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- Sonic TRPG
- Played with d6 pools, up to 6d6.
- Players have Ideas they can put points into, up to 5 ranks, to show how they embody it.
- A concept gives you 1d6 to your pool when testing it. You have 6 points to put into Ideas
- when creating a character. To get to rank 4, you must put 2 points into the Idea,
- and to get to rank 5, you have to put in 3 points.
- =Twelve Ideas=
- - Speed: How fast you can move. Every rank in Speed doubles your movement and adds an extra
- move you can make on your turn.
- - Power: How hard you can hit or lift. Every rank in Power adds +1 damage to any attack you make
- and doubles how much you can lift in kg.
- - Flight: Your ability to fly. One rank allows you to fly at half your movement speed. Every
- rank afterward doubles its speed. Flight is useful for all kinds of things.
- - Mind: How smart and inventive you are. You can create tools, vehicles or even robots in
- between story arcs and make use of them later. The more Mind, the better things you can make.
- - Chaos: Your ability to make use of chaos energy. Uhh...
- - Bolt: Your ability to control lightning and electricity. Gives you big zappies.
- - Fire: It's fire, baby! What more do I need to say!!
- - Ice: Ice, freezing stuff, you know.
- - Water: Waterrrr, swimming and other stuff. Big watery blasts. Idk
- - Metal: Are you made of metal and have robot parts? If you invest in this, you do!
- - Nature: I dunno. Something about the little animals?
- - Ancient: Dealing with ancient powers like the kind of nonsense Eggman always summons.
- Rolls are Xd6, X = Idea Rank to meet or beat 4 amount of times according to Demand.
- A roll that meets/beats 4 is called a "Win".
- Demand is measured 1-6 and comes in three types of rolls: Force, Precision or Subtlety.
- Force: Roll over Demand. (If 3, getting 3 or more wins is a success)
- Precision: Roll within 1 on either side of Demand. (If 3, getting 2, 3 or 4 wins is a success)
- Caution: Roll under Demand. (If 3, getting 3 or less wins is a success)
- So if you need to break down a wall, the situation would "Demand Force 3" or another number
- based on how strong the wall is. Rolling over 3 wins would do the trick.
- Players each have a Quirk and Potential that also help them.
- Quirks help with one demand type at the cost of another. For example: "Nervous" benefits Caution
- rolls and harms Precision rolls by 1. When making a Caution roll, you'd be able to adjust the
- roll by 1 point back, allowing you to roll under the Demand easier. But when making a Precision
- roll, it would put you further away from the goal.
- When quirks benefit or hurt a roll, they are listed as (G)ood or (B)ad respectively.
- You pick one Quirk when creating your character.
- =Quirks=
- - Bold: Force G / Caution B
- - Reckless: Force G / Precision B
- - Surgical: Precision G / Force B
- - Obsessed: Precision G / Caution B
- - Gentle: Caution G / Force B
- - Nervous: Caution G / Precision B
- Lastly, you have a Potential to choose. A potential is a tag added onto one of the ideas that
- says there's a latent ability you can use. When a potential is active, new moves are available
- to you, and you have +1d6 to roll with. Potential is awakened when you either use a Chaos
- Emerald or sacrifice 100 Rings.
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