Вы находитесь на странице: 1из 63

Rider: The Transformation is a collaborative effort of Adrian Burns, Conor Dedek, and Joe Hiles.

Now in 2nd edition beta!


Introduction 3
Necessities 5

Chapter 1: One World 6

Being A Rider 8
Dice Rolls 10

Chapter 2: The Warrior's Awakening 12

Chapter 3: What Makes A Rider 15

Stars 20
Heaven 22
Desire 24
Blood 26
Fury 29
Thorns 31
Glory 33

Chapter 4: Fight To Survive 35

Finish 41

Chapter 5: Your Power Is At Its Peak 43

Skills 54
XP Costs 56

Invaders 57

Chapter 6: Endless Play 59

"Even if there is no God or Buddha, there is Kamen Rider."

Our world is not and has never been perfect, and probably never will be. But that hasn't stopped
us as a species from trying as hard as we can to make this world livable, has it? But even so, sometimes
we see a problem and we walk away. We tell ourselves that it's not our deal, it's not affecting us. We go
back to our homes, our dorms, our apartments. Back to our offices, our classrooms, our cozy little lives,
where we tell ourselves that those sorts of problems only happen to others, never to us. We try not to
care, because that's the only defense we have.
Because inside, we're afraid to do anything about it. We could get hurt, we could make a
mistake, we could strand ourselves out of our precious comfort zones where everything's safe and
warm. Maybe once or twice we push ourselves so we can feel good about it later, but do we ever do it
consistently, always striving to make something of ourselves? For many of us, the answer is a
resounding no.
But what if we had power that just isn't available to the average college sophomore or office
worker? What if we didn't have to be so afraid of making a difference? What if we could really, really do
something to change the world?
What if we had to?
Could we? Could we really? Can we awaken the heroes within our souls? Can we fight to survive,
break the chains that bind us, and ride with the devil?
It's time to find out.

Rider: The Transformation is a game about stepping up and becoming a hero, based on the
Kamen Rider franchise. No matter what his or her Beginning is, no matter the Path he or she walks, a
Rider is a person who knows now just how much the world needs heroesand has the power to fill that
role. Theirs is a world in dire need of hope, and theirs is the responsibility to be that hope.


People are so trapped in their fears of what might go wrong that it's nearly impossible to step
outside their comfort zones and strike at the hearts of the problems that plague the world. You, as a
Rider, can fight against that fear and make a difference. Doesn't it sound so wonderful?


But don't you dare think you're invincible. People are blind to so many of their problems, and
the fact that you aren't means you know just how much there is out there that can crush a person to
dust. More than anybody else, you will see just how much there is out there to fear.


A mugger's knife glances off your armor like a stick off a brick wall. You can punch that thug
through a wall before he can draw his gun. But what about when a Kaijin's steel-shredding claws sink
into your leg? What about when a Taoreta Rider takes her blaster and pumps five rounds into your
chest? Compared to street mooks, you're big time. But you're not the only one with power.


But the bad guys aren't the only ones with numbers, see? There are Riders everywhere, because
there is evil everywhere. The veterans have an eye out for the new ones, and they'll get you together
with others. You'll have friends, and they'll have your back through thick and thin, because everyone
knows you can't do this by yourselves. As long as you have hope, Rider, you will never walk alone.


Rider is a game about being a hero. A Rider can destroy the evils that lurk in the shadows, the
ones ordinary people only feel the effects of and don't truly see outside of their dreams or their dying
gasps. But doing so is not going to be easy; there are fears to face, and very few normal people will ever
know just how much you do for them. Most people are blind to all but the barest hints of Rider activity,
and those that get a good look can't tell the difference between the monsters and the heroes. You can
be a hero, but don't hope for any acknowledgement from anyone but your fellows.


Sure, here you are with all this great power, these friends you love to hell and back, and the
knowledge that because you work hard, the city can sleep a little more safely. But just what in the hell
are you? Why can there be magical power-stones side-by-side with psionic bio-armor and superscientific
armorsuits? All of this came in with the myriad evils that squirmed in through the cracks between
worlds... and in every Rider's heart, he or she hides the terrifying question: am I a monster too?

RIDER: THE TRANSFORMATION is designed and developed to be pretty easy to play, even for
first-time tabletop RPG players. There are some things you'll need to start playing:

TEN-SIDED DICE: Also called d10s, ten-sided dice are basically the only kind you'll need in this game,
barring a single d20 for the DM. You should probably have a few per person. Sometimes you may be
asked to roll a d5, but that's as simple as counting even numbers at half their value.

THIS DOCUMENT: Obviously, you'll want this, probably on a laptop or tablet. It may also be a good idea
to print out the additional Powers/Skills booklet if you're the DM; you can hand it to a player who wants
to pick some new Powers or Skills instead of having to give 'em the whole computer or have them
flounder through a big long doc.

CHARACTER SHEETS: Obviously, you need everyone's character sheets present, as well as pencils to
write on them. If a player really wishes (and is using the Character Sheet Viewer program) they can go
back to their sheet file after a game, update the file to reflect the changes on the paper copy, and
maybe even print the new copy out.

GRAPH PAPER & MARKING TOKENS: For battle scenes, you probably want something to map out the
action on. Graph paper works, since it's all divided into 5-foot squares. You also want some sort of
objects to mark the positions of characters and stuff.

IMAGINATION: Absolutely necessarywithout your imagination painting the picture, all you're doing is
throwing numbers back and forth. If it helps set the mood, the DM might play music as relevant to the
action at hand.

It's not that hard to play online if you can't meet up in person. Roll20 is a good
example of something easy to use for this, providing a shared board, a grid system, a
public dice roller, and great stuff for DMs and players to keep track of stats!

cHapteR 1: ONe WORLD
[The world of Riders and their community in it.]
"I am justice."
- Kamen Rider Kabuto


As far as we can tell, this mess all began in early 1971. Our Earth has always been awash in a sea
of Earths, worlds differing from ours in some way. There were always some holes between these worlds,
and some of them did connect to our world. But there had never been so many at one time, not like
Those who know of the sea of universes tend to name each world after whatever threat came
outthe World of Demons, the World of ATP, and so on. We call ours the World of Riders, but some say
that the other worlds have another name for us: the World of Ignorance. The vast majority of people
never really noticed when things came crawling through the cracks; the effects on the mundane world
were always felt, but almost nobody could really see the root causes.
But while evil wrapped itself around the weaknesses in people and nations alike, something was
born as well: Kamen Riders. The prevailing theory these days is that there was an influx of "unreality"
from all these alternate worlds, and that somehow the concentrated evil encroaching in the world
actually caused this unreality to gravitate to human goodness. How any of that works is beyond most
people in the Rider community, though.
Riders started to find each other and learn that they weren't the only ones; they started to work
together, keeping in touch and watching each other's backs against the myriad tendrils of darkness.

Stand Together/Stand Apart

It didn't take long for Riders to start converging around a few strong, charismatic people with
relatable philosophies; after all, it's natural to look up to someone who you think you can trust. Soon,
the Rider community was almost universally in one of seven distinct but cooperating groups called
Paths: Stars, Heaven, Desire, Blood, Fury, Thorns, and Glory. They didnt all agree on everything, but
they fought and bled and struggled side-by-side and back-to-back, and that made them brothers, sisters,
But not every family stays together forever. The leaders of Stars, Heaven, Desire, and Blood
looked at the other three Paths and what they saw scared them. At first it was just that those three
seemed to have heavier fatalities than the others, but then they really looked at what beliefs they held
onto. Fury's rabid pursuit of vengeance; Thorns' ruthless "protection" (some might say control) of their

loved ones; Glory's megalomaniac obsession with the shining light of heroism. All of these, thought the
other leaders, were too close to the darkness, too far from Justice's strong but kind heart. In 1986,
wielding their majority in the Council, they made their ultimatum to Fury, Thorns, and Glory: change or
leave. And, preferring anything up to and including death over letting go of their principles, these three
Paths were cast out from what became to know the Righteous. The remaining Council hoped these
factions would wither and die as their members came back to the light and begged for reconciliation.
They wanted to accept with open arms these men and women, the friendships that had been forged in
battle and pain and tears.
Unfortunately, it wasn't so rosy. What they lacked in numbers at the time, the three Heretic
Paths more than compensated for with sheer fanatical devotion to their ideals, and they managed to
survive and expand to form a loose power bloc of their own. The leaders of the Righteous Paths watched
in consternation, but figured that was better than, say, all the outcasts dying. The Riders had survived
this schism, but there were more trials ahead

Falling From Grace/This Is Why You Should Run

There had always been a few Riders that went bad or "Fell" as the years went by, but the
majority of them didn't survive very longthese Taoreta tended to make enemies of everyone else,
Rider and Invader alike. However, in 1992, the Invader threats launched a host of campaigns to turn up
the heat; whether they were cooperating or all trying to outdo each other or both is still not certain.
Whatever the case may be, the results were the stuff of nightmares, only made worse by the cultural
dissatisfaction of the 90s. The loose groups Riders kept were torn apart, isolating those who weren't
killed outright. And the number of Taoreta simply skyrocketed.
The Rider Council and the veterans realized something they had overlooked for too long: the
importance of togetherness, of bonds. They had taken these connections for granted, those who lived
through the early decades and the Schism; however, shortly after '86 there had been a remarkable lull
in Invader activity (later realized to be the result of the factions' planning and building up resources).
There were fewer battles to forge lifelong friendships, and as such, newer Riders weren't as connected
with each other. And that made them so much easier to break.
The Invaders probably weren't planning to create an epidemic of Taoreta Riders, but they
certainly benefited from it; with so many at once, these corrupted, insane shells of former heroes
managed to stay alive long enough to be taken under the insidious wings of the Demon Clans, the
Alchemical Empire, The ATP Foundation, and more. A Rider is a powerful foe against evil, but they can
be just as strong when warped to the side they once opposed.
The Righteous started desperate focus on grouping new Riders under veterans, determined to
help these novices form the ties that would hold them steady against the crushing brutality of the
Invaders' schemes. Ironically, relatively few of the Heretics went under in the Fall From Gracesome
say their zealotry bound them together too strongly to be so broken, while less-charitable voices mutter
that they probably didn't Fall because the Heretics are already rabid psychopaths, and they'd probably
kill any one of their own who started to weaken at a moment's notice.

A New Millennium, A New Legend
And here we are. The Righteous Paths stand strong, as do the Heretics, and the Invaders are
finding things won't be so easy as their little victory in the 90s. The explosion of the Internet was one of
the biggest boons to the Rider cause, as it made the global community much more connected. It's easier
than ever to find other Riders in your area to form a Band with, and the increasing interconnection of
society just strengthens the bonds shared. It's not all roses, thoughafter all, there's still many worlds'
worth of evil trying to twist our Earth to their wills. Even so, the universal Rider Creed feels stronger
than ever: As long as you have hope, you will never walk alone.

Most Awakenings occur at a turning point in one's life. The earliest point at which this occurs
has been in the mid-teens, with the youngest documented Rider starting at the age of 15. Thankfully,
though, this is pretty rare; one so young is rarely equipped for the stress of Rider life.
Usually, a Rider's Awakening will occur between late teenage years and late twenties, and most
often accompanies a major shift in one's life. It could be as relatively innocuous as leaving home for
college or a breakup, or something more major, like losing a job. Or a loved one. Either way, Riders who
are living away from their families have a degree of freedom that helps with the whole "beating the
crap out of monsters every night" thing. However, they also have classes and jobs, most often; in fact,
it's so common for Riders to have trouble keeping steady employment that the community has
programs focusing on helping them find their next source of income.
There are some cases in which someone in their thirties, forties, or even beyond has an
Awakening; these are troublesome for the people who endure them, because they are often more set in
their jobs, their relationships, their marriages. They have more to lose, and it's hard for them.

Once he or she Awakens, a Rider has the ability to Transform. It is a simple mental effort to
summon one's Rider Belt and do whatever actions accompany the process; a Rider innately knows how
to perform his or her Transformation sequence from the moment of Awakening. Whether biological,
magical, or technological, the Armor forms over the Rider's body in a moment.
The appearance of a Rider's Armor is an expression of his or her true self through the medium of
a specific Beginning (biological, magical, or superscientific). Everything about him or her is enhanced;
their strength and ability gives greater confidence, and a Rider even thinks more quickly.

Riders are all about togetherness, and it shows. With the internet's influence in the world today,
getting and staying connected with one's fellows is easier than ever. There are official sites, but also so
many more unofficial ones, where Riders complare notes, share war stories, ask for help, or just talk
about normal stuff with someone else who knows how hard normality is to come by. And, being that

this is the internet and all, it wouldn't be complete without arguments, most of which revolve around
the Heretics and/or use of Heretic powers.
Of course, beyond giving Glory Riders somewhere to make troll accounts and get banned in two
minutes, Rider networks serve an important function in that they make it very easy to know what's
going on wherenot only because of what people post, but when people stop posting. After all, if
someone goes quiet for uncommonly long without explanation, they may be in need of help.
Probably the most practical part of Rider networking is its influence offline; they help a new
Rider find out where his or her fellows are, where to meet them , and who else is looking for someone
to group up with. "Tech looking for Band in Cleveland" and so forth are common postings on Rider sites,
and generally, that Tech is going to find herself a few other Riders to work with.

"Band" is one of many words for a group, from a gaggle of swishy-haired kids playing garage
rock to the proverbial "band of brothers". In Rider parlance, a Band is basically thata group, just one
that consists of Riders, and first and foremost it is a group of friends.
While of course Bands often go on patrol or head into battle together (or, if one is in trouble,
the rest will join the fight), they also just plain hang out. The top brass and the veterans all stress the
importance of this: the times spent together that allow a Rider to de-stress, the support that
reinvigorates his spirit, and the occasional demand that he get himself some decent sleep while the
others cover for his duties. When a Rider thinks he sees trouble, the first people he calls are always his

Changing Paths
A Rider can change from a Righteous Path to a Heretic Path or vice-versa. However, this is a
huge load of character development and does not just suddenly happen one day---the Rider has to have
a pretty serious crisis of faith regarding his or her Path as well as a history of meaningful contact (quite a
few episodes worth, so to speak) with Riders from the other side that causes them to consider, then
choose the other side. This is an emotionally tumultuous event, costing at least one point of Justice and
one point of Sanity, and perhaps giving the Rider a lasting psychological or emotional scar---a phobia or
a trigger, maybe. A lot of DM discretion is at work here, but if none of the other players could see it
coming if your Rider changed Paths, then there probably hasnt been sufficient buildup.

