 24 hours and I don't know SHIT about Kamen Rider, help me learn, /tg/. Is there a series I need to torrent first? Stream it from some website? I just need a name really. Where do I start?
    >> Anonymous 11/07/10(Sun)23:08 No.12719864
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    >>12719843
    V3 torrent is on Demonoid

    Amazon is here: http://www.freewebs.com/hinotorisubs/downloads.htm

    Stronger is being subtitled here, they also have Kuuga: http://midnightcrewsubs.blogspot.com/

    Everything else you can find at TV-Nihon
    >> Anonymous 11/07/10(Sun)23:09 No.12719869
    >>12719843

    I started with Kamen Rider Double, so I suggest that. You should find some subbed episodes on Veoh.
    >> Anonymous 11/07/10(Sun)23:10 No.12719877
    >>12718403
    >Justice/Wickedness: 1 (still need a better name)

    Devotion? Passion? Zeal? Vehemence? Intensity? Fervor?
    Though I've got to say I'm sad at losing the prospect of making a Justice roll.
    >> Anonymous 11/07/10(Sun)23:12 No.12719908
    >>12719877
    Yeah I think it can stay Justice for heroes and Wickedness for villains, converting one-to-one should there be a face heel turn or vice versa.
    >> Anonymous 11/07/10(Sun)23:13 No.12719916
    >>12719877

    Well, Justice/Injustice is clearly the way to go here for good/evil Riders. Injustice should cover a lot of evil Rider stuff.
    >> Anonymous 11/07/10(Sun)23:21 No.12720011
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    >>12719916

    Speaking of villains I think we've neglected that essential part of the Rider universe. I'd like to see what kind of bad guys /tg/ could come up.
    The old villains were really something to behold, like Nazi commanders and Heath Ledger's ghost.
    >> Anonymous 11/07/10(Sun)23:25 No.12720061
    >>12719877
    I'd say 'Conviction'
    It's a measure of how strong your beliefs are.
    >> Anonymous 11/07/10(Sun)23:28 No.12720111
    >>12720061
    Well, Justice/Injustice would make for cool rolls ("Roll for JUSTICE"), but it's a little complex and wordy.

    Conviction has the same general impact for both side, I think, and it's got a really cool sound when you declare you're rolling it. ("Roll for CONVICTION")
    >> Anonymous 11/07/10(Sun)23:33 No.12720161
    >>12720111

    Well, keep in mind you're only calling the trait "Justice" if you're good and "Injustice" if you're evil. The words aren't too different from each other, yet still distinguishable and basically meaning the same idea, except reversed.
    >> Anonymous 11/07/10(Sun)23:35 No.12720197
    >>12720011
    I once had an idea of a hiveminded kaijin race that was sort of like a cross between those dudes from Stargate Atlantis and the Tyranids.
    >> Anonymous 11/07/10(Sun)23:42 No.12720278
    >>12720197
    Holy fuck that actually sounds kinda scary
    >> Anonymous 11/07/10(Sun)23:46 No.12720317
    >>12720278
    Yeah. Imagine if Synapse Creatures could talk and acted like typical toku villains, and their underlings were...well let's face it, pretty much just as bad as the various gaunts and genestealers and whatnot.
    >> Anonymous 11/07/10(Sun)23:48 No.12720337
    >>12720317
    And one thing to remember is that in Kamen Rider, the regular mooks and monsters actually tend to *fuck people up really badly*.
    >> Anonymous 11/07/10(Sun)23:49 No.12720345
    >>12720317
    I am officially terrified of this. Especially the idea of a rubber suited zoanthrope gesturing about before mindblasting things into oblivion.
    >> Anonymous 11/07/10(Sun)23:51 No.12720360
    >>12720345
    You been on /tg/ too long.
    >> Anonymous 11/07/10(Sun)23:53 No.12720381
    >>12720345
    And now I'm imagining a massive psychic telekinesis blast meeting the force of a Rider Kick in mid-air and a struggle of forces ensuing.
    >> Crix !!nLvSV/0cRma 11/07/10(Sun)23:54 No.12720393
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    you obviously aren't from /m/ because no one worth a damn from /m/ likes this toku bullshit
    >> Anonymous 11/07/10(Sun)23:54 No.12720400
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    >>12720393
    >> Rider RP Guy 11/07/10(Sun)23:55 No.12720411
    Welp, here I am with a name. Now I feel like I'm trying to proclaim myself as important or something. I feel dirty. Quick, someone call me a faggot!

