Sonic the Hedgehog Unofficial RPG

Embed Size (px)

Citation preview

  • 8/8/2019 Sonic the Hedgehog Unofficial RPG

    1/13

    SONIC THE HEDGEHOGAn Unofficial RPG

  • 8/8/2019 Sonic the Hedgehog Unofficial RPG

    2/13

    Sonic the Hedgehog, AnUnofficial Roleplaying Game

    A 24 Hour RPG | Start - 9:10 pm, 31/08/'06 | Finish - 8:10 am01/09/2006

    RPG created and authored by Ross Wilkin. Sonic theHedgehog and all related characters, concepts, images and

    trademarks belong to Sega. This is just a fan project!

    A brief history of Sonic the HedgehogSonic the Hedgehog has been around since

    1991, when his videogame debut, entitledSonic the Hedgehog, was released for theSega Genesis. It featured revolutionary game-play with never before seen high speeds asSonic the electric blue hedgehog ran, jumped,and super-span across our screens in his fightagainst the evil Dr. Robotnik.

    Just a year later, Sonic the Hedgehog 2arrived

    on the scene and introduced an additionalcharacter, the fox Miles "Tails" Prower. Almostas fast as his hero Sonic, Tails achieved highspeeds by spinning his two tails as he ran. Hecould also use these amazing appendages toachieve flight for short periods of time.

    1993 was the year of the spin-offs in Sonicworld, with the release of Sonic CD, Sonic

    Chaos, Sonic Spinball, and Sonic Drift. Thisyear also saw the release of SegaSonic, inwhich Sonic worked alongside Mighty theArmadillo and Ray the Flying Squirrel to thwartRobotnik.

    The release of Sonic the Hedgehog 3in 1994introduced the character of Knuckles the

    Echidna, who had the ability to glide (previouslypossessed by Ray). He was introduced as a

    duped minion of Robotnik, but Sonic &Knuckles(released the same year) put controlof the spunky red echidna in the hands of theplayers. Sonic & Knucklesfeatured innovativetechnology that allowed players to lock previ-ous Sonic game cartridges onto the top of theSonic & Knucklescartridge, porting Knuckles

    into existing games with the exception of Sonic1 (although if you attached Sonic 1 and left itlong enough you could unlock a secret set ofbonus stages).

    1995 through 1997 were yet more spin-offyears, most notably Knuckles Chaotixfor the

    32X which introduced new characters includingEspio the Chameleon, Charmy Bee, Bomb and

    Heavy the rebel badniks, and Vector theCrocodile. Tails also got to star in some spin-offgames, Tails' Sky Patroland Tails' Adventure.Other games include Sonic Championship, anarcade fighter, Sonic R, a racer for the SegaSaturn, and Sonic Schoolhouse, an educationalgame!

    1999 brought Sonic back on track, and in this

    author's opinion was the height of his career.This year saw the release of the spectacularSonic Adventurefor the Dreamcast, the cast ofwhich included Amy Rose, Sonic, Tails,Knuckles, Big the Cat (who fished!?), and E-102 Gamma the robot. It also inexplicablyrenamed Robotnik "Eggman".

    Sonic Adventure 2was released in 2001, and

    introduced several more new characters includ-ing the treasure thief/government spy Rougethe Bat, and the ever-enigmatic Shadow theHedgehog, created as "dark" opposites toKnuckles and Sonic respectively.

    More recently, Sonic has been ported to non-Sega consoles in the face of Sega's continuingfailure with its own consoles (I don't know why,

    they've been consistently good machines).Sonic has been ported to the GameboyAdvance and Gamecube, and Sonic Heroeswas released for Gamecube, Playstation 2, andXbox.

    The themes of Sonic the HedgehogSonic the Hedgehogis about freedom fromoppression and heroic antics of all kinds. It isalso about the corrupting influence of power,

    embodied in the character of Dr.Robotnik/Eggman. It is about doing the rightthing and dedication to ones' beliefs - Sonicand pals all have power, but they use it to fightthe villains of the game, and some have per-sonal quests such as Knuckles' protection ofthe Master Emerald.

    The setting of Sonic the HedgehogWhen playing a game of Sonic the Hedgehog,

    you have two choices as far as setting is con-cerned:

    The original setting of Sonic (in the West) was

  • 8/8/2019 Sonic the Hedgehog Unofficial RPG

    3/13

    the planet Mobius, a world of anthropomorphicanimals including Sonic and his fellow heroes.

