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2018-09-22, 09:12 AM (ISO 8601)
- Join Date
- Jun 2015
Feedback on Unnamed Super Sentai RPG
Greetings! I've been toying these last days with writing a small Super Sentai (think Power Rangers) RPG. These are the basic mechanics. What do you think about it at first glance?
Unnamed Sentai RPG ideas
To create a character, pick one Background, one Color, one Fighting Style and one Power Origin. Each choice will give you different stats, skills, powers and anything else I put in the game. Then choose your name and your character is ready.
Spoiler: Spoiler: Skills
Backgrounds ♥ Skills Snooty Aristocrat Persuasion & Contacts Quiet Instrospect Smarts & Willpower Foreign Exchange Student Strenght & Smarts Sports Prodigy Acrobatics & Willpower Talented Artist Acrobatics & Independence Cunning Know-it-all Persuasion & Smarts Cocky Popular Perception & Contacts Streetwise Sam Intrusion & Independence
Color ♦ Skills Red (leader) Persuasion & Independence Blue (techie) Perception & Smarts Black (cool) Acrobatics & Strenght Yellow (loner) Contacts & Independence Pink (support) Persuasion & Willpower Green(Upstart young'n) Intrusion & Perception Silver (Misterious stranger) Intrusion & Willpower White(reformed Villain) Contacts & Smarts
Fighting Style ♠ Skills Storm Dragon Persuasion & Strenght Gentle Monkey Acrobatics & Smarts Lethal Tiger Intrusion & Strenght Flaming Phoenix Perception & Independence Drunken Fist Intrusion & Contacts Shadow Cobra Acrobatics & Persuasion Iron Crane Contacts & Willpower Stone Panda Strenght & Willpower
Power Origin ♣ Skills Ancient Magic Perception & Willpower Artificial Creation Independence & Smarts Biological Enhancement Strenght & Perception Creature Bonding Intrusion & Persuasion External Armor Strenght & Independence Handheld Item Acrobatics & Contacts Internal Cybernetics Acrobatics & Perception Natural Abilities Acrobatics & Intrusion
SKILLS mechanics: Whenever you make a skill check, reveal and discard the first card from a poker deck. You succeed if the card's suite matches your skills (for example, in a Perception check, if you got Perception: Hearts / Spades and get a spades card). Jokers are sucesses, unless you got all 4 suites in the skill.
Basic combat mechanics
COMBAT SETUP
At the start of combat, the GM draws one card from his deck for each minor threat (mob enemies) and 2+ cards for each major threat (usually the Monster of the Week), according to its Health stat (1 card for each Health point). He places that cards, face down, in front of him, creating a pile of cards for each enemy (enemies with more than 1 health stack all their cards in the same pile). Each player draws a number of cards from the player deck equal to their Stamina stat (usually 3). The player may NOT show their hands to other players nor say which cards they have in their hands.
Round Structure
1) Initiative Phase
At any order the players want, they may engage the enemies, by placing facedown cards in front of them (A player may only place it in front of himself). Each facedown card a player place means one enemy is engaged in combat by that player. Regardless of the number of enemies, the players may place any number of cards facedown. The players are not required to place any facedown cards. Lastly, the GM draws one card from his deck for each player plus one card for each disengaged enemy.
2) Action Phase, disengaged enemies
For each disengaged enemy, the GM must play one card from his hand. Each card played represent one Attack aimed at one player. The GM may target any player in this fashion. Cards that are greater than the enemy's Attack stat and are lower than the target's Dodge stat counts as hits and reduce the current Health stat of that player by one. The GM may activate enemy Powers as usual (see the Powers section). After resolving the attack, the GM moves the card to the GM's Audience pool.
3) Action Phase, Players
Each player may play any number of cards from his hand, in any order. Each card played represent one Attack aimed at one enemy. The acting player may target any enemy in this fashion. Cards that are greater than the character's Attack stat and are lower than the enemy's Dodge stat counts as hits and remove one card from the enemy Health cards stack. The player may activate his Powers as usual (see the Powers section). After resolving the attack, the player moves the card to the Players' Audience pool. The players are not required to use their entire hands, nor they are required to play any cards at all.
Instead of playing cards, the player may opt to Refresh this round. Doing so discards his entire hand and then draw cards equals to his Stamina stat. A player may not Refresh in the same round he Attacked, be it a regular attack or a Special Attack (see Audience section).
3a) Defeating enemies
Whenever a threat's Health card stack is reduced to 0 cards, it is defeated. Reveal the last card in the defeated enemy's Health stack. The GM may add it to its Audience pool. If not, discard the card. Whenever a major threat's stack of Health cards is reduced to 1, reveal it, but it cannot be further reduced by normal hits. The only way to kill a Major threat is by using a Finishing Move (see Audience section).
4) Action Phase, engaged enemies
GM must play the remaining cards from his hand. Each card played represent one Attack aimed at one player. The GM may only target players who with facedown cards placed in his front. Cards that are greater than the enemy's Attack stat and are lower than the target's Dodge stat counts as hits and reduce the current Health stat of that player by one. The GM may activate enemy Powers as usual (see the Powers section). After resolving the attack, the GM moves the card to the GM's Audience pool, and the player discards one of his facedown cards.
5) Cleanup Phase
Discard all remaining cards in front of players. A new Round begins.
Spoiler: PS: About AudienceCards played by both Players and the GM go to their respective Audience Pool. The players and the GM may discard all cards in the Audience pool to perform Special Attacks during the Action Phases. Any time the Audience Pool reaches 5 cards, it must be discarded before a new card is added to it. Special Attacks are enabled by making poker hands in the Audience Pool, with Finishing Moves being the strongest poker hands. More details in the Audience section.Last edited by Bruno Carvalho; 2018-09-22 at 09:13 AM.
Final Fantasy RPG 4th Edition:
A complete game, ready for your JRPG-esque tabletop needs, written in Portuguese and English