    >>12718746
    Momentum for the character isn't spent, bad guy gets a bunch for resisting and looking awesome during it?

    >>12718845
    This is a pretty nifty idea. Really gives the urgency of "He's weakened, take him down now!".

    >>12719350
    That's one of the problems I keep coming back to, yeah. That solution could work, but trying to keep track of another number not represented by the actual momentum might make things a little complicated--not to mention puts more weight on the GM!

    >>12719438
    What if in those such situations there was an option that the player could sacrifice HP or something in order to pull it off?
    >> Gaeth !!Kabya1rjynv 11/08/10(Mon)00:00 No.12720453
    >>12720393
    For the love of god, let's not drag that shitstorm into other boards, shall we?
    >> Anonymous 11/08/10(Mon)00:01 No.12720461
    >>12720411
    So, how do we roll dice anyway? Are we going with dice pools? WoD style?
    >Captcha: Justice ousany
    >> Anonymous 11/08/10(Mon)00:03 No.12720491
    >>12720011

    There's Starfish Hitler, too. Can't forget Starfish Hitler.

    I say the Masquerade Dopants really stand out in their stylish costumes...And some end-bosses are spectacular. Apollo Geist is rad, as is Shadow Moon and other evil counterparts.
    >> Anonymous 11/08/10(Mon)00:05 No.12720512
    >>12720461
    Looks like we're going d10 and a d20.
    >> Anonymous 11/08/10(Mon)00:23 No.12720687
    >>12720491

    SIEG HEIL! STARFISH HITLER.

    What the fuck.
    >> Anonymous 11/08/10(Mon)00:36 No.12720815
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    >>12720687
    And Spider-Napoleon
    >> Anonymous 11/08/10(Mon)00:42 No.12720892
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    And Ant Capone.
    >> Anonymous 11/08/10(Mon)00:43 No.12720902
    >>12720815
    Another great example of the serious nastiness Kamen Rider villains tend to do to folks. One minute you're fine, the next YOU ARE SPIDER NEST
    >> Anonymous 11/08/10(Mon)00:44 No.12720915
    >>12720892
    >>12720815
    >>12720687

    you are fucking kidding me.

    what next, genghis khan-dor?
    >> Anonymous 11/08/10(Mon)00:45 No.12720930
    >>12720902
    in one of the later episodes of the first series there was a monster who breathed poison smog, he went down below an apartment building and found the gas pipes and breathed into it, so that whenever anyone in the building went to turn the gas on the stove they were murdered. They then show the whole apartment full of skeletons.
    >> Anonymous 11/08/10(Mon)00:46 No.12720942
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    >>12720915
    >> Anonymous 11/08/10(Mon)00:46 No.12720945
    >>12720915
    >Genghis Khan Condor (ジンギスカンコンドル, Jingisu Kan Kondoru?, 22, Movie): A Genghis Khan-themed Condor monster. It was destroyed by X's X Kick. Genghis Khan Condor was later revived in the movie and killed by the 5 Riders.
    >> Anonymous 11/08/10(Mon)00:47 No.12720954
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    >>12720942
    >>12720945

    brb
    >> Anonymous 11/08/10(Mon)00:48 No.12720961
    >>12720945

    I REGRET EVERYTHING.

    Are...are spiders eating that man's face?
    >> Anonymous 11/08/10(Mon)00:50 No.12720983
    >>12720930
    This is why I like Kamen Rider. It's just grimdark enough to appeal to my fa/tg/uyness, but at the same time indulges my love of HEROICALLY FIGHTING FOR JUSTICE.
    >> Anonymous 11/08/10(Mon)00:52 No.12721013
    >>12720983
    The First and The Next fucked up because it lost the good balance between them
    >> Anonymous 11/08/10(Mon)00:55 No.12721060
    >>12721013
    Too much grimdark and not enough JUSTICE, or the reverse?
    >> Anonymous 11/08/10(Mon)00:56 No.12721073
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    >>12721060
    Too much hamhanded grimdark, no justice at all, boring fucking subplots that take up 45 minutes of the movie. Also Hongo was a bitch and Hayato was an asshole.
    >> Anonymous 11/08/10(Mon)00:56 No.12721074
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    >>New rule: henshins cannot be interrupted with attacks. It's a trope I think needs to be kept.