Dice rolls basically work like this. When making an action, you first determine what Stat and Ability
(or, sometimes, something else) you are using. Let's say you want to search around, looking for something
specific in your line of sight. You would be using your Mental Stat and the Perception ability. You have three
dots in Mental and two dots in Perception, so this means you have a dicepool of five D10 dice to roll for this
action. You roll your dice, considering each result separatelyyour default "target number", the lowest result
on a die that counts as a Success, is 7 (though this can possibly be higher or even lower depending on certain
factors). Let's say your five dice come up as a 5, an 8, a 9, a 4, and another 9. Assuming the target number is
still 7, you just rolled three Successes! In addition, there is the Rule of 10, which states that any die that comes
up 10 counts as two Successes instead of one. Technically, the max possible Successes for a roll is double the
size of the dicepool, but it's unlikely that you'll be rolling all 10s very often. Or ever.
Any action that requires a dice roll has a Difficulty Rating, which indicates how many Successes are
required to complete the action correctly. Let's say your DM determines that this particular task of searching
has only a Difficulty Rating of 2your three Successes mean that you have not just succeeded, but succeeded
a bit extra! This would probably get you a bit more info than you would have gotten from just rolling two
successes. Generally, the more you exceed the Difficulty Rating, the more spectacular your performance and
the better the results of your action.
Of course, failure is an option. If your number of Successes is not at least equal to the action's
Difficulty Rating, you fail to complete the action. The consequences depend on the nature of the task; if you
failed your first attempt at looking around and finding something, you can probably try again. If, however, you
failed to grab a handhold while being washed away down a flooded canal, you may be in trouble. However, a
regular failure usually still gives you another chance; your DM might tell you that you get washed fifty feet
down the canal and then get to roll again to grab something.
However, there are times when your character really screws up, and these are Botches. A Botch
occurs when you fail to roll even a single Success and at least one of your dice is a 1. While a failure often just
means "I did not get to do the thing I wanted", a Botch means "I tried to do the thing and got an actively
negative result". If you botch your action of searching around, you might find something irrelevant that ends
up leading you into an ambush later. If you botch your attempt to grab a handhold while being washed down
the canal, you don't just fail to grab onto that pipe, but you hurt yourself doing so.
There are also Penalties and Bonuses, which respectively detriment and benefit your attempts.
Penalties might be things like slippery ground messing up your footwork, an injury making it harder to fight,
bad visual conditions making it hard to see, etc. Bonuses that do not come from other players' actions (like
Powers with buffing effects) are a lot rarer than Penalties.
A special type of Bonus is called the Stunt, in which the player describes their character's actions in an
exciting manner before they roll and can rewarded bonus dice at DM discretion.
A one-die Stunt would generally just be a nice, illustrative description of an action: "Standing behind
the trooper, Kamen Rider Goliath brings his arm around and extends his wrist-blade, stabbing up into
the unprotected space between helmet and neckguard with a spray of yellow ichor."

A two-die Stunt generally also requires the character to interact with the DM-presented
environment, taking advantage of what's described to be there. You can't contradict what's been
established, but you may insert detailsnote that the DM can veto any "editing" like this if they feel
it strains belief or is somehow inappropriate (i.e. contradicting a major detail that they haven't yet
revealed): "Seeing two ATP Troopers charging from either side, trying to pin him against the steel
wall, Kamen Rider Goliath crouches and springs to the wall feet-first just in time. The second he stands
horizontal against the wall, he flicks his arms out, wrist-spurs extended, the force of the troopers'
momentum allowing the blades to pierce their helmets."
A three-die Stunt is more or less a player's Crowning Moment of Awesome, the spoken equivalent of
epic poetry and five simultaneous guitar solos. They generally follow the same rules as two-die
stunts: "As the ATP Hulk Trooper barrels toward him, Goliath stands ready. Nimbly sidestepping the
juggernaut's charge, he grabs its combat harness with one hand, the foe's momentum helping him
leap, swing his legs up, and kick it right in the side of the head. Its helmet dislodged, the hulk stumbles
sideways as Goliath's swing brings him around to its frontwhere he rams his free arm's spur right
into its eye."
Please note, however, that a Stunt means more than just shoving adjectives into the spaces between subject,
verb, and object. The point of a Stunt is to be interesting, exciting, and entertaininglength doesn't make it
cool, being cool makes it cool. Skillfully working in a pun may very well count toward your description being
Stunt-worthy. Always remember, the DM has the final say here. Upon the successful completion of a Stunt,
the player can regain a number of Spirit Points up to double that Stunt's rating. The DM can offer the option
to instead restore a point of Justice or Sanity for two- and three-die stunts if they feel it fitting.
There are also Resisted Rolls, in which two characters must make appropriate rolls against each
other. Sometimes, instead of having to compete with another roll, you have to compete with a static value,
like Defense.
There are also Automatic Successes, when the DM decides that an action that might otherwise
require a roll is rendered nearly unfailable for a character due to their high skill (and thus, their large dice
pool) in regards to that action.

CHaPTeR 2:
The WarriOR'S AWaKeNiNG
[Creating a character.]
"I don't want to see people crying anymore. I want everyone to smile! So have a good look at my
- Kamen Rider Kuuga


The first step in creating a Rider is to choose his or her Beginning. A Beginning is both the
method by which they transform and an indicator of what their combat focus is. Essentially, this is the
Rider's class in average RPG terms, largely (but not wholly) determining his or her role in battle.
Bios: Become Riders through an innate physical transformation, though it can be supernatural,
psychic, or purely biological. (Shin, Gills, Kiva). These riders have an offensive and Speed focus,
but their support and social abilities are sub-par and they get slightly fewer Skill Points. Start
with STR, WIT, 10 KP.
o Their weapons count one weight category less for the purposes of determining Speed
(this has no effect on your Steady Aim Speed, however). Does not apply to Dual-
Wielding weight. Going unarmed does not increase your base Speed.
Mystics: Become Riders through magical artifacts (Kuuga, Agito), even though it sometimes
has a techy aesthetic (Ryuki). These Riders have a defensive and healing focus, but low
offensive abilities. Start with END, STR, 15 KP
o Mystics have a pair of special counterattacking abilities that allow them to use their
Endurance instead of their Strength stat, called Diving Save and Human Shield. They
also are the only ones to use the Heal ability.
Techies: Become Riders through superscientific tech (Faiz, Blade, Fourze, W). These riders
have a Support and Skill focus, but poor defense. Start with WIT, END, 20 KP
o Tech Riders get the most starting Skill Points, and can purchase them at a slightly lower
price (buy 3 get one free).

NOTE: Don't pick a class because of its aesthetic. Pick a class because
of gameplay. The aesthetic lines are somewhat blurry between
classes, so don't worry if your desired look doesn't seem to fit a class.
You have six Stats which can be rated 0-5. Each Stat starts at 1. Each Beginning will determine
the values of two of your Statsas a Bio Rider, you will start with STR and WIT, no exceptions. The
four unaffected Stats all start at 1, and you have 4 points to distribute among them as you wish, with the
restriction that no Stat can be rated above at character creation.

You have eighteen Ability scores, three per Stat. These range from 0-5 and start at 0; at
character creation, no Ability can be ranked above 3. You have 24 points to distribute among all of them.
You do not necessarily have to put one point in every single Ability; if you do not think you will ever use
Ranged weapons, then don't put points there. However, you would be wise to have at least a single
point in most Abilities otherwise (for example, your Unarmed rating is involved in breaking out of
Grapples, so even a weapon-based fighter would do well to have a point or two there).


The four Righteous Paths are the core of the Rider community, providing both a philosophy to
look to as well as a bonus and a Favored Powerset. A Rider's Path helps determine his or her role in
terms of group dynamics, as well as influencing his or her role in battle due to the Powerset and stat
There are the four Righteous Paths a player can choose from; in addition, there are the three
Heretic Paths whose availability to players is a matter of DM's choice, and generally requires that it be
talked over with the DM and the other players. A mostly- or wholly-Heretic Band of players may work,
but this is also something requiring a serious discussion and should not be the first game for players or
Stars: The Path of Stars believes in the supreme importance of friendship, favors the
air/space Uchuu powerset, and gives a +1 Socialize boost.
Heaven: The Path of Heaven believes in the duty to live up to one's destiny, favors the
fire/sun Taiyou powerset, and gives an +1 Initiative boost.
Desire: The Path of Desire believes in the need to protect others' dreams, favors the
water/ice Umi powerset, and gives a +1 boost to Survival.
Blood: The Path of Blood believes that redemption through justice is their obligation, favors
the earth/metal Jiban powerset, and gives a +2 boost to HP.
Fury: The Path of Fury believes in having vengeance regardless of if they hurt others, favors
the electric/kinetic Raimei powerset (which erodes Justice points), and grants +5 SP.
Thorns: The Path of Thorns believes in the resolve to protect what's yours at any cost to
anyone, favors the darkness Kurayami powerset (which causes self-damage), and grants +1
Glory: The Path of Glory believes that a Rider's actions (so long as he or she follows certain
rules) are made Just by divine right, favors the light/laser Kagayaki powerset (which erodes
Sanity), and incurs a reduced penalty for the use of nega-Spirit.


A Rider automatically has his or her Path's Favored Powersets as one of his two Focused
Powersets. The second one of these is whatever he wants, called the Chosen Powerset. Your Focused

are the ones whose Powers are most accessible to you, costing a bit less XP to add points in them than
others. Some Powers are only available to those who have a certain Powerset in their Focus.
However, a Rider must also select one Powerset as their Forsaken Powerset; this is the one to
which they can never have access, as indicated on their character sheet.
Your Focused Powersets start with one dot; all the others start at zero. You have 3 points to
distribute, and cannot increase your rating in any Powerset beyond 3 in character creation.


You can now choose any Powers that your Rider meets the requirements for. You do not have to
write down every Power your Rider qualifies for, nor are you unable to use a Power just for not writing it


If you're a Bio Rider, you get 10 KP. Mystics get 15, and Tech Riders get 20. You can buy Skills
now if you want, but you don't have to spend them all right now if you decideyou can buy a Skill at
any time outside of combat or riding scenes as long as you have enough KP.


If you haven't already done so, pick your Rider's weapon or weapons. Also, determine your Base
Form's Finishing Move, deciding what (if any) elemental component it has and the type of Finisher it is.
Also be sure to be clear as to what kind of attack (Unarmed, Melee, Ranged) it is.


You're almost done! Write down something in the Descriptionhuman appearance, Rider
appearance, personality, history, etc. Let your DM have a look at the sheet, maybe come up with a
henshin pose, and you're good to go!

CHaPTeR 3:
WHaT MakeS A RiDer

Every Rider has six core Stats, which are rated from 0 to 5 (with the baseline being 1). These are:
Strength: Physical might, concerning things like running, jumping or making an attack.
Endurance: Physical resilience, concerning things like taking a hit, enduring harsh conditions, or
lifting a heavy object
Dexterity: Physical finesse, concerning things like dodging, driving, and aiming.
Wit: Fast thinking, concerning things like stealth, awareness, and teamwork.
Intelligence: Mental prowess, from problem-solving to mental resistence to knowing important
Charisma: Social grace, concerning things like persuading, befriending, and intimidating people.

Abilities are more specific than Stats, and in rolls you may often have to pair an Ability and a Stat
(usually, but not always the most commonly associated Stat, though).
Melee: Attacks in combat using a melee weapon.
Unarmed: Attacks in combat using no weapon, includes grappling.
Athletics: Jumping, swinging, rolling, etc.
Defend: Blocking, as well as reducing damage taken from attacks upon oneself or another.
Survival: Enduring a harmful environmental factor that is not necessarily an attack (i.e fire,
gases, extreme cold)
Labor: Strenuous physical activity like lifting a car.
Dodge: Avoiding harmful things, often attacks.
Ride (Fly): A Rider's skill on a motorcycle; this Rating determines the upper limit for mounted
combat skill also. Also used as the Fly rating when necessary.
Ranged: Attacks in combat using a ranged weapon.
Stealth: Avoiding detection.
Perception: Noticing and understanding things with your senses, generally sight and sound.

Support: Actions that buff friends and debuff foes.
Reason: Thinking logically and solving problems.
Resolve: Mental defense.
Lore: Understanding and remembering info, whether Rider or Invader based.
Socialize: Cordially interacting with people.
Persuade: Getting people to do things by convincing them.
Intimidate: Threatening and scaring people.

Every Rider must choose a Path; this is a representation of the internal philosophy of Riderhood
they feel is best, as well as influencing the powers that will be most available to them. While some
powers from every elemental set are available regardless of Path, most are more easily accessed by
their associated Path; there are even some that are Path-exclusive. Your chosen Path also has an effect
on your stats.
Every Path has some form of leadership at its head, and these leaders together make up the
Rider Council. They direct, lead, and organize Riders and the non-Riders who work with them; the
hierarchy is rather loose, though, and beyond the top leaders is mostly based on merit and experience.
Veteran Riders often help novices to form Bands, which became a prime concern of the Council since
the problems of the 90s.
There are four Righteous Paths, and most heroic Riders will choose from them. There are also
three Heretic Paths; these will be discussed later.

