sheriffdance

SONIC TRPG IDEA

May 10th, 2024 (edited)
52
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.18 KB | None | 0 0
  1. Sonic TRPG
  2.  
  3. Played with d6 pools, up to 6d6.
  4. Players have Ideas they can put points into, up to 5 ranks, to show how they embody it.
  5. A concept gives you 1d6 to your pool when testing it. You have 6 points to put into Ideas
  6. when creating a character. To get to rank 4, you must put 2 points into the Idea,
  7. and to get to rank 5, you have to put in 3 points.
  8.  
  9. =Twelve Ideas=
  10. - Speed: How fast you can move. Every rank in Speed doubles your movement and adds an extra
  11. move you can make on your turn.
  12. - Power: How hard you can hit or lift. Every rank in Power adds +1 damage to any attack you make
  13. and doubles how much you can lift in kg.
  14. - Flight: Your ability to fly. One rank allows you to fly at half your movement speed. Every
  15. rank afterward doubles its speed. Flight is useful for all kinds of things.
  16. - Mind: How smart and inventive you are. You can create tools, vehicles or even robots in
  17. between story arcs and make use of them later. The more Mind, the better things you can make.
  18. - Chaos: Your ability to make use of chaos energy. Uhh...
  19. - Bolt: Your ability to control lightning and electricity. Gives you big zappies.
  20. - Fire: It's fire, baby! What more do I need to say!!
  21. - Ice: Ice, freezing stuff, you know.
  22. - Water: Waterrrr, swimming and other stuff. Big watery blasts. Idk
  23. - Metal: Are you made of metal and have robot parts? If you invest in this, you do!
  24. - Nature: I dunno. Something about the little animals?
  25. - Ancient: Dealing with ancient powers like the kind of nonsense Eggman always summons.
  26.  
  27. Rolls are Xd6, X = Idea Rank to meet or beat 4 amount of times according to Demand.
  28. A roll that meets/beats 4 is called a "Win".
  29. Demand is measured 1-6 and comes in three types of rolls: Force, Precision or Subtlety.
  30. Force: Roll over Demand. (If 3, getting 3 or more wins is a success)
  31. Precision: Roll within 1 on either side of Demand. (If 3, getting 2, 3 or 4 wins is a success)
  32. Caution: Roll under Demand. (If 3, getting 3 or less wins is a success)
  33.  
  34. So if you need to break down a wall, the situation would "Demand Force 3" or another number
  35. based on how strong the wall is. Rolling over 3 wins would do the trick.
  36.  
  37. Players each have a Quirk and Potential that also help them.
  38.  
  39. Quirks help with one demand type at the cost of another. For example: "Nervous" benefits Caution
  40. rolls and harms Precision rolls by 1. When making a Caution roll, you'd be able to adjust the
  41. roll by 1 point back, allowing you to roll under the Demand easier. But when making a Precision
  42. roll, it would put you further away from the goal.
  43.  
  44. When quirks benefit or hurt a roll, they are listed as (G)ood or (B)ad respectively.
  45. You pick one Quirk when creating your character.
  46.  
  47. =Quirks=
  48. - Bold: Force G / Caution B
  49. - Reckless: Force G / Precision B
  50. - Surgical: Precision G / Force B
  51. - Obsessed: Precision G / Caution B
  52. - Gentle: Caution G / Force B
  53. - Nervous: Caution G / Precision B
  54.  
  55. Lastly, you have a Potential to choose. A potential is a tag added onto one of the ideas that
  56. says there's a latent ability you can use. When a potential is active, new moves are available
  57. to you, and you have +1d6 to roll with. Potential is awakened when you either use a Chaos
  58. Emerald or sacrifice 100 Rings.
Advertisement
Add Comment
Please, Sign In to add comment