    Only one known human lived on the planet, thescientist Dr. Kintobor who had left Earth toresearch in peace on Mobius. Dr. Kintoborhelped Sonic achieve his super-speed, but inan accident involving the power of the chaosemeralds and a rotten egg, the kindly Kintoborwas transformed into the corpulent, unpleasant,and thoroughly evil Dr. Robotnik. Robotnik con-tinuously tried to enslave the Mobians by turn-

    ing them into robots known as Badniks, andonly Sonic and his ever-increasing band ofallies stood in his way. Use this setting for clas-sic, retro Sonic gaming, where the only thingsSonic and Co have to worry about are Badniks,spike pits, and the machinations of Robotnikand the occasional mercenary animal.

    In Japan, Sonic was always assumed to be set

    on Earth, or at least an alternate version ofEarth. In more recent games (from SonicAdventure onwards) in which the heroes havemoved among and interacted with a humanbacking cast, this alternate, possibly near-future Earth setting has become accepted inter-national canon. If you use this setting, you areincluding other human elements than the evilRobotnik, not least of all technologies which

    might be used to counter his own. Be preparedto take non-villainous human influences onboard.

    How to use Sonic the Hedgehog, An

  • 8/8/2019 Sonic the Hedgehog Unofficial RPG

    4/13

    Creating a CharacterFollow the steps below to create a character foruse in the Sonic the Hedgehog game.

    STEP 1: Choose your character's Species.Animals previously used in the Sonic seriesinclude hedgehogs, foxes, squirrels, penguins,pigs, chameleons, crocodiles, bees, polarbears, ducks, cats, rabbits, armadillos, andmore. Other possibilities include human charac-ters and robots.

    STEP 2: Name your character. You don't have

    to, but consider using the "Sonic Convention ofNaming (or SCON!)": This convention statesthat a superfast hedgehog will be called Sonic,a dark hedgehog will be called Shadow, a two-tailed fox will be called Tails, a super-strong

    Armadillo will be called Mighty, a friendly Beewill be named Charmy, a chameleon will becalled Espio, and a fist-fighting Echidna will becalled Knuckles. Not all Sonic characters are

    named according to the SCON, including thehedgehog Amy Rose, the squirrel Sally Acorn,the penguin Tux, and the crocodile Vector.

    STEP 3: Assign Attributes to your character. Allcharacters (including NPCs) have the followingAttributes:

    Strength: Strength measures your char-acter's raw power. Use Strength tosmash obstacles, jump high, and beaton Badniks!Speed: Speed measures your character's well, their speed. As well asdetermining who can move faster thanwho, use Speed to make and avoidattacks and beat Time Attacks!

    Airtime: Airtime measures your charac-ter's ability to stay airborne when they

    jump. One Airtime rank is equal to oneround.

    You have 9 Attribute ranks to split between theAttributes as you choose. You must have aminimum of 1 rank in each, and a maximum of5.

    STEP 4: Pick up to four Abilities for yourcharacter.Abilities include the following. GMs should usethem as a model when creating more, and

    should make sure a character's Species hasappropriate physical features for their Attributes

    or have some substitute technology or powerthat grants the character access:

    Glide: A character with the Glide abilitycan triple their Airtime if they choose. AGliding character descends slower thanusual as they fall and travel farther.Flight: A character with the Flight abilitycan triple their Strength for the purposes

    of height when jumping.

    Note that a character can combine the Glideand Flight Abilities.

    Spin Dash: A character with the SpinDash ability can curl up into a ball and

    put on a powerful burst of speed. Travelat twice your usual Speed for 2 rounds

    or until you encounter an unbreakableobstacle/enemy. You have no controlover your movement other than picking adirection in which to Spin Dash. Make afree attack against any enemy in yourpath during the Spin Dash. If you don'tdestroy them, you come to a stop andtake automatic ring loss (they get tomake a Strength roll compared to your

    Strength).Power Attack: A character with thePower Attack ability can sacrifice Speedwhen attacking to increase their Strengthon the attack's Ring Loss roll on a 1-for-1 basis.Spin/Whirl Attack: A character with theSpin Attack ability can sacrifice Strengthon an attack's Ring loss roll to increase

    their Speed when attacking on a 1-for-1

    basis.Ranged Attack: A character with theRanged Attack ability can attack a distant enemy by sacrificing Strength on asuccessful attack's Ring loss roll, at arate of 1 point for each 10 feet of rangebetween them and their foe.Homing Attack: A character with the

    Homing Attack ability reduces theStrength penalty for their RangedAttacks by 1 point.