A Rider is a warrior for justice by his or her very nature, and Justice is a very concrete thing for
Riders, a shining ideal that may not be perfect, but is damn close. A Rider can feel how well their heart is
aligned toward Justice, and this feeling serves as a barometer of their moral integrity.
Simply put, acting unjustly turns a Rider away from Justice, which is an integral part of his or her
very being. A Rider at 0 Justice cannot Transform, and must redeem him- or herself in some way with a
significant selfless act. However, there exists a problem for RidersJustice is always calling, and the
farther one turns away, the more it eats at one's mind. Staying at 0 Justice for too long risks the loss of

A Rider's life is never easy, and on a daily basis he or she often faces things impossible in this
world. Such phenomena, especially the eldritch or horrific, can eat away at one's psyche. However,
there are things that ease one's mind as wellfriends, family, and simply witnessing (or performing)
acts that reaffirm one's belief in human goodness.
The less Sanity a Rider has, the more likely they are to mistakenly commit unjust actsthe DM
may spring a surprise Sanity roll on a Rider, with failure resulting in doing something that risks loss of

Justice. Likewise, low Justice can result in Sanity loss. Thus, the two go hand in hand, and it works the
other way 'round as wellregaining Justice (or, sometimes, seeing someone else regain Justice) helps
restore Sanity. The simultaneous state of Insanity and Injustice, should it ever happen (which is
thankfully unlikely nowadays, provided the Rider has friends to rely on), results in a Fall. If that happens,
it's time to make a new character.

A Rider's Spirit is the fuel that drives his or her use of Powers, simply enough. It is the fierce
devotion to one's ideals that allows one to tap into the Powers granted by being a Rider, and goes hand-
in-hand with one's emotional stateat full Spirit, a Rider is full of conviction and drive; with it depleted,
he feels spent, hollow. The more a Rider grows, the greater his or her Spirit becomes.
The same things that restore Sanity also restore Spirit, but one's Spirit can also be restored by
seeing someone in need. A Rider cannot use his or her Powers with no Spirit well, not normally.
A Rider at 0 Spirit is capable of tapping into something to use his or her powers, but this "nega-
Spirit" reserve is not as great as true Spiritand, more importantly, it causes Sanity loss.


Let's first distinguish Powers from Skills. A Power is something like throwing a fireball or
propelling yourself forward with a blast of wind. A Skill is something like having enhanced aim or
increased evasion. Skills are more mundane, but are very useful, and most of them don't have a cost like
Powers do with Spirit. Like Power Points, Skill Points determine the skills one can have learned and can
be bought with experience points. Tech Riders have the most Skill Points.
Certain Skills are only able to be had by Alpha or Omega Forms.

There are seven Powersets out there, four Righteous and three Heretical. A Rider is not limited
to the Powerset of his or her Path, and can choose Powers from any set he or she chooses. What varies
is the access a Rider has to these Powersets. They are rated 0-5, which determines both the strength
behind them and the access a Rider has to them. Dots can be bought with XP points.
A Rider begins with a Primary Powerset and a Secondary Powerset. The Primary Powerset is that
of one's Path; the Secondary is whatever set the Rider chooses. These chosen sets are the ones which
the Rider can access most easily, and a Rider automatically gets 1 dot in each of these. He or she also
must select one Powerset as a Forsaken Powerset, which can never be used at all.
The Raimei, Kurayami, and Kagayaki powersets are very, very controversial (to say the least)
among the Righteous Paths; use of them is generally considered suspicious and/or dangerous.
Compounding the problem is the fact that, despite their drawbacks (detailed on their Paths' pages),
Heretical Powersets are stronger at lower levels than Righteous ones. The fast track to power is a dark
one indeed.

With enough XP spent, a Rider unlocks a new Form. A Rider always has his or her Base Form,
which is the regular one. They can gain up to two new forms, an Alpha Form and an Omega Form. Forms
have restrictions on how long and how often they can be used; Omega Forms have tighter limits, but
are stronger, and stack on top of the Alpha Form.
A Rider can enter his or her Alpha Form when his Base Form's Finishing Gauge is full. This is done
instead of using a Finisher.
A Form can be a Bio Form, Mystic Form, or a Tech Form, which enhance the user's stats
accordingly; a Bio Form most greatly enhances offensive and Speed capabilities, with a good deal less
going to defense or support. A Rider can choose any type of form, not just one that matches his or her
Beginning. For example, a Bio Rider's Alpha Form could also be Bio, increasing his strength and Speed by
a great deal while adding little to his endurance or support abilities. On the other hand, he could take a
Mystic Form, which would help fill out his low defense while not doing much for his offense. Thus, the
choice in Form is a choice between specialization or being more well-rounded.

Every Rider knows one Finishing Move per Form. A Finishing Move is a powerful attack with a
Spirit cost, and cannot be used until the Finishing Gauge is full. Certain things cause the Finishing Gauge
to fill more quickly, like taking damage. A Rider can only use one Finisher per battle. A Finisher can have
one elemental attribute if wished; Alpha and Omega Finishers get two.
If you choose to change into your next Form instead of using your Finisher, you will have the
option of using a Finisher for that form no later than the last turn of its duration. This creates a choice
do you want to use a finisher, or do you want to move up to your next form and possibly use its finisher
instead? Perhaps your Alpha Form's Finisher seems a better course of action than waiting til you can
use your Omega Finisher? It all depends.
Finishers come in a variety of types:
Barrage: Your Finisher allows you to attack three targets at once without incurring the usual
Accuracy/hit penalty that comes with a multi-target attack. You may divide these three attacks
among three targets (one per target), two targets (two for one target, one for the other), or one
target (all three for that target.) If this is your Alpha Form's finisher, you get four attacks with it;
if Omega, you get five.
Overpower: Your attack is so powerful that it cannot be fully evaded or parried. Under normal
circumstances, it deals 1d10 extra damage. If it is blocked or evaded, the target still receives half
the damage that would have been dealt by a regular attack.
Precision: Your attack gains an accuracy bonus, and is exempt from normal accuracy penalties,
in addition to 1d5 extra damage..
Mega Impact: Your attack does 2d10 extra damage.

Weapons are divided into five categories: Unarmed, Light Melee, Heavy Melee, Light Ranged,
and Heavy Ranged. A weapon's weight category (unarmed, light, or heavy) affects your Initiative and

your Speed, as well as the damage it does; heavy weapons are slower but stronger. Bio Riders are
special in that their weapons count one weight category less.
Ranged weapons allow you to stay more out of range, but they are overall weaker. They also
have to deal with Accuracy. Ranged Weapons, however, incur an Accuracy penalty if you use them while
moving beyond a certain Speed (called Steady Aim); this Speed is lower for Heavy Ranged weapons.
Dual-wielding weapons offers a greater number of attacks per turn, but incurs a Dex penalty for
melee and an Accuracy penalty for Ranged. Some weapons can be dual-wielded without counting as a
higher weight class, while some light weapons count as one heavy weapon if dual-wielded. Some
weapons, if dual-wielded, count as "2xHeavy", which means they can only be wielded thusly with special
skills specific to an Alpha or Omega Form.

Kamen Riders, unsurprisingly, do some riding now and then. Every Rider gains a motorcycle
upon his or her Awakening; if he or she already owned one prior to Awakening, then it becomes their
Rider vehicle instead. A Rider's motorcycle is visually patterned after his or her armor.
In a Riding scene, all participants are considered to be moving at the same Speed (and thus,
basically motionless relative to each other) unless they're not. A Rider can change his or her position
(DEX+Ride)x5 feet per round normally; Speeding up to move up more than that requires a SPEED+Ride
check. Difficult terrain forces a DEX+Ride check as well, with failure meaning slowing down; avoiding
obstacles or sharp turns require Ride+Dodge checks. A Rider who goes too slow may drop out of the
chase; they have (Ride#) chances to make a (DEX+Ride) check to catch up again. If all these catch-ups
fail, they cannot get back into the chase scene, the results of when they can rejoin their friends
depending on the situation and DM discretion. A DM may choose to give another chance for catch-up
checks at fortuitous points in a chase scene (since generally the DM wants all the players to be

Nicknames: "Spaceboys/Spacegirls", "Befrienders", "Pompadours" (more or less all affectionately derisive)

"Our bonds of friendship will take on the universe!"

Those who follow the Path of Stars are relentless optimists who put tons of stock into the power
of friendship. To them, there is not a single problem you can't solve by either making friends with
someone or supporting your friends. If they had their way, Riders would be completely public and would
be out there giving everyone the hope they need by showing how deep the bonds of friendship can

Pompadours are often the glue binding a Rider band together, as well as the focal point around
which a Rider band gathers, but can be regarded by some as pesky and pushy meddlers.

They believe a Rider is meant to bring people together to make them strong and safe, and that
friendship is the most important thing there is. Their Creed is FRIENDSHIP. (Ex: Fourze)

Stars Riders get +1 in Socialize; theyre great friendmakers.


The Uchuu powerset is based on Air and Space, and has very good buffing and support powers.
As a result, it is very appealing to Tech Riders.

Heaven: It's great that they want to lead their friends, but they can get pretty bossy about it.
Lighten up, Beetleheads!
Desire: You want to support everyone's dreams and hopes? That's great! But shouldn't you get
to know those dreams first, by getting to know the people who hold them?
Blood: Bleeders can be such downers, and they seem a little scared to make friends but they
really grow on you, and they stick by you forever.
Fury: I'd be mad too if someone hurt the people I care about, but that doesn't give you the right
to hurt everyone unlucky enough to be in your way.
Thorns: You guys make me so sad. You think you're good friends, you claim to love your buddies
more than anything, but all you really try to do is control them and stifle them. You have so
much to learn.
Glory: You guys think you can do this on your own, with nobody to help you? Good luck, psycho.
You wouldn't last a week.

PaTH OF HeaveN
Nicknames: "Destined", "Solars", "Beetleheads" (derisive)

"Walking the Path of Heaven, the one who will rule over everything."

Destined are strong believers in their own power as Riders; they put a lot of emphasis on taking
pride in being one of the few, the special, the chosen protectors of humanity. It may sound egotistical,
but they take very seriously their duty to save everyone.

They are natural leaders and often head a Rider band, though they can be seen as egotistical
jerks by others.

They believe a Rider has the potential to be the apex of humanity and, because they are able to
be the best, they must help everyone become as great as them. Their Creed is DESTINY. (Ex: Kabuto,

Because they are natural leaders, Heaven Riders get +1 Initiative.


The Taiyou powerset is focused around Fire and Sun, and its offensive focus is favored by Bio

Stars: They can draw a crowd, but can they direct an army? Lead a nation? I think not.
Desire: We shouldn't be focusing on everyone's dreams, we should be focusing on helping them
grow! Let them reach out and grasp their own dreams!
Blood: We both want to raise humanity up, more or less, but you come at it from the wrong
sidewe're not monsters pushing from below, we're heroes lifting from above.
Fury: Do you have any idea how badly you abuse the power you hold? Your responsibility is to
the people you're so blas about hurting, and nobody is "just collateral damage".
Thorns: You hold to no cause but your own and you will never, ever raise up your friends like
they deserve. Just what do you expect to achieve?
Glory: Everything about you is so backwards. Destiny isn't some magic wand you can wave that
makes everything you do okay, it's a model you have to strive to live up to. Because there are
people counting on you, and they deserve nothing but your best.

Nicknames: "Dreamers", "Sacrifices"

"If there's a hand reaching for help, and I didn't reach out my hand when I could, the regret would make
me wish I were dead... I reach out my hand, because I don't want that."

Desire Riders are amicable phlegmatics who believe that everyone can only do so much; Riders
are no different, except their "so much" is on a bigger scale than others. What they want most is to
protect the dreams and hopes of all humanity.

They are solid, selfless foundations of groups and focus on letting others achieve their dreams,
but are regarded by some as placid doormats.

They believe a Rider is meant to put the needs and wants of others above all else. Their Creed
is DREAMS. (Ex: OOO, Wizard, Gaim)

Desire Riders get +1 to Survive during character creation, as their determination helps them pull
through any situation.


The Umi Powerset is based on Water and Ice, with a protection and healing focus, which appeals
to Mystic Riders.

Stars: It's great that you want to be friends, but you need to reach beyond your friends and fight
for everyone, even people you don't get along with.
Heaven: We're not that special that we need to lift people up to our level. We just need to let
them achieve what they dream of.
Blood: I don't agree that we're "monsters", but your resolve is something we need more of
around here.
Fury: A Rider is selfless. A Rider sacrifices for others. You, on the other hand, are selfish and
blind and vicious, like insects.
Thorns: If you really cared about people, you'd listen to what they want instead of insisting you
know best. You're so self-absorbed and it's suffocating the people you claim to love.
Glory: Selfish, insane, and totally wrong about what sacrifice means. 0 correct out of 3, kiddo.

Nicknames: Stonewalls, "Bleeders", "Martyrs" (both with slight derisive connotations)

"Some people think we're monsters, and they're right. But that doesn't mean we can't be heroesin fact,
it means we must be."

Blood Riders are rather less peppy than the other Paths; they feel that Riders are set apart from
others not because they're the best, but because they're outcasts, freaks.

They are reliable and determined members of a Rider band, but others may see them as mopey
wet blankets or stubborn sticks-in-the-mud.

They believe that the duty of saving the world has Taoreta upon everyone, but that Riders must
take it all upon themselves to spare those better. Their Creed is OBLIGATION. (Ex: Shin maybe, Kenzaki
as Navy Joker, Faiz sort of)

Blood Riders get +2 Max HP at character creation, as their fortitude bolsters their hardiness.


The Jiban Powerset is based on Earth and Metal and is more balanced than the others in terms
of offense-defense-support. It doesn't really have a strong preference by any of the three Rider

Stars: I'd envy your levity, but I try not to be jealous of the lackadaisical but don't get the
wrong idea. I'm not leaving your side, even if you are a dumbass.
Heaven: You think far too highly of us, but at least we agree on the goal.
Desire: You have the right idea, more or less, but you need to realize that people need us to
stand aside for others' dreams to be realized.
Fury: I hate the evils of the world too, but you're just like the monsters we're fighting. And it
makes me sick just to look at you.
Thorns: You don't deserve those people you claim are your friends. You treat them like animals
to be kept in a cage and push them around when you should cherish them.
Glory: I can't even describe how much I hate the way you think. A Rider is not some perfect
white-satin angel who does no wrong! He is a monster with one path to redemption, and he
cannot afford to do wrong!