    "Think again!"
    >> Anonymous 11/08/10(Mon)01:00 No.12721136
    >>12721073

    I love Heisei but god DAMN I hate this new "pretty boy" trend.

    At least Shotaro was awesome as fuck, and Eiji is turning out to be pretty bad ass. (refusing to henshin until the guy who is responsible for letting you stops being dick, WHILE falling to your death? Awesome.)
    >> Anonymous 11/08/10(Mon)01:02 No.12721150
    >>12721136
    Yah, he even topped out Ryotaro, who just allowed himself to have the shit beaten out of him while in Plat Form.
    >> Anonymous 11/08/10(Mon)01:04 No.12721183
    >>12721150
    >>12721136

    W and OOO seem to be hearkening back to Showa where the guys could kick ass even when not transformed.
    >> Anonymous 11/08/10(Mon)01:06 No.12721212
    >>12721183
    Yeah Eiji certainly is quite willing to get up in a Yummy's grill even without the suit on. ...Not that he does particularly well most of the time (though he did actually knock down the glutton Yummy), mind, but even so.
    >> Anonymous 11/08/10(Mon)01:08 No.12721221
    >>12721074

    Goddamn piece of shit

    Attacking Greymon and Kabuterimon during their digivolutions.
    >> Anonymous 11/08/10(Mon)01:13 No.12721268
    >>12721183
    >>12721212
    This should be an Advantage, I think. "Surprisingly Capable: The Rider has training in the martial arts or from other sources from his normal life and thus possesses sufficient fighting skill to be far from helpless even untransformed". Perhaps it would let you gain a capped number of Momentum points from attacking as a human, or perhaps at a reduced rate?
    >> Anonymous 11/08/10(Mon)01:16 No.12721304
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    >>12721268
    That's a great idea actually, hell that's part of why Ichigo was chosen by Shocker in the first place
    >> Anonymous 11/08/10(Mon)01:19 No.12721344
    Is this archived yet?
    >> Anonymous 11/08/10(Mon)01:24 No.12721398
    >>12721344
    I put a request up on 4chanarchive.
    >> Anonymous 11/08/10(Mon)01:25 No.12721420
    >>12721136
    Well, technically speaking, it's because of a cultural thing in Japan. It's not because they're beeeautiful or sexy, like some people think. In Japan bishounen are seen as the epitome of manliness, because they know that they are a man deep down--even if they look feminine. The "sexiness" is just a bonus.

    Basically, Shoutaro and Eiji? It'd be akin to putting Dolph Lundgren and Mr. T as Kamen Rider in the West.
    >> Anonymous 11/08/10(Mon)01:27 No.12721432
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    Next time we do this it should be about Ultraman
    >> Anonymous 11/08/10(Mon)01:28 No.12721446
    >>12721420

    Jason Statham would be an awesome Kamen Rider Accel.
    >> Anonymous 11/08/10(Mon)01:30 No.12721476
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    >>12721446
    >> Anonymous 11/08/10(Mon)01:31 No.12721494
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    >>12721420
    Also in Japan the more masculine a character is the more he's interpreted as being gay, like Zangief.
    Despite this, Fujioka is like a god over there and he only got manlier as he got older.
    >> Rider RP Guy 11/08/10(Mon)01:32 No.12721500
    >>12721183
    >>12721212
    >>12721268

    Actually, this is something to consider. All sorts of Showa is about fighting and kicking ass even unhenshined, and even some of the Heisei guys do it. And, of course, it was a major point in Super Sentai, and pretty frequently in GARO.

    http://www.youtube.com/watch?v=F3U150Ic7Sk - (Ignore the uploader comments. Seriously)

    Something I was thinking. While un-henshined, your stats are halved--not gone, but halved. You can still fight, but at a weaker point. The Monster of the Week is out of the question (unless you're desperate), but you can still take on the henchmen.
    Are you required to fight? Not at all. But if you want to fight, you can.

    Curious if there should be a reward for it, though, or if it should be a "sure, if you want" thing.
    >> Anonymous 11/08/10(Mon)01:33 No.12721522
    >>12721500
    >While un-henshined, your stats are halved--not gone, but halved.