    Leaping Attack: A character with theLeaping Attack ability can attack at arange of up to 20 feet without penalty,

  • 8/8/2019 Sonic the Hedgehog Unofficial RPG

    5/13

    but the attack brings them into contactwith the target and makes them vulnera-

    ble to responsive attacks.Up the Walls: A character with the Upthe Walls ability can move up to theirSpeed on walls and ceilings for thesame duration as their Airtime, afterwhich they will fall if they haven'treached a horizontal, right-way-up surface on which to stand. They can jumpfrom wall to wall while doing so.Defy Gravity: A character with the DefyGravity ability can move on vertical andupside-down surfaces. To continue thismovement, they must maintain theirmaximum Speed. They may not jumpduring this movement, and are blockedor otherwise thwarted by 90 angles in

    their patho4(cr )]TJT heir Airrrw:e.T89prpeed. They may not jumpoeof)4.1(and. )18.1(ThbjTk freer wi(their p)1t jump )]aty 3y pwhimov8 Tw[(ney wil18.1o Tw8(o)rol.lo

  • 8/8/2019 Sonic the Hedgehog Unofficial RPG

    6/13

    profile of your character, including physicaldescription, personality, intelligence levels, jus-

    tifications for their Attribute ranks and abilities,an explanation of how they came to possesstheir rings, and answer the question of whythey are on the path of the hero.

    Playing the GameWhat follows are the rules that govern a gameof Sonic the Hedgehog:

    The Ten-Second RuleSonic the Hedgehogis a game of fast-paced,

    frenzied action. To represent this, it is recom-mended if not required that GMs impose thefollowing rule: When it is a player's turn todeclare their PC's action, they have only 10seconds (real-time) in which to state it. If they

    dally too long, their chance is gone. This willencourage players get into the speedy spirit ofthe game, thinking fast (or at least thinkingahead).

    The RoundDuring character creation you will have seennumerous references to "rounds". A round is aunit of time equal to 3 seconds (in-game, notreal-time). Mostly useful in combat, the limita-tions of rounds can also help a GM determinethe capabilities of an Ability.

    ChallengesEvery action you attempt in a game of Sonicthe Hedgehogis known as a Challenge. ManyChallenges aren't actually particularly challeng-ing, and the character is assumed to automati-cally succeed. If the GM decides a task isnotably difficult or taxing, they may ask a playerto make a Challenge Roll.

    A Challenge Roll is a 1d10 roll to which theplayer adds their character's Strength, Speed,or Airtime ranks. Their roll has to beat aChallenge Difficulty set by the GM in order forthem to succeed. If their roll equals theChallenge Difficulty they succeed, but notentirely. If their roll is lower than the ChallengeDifficulty they fail.

    For example: If a character is attempting tojump on to a high ledge, a success would indi-cate they reach the ledge, a roll equal to theChallenge Difficulty might indicate a bad land-

    ing in which the character slips or that they onlymanage to grab hold of the ledge, and a failure

    would mean the character falls.

    Optionally (GM's ruling), rolling a 1 could meanthat the character has botched the attempt in afar worse manner than simple failure.

    Opposed ChallengesTwo characters can act in opposition to each

    other. When this happens they make OpposedChallenge Rolls.

    Both players (or the player and GM) make theirroll: The highest wins the Challenge. A draw isa draw.

    For example, Dash the Hedgehog and Bruiserthe Warthog are arm-wrestling. Dash rolls 1d10and gets a 7, adding his Strength score of 2 fora total of 9. Bruiser rolls 1d10 and gets a 5,

    adding his Strength score of 5 for a total of 10.Bruiser wins the Challenge.

    Opposed Challenge Rolls do not necessarilyhave to be the same Attribute for each charac-ter. It's perfectly possible for a character tooppose another character's Speed with theirStrength, where applicable.

