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Henshin Thunder

Started by VectorSigma, January 12, 2010, 09:38:43 PM

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VectorSigma

I posted this over on a 4C-related forum that doesn't see much traffic, so I figured I'd post it here as well, since I'm soliciting opinions.

I'm working on a project I call Henshin Thunder, which is meant to be both a genre supplement and a complete game on its own, powered by the 4C System. The genre in question is twofold: first, tokusatsu, or Japanese superhero shows - sentai and metal hero shows like the Super Sentai series (Americanized as Power Rangers), Kamen Rider, Kikaider, Gatchaman, etc (and technically this would cover kaiju eiga like Godzilla); and second, super robots (ie, not the 'real robots' genre) like Voltron, and even Transformers. Certainly 4C, with its immense scope and varying power levels, can cover this kind of thing, but I want to take the toolkit and tailor it alongside a roleplayer's guide to the tropes of the genres covered.

The book should contain...

* an opening chapter on the genre and subgenres in general, with listings of inspirational shows, helpful websites, etc. Notes on twisting the assumptions of the genre for more 'adult' play (ie, turning off the 'no bloodshed' switch, doing it dark (Power Rangers mashed up with Sopranos?) etc)

* basics of the system - traits, ranks, rolls, etc as well as character creation overview

* chapter on henshin heroes - heroes who transform. Guidelines and variant rules for that, including non-random character generation, including some which are optional (or are 'dials'). Common henshin hero powers and power packages, as well as a huge list of themes to use as-is or just inspire.

* chapter on sentai, or hero teams, which will have not only genre notes but special teamwork-based and leadership-based powers, variant rules on assisted actions, etc. Notes on stereotypical 'roles' in a sentai team (the leader, the tough guy, the kid, the techie, etc) along with ways to model this on the sheet and in play (distinct Fortune-related bonuses/goals are one way).

* tokusatsu gear - weaponry, the sentai suit, power-ups, that kind of thing. Some notes on inventing/building things.

* chapter on vehicles - from the classic motorcycles of tokusatsu to the crazy jet-submarine-spaceship combo stuff

* chapter on humanoid mecha (robots etc) and transforming mecha (humanoid to vehicle, humanoid to beast) and combining mecha. Sidebar on running the mecha as the character (sentient mecha).

* chapter on tokusatsu combat, delving into common examples from the genre (over-the-top kung-fu, constant knockback, Everybody Is A Ninja, etc) and covering giant robot combat

* Kyodai! A look at Really Big Things in play - giant monsters, giant robots, and the growth power, along with suggestions for keeping being thirty stories tall interesting in a continued game.

* chapter focusing on psychic and mutant powers as portrayed in works of the genre, including some redefined powers, tweaks, and options

* chapter on anthropomorphic heroes (be they mutants or animal-totem types) and power packages/templates for same

* chapters on a space-opera setting that incorporates all of the previous material (to be included or not, as the GM wishes, of course). I fully expect lots of people to ignore the supplied setting in favor of using the rules provided to do Transformers or Voltron pastiche or whatever - and I'm totally fine with that.

* back of the book: scads of character templates, of the 'pick one and add some stuff/move stuff around and you're ready to go' variety. Including gear, vehicles, mecha, etc. Useful as NPCs as well, of course.

Anything you guys think I'm missing? Commentary?
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Silverlion

Are transforming sequences something you can "heal" or recharge karma through? I think it might be nice if the long visual effects had a not to game rules somehow. Even if its just "let's you claim initiative" or something.

Very cool though.
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VectorSigma

Well, any transformation is essentially a power-up (general or specific to a purpose), otherwise you wouldn't be doing it in the first place.  So it's a form of Alter Ego - transforming from teenaged Billy into the freedom-fighting henshin hero Space Falcon Z is going to bump your stats, and in 4C/FASERIP that inevitably means increasing Health (and probably Karma) in the process.  You're right that wounds probably shouldn't carry over, though (ie if you were down 20 in human form, you transform to henshin hero at full, not down 20).

Healing through transformation doesn't really come up in the source material - mostly because transformation is escalation, and the previous chunk of the conflict is now prologue; although that could work.  Tokusatsu doesn't often get into injuries - you're either up, knocked down, clutching at your side (but no blood), or out of the fight.  Perfect for hit-point style systems.

I like the initiative-seizing, though.  Can't say I've ever seen a henshin hero (or transforming robot) go through a stock-animation-sequence just to get pasted in the jaw by the villain.

Obviously, transformation sequences are instantaneous for in-game purposes. :)
Wampus Country - Whimsical tales on the fantasy frontier

"Describing Erik Jensen\'s Wampus Country setting is difficult"  -- Grognardia

"Well worth reading."  -- Steve Winter

"...seriously nifty stuff..." -- Bruce Baugh

"[Erik is] the Carrot-Top of role-playing games." -- Jared Sorensen, who probably meant it as an insult, but screw that guy.

"Next con I\'m playing in Wampus."  -- Harley Stroh