    Round 'em up and you got a deal.
    >> Anonymous 11/08/10(Mon)01:35 No.12721536
    >>12721500
    would that be half of 'base' form? assuming youre a rider that has multiple forms like they all do now
    take den-o for example. would that be half of the 'plat' form, or half of the specific imagin's form? or would it depend on which one was posessing?
    >> Anonymous 11/08/10(Mon)01:37 No.12721573
    >>12721536
    For Den-O, I'd almost be tempted to say that certain stats stay the same when it comes to Imagin possession. Remember M-Ryotaro still has super strength et al even without going Den-O Sword Form.
    >> Rider RP Guy 11/08/10(Mon)01:39 No.12721596
    >Round 'em up and you got a deal.

    Can do.
    >> Rider RP Guy 11/08/10(Mon)01:50 No.12721710
    >>12721536
    Well. Forms are a little problematic in conceptualization, but it would probably be half of the "Main" form. In Den-O's case, that would likely be Sword Form.
    >> Anonymous 11/08/10(Mon)02:35 No.12722138
    Anybody else wondering how long it'll take before somebody attempts a Kamen Rider series set IN SPAAAAAACE (tm)?
    >> Anonymous 11/08/10(Mon)02:37 No.12722159
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    >>12722138
    Super-1 was the astronaut Rider and in Spirits his chapter takes place on the moon
    >> Anonymous 11/08/10(Mon)02:41 No.12722192
    >>12722159
    Hah! Awesome.
    >> Anonymous 11/08/10(Mon)02:43 No.12722218
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    >>12721420
    >Mr. T as Kiva
    >> Anonymous 11/08/10(Mon)02:46 No.12722243
    Somebody mentioned Exalted earlier in the thread--there's a pair of Abyssal charms from Ink Monkeys now that, when used in full, pretty much allow you to do Kiva Emperor Form's Zanvat Sword finisher to the letter.
    >> Stately Buff-Cookie! 11/08/10(Mon)03:23 No.12722512
    >>12717711
    OH OH OH OH!

    Maybe alternate forms are just package swaps?

    You build your rider form package, but you can buy an alternate form that swaps these things out as long as the total for whatever you bought is the same? Players could build a basic all around form then a SUPER FORM which is essentially just a ridiculously minmaxed form that can only do the one thing well(and become boned if their super form's gimmick isn't working). That generally seems how various shows like this work. The super forms can do the one thing awesome.. but only that one thing.

    You have to buy the superform for a minimal amount of xp(discouraging having a form for EVERY OCCASION but allowing variety) and switching takes a small amount of momentum (to likewise allow you to switch but discouraging rapid swapping so you have to make hard choices on what you're doing).
    >> Anonymous 11/08/10(Mon)03:42 No.12722628
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    Sorry for being late to the party,

    but could we have a summary of the Momentum system thus far?
    >> Rider RP Guy 11/08/10(Mon)03:53 No.12722664
    >>12722628

    Well. Keep in mind this is still in the middle of being conceptualized, and the finer points are being debated over/suggested over, but here's what I've got so far.

    Momentum is based off the idea that battles in toku typically get more and more intense until the climactic finish.
    Design-wise, it's mainly a mechanic designed to keep people from doing their finishers right away. As you fight, you gain Momentum--you can use this to do cool stunts in combat to do more damage, or you can build up to a finishing attack to blow away an enemy once they've become weak enough.

    People liked this idea and now it's probably going to be the core gameplay mechanic of the entire thing--there's all sorts of suggestions to make it a non-combat thing or that you can gain more in ways other than just fighting, and that it can affect other things than stunts and finishers.
    >> Rider RP Guy 11/08/10(Mon)04:11 No.12722746
    One idea that's gotten a lot of support is the idea of making a profound speech/declaration of good or evil/inspirational wall-o'-text nets a lot of Momentum, which is really fitting and really nifty from a gameplay point--how it'll work outside of combat isn't really touched on yet, though.
    Oh, also that Momentum gain/loss is affected by someone's Justice/Injustice/Conviction (whatever the final name ends up being) stat in that they gain more and lose less, but how this ends up actually working dunno yet either.