Not all Riders, sadly, are squeaky-clean-good. The vast majority start this way, but there so
many ways to fall. The Taoreta Riders are former champions of good who have been corrupted and
turned to the side of evil, and the Heretic Paths are three Rider Philosophies that ended up being cast
out for being seen as too dangerous, too extreme, and too close to Falling.
However, these two things are not synonymous. Not all Taoreta took the Heretic Paths, and the
followers of these Paths would assert very pointedly that not all of them are Taoreta.

Taoreta Riders
A Rider's life is not an easy one, and sometimes being good just plain hurts. It's hard, often
thankless, and can beat a person down without people supporting them; it's no surprise that so many
Taoreta are those who somehow lost their Rider Band. A Rider Falls when his or her actions go too far
from justice, til he or she is warped and corrupted. Some Taoreta Riders will join the forces of evil, while
others will oppose the same foes as beforeand their former friends, and everyone who doesn't fit into
their world.
A Rider is born for justice, and all Riders have the call to goodness inside. A Taoreta Rider,
therefore, is fundamentally insane; they still want to do good, but they are so warped that they have
convinced themselves that what they're doing is good for the world.

Heretic Paths
The three Heretic Paths were once part of the greater Rider community; the Council cast them
out in the mid-80s, finding them too risky, too extreme. Rather than withering and fading away , though,
they survived and built themselves up as a loose power bloc, rather less united than the Righteous
A Heretic Rider is not Taoreta, but they do skirt dangerously close to darkness; if most Righteous
are heroes and Taoreta are villains, the Heretics are the anti-heroes (or anti-villains, depending). Not
evil, but with a good chance of being jerks.
Nicknames: "Punishers", "Zealots" (derogatory when used by others), "Motorheads" (derogatory)

"Don't question me!"

Fury Riders have lost someone; sometimes it happens after they have become a Rider,
sometimes it's the catalyst for them becoming one. Either way, a Fury rider is driven by vengeance.

Fury Riders are often loners, but in a group they can be driven leaders. While they have
conviction, they are often seen as loose cannons with far too little regard for collateral damage.

They believe that evil must be snuffed out without mercy or hesitation, and that collateral
damage is an acceptable part of the means to their end; anyone who tries to stop them is as good as a
villain themselves. Their Creed is VENGEANCE. (Ex: early Accel, early Keisuke Nago)

Fury Riders get +5 max SP, as their rage drives them harder.


The Raimei powerset is based on electricity and kinetic energy. As Heretics, they have stronger
low-level powers than the Righteous Paths. However, nearly all Raimei powers are inherently
detrimental to Justice.

Stars: You say you love your friends, but you spend too much time making them. Sooner or
later, you'll lose them, and you will learn what it means to truly hurt.
Heaven: Leading people is great, but your high-handed obsession with destiny is holding you
back from the justice the world deserves.
Desire: You won't help anyone like that, Dreamer. Enough with people's precious little hopes,
just get to killing, would you?
Blood: Mope mope, brood brood, I'm a monster, wahhh. You're an idiot who needs to get out of
his little cry-corner and make someone pay.
Thorns: I envy you in some waysif I'd been more like you before this all happened, maybe I
wouldn't be in this mess... but if you dare cross me, your friends will need to find a new
Glory: Your obsession with heroism and your rules get in the way of your ability to snuff out
evil. And if they get in my way, I will kill everyone you have ever met.

Nicknames: "Barriers", "Roses", "Concealers" (derogatory)

"I will lie, I will betray anything, if it spares them just a little hurt."

Thorn Riders say they love their friends more than anything. They love them so much that, to
them, nothing else mattershumanity as a whole, themselves, even what their friends want. They will
cross any line, work with nearly anyone, stab any back if they feel it's what's needed to protect the
people they love.

They are often the binding force keeping a group of Heretic Riders together; rarely do they lead
overtly, preferring to try to steer the other group members more covertly. They are known for their
obsessive, even toxic love for their friends.

They believe that a Rider's duty is to his or her friends, and that being a Rider means you know
what's best for people, no matter what they say, think, or want.. Their Creed is RESOLVE. (Ex: early
Meteor, Ryugen, Kaixa)

Thorn Riders get +1 to Persuasion, as they are skilled manipulators.


The Kurayami powerset is based on darkness and shadows. As Heretics, they have stronger
low-level powers than the Righteous Paths. However, nearly all Kurayami powers inherently cause
some measure of self-damage.
Stars: If you really loved your friends, you would keep them close and safe and under a careful
eye. Go around befriending everyone you meet and you'll never protect them.
Heaven: Don't try to "lead people into the light"if you fly too high, you'll crash and burn like
Icarus. Be content with protecting your friends, and put every fiber of your being into it.
Desire: What even are you protecting? Hopes and dreams? Since when do those make a person
safe and happy? People can pursue those when you've taken care of everything else for them.
Blood: We're not monsters, you fools, and if you shy away from claiming your right to someone
you'll be left with nothing.
Fury: I admit, I'd be like you if I lost any of my friends but I will never, ever lose them. So I'll
never be a tragedy like you.
Glory: It's not heroism that makes things right, it's the fact that you know what's best for the
people you love. Let your rules go, take all you can hold, and never ever release your grip.

Nicknames: "Golden Boys/Girls" (derisive), "Seraphim", "Bizarros" (derogatory)

"We are the only heroes the world will ever need, the only true heroes."
Glory Riders are obsessed with the idea of heroism; however, their view is backwards and
confusing to say the least, as well as riddled with rigid and confounding rules. One can generally glean a
decent understanding of how a Glory Rider's bizarre dogmas work after having spent some time with
them, but most Righteous Riders never hang out with Glory Riders enough to get that far, so the
Righteous community has a fairly limited understanding of them.

They can be driven leaders or fanatical followers depending on the group, and are known for
being obsessed with heroism and, often, being pliable because of itif one knows what buttons to

They believe that a hero's actions are good because they're a hero, rather than a hero being a
hero by doing good; they have a code of conduct, but it is fundamentally skewed. Their Creed is DIVINE
RIGHT. (Ex: Tiger, Another Agito)

Glory Riders have easier Sanity penalty rolls for using nega-Spirit, as they're already going mad.


The Kagayaki powerset is based on light, burning and blinding and uncompromising. As Heretics,
they have stronger low-level powers than the Righteous Paths. However, nearly all Kagayaki powers
are detrimental to the sanity of the user.
Stars: If you were real heroes, people would be lining up to befriend you, not the other way
Heaven: People will never be as great as us. We're champions and they're... people. If you can't
understand that, then for all your merits you will never be true heroes.
Desire: If people's hopes and dreams aren't focused on you, then they're not dreaming right.
You shouldn't have to go out of your way to make others' dreams come true!
Blood: You have no idea what you're doing or what you are, and that is why you are so
Fury: You have the drive, but you lack principles. And without principles, you're just a mad dog.
Thorns: A hero is willing to sacrifice his closest friends for the greater good. Your friends hold
you back, and I won't let you hold me back.

CHaPTeR 4:

Combat is a necessary part of any Rider game; you're going to be fighting evil, and though not
everything is hack-and-slash all the time, there's going to be a good deal of battling going on.

Step 0: Determine Initiative.
At the beginning of a combat scene, the DM calls for everyone to determine Initiative. Every
character's Base Initiative is simply their combined WIT and DEX scores as a static value (minus weapon
weight penalties and/or plus applicable Init bonuses), and the highest Initiative means that character
goes first. When dealing with instances of characters having equal Base Initiative, have them each roll
one d10, highest result winning.
Remember that Heaven Riders get +1 Initiative.
Example: Bill, Jane, Rob, and Tom have to determine Initiative. Bill has 6, Jane and Rob have 5,
and Tom has 4. Jane and Rob then each roll a d10; Jane gets 4 and Rob gets 7. The turn order is
thus Bill, then Rob, then Jane, then Tom.

Step 1: Declarations
Once everyone knows the turn order, combat can begin. The player whose turn it is declares
their action, stating their target (if applicable), what they will do to the target, and what Powers or Skills
are going to be used, if any.
If there is a target, that character's player then declares what, if anything, that character will try
to do about it.

Step 2: Attacker's Roll and Defender's Roll

The attacker makes a to-hit roll; for an Unarmed or Melee attack, this is a to-hit roll
(DEX+Unarmed/ DEX+Melee). For a Ranged attack, this is instead an Accuracy roll (Ranged+Perception)
roll, which takes penalties for things that inhibit Perception, for moving faster than the weapon's Steady
Aim Speed while firing, or trying to fire upon a target too far away. Some guns have Accuracy penalties
as well.
Either way, the target then makes a Defender's Roll, generally either a Parry or Dodge action. To
Parry, they roll END+Defend; for Dodge, they roll DEX+Dodge. If they get more successes than the
Attacker's Roll, then they succeed in their attempt. If not, they take the attack. Parry attempts against a
Ranged Attack take a penalty at least equal to the Attacker's Ranged rating.
Step 3: Calculating Damage
If the attack hit, then the attacker rolls to determine the damage done(STR+Unarmed) or
(STR+Melee+Weapon DMG Bonus) or (DEX+Ranged+Weapon DMG Bonus), taking into account any
bonuses or penalties or what-have-you. Each success rolled equals a point of damage dealt.

Step 4: Armor Reduction and Damage Infliction

The target still has a chance to reduce the damage done, and rolls a number of dice equal to his
or her Defend ability; each success reduces the damage dealt by one point, but this can never reduce
the damage received to be less than 1.
When all that is done, the character subtracts the damage from their health. The next character
in the turn order starts the process again from Step 1.


0. Who's going first?
1. What am I going to try to do to you, and how? What are you going to try to do about it, and how?
2. Am I going to hit you, or are you going to succeed in doing something about it?
3. How much damage am I doing, since I hit you?
4. How much, if any, are you able to avoid before you finally take this damage?


Standard movement is pretty simple. Basic movement Speed is calculated as STR+DEX in five-
foot squares.
There are things that can increase or decrease your movement Speed. Currently-held melee
weapons reduce your movement Speed, Light by one square and Heavy by two. Bio Riders weapons
count one category lighter, though, so they are not affected as much by this. Most ranged weapons do
not reduce Speed, but certain ones do. Certain things can increase Speed, such as Powers.
When moving with a heavy burden, movement is reduced by at least 2 squares/round and
sprinting is impossible; to move more quickly, one must make a Athl+Labor check to see if they can
make a Haul action, with each Success allowing one round of normal movement before another such
roll must be made.

A Sprint Action is made when a character runs flat-out at his or her top Speed (which is normally
double basic Speed). While making this action, they incur certain penalties determined by their rating in
the Athletics Ability, and cannot make most other actions (though rolls in response to things, like
dodging and parrying, are still a thing).

0 Dots: You cannot make a Sprint Action at all.
1 Dot: Dodge-1, Defend-1, Perception-1
2 Dots: Dodge-1, Defend-1,
3 Dots: Defend-1
4 Dots: No Penalty
5 Dots: Unarmed+1!

A Charge Action is different from Sprinting. Instead, one-and-a-half base Speed (round down),
and instead of the Sprint penalties, incurs a +2 bonus to Melee and Unarmed for the purposes of
damage calculation, but -1 to Dodge and removes the chance to have Armor Reduction if hit.

If a Rider has both hands available to their Melee weapon, they can make a Great Attack. This gets +2 to
the damage roll if it hits, but if it doesn't hit, the target automatically gets a counterattack chance.

A Stealth Attack can only be made if the target does not know the attacker is there. The attacker
rolls (DEX+Stealth) and the defender rolls (WIT+Perception), with penalties and bonuses as necessary. If
the attacker wins, they gain a bonus to their Attack roll equal to their Stealth rating, and the Defender's
Roll is penalized by that same number plus 1. They also do not get Armor Reduction.

Anything that reduces visual Perception is Concealment, from darkness or mist all the way to
hiding behind a car. These incur penalties on an attacker's Accuracy roll as well as Perception rolls
against the hiders stealth rolls.
Minor Concealment: -1. Crouching behind a regular chair or behind thick smoke.
Moderate Concealment: -2. Hiding behind something, but with upper body exposed.
Major Concealment: -3. Fully crouching behind a large desk or a car.
Total Concealment: Perception rolls visually fail (though auditory evidence can still give the
hider away). Shots automatically hit the Cover (see below).
However, Concealment also imposes penalties on the Accuracy of the person hidinggenerally one less
than the penalty for shooting at the person hiding. If both are Concealed, the penalties stack.
Example: Bill crouches behind a car, penalizing his enemy's Accuracy rolls against him by 3. He
tries to shoot the enemy, but his Accuracy is penalized by 2. The enemy then crouches behind a
car of his own, and his Accuracy against Bill is penalized by 5.
Combinations of Concealment can stack at DM discretion, or not.

Surprisingly, you aren't the only thing that gets hurt when shot. When a Ranged attack hits an
item of Cover, that item is being damaged and will eventually be damaged too much to be useful as

cover. This is pretty much at DM discretion, with things taking more damage depending on how durable
they area wooden door won't last as long as a car.

When unarmed, you can grapple with a foe, wrestling with and immobilizing him. To begin a
grapple, roll (STR+Unarmed) minus the target's Dodge rating. If you get even a single Success, you have
achieved a hold on the foe. The foe cannot act until his next turn, at which point he can try to break free
or use a Grapple Maneuver of his own, both of which are (STR+Unarmed) minus the attacker's STR.
Even one success here allows the defender to break free or reverse the hold.
If the attacker's next turn arrives and he still has a hold, he can roll (STR+Unarmed) minus the
defender's STR to perform a Grapple Maneuver, the types of which are listed below:
Fall Prone: Both fall to the ground. The Grapple must be ended for either party to get up. If one
manages to get up, he gets a +2 to close combat rolls against his still-prone foe.
Damage: Successes rolled on this maneuver's STR+Unarmed roll are dealt as damage.
Immobilize: The attacker immobilizes the defender. The defender can break free, but he cannot
use his own Grapple Maneuver while immobilized. Attacks made on the defender by characters
outside the grapple automatically hit; there's no Dodge or Parry. The attacker cannot do
anything while immobilizing the defender; if he does anything else, the hold may still be in
place, but the defender is no longer immobilized. To break out of immobilization, the defender
rolls (STR+Unarmed) minus the attacker's STR, and has to make more successes than the
attacker did when he achieved immobilization.
Example: Bill succeeds in grappling with an enemy, who fails to break out. On Bill's next
turn, he rolls to Immobilize and gets three Successes. The enemy's turn comes and he
rolls, but only gets two Successes and cannot break free. Next time he gets his turn, he
gets four Successes and breaks free.