    Teamwork ChallengesMultiple characters can work together to over-come an obstacle, if teamwork is possible(GM's ruling). Each assisting character addshalf their relevant Attribute, rounded down, tothe roll.

    Of course, as they say, "too many cooks spoil

    the broth". If the Teamwork Roll is a failure, theeffort is botched in some suitably vexing man-ner (normally a Challenge Roll would only be

    botched on a roll of 1).

  • 8/8/2019 Sonic the Hedgehog Unofficial RPG

    7/13

    CombatAt the start of combats, all players should roll

    initiative for their characters. This is a Speedroll, which determines the order in which char-acters act during the combat. If charactersdraw, compare their individual Speed scores.Some combats start so suddenly (see thebelow example for a, well, example of this) thatinitiative rolls aren't necessary.

    The time it takes all participants to act once in a

    combat is equal to a round. Characters canmake any actions they would normally do incombat, as well as attack actions. A charactercan also opt to go on the Defensive for theround, a special action that doubles the charac-ter's Speed for the purposes of their opposedrolls when attacked. Defensive characters can

    undertake no other actions in the round.

    When attacking another character, both charac-ters make an opposed Speed roll.

    For example, Dash doesn't take his loss welland insults Bruiser, who then attacks thehedgehog. Bruiser rolls 1d10 and gets a 3,adding his Speed of 3 for a total of 6. Dashrolls 1d10 and gets a 4, adding his Speed of 4for a total of 8. Dash wins the Challenge, and

    Bruiser's attack misses.

    If an attack hits, the next step is to determinethe defending character's Ring loss. This isachieved by making a Strength roll comparedto the defending character's Strength. A charac-ter always loses a minimum of 1 ring from asuccessful attack, regardless of their roll.

    For example, it is now Dash's turn to attack. He

    rolls 1d10 and gets a 5, adding his Speed of 4for a total of 9. Bruiser rolls 1d10 and gets anabysmal 1, adding his Speed of 3 for a total of4. Dash wins the Challenge, and gets to causeBruiser to lose some Rings! He rolls 1d10 andgets a 6, adding his Strength score of 2 for atotal of 8. This is compared to Bruiser'sStrength score of 5, and results in Bruiser los-

    ing 3 Rings.

    An attack cannot reduce a character's Ring

    count to below 0, and the attacker does nospecial damage for removing more rings thanthe defender possesses.

    A successful attack on a character with no rings

    automatically KOs (Knocks Out) them. Theyare not necessarily dead (although they maysoon be, if they were mid-jump, or their enemyis smart enough to finish them off, or in anynumber of scenarios).

    StagesA Sonic the Hedgehoggame is divided intosections known as Stages. Stages are similar to

    Adventures in other roleplaying games. EachStage is a self-contained set of challenges,fights, and story elements, which may or maynot link with other Stages. A GM can choose totreat each Stage as a new story, or create aplot spanning multiple Stages, or their gamemay fall somewhere between these two

    extremes.

    Stages should appeal to your players: If theylove triumphing in combat, give them moreopponents; if they revel in story elements, focuson conversations and negotiations; if they'reproblem solvers, give them puzzles. Mostgroups contain a mix of player types, so a goodStage will generally include a bit of everythingto give everyone a chance to shine. Of course,since this is the Sonic RPG it's a fair bet you

    and your players are after fast-paced, excitingaction.

    You should also populate Stages with a numberof rings to pick up (100 is a good amount) andpower-up items.

    Characters receive experience at the end ofeach stage. A typical stage might be worth

    between 500-1,000 experience (see

    Experience, later, for a breakdown on wherethese Experience points might come from),including Missions.

    MissionsOptionally, a GM may structure a Stage as aMission. Characters undergoing a Mission havespecific goals to achieve, and gain extra experi-

    ence if they manage to do so.

    Alternatively a player may take it upon them-

    selves to undergo a Mission.