    I'm just writing down everyone's suggestions/ideas (including my own) and seeing what the most common threads are.
    >> Anonymous 11/08/10(Mon)04:16 No.12722781
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    >>12722746
    Out of combat this is the first thing that comes to mind and I know this doesn't help at all. All I can think is doing it BEFORE a combat to try and prevent it from helping (diplomacy, intimidate, whatever,) and getting a huge bonus to the combat if a combat starts anyway because your side is already pumped with all the MOMENTUM.
    >> Anonymous 11/08/10(Mon)04:38 No.12722885
    >>12722243

    I-including the sword masturbation? Because I'm down with that.
    >> Anonymous 11/08/10(Mon)04:39 No.12722892
    >>12722885
    Heh, nothing preventing that bit from being part of your stunt for the attack, I suppose.
    >> Anonymous 11/08/10(Mon)04:58 No.12722994
    >>12722159
    >>12722192
    >>12722138
    Not just on the moon, he kept a shuttle from breaking up in fucking atmosphere with his own two hands.
    >> Anonymous 11/08/10(Mon)05:00 No.12723003
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    >>12722994
    Pic related

    >>captcha: starlark security
    Sounds like a good name for a heroic organization!
    >> Anonymous 11/08/10(Mon)05:02 No.12723019
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    >>12722994
    >>12723003
    >> Anonymous 11/08/10(Mon)05:07 No.12723060
    >>12723019

    Wait till you see volume 13. The big bad has the equivalent of Decade's power- Except with Showa Riders. He fights ZX through the ruins of an alternate world, switching from Rider form to Rider form, and laying the beatdown in impressive ways...Until ZX realizes the trick.

    The other dude only has the physical characteristics of the Riders. He doesn't have their accumulated experience and growth. Then ZX grows to gigantic size and crushes him with one punch.

    The bad guy's 'final form' is a gold ZX with a cloak, though.
    >> Anonymous 11/08/10(Mon)05:21 No.12723161
    >>12723060
    Niiiiiiiiice.

    I dunno if this has been archived yet, but I sure as hell hope it has.
    >> Anonymous 11/08/10(Mon)06:10 No.12723445
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    Giving this one last love bump before I check out for the night.
    >> Anonymous 11/08/10(Mon)08:19 No.12724067
    >>12721500

    Here's what I think about this - basic "human" forms should be built with their own tiny point pool, because even those have different capabilities. The cyborg Showa Riders still had their exceptional strength outside of their suit, for example, and then there's the Oni from Hibiki. The henshin simply adds points to stats when it's activated, boosting beyond the normal level, but it's still possible for a Rider to have amazing power in his human form. Any points you add to the human form are subtracted from the Rider form, of course, and may or may not include powers. Above all, though, what you can add to a normal form is limited - most of the power still comes from your Rider form.
    >> Anonymous 11/08/10(Mon)08:20 No.12724070
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    Bump for great justice (heh).

    Also I raise a question: do you think this system we are discussing here could be applicable to all Sentai style roleplays, and not only Kamen Rider ones? I find the core to be pretty similar, with the possible exception of giant robots. But I have no idea how we could make that work.
    >> Anonymous 11/08/10(Mon)08:22 No.12724084
    >>12724070

    Adding giant mechs to the equation definitely sounds like supplement material. Let's nail the core rules first.
    >> Anonymous 11/08/10(Mon)10:02 No.12724541
    Another bump for justice! While we're still fiddling with the mechanics, maybe we can also flesh out some fluff? I definitely want to include some influence from Henshin: The Change myself.

    BTW, that name is so fucking cool that we should use that as the name for this thing.
    >> Anonymous 11/08/10(Mon)10:59 No.12724986
    Holy shit.. this thread is still going...
    Has /toy/ gotten involved yet? Those guys have spooky encyclopedic knowledge on all things Kamen.

    Also, since the topic has drifted away from use of the nWoD storyteller system, I want to toss this idea out there.

    Most WoD venues run with one theme, often broken down into specific archetypes, then broken down even further with different clans, organizations, powers and so on. (Changeling > Fairest > Flowering > Spring) Take the same idea and apply it to Toku-style heroes.

    That way you could have Rider style heroes that break down into the different examples like cybernetic, mystical, natural, alien, technological, etc etc. At the same time, you could allow for sentai style heroes that break down in a similar way but gain access to different powers.
    >> Anonymous 11/08/10(Mon)11:01 No.12724994
    >>12724986
    /toy/ hates every Rider made before the year 2000
    >> Anonymous 11/08/10(Mon)11:31 No.12725206
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    >>12724994
    Which is entirely understandable, because the later riders have copious amounts of merch. Sentai even more-so.