Firstly, a Rider may be able to make a Grapple attempt to grab an enemy's weapon, depending
on the nature of the weapon; they can then try to wrest it from their foe's grip or something.
Secondly, a Rider may pick up a dropped weapon, whether it be gained from friend or foe.
However, unless the Rider has a good excuse, another's weapon will count as an Unfamiliar Weapon,
which incurs a -1 penalty to all rolls using it. If a Rider really wants, they can expend 5 -10 XP (depending
on the weapon and stuff) to train with the weapon such that it is no longer Unfamiliar. At DM discretion,
an Unfamiliar Weapon that's used enough can also become Familiar (though this requires the Rider to
lug around and make frequent use of a weapon that takes penalties).


Ranged weapons have limited ammunition. The standard clip size is 10 shots. When the clip is
empty, the Rider cannot fire the weapon again until making a Reload action (DEX+Ranged, target #5),
which can be made while running and dodging, but cannot be done while attacking, parrying, Healing,

If you want to try to attack multiple targets in the same turn, it won't be too easy. The second
to-hit roll you make is penalized by -2, the third by -3, the fourth by -4 and so on. Dual-wielders get to
make two attacks with their dual-wielding penalties, but trying to make more attacks after that incurs
both those penalties and the multi-target penalties!

Parrying is, obviously, the blocking of a foe's attack. Because guns are not designed to be used in
a melee capacity, there is an automatic -2 penalty to all Parry attempts with a Ranged weapon (though
the skill Gun Safe mollifies this to a -1 penalty). There is a -1 penalty to Parry attempts done Unarmed.
There is also an automatic -3 penalty to all attempts to Parry ranged attacks, and yes, that
penalty does stack with the penalties for Parrying with a gun or unarmed! In the case of a ranged attack,
it is almost always better to dodge, unless your DEX+Dodge is somehow worse than the penaltied
END+Defend (in which case you should consider investing points in Dodge!)

As said before, guns are not designed for beating people with. As such, melee attacks with a
Ranged weapon take a -2 penalty to their hit roll and a -2 penalty to their damage roll. The skill Pistol
Whip reduces this to a -1 and -1.

Everyone knows that two weapons are cooler than one weapon, right? Well, sort of. On one
hand, wielding two weapons means that you do get two attacks per round. On the other hand, you also
get an automatic -1 penalty to your to-hit or Accuracy rollwhich, yes, does totally stack with the
penalty for using a gun as a melee weapon, and with the multi-target attack penalty. Dual-Wielding is
not possible at all without the Dual-Wielding Skill; without it, you can carry two weapons, but can only
use one at a time. The Form Skill Dual-Wielding Master removes the penalties for Light and Heavy pairs,
and allows Double-Heavy pairs to be wielded with the penalties.
Yes, having a shield and something else counts as dual-wielding.
More restrictions, of course:
and a sword, but you cannot use them at the same time, even with the Dual-Wielding Skill. Even
if you're in an Alpha or Omega Form with Dual Wielding Master.
Some weapons are two-handed, and are either never dual-wieldable or possibly dual-wieldable
as a Double-Heavy pair.
The Bio weight-reduction bonus does not apply to dual-wielded weapons; you cannot wield two
Greatswords as a Heavy pair, nor two Light Swords as a Light pair.


Sometimes Riders have to fight while on their motorcycles. During these scenes, all participants
are moving the same Speed relative to each other unless taking some action that changes that. While on
a motorcycle, a Rider's Ride rating is the limit of his Unarmed, Melee, and Ranged ratings. Riders cannot
use two-handed weapons or dual-wield while operating a motorcycle, either as driver or passenger; the
only way a Rider travelling on a motorcycle can be unrestricted in combat is if he rides in a sidecar.

Fire, obviously, can set characters on fire. If set on fire, a character will be burning for a number
of rounds equal to 2 plus the Taiyou rating of the fire's source (mundane fires have Taiyou , maybe if
they're very serious). A burning character takes 1 damage per round unless they are extinguished in
some wayincluding a END+Surv roll.

Losing at least one point of Sanity can induce Terror; some attacks, including dark-aligned
attacks can also do this. When in Terror, a character will always try to flee and hide; if cornered, they
have a 50/50 chance (1d10; odds for breakdown, evens for frenzy) to either break down or attack in a
frenzy (+1 to damage roll). A character in Terror remains this way for 5 rounds, and after the first round
of Terror they can make a INT+Res roll to try to shake off their panic. Another character can make a
WIT+Support or CHA+Persuade roll to try to calm their friend down.

Some attacks, including electrical attacks, may have a chance to induce Paralysis. Paralysis
requires the target to make a STR+Athl roll each round for 5 rounds. Failure means failing to move. A
normal success means moving, with a -1 to any physical rolls and a top Speed of 20ft. Three successes in
a row, or one extraordinary success, ends Paralysis early. A successful Heal action by another Rider
immediately ends Paralysis.

Some things can induce Poisoning. A character who is Poisoned must make an END+Survive roll
each round for 5 rounds. Failure means taking 1 damage; success means taking no damage;
extraordinary success recovers 1HP of poison damage if any poison damage has been taken, and ends
the Poison early if no damage from it has been taken. Another Rider's Heal action will not heal at first,
but will end Poison immediately. An Advanced Heal both ends Poison and heals damage.

Some ice attacks can induce Freezing in the target. Freezing penalizes the target's Speed and all
physical rolls by 2 and remains for 5 rounds unless broken by a END+Labor roll. The Radiator Power
reduces the length of Freeze by 1 round per dot of Taiyou, and a hit by a fire attack ends Freeze

Certain attacks and effects, including light-aligned attacks, can cause Blindness. A Blinded character
takes -2 to Perception, all attacks, Defend, and Dodge for one round. The next round, they take a -1 to
all these.

Certain attacks and effects, including earth-aligned attacks, can cause Abrasion. This effect lasts three
rounds; each time an Abraded character takes damage, add 1 to that damage.

Certain attacks and effects, including air-aligned attacks, can cause Windburn, which lasts three rounds.
Windburn causes an afflicted character to take 1 damage every time they Sprint, Charge, or make
Athletics actions.

The Heal action can only be used by Mystic Riders. Make a Defense roll, selecting one character
to Heal. You will heal HP at least equal to the number of successes. However, when healing oneself, your
rolls target number counts as 8 instead of 7. This action takes one round and costs 1 Sp per HP healed.
The rider must be within 15 feet of his target and can only move at half Speed during this round.
ADVANCED HEAL: This action works the same way, but takes 1-5 rounds as determined
by a d10 (divide even numbers by half: 1=1, 2=1, 10=5) and uses an END+Defense roll. Self-
healing does not take a higher target number. A 4-round AdvHeal takes a target number of 6
and a 5-round takes a target number of 5. If you wish, you can allow your AdvHeal to take more
rounds than your roll. During this action, the Rider must stay within 5 feet of his target and can
only move at half Speed. Interruption of the process will reduce the amount of HP healed.

This action can only be used by Mystics. When an enemy makes an attack on an ally and before
the damage has been dealt, the Mystic can tackle their ally out of the way, simultaneously attacking the
enemy in question. The Mystic takes up to half the attacks damage, as does the enemy. Certain
environmental factors may inhibit this (though they can cover pretty severe distances with the dive),
and there is a limit of one use per battle (which can increase over time).
Human Shield
This action works similarly. However, the Mystic steps in front of the attack, taking up
to 3/4ths the damage. They then make a full attack roll, but use END+Defense instead of
(STR+Melee/STR+Unarmed/DEX+Ranged) if END+Def is higher, while also receiving up to half
the defended allys Defense as a bonus. This has the same limits as Diving Save, and will never
have a higher number of uses-per-battle than Diving Save.

Normally, a Rider recovers 1 SP at the end of every scene, or at the end of every hour if the

scene takes longer than an hour; if he is not doing any fighting, labor, or investigation, he can regain 2.
However, when a Rider is very low on Spirit, or even totally out, he can make a special action called the
Focus action to recover a bit of Spirit. When below 3 SP, a Rider can make the Focus action, in which he
fixates his mind on his determination and will to stoke the waning fires of Spirit within himself. Take the
Rider's current Justice score and divide it by half, rounding up. This number is your dicepool; roll, each
success regaining 1 SP. This can only be done once per battle scene and requires the Rider to do nothing
for two turns; if interrupted, he regains no Spirit and cannot attempt the action again in that scene.
Thus, it is best that a Rider find some place to take cover, and/or his friends should protect him while he


The Finishing Gauge is a measure of how long it takes in battle for a Rider to be able to use a
Finishing Move or advance to his or her next Form. It fills at a steady pace, but can be boosted a little
when damage is taken or by other events at DM discretion. Generally, one can consider the Finishing
Gauge as a measure of the maximum number of turns it will take until a Finishing Charge is ready. A
Finishing Charge never "expires" within a battle scene; if a Rider doesn't want to use it immediately, he
can hold onto it, but it expires at the end of the scene if unused.
Finishing Moves
Each Form has its own Finishing Move; a Rider can, at maximum, have three different
Finishers available to him. A Finishing Move uses a Finishing Charge as well as half the user's
max Spiritthough if the user does not have enough, it simply uses all his remaining Spirit. A
Rider can use a Finisher at 0 Spirit, but it uses up all his nega-Spirit. It is a better bet to use the
Focus action to try to regain even a single point of Spirit rather than use nega-Spirit for a
Finisher. Finishers come in four types:
Barrage: Your Finisher allows you to attack three targets at once without incurring the
usual Accuracy/hit penalty that comes with a multi-target attack. You may divide these
three attacks among three targets (one per target), two targets (two for one target, one
for the other), or one target (all three for that target.) If this is your Alpha Form's
finisher, you get four attacks with it; if Omega, you get five.
Overpower: Your attack is so powerful that it cannot be fully evaded or parried. Under
normal circumstances, it deals 1d10 extra damage. If it is blocked or evaded, the target
still receives half the damage that would have been dealt by a regular attack.
Precision: Your attack gains an accuracy bonus, and is exempt from normal accuracy
penalties, in addition to 1d5 extra damage.
Mega Impact: Your attack does 2d10 extra damage.
A Base Form Finisher can have one elemental component corresponding to one of a Rider's
Focused Powersets, though if desired it can have no elemental component. An Alpha Form
Finisher can have two, though both have to be from his Focuses. An Omega Form Finisher can
have two, and one of them is allowed to be from a non-Focused Powerset so long as the Rider
has at least three ranks in it.

To roll a Finishing Attack, the player declares the finisher and the target(s). He then
makes his to-hit roll as normal, but receives an automatic +2 bonus to the roll. The defender's
roll , on the other hand, is penalized by having its Target Number moved up from 7 to 8! Upon
completion of the attack, the Finishing Charge is used up and the SP cost is deducted. A botched
Finisher cannot be retried and uses up the Charge. Once a Finisher is used, no Finisher or Form
Change can be used by that Rider for the rest of the battle.
Form Changes
If the Rider decides to make a Form Change instead, he makes the Form Change action.
The Rider can move but not attack during this action, and cannot be attacked. Forms have a
time limit; an Alpha Form lasts [# OF TURNS EQUAL TO FINISHING GAUGE?] while an Omega
Form lasts [LESS THAN THAT]. Certain actions may cause the Form Timer to deplete more
quickly. On the last turn before the Form expires, a Rider automatically gets a Finishing Charge,
with which he can use that Form's Finishing Attack or move up from Alpha Form to Omega
Each Form has a Beginning that determines how it boosts a Rider's stats.
BIO: A Bio Form boosts the previous Form's Stats in this way: +2 STR (max 7 for Alpha, max 8
for Omega), +1 DEX/CHA/INT/END (max 5 for Alpha, max 6 for Omega), +0 WIT
MYSTIC: A Mystic Form boosts the previous Form's Stats in this way: +2 END (max 7 for
Alpha, max 8 for Omega), +1 DEX/INT/WIT/CHA (max 5 for Alpha, max 6 for Omega), +0 STR
TECH: A Tech Form boosts the previous Form's Stats in this way: +2 WIT (max 7 for Alpha,
max 8 for Omega), +1 DEX/INT/CHA/STR (max 5 for Alpha, max 6 for Omega), +0 END
Forms stack, so if your Alpha Form boosts your STR to 6 but your Omega Form has no STR boost,
you'll still have that 6 STR in your Omega Form.

CHaPTeR 5:
YouR POWeR iS AT itS PeaK
[Powers & Skills]

Every Rider has Powers. A Rider's ability to use Powers is tied to his or her Abilities and
Powersets; to use a Power, he or she must have at least the requisite rating in the Ability and Powerset
associated with it, as well as sufficient Spirit Points. Some Powers additionally require that the relevant
Powerset be one of a Rider's two Focuses.
A Rider doesn't need to "learn" a Power before using it; as soon as he or she meets the
requirements, it is automatically usable. Of course, if you have no interest in a certain Power despite
meeting its requirements, you don't need to put it down on your Rider's Power List.
If you wish, you can consolidate your Power List by not recording the previous versions of
upgrade powersif you have Greater Backsplash (M), there's no need to still have regular Backsplash
(M) on your list. If you have multiple versions (Ranged, Melee, Unarmed) of the same power, you can
consolidate those too, writing them as something like Backsplash (M&R).
Powers are organized here by associated Ability, which in turn are organized by associated Stat.