    Example missions could include (use these as

  • 8/8/2019 Sonic the Hedgehog Unofficial RPG

    8/13

    models when creating more):

    Time Attack: The Stage may be completednormally, but in order to gain extra experiencethe Mission must be completed within 4 real-time hours or the Mission'srecommended/playtest time, whichever is less.There may or may not be story elements asso-ciated with success or failure (For example:The characters have to stop Robotnik fromcompleting his mind control machine).Complete Clear: The Stage can be completednormally, but in order to gain extra experiencethe character must take part in the defeat of allenemies in the stage, assist in overcomingevery obstacle, and help solve every puzzle.There may or may not be story elements asso-ciated with success or failure (For example: If

    the characters fail to eliminate all the Badniksin the area, they will self-reproduce and terror-

    ize the locals once more).Secret Location: The Stage may be completednormally, but in order to gain extra experiencethe character must find a secret location hiddensomewhere in the Stage. There may or may notbe story elements associated with successor failure (For example: By completing theStage the characters can temporarily thwartRobotnik, but they only delay him for a short

    time unless they can find and destroy his secretcontrol room).

    ExperienceThe following rules allow a character to developover time and through the experiences theyovercome:

    Award 1 experience for each ring the charac-

    ters pick up between them, divided equally

    between the group.

    Each enemy is worth 5 + the number of Ringsthey possessed in experience, divided betweenthe amount of characters who helped fightthem. Share this final value between the char-acters who helped fight them.

    Award 10 experience for every puzzle or chal-lenging social situation the characters over-come, shared between the characters who took

    part.

    Multiply all the experience awarded to each

    individual character for the Stage by 1.5 if theysuccessfully completed a Mission. Successfully

    completing two Missions is worth 2, and thesuccessful completion of 3 is worth 2.25.

    Always round down.

    Experience can be spent in the following ways:

    Power Ups

    The following Power Ups exist in the Sonic theHedgehog game. A GM can use them as exam-

    ples for creating more.

    Invincibility: An invincible character cannotlose rings for 5 rounds.Speed Boots: A character with Speed Upmoves at double their usual Speed for 5rounds.Shield: A character with a shield loses no ringsfrom the next successful attack made against

    them.Fire Shield: Identical to Shield. In addition, acharacter with a fire shield deals 5 ring damageextra against any opponent they hit (unless theGM rules they're immune to fire), and gains theability to make a Leaping Attack if they couldn'talready.Water Shield: Identical to Shield. In addition, acharacter with a water shield can bounce (1

    their Airtime) and breathe underwater.

    Lightning Shield: Identical to Shield. In addition,a character with a lightning shield deals 5 ringdamage extra against any opponent they hit(unless the GM rules they're immune to elec-tricity), and all rings within 10 feet gravitatetowards them (the rings take a whole round toreach the character, and can be intercepted byother characters).

    Chaos Emeralds: The rare and coveted chaosemeralds are full of chaos power. A character inpossession of a chaos emerald can do almost

    anything, from power machinery to accessChaos Control. If certain characters gathertogether all seven Chaos Emeralds, they can

    Spending Experience

    Use Experience CostAttribute Increase

    (maximum 9 ranks in

    each)

    2,500 next rank.Cumulative costs.

    New Ability 10,000

  • 8/8/2019 Sonic the Hedgehog Unofficial RPG

    9/13

    transform into super forms. This is best left as astory device rather than an ability, and the

    effect should be determined by the GM. Atleast, changing into Super form should doublethe character's Attributes and the effectivenessof their Abilities. Super form drains Rings at arate of 1 per round. In canon, Sonic andShadow possess this ability.Sol Emeralds: Introduced in Sonic Rush, inwhich two parallel universe converge, the Solemeralds are similar in function to Chaos

    Emeralds. Blaze the Cat, a native of the otheruniverse, can use the collected Sol Emeralds totake on Super form.

    Other St

  • 8/8/2019 Sonic the Hedgehog Unofficial RPG

    10/13

    Example CharactersThe example characters here are reproducedusing the initial character creation rules, andcan be picked up and played immediately.

    Sonic the HedgehogStrength: 2Speed: 5Airtime: 2

    Abilities: Spin Dash, Leaping Attack, Defy Gravity ,Light DashRings: 15

    Miles Tails ProwerStrength: 2Speed: 3Airtime: 4

    Abilities: Flight, (Twin Tails), Spin Dash, Spin Attack,Defy Gravity

    Rings: 15

    Knuckles the EchidnaStrength: 4Speed: 3Airtime: 2

    Abilities: Glide, Power Attack, Climb, Defy Gravity

    Rings: 15

    Shadow the HedgehogStrength: 2Speed: 5Airtime: 2

    Abilities: Spin Dash, Leaping Attack,Defy Gravity, Chaos Control

    Rings: 15

    Amy RoseStrength: 6 (Her hammer hurts!)Speed: 3Airtime: 2

    Abilities: Power Attack, Defy Gravity

    Rings: 15

    Cream the Rabbit & Cheese the ChaoStrength: 2Speed: 3Airtime: 4

    Abilities: Flight (Ears), Ranged Attack (Cheese) ,Homing Attack (Cheese) , Defy Gravity