    Anyway, I love the idea of having rider belts from different thematic backgrounds and with different abilities in the same setting. A technologically-based rider sparring with a magical one, and then the two teaming up to fight a rampaging mutant rider. And then suddenly a time-traveling rider on an armored warhorse drops in and shit really gets crazy.
    >> Anonymous 11/08/10(Mon)11:39 No.12725259
    >>12725206

    Well, "crazy awesome" should definitely be one of the optional game tones. I'm thinking grimdark (Spirits/FIRST and NEXT), light (Den-O), medium (Double), and heavy.
    >> Anonymous 11/08/10(Mon)11:53 No.12725374
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    >>12724994
    ... or so they claim as they all horde gaia memories and pre-order more OOOs toys
    >> Anonymous 11/08/10(Mon)12:31 No.12725583
    >>12724541
    Henshin? Yes. The Change? No.
    "Henshin!: The Tokusatsu RPG"?

    >>12724070
    Don't see why not. Aside from the giant mechs, it's really quite similar. But yeah, let's nail the core stuff first before we get into any branching.
    >> Rider RP Guy 11/08/10(Mon)12:37 No.12725620
    >>12724986
    >Most WoD venues run with one theme, often broken down into specific archetypes, then broken down even further with different clans, organizations, powers and so on. (Changeling > Fairest > Flowering > Spring) Take the same idea and apply it to Toku-style heroes. That way you could have Rider style heroes that break down into the different examples like cybernetic, mystical, natural, alien, technological, etc etc.

    This could go somewhere.
    There was a list of origins written up a while ago, there just wasn't any idea of what to do with them. Organic evolution, internal cybernetics, external armor, ancient magic, handheld item, creature bonding, and natural abilities. There was talk of giving them various disadvantages/quirks, but that didn't go well.

    How does WoD handle it?
    >> Anonymous 11/08/10(Mon)12:41 No.12725648
    >>12725620
    >creature bonding

    we talking literally merging like in ultraman or a emotional bond like in kiva/ryuki?
    >> Rider RP Guy 11/08/10(Mon)12:50 No.12725698
    Why not either?
    >> Anonymous 11/08/10(Mon)12:53 No.12725706
    >>12725583

    Well, whatever it's called, I think I'll keep "Henshin: The Change" as a personal petname :V
    >> Anonymous 11/08/10(Mon)12:54 No.12725711
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    >>12725648
    A symbiotic relationship, like that of Venom, would also be very interesting for a rider. A suit of alien armor that needs a human to survive, and a human that needs the alien to fight off villains.
    >> Anonymous 11/08/10(Mon)12:57 No.12725731
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    >>12725711
    sup
    >> Anonymous 11/08/10(Mon)13:14 No.12725823
    Great ideas goin around! I love it, so its now archived, enjoy!

    http://suptg.thisisnotatrueending.com/archive/12708080/
    >> Anonymous 11/08/10(Mon)13:31 No.12725915
    Quick idea: 0 HP doesn't mean death, just that you get booted into human form and can't transform back for a while.
    >> Gaeth !!Kabya1rjynv 11/08/10(Mon)13:36 No.12725938
    >>12725915
    This, I like.
    >> Anonymous 11/08/10(Mon)13:38 No.12725959
    >>12725915

    That could be good, but there still has to be the threat of death. I daresay most monsters can rip up a human pretty easily. Cyborg Riders can still fight decently, of course, but they should still have much lower HP as a human.
    >> Anonymous 11/08/10(Mon)14:01 No.12726162
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    >>12725823
    >> Rider RP Guy 11/08/10(Mon)14:10 No.12726243
    >>12725959
    >>12725915

    I like both avenues.
    I think this would be good expanded with the idea earlier about human forms have halved stats, and another idea about it being a separate advantage.
    In the powers selection/advantage selection/wherever of character creation, one option is Capable Human Form--if you get conked out of Rider form, you can still fight at halved stats (rounded up). Or you can start fighting at a human form and then henshin later.
    Human forms without it have a meager 10 HP and can't really fight much at all.

    If either human form get to 0 HP, splorch?

    (Since it's basically a get-out-of-death-free card, I'd think it'd need to be prohibitively expensive to get)
    >> Anonymous 11/08/10(Mon)15:02 No.12726700
    >>12726243

    I still think most of the power should come from the suit. There should definitely be a viable option for suitless fighting, but most of the time Riders still need to henshin for basic mooks.
    >> Anonymous 11/08/10(Mon)15:03 No.12726708
    >>12726243
    could work.

    sounds like it'd be more appropriate in a point-buy system for powers/abilities like in BESM, Champions, or M&M.
    >> Anonymous 11/08/10(Mon)15:13 No.12726792
    IT STILL LIVES.