Melee: Attacks in combat using a melee weapon.
Backsplash (M)(Umi , Melee , 2 Sp): If his attack hits, the Rider can heal HP equal to half his
Umi rating (round up) to one ally. This does not allow him to heal himself.
Greater Backsplash (M) (Umi , Melee , 4 Sp): This upgraded version can heal an
ally with HP equal to his Umi rating, or heal the Rider with half that.
Burning Strike (M) (Taiyou , Melee , 2 Sp): The Rider's weapon bursts into flame upon
striking. When this is applied to an attack, 9s count as double-successes like 10s do.
Flare Charge (Taiyou , Melee , 4 Sp): The Rider makes a charge of (25 ft for light, 20 for
heavy, 30 for weapons counting as unarmed weight). Any enemy touched by this straight line
takes damage equal to the Rider's Taiyou rating and has 1d10 chance to be set on fire.
Pyroclastic Fervor (Taiyou +Focus, Melee , 3 Sp/die + 8 Sp flat cost): The Rider
releases a ring of flame that spreads out in a 20-foot radius, dealing 1-2 damage. Count
up the enemies struck by this attack, regardless of if they took damage. For each enemy,

you receive a bonus of 1 to all attack rolls for (Taiyou#) rounds. You can choose to
receive fewer bonuses if you wish, and you cannot receive bonuses that would put the
cost over your Spirit limit.
Sharp Edges (Jiban , Melee , 3 Sp/die): If you have less than full health, count up how much
health you have lost and apply one bonus die to your attack per two HP lost. 1d20 to Abrade.
Galestrike (Uchuu , Melee , 2 Sp): The Rider envelops his attack in a swirling wind; if he hits,
he may choose one other foe within (10+[Uchuu x 5]ft) to give a -1 DEX penalty, or one ally to
grant +1 SPEED. The effect lasts for 2 rounds.
Striclone (Uchuu , Melee , 4 Sp): The Rider can now choose two other foes within
(10+[Uchuu x 5]) to give -2 DEX, or two allies to grant +2 SPEED. He cannot pick one
enemy to hamper and one ally to buff. Lasts for 3 rounds. 1d20 to Windburn.
Hurticane (Uchuu +Focus, Melee , 6 Sp): The Rider can now choose up
to three other foes within (10+[Uchuu x 5]) to give -3 DEX, or three allies to
grant +3 SPEED. Lasts for 4 rounds. 1d10 to Windburn.
Berserker (M) (Raimei , Melee , 3 Sp): The Rider charges his strike with pure rage, making an
all-out attack that causes the target to take a -1 Defense penalty.
Plasma Strike (Raimei , Melee , 5 Sp): The Rider charges his weapon with electricity as he
strikes. Foes within 5 feet take 1 damage, including the target, regardless of if the attack itself
was a hit or a miss. If the target was directly hit, 1d10 chance for paralysis.
Blackfire (Kurayami , Melee , 1Sp/die): For each added die to your attack roll, take 1 point of
Flashbang (Kagayaki , Melee , 1 Sp): The Rider lets forth a bright flash of light at his foe as he
strikes at them, penalizing their Dodge by 1. If he hits, 1d10 chance to Blind.
Photon Sheath (Kagayaki , Melee , 3 Sp): The Rider sheaths his or her weapon in light
energy, gaining a +2 bonus to the damage roll.
Hard Light (Kagayaki +Focus, Melee , 4 Sp light/5 Sp heavy initial + 1 Sp/round):
A Rider can create a melee weapon out of solid light, which costs slightly more if it is a
Heavy weapon. Every time it strikes something, it has an increasing chance of
breaking1/10 the first round, 2/10 the second, and so forth. The weapon deals
damage as normal for a weapon of that template, with a 1d10 chance to Blind.

Unarmed: Attacks in combat using no weapon, includes grappling.

Sleight of Hand-To-Hand (Uchuu , Unarmed , 4 Sp): When grappling, a Rider can, if he has
an undrawn weapon, he can draw and attack in a single roll. If his foe holds a weapon or has one
holstered where he can see it, he can grab it and use it in a single roll (or throw it away or stow
it away).
Too Hot To Handle (Taiyou , Unarmed , 2 Sp): When grappling, a Rider can heat up his
armor, dealing contact damage per turn equal to his Taiyou rating. This cannot be done while
performing a Grapple Maneuver.
Burning Strike (U) (Taiyou , Unarmed, 2 Sp): The Rider's fist/foot/etc bursts into flame
upon striking. When this is applied to an attack, 9s count as double-successes like 10s do.

Like A Rock (Jiban , Unarmed , 1 Sp): With stony stability, a Rider using this Power on a turn
is almost impossible to escape. Any time his opponent makes a roll to interfere with him or the
grapple, that roll is penalized by the Riders Jiban#.
Hammerblow (Jiban , Unarmed , 4 Sp): Strike a mighty blow. Roll (Jiban+Unarmed) if the
attack hits; each Success rolled forces the target to stumble back 5 feet. 1d10 to Abrade.
Moving Like Water (Umi , Unarmed , 2 Sp):If a foe successfully breaks a grapple (unless
with an extraordinary success), the Rider can roll (Unarmed+Umi#) to try to re-grapple. If the
opponent breaks free on an extraordinary success, it is downgraded to a regular success instead.
Cold Hands (Umi , Unarmed , 3 Sp): Form brass knuckles (or foot spikes?) that
augment your damage roll by 2 for 3 rounds. On the first round, a successful hit has 1d10 chance
to induce Freezing.
Break the Circuit (Raimei , Unarmed , 1 Sp): If a foe successfully breaks out of a Rider's
grapple, the Rider can make an Unarmed roll to cause damage equal to his Raimei# with a static
Berserker (U) (Raimei , Unamed, 3 Sp): The Rider charges his strike with pure rage, making
an all-out attack that causes the target to take a -1 Defense penalty.
Blot (Kurayami , Unarmed , 2 Sp): If a foe successfully breaks a grapple, the Rider can force
him to make another roll, penalized by an amount equal to self-damage the Rider decides to
take. Whether the opponent fails or succeeds in escaping with this roll, he and the Rider both
take this self-damage in addition to whatever other damage might be incurred that turn.
Devour (Kurayami , Unarmed , 5 Sp): When grappling, the Rider can envelop
himself and his foe in roiling darkness. Each turn this happens, the Rider takes a chosen
amount of damage and the foe takes that same amount plus 1/2Kurayami#(round
down). In addition, each turn this is used, 1d10 chance to induce Terror.
Blinding Grip (Kagayaki , Unarmed , 2 Sp): If any outside foe attempts to interfere with the
grapple, a Rider can choose to force each foe to make an END roll penalized by his Kagayaki
rating; those who fail are dazzled by a flash of light and stumble back instead of interfering.

Athletics: Running, jumping, swimming.

Dynamo (Raimei , Sprint , 1 Sp/round): Get a bonus of (Raimei#) to Sprint. Anybody too
close must make a Dodge roll against (Raimei#+Ranged#) or take (Raimei#) damage.
Lightning Charge (Raimei , Sprint , 4 Sp): The Rider charges into battle with the
Speed of lightning, spending Spirit to make a charge action without sacrificing his
The Speed of Pain (Raimei +Focus, Sprint , 4 Sp/round): Only usable for
a Form that has the Super Speed form skill. Anyone you pass by must make a
Dodge roll or take (Raimei#) damage (which has 1d10 chance to Paralyze); the
spaces you passed over in the previous round are also electrified, but only can
deal 1 damage.
GOTTAGOFAST (Uchuu , Sprint , 2 Sp/round): Move at (Uchuu) times normal Speed, but
take penalties as if your Sprint rating was (Uchuu-1) lower.

Waterslide (Umi , Athletics , 2 Sp/round): Create water under your feet to slide on. Move
as if your Speed was one higher, but only incurring the penalties of your current Athletics level
for sprinting.
Walk On Water (Umi +Focus, Athletics, 4 Sp/round): Move on water as if it was
Momentum Stomp (Jiban , Athletics , 5 Sp): Having sprinted at least 10 feet, you can
immediately stop, stomping both feet into the ground. Anyone within 5 feet must make an
END+Surv roll against (Jiban+ Athletics) or be knocked down and dealt 1 damage; unless they
make an extraordinary success, they will still be staggered. For every additional 10 feet past 10
that your starting sprint covered, the damage increases by 1. Running at least 50 feet increases
your shockwave distance to 10 feet.
Earth Aid (Jiban , Athletics , 2 Sp): When on the ground or a stony enough surface, get a +1
bonus to Athletics as the ground itself aids you. Also counts for avoiding fall damage.
Springboard (Jiban , Athletics , 5 Sp): Gain a +(Jiban) bonus to any Athletics
check that starts and/or ends with you on the ground.
Feather Fall (Uchuu , Athletics , 1 Sp): When making an Athletics roll to avoid taking fall
damage, you get a bonus equal to your Uchuu rating.
Walkin' On Air (Uchuu , Athletics , 5 Sp + 3 Sp/die): (Uchuu#-2) times per scene, you can
re-roll a failed Athletics check, adding up to 2 bonus dice to the roll by expending more Spirit.
Hydrodynamic (Umi , Athletics , 1 Sp/round): When in water between knee and chest
height, you get a +1 bonus to Dodge and take a reduced penalty for movement.
Waterform (Umi +Focus, Athletics , 5 Sp + 1 Sp/round): When in water of at least
waist-height, you can turn into water. While in Waterform you have no need to breathe
and have no vision penalties, as well as a Dodge and Stealth bonus. Your combat
abilities are not limited by your Athletics rating. Fire damage reduced, electric damage
increased. Attacks have 1d20 to Freeze.
Bubblejet (Uchuu , Athletics , 1 Sp/round): When in water of at least chest height, you get
+1 to movement by using a jet of air to propel yourself.


Defend: Reducing damage taken from attacks upon oneself or another.
Cryoplate (Umi , Defend , 5 Sp): Form a layer of icy armor over yourself, boosting your
defense for (Umi#+2) rounds but also incurring a -2 SPEED penalty. Any Unarmed attack made
in the first round has a 1d10 chance to freeze.
Stone Wall (Jiban , Defend , 6 Sp): Create a (Jiban x 5) x 5 wall of earth that can absorb
up to (Jiban + 4) points of damage.
Contact Arc (Raimei , Defend , 5 Sp): Upon making a successful Parry against a
Melee/Unarmed attack, you can roll (Raimei#) dice, each success being a point of damage the
foe takes. If you make at least two successes, additional 1d10 chance to Paralyze.

Recoil (Kurayami , Defend , 2 Sp): If the Rider is attacked, he may activate Recoil. If he takes
damage from the attack, his attacker is dealt damage equal to the Rider's Kurayami#. This
cannot work if the foe is too far away. This only works if the Rider receives the damage without
any dodging.
Greater Recoil (Kurayami , Defend , 6 Sp): This upgrade allows the Rider to make
a full attack as retaliation, his roll augmented by the amount of damage received, if the
foe is within his range. If not, any foe within moderate range will receive damage equal
to the Rider's Kurayami rating. 1d10 to Terrorize.
Lightscreen (Kagayaki , Defend , 5 Sp): Augment your Defend roll by +2.
Fragmentary Barrier (Kagayaki +Focus, Defend , 8 Sp): This augments it by +3; if
your roll still fails, deal 3 dice of damage to any enemy 5 feet in front of you in the
direction that the hit came from. 1d20 chance to Blind.

Survival: Enduring a harmful environmental factor that is not necessarily an attack, like fire, gases, or
extreme cold.
Aquafield (Umi , Survival , 1 Sp/round): Forms an area of mist around the Rider, reducing
fire and heat damage as well as limiting enemy vision of him by -2.
Radiator (Taiyou , Survival , 1 Sp/round): Penalties for extreme cold do not apply in a
(Taiyou x 5)foot radius around you. This also Speeds up the melting of ice, including Cryoplate
and Verglas, by one round per dot of Taiyou.
Heat Sink (Taiyou , Survival , 3 Sp): In the presence of a large mass of flames, the
Rider can suck the heat into his or her hand, dissipating it harmlessly.
Deep Breaths (Uchuu , Survival , 2 Sp/round): Harmful gases are kept away by a (Uchuu x
5)foot radius dome of air.

Labor: Physical work not related to combat, e.g. pushing a car or pulling rubble off of someone.
Stony Strength (Jiban , Labor , 1 Sp): Jiban bonus to Labor if you are in contact with the
ground or a suitably stony surface.
Tidal Surge (Umi , Labor , 5 Sp): If making a Labor roll for an action being made to protect
someone (like pulling debris off them or moving something to shield them), get a +(Umi#)
bonus. Can only be done (Umi#-2) times per scene.
Metalwork (Taiyou, Labor , 4 Sp): Any Labor roll for an action involving bending or
breaking metal can be augmented by your Taiyou rating.
Floor Hazard (Raimei , Labor , 6 Sp): Deal (Raimei#) dice of electrical damage around you.
If on a nonconductive surface, the range is only 5 feet. On a conductive surface, (Raimei# x 5)

Dodge: Avoiding harmful things, often attacks.

Dawn Treader (Kagayaki , Dodge , 1 Sp): Dazzle foes with a quick flash as you dodge, causing
them a -1 penalty to hitting.
Flashstep (Kagayaki , Dodge , 4 Sp): +2 to Dodge, -1 to foe's to-hit roll.
Heat Haze (Taiyou , Dodge , 1 Sp): Obscure yourself with heat haze as you dodge, causing
foes a -1 penalty to hitting.
Backbiter (Uchuu , Dodge , 2 Sp): The Rider may nimbly step into flanking position in
regards to one foe, so long as that foe is in position to target one of the Rider's allies. He may
make a flanking attack, but it does half damage; instead, the foe's next roll is penalized by the
Rider's Uchuu rating. This is in effect for a number of turns equal to that rating also.
Sinkhole (Jiban , Dodge , 6 Sp): The Rider drops and rolls, avoiding an attack without fail. If
a foe is within 5 feet, the Rider can choose to roll toward him and force him to make an Athletics
roll or be knocked off his feet.
Flowing Step (Umi , Dodge , 8 Sp): If your Dodge roll fails, you can use this Power to
reroll it. Every time you use this power again in the same scene, it costs +1 Sp more.