    Rings: 15

    Rouge the BatStrength: 4Speed: 3Airtime: 2

    Abilities: Glide, Power Attack, Climb, Defy Gravity

    Rings: 15

    Charmy BeeStrength: 1Speed: 4Airtime: 5

    Abilities: Flight, Hover, Climb, Defy Gravity

    Rings: 15

    Espio the ChameleonStrength: 3Speed: 4Airtime: 2

    Abilities: Up the Walls, Stealth, Spin Dash,Defy Gravity

    Rings: 15

    Bark the Polar BearStrength: 5Speed: 3Airtime: 3

    Abilities: Power Attack, Defy Gravity

    Rings: 15

    Bean the DuckStrength: 2Speed: 3Airtime: 4

    Abilities: Power Attack, Flight, Ranged Attack(Explosives), Defy Gravity

    Rings: 15

    041Tc0Tw[(Rings) 4 31Tf6 020211n00c0 0056

  • 8/8/2019 Sonic the Hedgehog Unofficial RPG

    11/13

    Running a Sonic the Hedgehog GameA game of Sonic the Hedgehogis all abouthigh speed action, exciting combats, crazystunts, and dramatic plots. If you look at the

    example Stage later in this section, you willnotice that the Stage map appears fairly barrenof features. A woodland Stage could easilyinclude cliffs, water, bridges, steep slopes,loop-de-loops inside hollow trees, springboardbranches, and many more features. The lack ofthese is because the map is merely a roughguide. If you've played a Sonic game you'll

  • 8/8/2019 Sonic the Hedgehog Unofficial RPG

    12/13

    before they're beaten, as long as they havesome Rings of their own.

    A foe with Attributes a few ranks higher thanyour PCs is an appropriate challenge, evenagainst a group. Again, they're likely to lose,but they can probably do significant damagebefore they're defeat. A foe of this nature wouldmake a good Boss Fight after a hard Level hasdrained a deal of the PC's Rings, or at the endof an easier level with some lower-powered

    allies.

    Badniks with no Rings can be a lot more pow-erful than the foes listed above if you wantthem to be challenging - as they have no Ringsthey need high Attributes to make an impact.

    Note that an enemy with Abilities is more pow-erful than most, but in many cases not signifi-

    cantly so, at least from a statistical point ofview. Ability benefits that enemies can takeadvantage of are largely situational, especiallyas the PCs enjoy access to many Abilitiesthemselves.

    Example Stage for beginning characters: TheDeep Woods

    The characters have been lounging around,eating hot dogs and nachos, and all the othergood honest foodstuffs heroic anthropomorphsrequire to keep their energy levels high. Just asthey are about to doze off, a great rumblingshakes the woods and Eggman's Sky Fortressflies overhead! No rest for the freedom fighters,it seems: Eggman's robots begin falling fromthe fortress to claim the woods for their fat,

    egg-scented master. They must be stopped!

    Badniks 1-4, 5-6, 11-13, 14, 15, and 17-18:Bug-shaped badniks, with large, sharp pincers.They are old, inefficient models: Inside each isa helpless animal. The characters need to becareful not to hurt the prisoners.

    Strength: 5Speed: 3Airtime: -

    Abilities: Hover, Power Attack

    Armour (Rings): 5

  • 8/8/2019 Sonic the Hedgehog Unofficial RPG

    13/13

    Badniks 7-10, and 16: Wasp-shaped badniks,each with a "stinger" that fires bullets. Make

    sure to make the PC's lives difficult by makingthe most of the badniks' Flight and Hover abili-ties.

    Strength: 3Speed: 5Airtime: 8

    Abilities: Flight, Hover, PowerAttack, Ranged Attack

    Armour (Rings): 0

    Boss: The lead robot here is a large, axe-wielding creation designed by Eggman to effi-ciently log the trees for lumber to use in the