    I do like the idea that getting 0 HPd in Rider form just causes an effect like the Errors in Faiz and boots you out of your henshin.
    >> Rider RP Guy 11/08/10(Mon)15:34 No.12727008
    >>12726700
    Well, yes. The emphasis is still on fighting in your armor, and you'd be insane to take on the monster-of-the-week/final evil empire dude without your armor.

    But for occasional use, or for people who want to be like Showa Riders? I think an option would be good.
    >> Rider RP Guy 11/08/10(Mon)15:47 No.12727137
    So, crazy idea.

    Finishers are constructed from three different parts: The Build Up (which is the start sequence that activates it), the Action (what leads up to the actual finisher), and the Impact (when/how the blow connects). Each part must be bought separately, each part is optional, you can have multiples of a single part--but it MUST have at least one Impact to be a Finisher.
    The more parts you have to it, the more you spend on your Finisher to develop it, and the less Momentum you need to actually use it.

    At level one (assuming we go with traditional levels/EXP), characters have only one Finisher. As they advance, however, they can purchase more or expand on a single one.

    BUILD UP:
    Charge Up, Utilize Device, Summon Being, Summon Item, Environmental Effect, Armor Tweaking, ????

    ACTION:
    Jump, Lunge, Sprint, Teleport, Fly, Reach, Weapon Brandish, Glow, Spin, ????

    IMPACT:
    Punch, Chop, Kick, Knee, Elbow, Weapon Blast, Weapon Strike, Energy Blast, Energy Strike, ????

    For example, Double's Joker Extreme would be Utilize Device > Environmental Effect > Fly > Kick.
    Kamen Rider's iconic Rider Kick would be Armor Tweaking (belt spinning) > Jump > Spin > Kick.
    >> Anonymous 11/08/10(Mon)15:55 No.12727222
    >Armor Tweaking
    Needs a better name, not really clear what it's supposed to be. I'm assuming this is when you're doing stuff actually on the armor, hitting switches/buttons or the like?
    >> Anonymous 11/08/10(Mon)15:55 No.12727229
    >>12727137

    Eh...do we really need to complicated Finishers like that? I'd rather have it so it deals a certain amount of damage and has effects with the Momentum required derived from that. How it's done doesn't really affect the results.
    >> Anonymous 11/08/10(Mon)16:01 No.12727307
    >>12727137
    i like it. i don't think it's complicated at all, but i think it'd be better to have it as an option - let people make their own if they want, or go with one of the generic defaults.
    >> Funky Solar 11/08/10(Mon)16:04 No.12727349
    >>12727307
    sorry but lost myself a while ago

    can someone resume the most important and relevant things?
    >> Anonymous 11/08/10(Mon)16:11 No.12727433
    I think it'd be cool to create your own finisher like that, and it'd help if people have no idea how to go about it.
    I'm not sure how it should affect actual gameplay, though. On the one hand, having it be mostly cosmetic means people aren't punished if they don't think of an awesome badass sexy one. On the other hand, people who DO think of an awesome badass sexy one probably should be rewarded for using it in some way.
    >> Anonymous 11/08/10(Mon)16:12 No.12727444
    >>12727433
    Isn't the fact that the enemy's dead and people are safe reward enough? What kind of ally of justice are you?
    >> Anonymous 11/08/10(Mon)16:14 No.12727462
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    >>12727444
    Weeeeeeeeeeell...
    >> Anonymous 11/08/10(Mon)16:21 No.12727539
    >>12727137
    I like it, that sounds awesome!
    >> Anonymous 11/08/10(Mon)16:25 No.12727583
    So for shits and giggles how do you do kamen rider in DnD?

    I totally want to bust a rider kick out on an orc.
    >> Anonymous 11/08/10(Mon)16:27 No.12727601
    >>12727583
    some kind of paladin or something
    >> Rider RP Guy 11/08/10(Mon)16:28 No.12727612
    >>12727349

    Well, here's what seems to be the general consensus so far. We've been making some great progress, but there's still a lot of ground left to cover.