Ride(Fly): A Rider's skill on a motorcycle; this Rating determines the upper limit for mounted combat
skill also.
Traction (Jiban , Ride , 1 Sp/round): Manipulating the ground beneath his wheels, the Rider
increases his Speed by (Jiban x 5)feet.
Rule the Road (Jiban +Focus, Ride , 5 Sp): The Rider makes the road shape itself
into a temporary bank, allowing him to make a sharp turn (even a U-turn) without
penalties. The road returns to normal after (Jiban#) turns.
Sparkplug (Raimei , Ride , 4 Sp): The Rider makes a Ranged Attack roll, taking the penalties
from Ranged Attacks done while riding, to fire an electric charge at a vehicle. If it hits, the target
must make a Ride roll against the Riders Raimei# or their engine will cut out.
Hydroplaning (Umi , Ride , 1 Sp/round): The Rider can ride their bike on the surface of
water as if it were a normal road. By having this power, there is a passive, costless effect that
removes all penalties associated with slippery or icy conditions.

Fly: A Rider's Ride rating acts as his or her Fly rating when in Flight (only possible in an Alpha or Omega form
with the Flight Skill).
Jetforce (Taiyou , Fly , 2 Sp/round): By creating a jet of flame from his feet or hands, the
Rider increases his speed by 10feet/round. Unarmed strikes made with the fiery appendages gain
the 9=10 quality.
Aurora Flare (Kagayaki , Fly , 8 Sp): While airborne and stationary, the Rider releases first a
bright flash, forcing all within (Kagayaki x 5)feet to roll END or be blinded. Then the Rider selects a
number of targets equal to his Kagayaki# within ([Kagayaki x 5]+10)feet and simultaneously fires a
light beam at each, dealing a regular Elemental Bolt I (Lore+Kagayaki) of damage. Then, if there are
any characters within that range who were not targeted, they must each roll one die; the lowest
roller is also targeted by a light beam. If there is only one previously-untargeted character in this
range, they are automatically targeted this way.
In My Element (Uchuu +Focus, Fly , 5 Sp/round): While airborne, the Rider manipulates
the air around himself into a shell. This gives him a +2 bonus to Defense rolls, increases his speed
by 10feet/round, and does damage up to the Riders Uchuu# on contact with 1d20 to Windburn.
Crash Landing (Jiban , Fly , 6 Sp): Starting from at least 10 feet up, you suddenly drop,
stomping both feet into the ground. Anyone within 10 feet must make an END+Surv roll against
(Jiban+Fly) or be knocked down and dealt 1 damage; unless they make an extraordinary success,
they will still be staggered. If you land directly on an enemy, this counts as an Unarmed attack plus
your Jiban#. For every additional 10 feet past 10 that your starting drop covered, the damage
increases by 1. Dropping at least 30 feet increases your shockwave distance to 10 feet.

Ranged: Attacks in combat using a ranged weapon.

Tracer Round (Taiyou , Ranged , 1 Sp): The Rider imbues his shot with fire, giving his
projectile the 9=10 quality.
Backsplash(R) (Umi , Ranged , 3 Sp): If his shot hits, the Rider can heal HP equal to half his
Umi rating (round up) to one ally. This does not allow him to heal himself. This cannot be
applied to the counterattack action of a Diving Save or a Human Shield.
Greater Backsplash(R) (Umi , Ranged , 5 Sp): This upgraded version can heal an
ally with HP equal to his Umi rating, or heal the Rider with half that. This CAN be applied
to Diving Save or Human Shield.
Bluster Blast (Uchuu , Ranged , 2 Sp): The shot causes a blast of air on impact or a near miss;
it does half damage, but the foe must make an END roll against (Uchuu#+Ranged#) penalized by
-1 or be windburnt.
Quakeshot (Jiban , Ranged , 2 Sp): If the Rider's shot hits when he uses this power, the earth
shakes under the target's feet. They must make a DEX roll against (Jiban#+Ranged#) penalized
by -1, or fall over. This does nothing to opponents who are flying or levitating at the time of the
Ruptolith (Jiban , Ranged , 5 Sp): Either on impact or on a miss, the Riders stone-shelled
shot bursts into shrapnel. Any enemy within (Jiban#-2)x5 feet takes (Jiban#) damage. If the shot
misses, count the shot as exploding somewhere within 5 feet of the intended target. If the shot
hits, the target takes standard damage for your ranged attack, plus (Jiban#+1) damage. 1d20 to

Plasma Trail (Raimei , Ranged , 4 Sp) The Rider's shot leaves a crackling trail of plasma in
its wake; anyone within 5 feet of the shot must make a DEX+Dodge roll against
(Raimei#+Ranged#) or take damage equal to the Rider's Raimei rating. Any successful hit has a
1d10 chance to Paralyze.
Blackfire(R) (Kurayami , Ranged , 1Sp/die): For each added die to your attack roll, take 1
point of damage.
Beamsight (Kagayaki , Ranged , 2 Sp): DIY laser sight! The Rider can apply an Accuracy bonus
equal to half his Kagayaki# (round up to a minimum of 1) before he takes his shot.
Beampulse(Kagayaki , Ranged , 4 Sp): If his shot hit, the Rider can make a
Kagayaki roll. On a success, he sends a pulse of radiance through the weapon to do an
additional amount of damage equal to his Kagayaki rating. 1d10 chance to Blind.
Beamlance (Kagayaki +Focus, Ranged , 8 Sp): An upgrade to
Beampulse; it works the same way, except that at a greater Spirit cost, the Rider
can fire a laser blast that deals a regular attack roll of damage. 1d10 chance to

Stealth: Avoiding detection.
Spike Strip (Umi , Stealth , 6 Sp): Place a strip of ice one square wide and (Umi #) squares
wide. Any enemy stepping on any of these squares must make a DEX+Dodge or STR+Athl roll or
take (Umi#) damage as ice spikes burst up to strike them. On a successful hit, 1d10 chance to
Shadowfield (Kurayami , Stealth , 2 Sp/round): Cloak yourself in shadow, reducing visual and
audio perception of yourself by -1. Must make an END+Survival roll every 5 rounds to avoid
taking damage. Take +1 Radiance damage. Other people using this power can perceive you
Shadowswim (Kurayami , Stealth , 4 Sp/round): Literally sink into shadows,
greatly reducing all perception of yourself by -2. Must make an END+Survival roll every 4
rounds to avoid damage. Take +1 Radiance damage. This power requires there be some
shadows present. Other people using this power can perceive you clearly.
Light On My Feet (Uchuu , Stealth , 2 Sp/round): Cushion your steps with air, reducing audio
perception of yourself, but not visual, by Uchuu#-1
Actual Airbending (Uchuu , Stealth , 5 Sp/round): Envelop yourself in a cloak of
air that cushions your footsteps and bends light around you, greatly decreasing all
perception of yourself by Uchuu#.

Perception: Noticing and understanding things with your senses, generally sight and sound.
Searchlight (Kagayaki , Perception , 1 Sp/round): Project a bright light from your helmet,
reducing visual penalties to anyone caused by darkness/fog/smoke/water to anything (20 +
[Kagayaki x 5])feet in the direction you are facing. Does not apply to audio perception penalties,

nor anything not in your line of sight. In addition, anyone in the light-beam who is facing you
within 5 feet has a 1d10 chance to be Blinded.
Night Vision (Kurayami , Perception , 2 Sp/round): In darkness, you can use a special sense
to detect anything within (5 + [Kurayami x 5])feet in any direction. You do not take perception
penalties of any kind in this radius, and enemies take a Stealth penalty. Every time this is used,
make a Survival roll or take minor damage.
Tremorsense (Jiban , Perception , 3 Sp/round): When in contact with the ground or a
suitably stony surface, you can detect the position of anything within a radius of (Jiban# x 5)feet
so long as it is in contact with the ground. Note that you only detect position and not all
movement; you can sense that there are footsteps going here to there, or a person standing still
there, but you cannot sense actions like drawing a gun.
Firelight (Taiyou , Perception , 1 Sp): Create a small orb of flame that follows you, casting
moderate light (Taiyou x 5)feet in a radius and lasting (Taiyou+4)rounds. Grants +1 to visual
Perception in darkness.
Thermal Vision (Taiyou , Perception , 3 Sp/round): You can see in thermal vision up to a
distance of 20+(Taiyou x 10) feet; this cuts through darkness, fog/dust/smoke, and some walls.
Note that it only registers spots of heat or extreme cold; you can see theres a shape with body
heat, but not necessarily its weapons or identity. However, with a Lore roll you can try to discern
its identity (since various Invader factions have anomalous body temperatures).
Fogblower (Uchuu , Perception , 1 Sp): When vision is obscured by fog/smoke/etc, blow it
away in a (Uchuu x 5)foot radius.
Shark Senses (Raimei , Perception , 4 Sp/round) : In a range of (Raimei#x5 + 5) feet, you
can sense the electrical nerve pulses of living beings.

Support: Actions that buff friends and debuff foes.

Verglas (Umi , Support , 8 Sp): Create an icy coating over the floor or ground of up to
([Umi x 5] x [Umi x 5])feet that lasts for (Umi) rounds. On this surface, all characters who have
Verglas get +1 DEX, while enemies are penalized -1 DEX. Allies who do not have Verglas in their
powers are not affected either way.
Run Forrest Run (Uchuu , Support , 1 Sp): Select one ally. For the next (Uchuu#+1) rounds,
they get a boost of 1 to Athletics.
Crop Duster (Uchuu , Support , 5 Sp flat cost + 1 Sp/round past 6th round): You stir up
dust and debris with a blast of air in an area of at least 30x30 feet +5x5feet for every dot in
Uchuu past the third dot. For up to (Uchuu+Support) rounds, foes take a -2 visual Perception
penalty. Friends do not.
Just Borrowing (Uchuu +Focus, Support , 8 Sp): Select one enemy and roll (CHA+Uchuu)
against their (INT+Res). If you win, for (Uchuu+2) rounds, all of their Stats are lowered by one
and each of your allies gets (Support#) Stats boosted by one. This does not allow them to use
powers they do not normally have the rankings for, but the debuffed foe cannot use any powers
that his lowered ratings do not allow.
Drop It! (Taiyou , Support , 8 Sp): During an enemy's turn in which they are making an
attack on one of your allies, you can force them to re-roll their to-hit roll/Accuracy roll,

penalized by your Taiyou#. This requires that the enemy's presence be known to you, and that
they be within 40 feet. Once you use this Power, you cannot use it again until after your
following turn, and a maximum of (Taiyou#) times a scene.
Ruggedize (Jiban , Support , 4 Sp): In a (10+[Jiban x 5])-foot radius around your current
position, reduce terrain penalties by Jiban# to a minimum of 0.
Ruggedize Plus (Jiban , Support , 8 Sp): Radius is (15+[Jiban x 5]) and penalties
can be reduced into at most a +1 terrain bonus.
Share the Pain (Kurayami , Support , 1Sp/HP): When a friend within (20+[Kurayami x 5])
feet takes damage, you can choose to take up to Kurayami# of that damage instead of them.



Reason: Planning, puzzle-solving, and decision-making.

Instant ID (Intel , 4 Sp): When faced with an unfamiliar thing, augment your INT+Rea roll with
your Lore rating to identify the target.
Tactical Analysis (Intel , 3 Sp): As long as you have gotten at least one good look at your
enemies, you can make a INT+Rea roll for info on their weapons, capabilities, etc. If you have
any Lore Specialties concerning the targets, those each add 1.
Tactical Dissection (Intel , 6 Sp): Select one enemy. Roll INT+Rea plus any relevant
Lore specialties to systematically analyze this enemys weak points; if you succeed, for
the rest of the scene, all your attacks receive a +2 bonus to that enemy; your allies get a
+1 bonus.

Resolve: Processing the information available and using it, as well as willpower.
Sturdy Mind (Jiban , Intel , 2 Sp): When making a INT+Res roll to resist a CHA+Persuade or
CHA+Intimidate roll, add your Jiban rating in bonus dice.
Fanatically Sane (Kagayaki , Lore , No cost): When rolling INT+Res against a Lore item that
threatens to reduce your Sanity, your roll gets a bonus equal to your Kagayaki rating.

Lore: Understanding and remembering info, whether Rider- or Invader-based.

Elemental Bolt I (Any Powerset , Lore , 4 Sp): The Rider fires a bolt of whichever Powerset
element they choose (and have the required rating in). The to-hit roll acts like an Accuracy roll,
but is calculated with (Lore + Perception) instead and has a damage roll of (Lore + Powerset).
The Kurayami version deals at least 1 self-damage, and up to half the damage dealt to the
enemy. 1d20 chance to inflict the associated elemental effect.
Elemental Bolt II (Any Powerset , Lore , 8 Sp): Bolt damage calculated as (Lore +
Powerset + INT) now. The Kurayami version deals at least 3 self-damage, and up to half
the damage dealt to the enemy. 1d20 chance to inflict the associated elemental effect.

Elemental Bomb (Any Powerset +Focus, Lore , 10 Sp): Make a
(Lore+Unarmed) roll for a touch attack. If it hits, instead of doing damage, an
elemental bomb is implanted in the enemy. In 3 rounds, the bomb goes off,
dealing damage with a dicepool of 10 to the enemy. To enemies within 5 feet, it
deals a dicepool of 7; within 10 feet, dicepool 3; within 15 feet, dicepool 1. The
Kurayami version deals 1d5 self-damage. 1d20 chance to inflict the associated
elemental effect.
Know Thy Enemy (Rai/Kura/Kaga , Lore , No cost): For Lore rolls involving Invaders, you get
a bonus of +1.
The More You Know (Uchuu , Lore , 1 Sp/die): Your friends teach you something new
once in a while. When making a Lore roll involving Rider History, Righteous Paths, or Heretic
Paths, you can add one bonus die for every ally present. Any allied Rider can add a History
bonus, but only Righteous Riders can add a bonus for Righteous Lore; the same applies to
Abyss Stared Back (Kurayami , Lore , No cost): For Lore rolls involving Taoreta Riders, you
get a bonus of +1.


Persuade: Befriending people, admonishing ruffians, bluffing mooks.