    Basic gameplay overview: d10/d20-reliant, emphasis on gaining and keeping "Momentum".
    Character creation: Origins/Core stats/Skills presented (Origins lacks a gameplay effect), powers/advantages/defects/abilities/etc discussed with no real consensus on how to go about it.
    Character development/advancement: Undiscussed.
    Non-combat gameplay: Undiscussed.
    Combat gameplay: Flowchart presented, couple comments about how it seems nifty.
    Items/Lewt: Undiscussed.
    >> Rider RP Guy 11/08/10(Mon)16:29 No.12727619
    >Non-combat gameplay: Undiscussed.
    Er, correction. Discussed, but briefly.
    >> Anonymous 11/08/10(Mon)16:35 No.12727674
    >>12727612
    I personally believe "Loot" is something that has no place in Kamen Rider.

    Unless you're playing Faiz or something, then your loot is someones belt probably.

    Also, on character advancement, I'd say they maybe get to throw a point or two at their ability scores or skills after a session, but at about a "Midway" point for the campaign they get their powered up form and get a much larger boost in stats and powers.
    >> Anonymous 11/08/10(Mon)16:37 No.12727694
    >>12727601

    can you smite with your feet?
    >> Funky Solar 11/08/10(Mon)16:37 No.12727699
    >>12727612
    what if we use a simple as possible only d10 system or even d100 system

    in a d10 system like exalted, simplified btw no ticks and shit,we can have attack, defense, damage etc. no stupid amounts of health and armor serves its purpose... to reduce damage
    >> Anonymous 11/08/10(Mon)16:39 No.12727712
    >I personally believe "Loot" is something that has no place in Kamen Rider.
    Semi-agree. I think the only "loot" should be mission-critical stuff or macguffins. The villains aren't really (usually) interested in making a profit, and the heroes are (usually) more interested in saving people than getting personal gain.
    (except for maybe Kamen Rider Yen, but that's another subject for another time)

    If you REALLY need to go about getting money or cash or items, you could probably RP it instead of having it be an actual gameplay mechanic--a loot rush would go against the entire theme.
    >> Anonymous 11/08/10(Mon)17:11 No.12728062
    >>12727712
    Is it true that Kamen Rider OOO is more or less an official version of Kamen Rider Yen?
    >> Anonymous 11/08/10(Mon)17:19 No.12728127
    >>12728062
    Kind of, yes. There are SO many similarities it's not even funny.

    Though that gives an argument for some kind of loot. Stuff that would only upgrade the players as missions go along, a la OOO's medals or Blade's sealed Undead?
    >> Anonymous 11/08/10(Mon)17:29 No.12728242
    >>12728127
    Might be smart. Also...should we be starting a new thread? This one's close to autosage.
    >> Anonymous 11/08/10(Mon)17:30 No.12728250
    >>12728242

    Make it so, good sir.
    >> Stately Buff-Cookie! 11/08/10(Mon)17:38 No.12728327
    I highly recommend against introducing mecha at any stage, supplement or otherwise.

    All that does is repeat the process. The big bot fights go the same way the small fights do. You start out with low or no MOMENTUM and stick to the small moves. Gradually building up to your BIG FINISHER. Why would anyone want to have the same fight twice? Once to max momentum to beat the small form. Then AGAIN to do the big one.

    And, since the robots will inevitably combine, only one person can actually do the fighting for the group in the second stage.

    Regular fight. Finnisher. Spend the majority of your momentum to summon your robots. Optionally spend the rest to combine them (sometimes the sentai team tries to slug it out with the normal robots, which would just be a way to pump up more momentum so you can finisher as soon as you combine).

    Bleh. Keep it to the small level.
    >> Stately Buff-Cookie! 11/08/10(Mon)17:52 No.12728450
    Also, how about just having riders with alternate forms be a way to get discounts on finishers? Maybe it uses less momentum or just needs less xp to get a powerful finisher if you have the disadvantage of having to change forms first.

    Changing could leave you vulnerable for a second. Just donning the suits doesn't usually get that elaborate, but changing to ULTRA FORMS tend to be hyped up sequences. How vulnerable and for how long would have to be discussed in depth though.

    How is that?
    >> Anonymous 11/08/10(Mon)18:44 No.12728991
    >>12728450
    I don't think I agreed with a single one of your ideas.

    Just because you don't like how the mecha fights work in sentai doesn't mean other people wouldn't want rules for them.

    And Alternate forms will be overpowered enough as is without giving them MORE bonuses.
    >> Rider RP Guy 11/08/10(Mon)21:08 No.12730665
    For those following, new thread here:

    >>12728455



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