Full of Hot Air (Uchuu , Persuade , 2 Sp/roll): You subtly modulate the way the air carries
your words or the words of another; augment your or your allys CHA+Persuasion roll by +1.
Commanding Presence (Taiyou +Focus, Persuade , 4 Sp/die): Riders on the Path of
Heaven are natural leaders; by showing your support for an ally making a Persuasion roll, you
can add up to (Taiyou# - 1) in bonus dice to their roll.
Enlighten (Kagayaki +Focus, Persuade , 6 Sp): Show him the light. The Rider makes a
CHA+Persuade+Kagayaki roll against one target. If he succeeds, the target must make a INT+Res
roll each turn, penalized by the Kagayaki#. On a failure, the foe will attack another foe. This goes
on for a number of rounds equal to Kagayaki#+1. At the end, roll (Kagayaki#) dice and have the
opponent roll the same dicepool; any successes you have over his successes equal a sanity roll
he must make.
Befuddle (Kurayami , Persuade , 5 Sp): When making a Persuade check, you can roll
(Kurayami + CHA + Persuade) against the target's (INT+Res). If you succeed, the target is
persuaded, but only for a number of rounds equal to your Kurayami rating.
Static Image (Kurayami , Persuade , 2 Sp/round): Create an illusory image of yourself up to
20 feet away in a place you have line-of-sight to; it is totally stationary and static, making no
noise. Anyone trying to discern the reality of the illusion must roll (WIT + Perception) minus 1 for
every 10 feet past 20 they stand from it (so if they stand 30 feet from it, they get a -1). You roll
(CHA+Persuade+1) for the convincingness of the image.

Moving Illusion (Kurayami , Persuade , 4 Sp/round): This image can move, but
is still silent. Observers take a -1 penalty for every 10 feet past 15 they stand from it, and
you roll (CHA+Persuade+3).
Paramount Deception (Kurayami +Focus, Persuade , 6 Sp/round):
This image can move very convincingly and makes some noise. Observers take a
-1 penalty for every 10 feet past 10 they stand from it, and you roll

Intimidate: Threatening and scaring people, cowing your enemies.

Unfettered (Rai/Kura/Kaga , Intimidate , 2 Sp/roll): You make your target(s) uneasy by your
aura of power, gaining +1 to your CHA+Intimidate roll.
Show of Force (Taiyou , Intimidate , 4 Sp): Make a CHA+Intimidation roll plus (Taiyou-1);
foes who fail their INT+Res rolls to resist will turn and run for (Taiyou#) rounds before regaining
their senses.
Shock and Terror (Raimei , Intimidate , 5 Sp): Your armor crackles with harmless but eerie
arcs of electricity like a Jacob's Ladder or a plasma lamp, making you even scarier. Within
(20+[Raimei x 5]) feet, enemies must make a INT+Res roll, minus your Raimei, or become

Skills are not the same as Powers; Skills are more like small enhancements to a Rider's capabilities, and
are bought with Skill Points (which, since Spirit also begins with an S, we will call KP).
Run And Gun (10 KP, Multiple-Stackable): Increase your Steady Aim Speed by 5 feet more than
it would normally be. This can be bought up to 3 times to cumulative effect, costing 10 KP more
each time, so long as it does not change any weapon's Steady Aim Speed to match your top
Lore Specialty (8 KP, Multiple-Stackable): Get a bonus to Lore rolls for a certain subject (History,
Local, Righteous Paths, Heretic Paths, an Invader faction). This can be bought multiple times;
you can stack multiple instances of the same Lore Specialty up to (?) times, but you can
specialize in as many subjects as your DM allows.
Pistol Whip (10 KP): Reduce the penalty for performing Melee attacks with a Ranged weapon.
This can only be bought once.
Gun Safe (10 KP): Reduce the penalty for blocking with a Ranged weapon. This can only be
bought once.
Puzzle Solver (8 KP, Multiple-Stackable): Specialize in Intelligence checks to solve puzzles in a
certain specialty (computer-based, mystic, etc). You can buy multiple specialties and stack them
up to 3 times.
Dual Wielder (25 KP): You are able to wield two weapons of the same kind, with certain
restrictions (Dex penalty for Melee, Accuracy penalty for Ranged, some weapons cannot be
dual-wielded, some combinations are invalid). Without this skill, you cannot dual-wield at all.
Sidecar (20 KP): Simply enough, your bike has a sidecar! A Rider can sit or stand in a sidecar
mounted on a motorcycle and here they do not take the associated penalties and limitations of
Riding Combat.
Sniper Stance (10 KP): While stationary, you get an extra +1 to Accuracy.
Road Roller (15 KP): When on the ground and not impeded, you can make a SPEED+Athletics roll
to perform a combat tumble of half your normal move distance, during which you cannot be hit.
Some actions cannot be performed directly after a tumble, like ORAORAORA, a Finisher, or
certain Powers.
ORAORAORA (15 KP): (Unarmed#)times per battle, you can make an unarmed flurry attack. Roll
(STR+Unarmed)-2 for the number of hits you land, then 1/2Unarmed (minimum 1) for each hit
to determine damage.
Forced Entry (15 KP): When forcing a locked door or other lock, you can make a Stealth roll to
reduce the noise.
Kick Out (15 KP): Once per battle, you can add +2 to your roll to escape a Grapple.
Brute Presence (15 KP): When making an Intimidation roll, you can add +1 by showing off your
physical strength in an intimidating way (like breaking something). Can be done once per scene.
Disarm (15 KP): Twice per battle, when your Melee or Unarmed attack is parried with a Melee
or Ranged weapon, you may make a DEX+Melee/DEX+Unarmed roll to knock the weapon from
the foe's hand.

Some of these are Special, which means you cannot have more than one per Form.
Flight (20 KP, Special): You are able to fly! Your Ride rating functions as your Fly rating; your max
altitude is (Fly# x 5)feet and your speed is (Fly# x 5)feet/round, and you can fly for (Fly# + 3)rounds at
a time. While in flight, certain things cannot affect you, you may be out of reach of melee attacks, and
you get a +2Dodge bonus against any attacks that are able to reach you. Certain weapons may slow
you down in Flight and/or reduce your max altitude (particularly Double-Heavy pairs).
Dual-Wielding Master (25 KP, Special): You can dual-wield a pair of weapons counting as Light or
Heavy without the usual penalties. You can also dual-wield a pair of weapons counting as Double-
Heavy with the usual penalties. Without this skill, you cannot dual-wield a Double-Heavy pair at all.
The Dual Wielder skill is a prerequisite for this.
Super Speed (20 KP, Special): You can Sprint at 3times your normal speed without any Sprint
penalties, for (Sprint+1) rounds at a time. While moving at Super Speed, you get a (Sprint#) bonus to
Dodge. If your Omega Form has both Flight and Super Speed, you cannot use Super Speed while
flying; it only applies to your speed while Sprinting on your feet. You must wait one round after
finishing one before starting another.
Gun Kata (15 KP): You can make Melee attacks and block with your Ranged weapon(s) without
penalties; the gun still does fairly weak damage, however. Both Pistol Whip and Gun Safe are
prerequisites for this skill.
Bayonet (15 KP): Your Ranged weapon now has a small blade on it, boosting its Melee damage by +1!
Pistol Whip is a prerequisite for this skill. Cannot be bought multiple times, but covers all weapons
Acrobatic Assault (10 KP): You can attack while jumping as a normal action instead of with special hit
Panacaea (15 KP): If you are able to Heal, you can now do a Heal action in the same turn as another
action, and your Advanced Heal actions never take longer than 3 rounds when used on others.
Elemental Discorporation (20 KP): At the cost of 5 Sp, you can reroll a failed dodge attempt. If you
succeed, you dodge by briefly discorporating into the element of one of your Focused Powersets.


1 in one Stat 40 XP

1 in one Ability 15 XP

1 in Focused Powerset 10 XP

1 in non-Focused Powerset 15 XP

1 Skill Point (KP) 1 XP (Techs get one free per 3)

Alpha Form 25 XP

Omega Form 50 XP

1 point of Justice 20 XP

1 point of Sanity 20 XP

+5 Max HP 30 XP

+1 Max Spirit 15 XP

The Asenath Technology Production Foundation is an Invader faction from the World of ATP,
wherein this megacorp more or less rules the Earth. They use a yellow ichor called MK Fluid and cyber-
implants to enhance their black-suited, sunglassed vicious Soldats and genius Engineers; higher up are
the twitchy Bolt Troopers and gigantic Hulks.
Riders connected to this faction will probably be Techs (with stolen tech) or Bios (the results of
bioengineering and stuff).
(Inspiration: Smart Brain from Faiz, AAHW from Madness Combat)

Using a combination of lucid dreaming and I Ching alchemy, the evil Theta-Wave Empire literally
dreams great power into being, which is how they conquered the world now called the World of Theta.
Complex geometric sigils and trigrams are their thing, usually octagonal. They go from low-level
Sleepwalker Mages and Guards to the monstrous Bad Dreamers and the elite Nightmare Scholars.
Riders connected to this faction will probably be Mystics. (Need to work on these)

In the World of Demons, there exists an Underworld and Overworld on either side of the
material Earth. The war between the outer planes has mostly overlooked the Earth, though, because 1.
the angels and demons involved don't care about it that much and 2. manifesting in the mundane plane
is energy-inefficient. That is, until the Underworld decided the Earth might present a strategic
advantage; to this end, they have trained soldiers for the task of possessing humans. The possession
provides the human hosts with abilities and equipment that allow them to combat angels, while the
angels would have to be either willing to kill the human hosts (which they aren't) or able to take the
time to exorcise the demons (which is hard to come by in a pitched battle). Demon soldiers are ranked
in military terms and resemble Questers with less of a tech bent. They have no more advanced
technology than crossbows, but are deadly efficient.


The Fairmount Syndicate comes from the World of the Syndicate. They are an international
organized-crime group built around someone they call Mother Hyacinth. Mother Hyacinth is merely the
projection of an entity whose existence predates humankind and graces her followers with mutations.
The Fairmount Syndicate is composed mostly of women, with the barely-mutated Piantinas, mid-level

Bocciolas, and heavily-warped Fiorituras.
Riders connected to this faction will probably be Bios or Mystics.


The Court of Locusts is not technically an Invader faction, as it originates from the World of
Riders. During the Great Fall in 1992, a group of Taoreta Riders began to form around an unusually
young one of their number: Taoreta Rider Acridida. Remarkably charismatic, Acridida managed to quell
the usual Taoreta infighting in her little group. Instead of lasting a year and killing each other, the
Taoreta Riders established themselves as a solid, small, but terrifying group called the Court of Locusts,
with Acridida as their Queen. These are some of the toughest, craziest Taoreta Riders out there, a
worldwide network the Invaders have to treat with caution lest the capricious Locusts turn on them.
They sometimes contract the Court's agents when in dire need.

CHaPTer 6:
endless PLaY
[Tips about playing the game.]

Playing the game isn't all that hard, even if you're a newbie to tabletop in general. However,
there are always things to consider!


At the beginning of this book is a list of what you needdo you have all those?

As a player, you obviously need this document. You should get it at least a week before the
game is due to occur, so you can have time to read up and make your character. If you're not familiar
with Kamen Rider, you should at least look up a few clips on Youtube. Try to acquire d10s if you don't
have them.

Don't think you don't have any work to do either! As the DM, it's your responsibility to come up
with an engaging adventure for your players to enjoy.
The story is one of the most important things in the game; otherwise, you're just having
fights, meaningless puzzles, and talky scenes for no reason. You have to strike a balance in terms
of the writing, because this is a story to be told by you and the players together. If you make the
story too loose, you risk the players getting way off-track, bored, and confused as to what you
want them to do. If you make it too tight, without allowing wiggle room, the players may feel
you're giving them too little input and restricting them to a single, rigid path you have planned
out; this is called 'railroading' and you don't want it. What you want to do is make your story
with a solid structure, but enough flexibility that you can curve it to fit the players' actions so
they feel like they're actually doing something other than battles assigned like homework.
One way to do it is to figure out the scenes you want to happen and imagine them as
points; when the players have completed the scene, they should have an idea of where you
want them to go next, and a couple ways to get there. Another thing is to make scenes mutable
so that they can fit player inputyou'd be surprised as to the suggestions your players may
accidentally give you in the ways they react to the information they're given. You don't want
every scene transition to be "mission control says NOW GO DO THIS"; that gets boring.

You want a good balance of the different kinds of scenes in your session. That is, you
don't want your game, let alone your campaign, to be just a string of fights. Fights are great, and
they're a great way to cap off a campaign with a sweet boss battle, but you need to do other
things too. Have investigative scenes where your players gather info; this lets you feed them
story tidbits and help them figure out where to go. Have social scenes where the characters can
just get to know each other, or interact with other people in the world.
Give your players things to do other than beat stuff up! Sometimes, present a situation
where they can go the brute force route, but make more cerebral methods perhaps more


The absolute most important thing about the game is having fun. If you're genuinely not having
fun, then you should speak up about it so you and your fellows can identify the root of the problem and
figure out a solution. Sometimes you just need a break; sometimes you need to amend or change
something in the game.


Stealth generally splits into two acts: Hiding and Sneaking. Hiding is staying still without being
found, and Sneaking is moving while not being found. The latter is, of course, harder. Hiding simply
means rolling (DEX+Stealth) while the other people have to roll (MENT+Perc), counting in modifiers as
necessary. When Sneaking, your roll takes penalties if you move faster than your Sneak Speed, which is
(Stealth x 5) feet per round. Obviously, your Sneak Speed cannot ever be more than your Base Speed.

Persuasion is more than just making a rollas a player, when your character uses Persuasion,
don't just go "I use Persuasion to try to get him to talk" or "I use Persuasion to try to bluff my way in".
That's boring and gives your DM little to work with! If your character is trying to convince someone to
tell them something, say how your character does thatdoes he try to play for sympathy, or perhaps
convince the guy that it's his duty to help? When your character tries to bluff her way into somewhere
she's not supposed to be, how does she do thathow does she try to make herself seem like she's
supposed to be there, perhaps with changing her appearance, or does she convince the guards that she
has a friend in there, or what? Basically, give your DM things to work with. Not just because you might
get a Stunt, but because your DM probably wants you to succeed and you'll just make his or her job
easier there, which may lead him or her to be a bit kinder to your attempt whether you make a Stunt or