Kamen Rider

by KCMahi

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Kamen Rider

The Kamen Rider is a hero gifted supernatural power by the Rider system. This system usually consists of a belt that allows an individual to transform and a number of forms and powers to add to their arsenal as they grow in character and power. Riders are usually solitary fighters but can meld well with a team when the situation calls for it. Multiple Riders can appear, each with their own individual strengths and abilities but all of their powers have the same basis.

One Man Army

The power granted to the Kamen Rider is immense, allowing them to achieve the feats of entire teams of powered individuals. However, this puts them on the front line of danger surrounded by enemies. If a rider is not careful, they can find themselves powerless in the face of evil. As such they must wait for the most opportune time to unleash their true power.

Help the Helpless

Most Riders are selfless at heart, chosen by the Rider system for their character and unwavering sense of right. A Rider cannot ignore a cry for help or an act of evil, facing both head on. This can lead to situations where the Rider is not able to save everybody. Though in such situations the rider will attempt to save the most amount of people, often boosted by the system for such bravery.

Many Faces, Some Hidden

The Rider system grants its wielder several forms, each more spectacular and splendid then the last. Every Rider ends up becoming a public figure, striking hope into the powerless and fear into their enemies. Such fame can lead to difficulties for a Rider's alter ego to remain hidden for long. Some choose to embrace the public eye, becoming a symbol of hope for the community. Others remain anonymous, keeping their identity a secret for safety or privacy reasons.

Role Features

As a Kamen Rider, you gain the following:

Power

Personal Power Regeneration: 4 per day

Personal Power capacity: +2 per every 4 levels

Training

Armor: Light, Medium, and Heavy armor

Starting Skills Ranks: +2 Might, +1 Persuasion

Rider Gear

You start with your own personal possessions from your pre-henshin life, but also gain the following items from the rider system.. Those marked with an asterisk are only available when transformed.

  • Driver
  • Rider Cycle*

Henshin

Starting at 1st level, by tapping into the rider system through your henshin belt and saying the word "Henshin!" as a standard action, you are transformed into the armored warrior Masked Rider, granted access to your power-based weapons, and many other abilities that require Power to activate.

While transformed into your base form, the following traits and features apply:

  • Your Toughness Bonus is determined by your current form. Your base form is considered lightly armored (+1 to toughness)
  • You gain a temporary boost of +1 to all essence scores.
  • All your jump distances maximums are tripled.

Each rider system has an origin. When you choose this role, you choose the origin of your rider powers. The choice grants you an additional trait

  • Bionic: +1 technology. Your body is enhanced by cybernetics. Once per scene, you can make a DIF 15 technology skill test to regain up to half your health.
  • Mystic: +1 culture. Damage from artificial weapons deal 1 less damage.
  • Organic: +1 conditioning. You regain health at a faster rate, healing in half the time.
  • Mechanical: +1 science. You can spend 1 personal power to repair your weapon, armor or rider cycle.
Kamen Rider
Level Role Perks Personal Power Capacity Rider Forms Strength increase Speed increase Smarts increase Social Increase
1st Henshin!, Rider cycle, Rider Kick 2 +2 +1
2nd Rider Weapon 2 2 +1
3rd Rider Powers 2 2 +1
4th General Perk 4 3 +1
5th Upgrade Form 4 3 +1
6th Grid Power 4 3 +1
7th 6 4 +1
8th General Perk 6 4 +1
9th Extra Attack 6 4 +1
10th Super Form 8 5 +1
11th Grid Power 8 5 +1
12th General Perk 8 5 +1
13th 10 6 +1
14th Self Sacrifice 10 6 +1
15th Extra Attack (2) 10 6 +1
16th General Perk, Grid Power 12 7 +1
17th Final Form 12 7 +1
18th 12 7 +1
19th General Perk 14 8 +1
20th Rider Paragon 14 8 +1

Rider Kick

At 1st level, you unleash an attack known as the Rider Kick, this special attack acts as your signature move. As a standard action, spend 1 Personal Power and attack a creature within 20 ft of you against their toughness defense, moving any number of feet toward them to be in your natural reach. When you hit with your rider kick, the enemy must attempt a DIF 16 Brawn skill test to stop it from overloading. The DIF is decreased by 1 for every point into conditioning the creature has. Failure results in the creature exploding. Passing the test causes only 2 energy damage.

Rider Cycle

At 1st level, as a masked rider, you are naturally gifted with the operation of a motor bike. You can use an action to summon the vehicle or apply the changes to a bike you are already riding when you transform. This vehicle can be upgraded.

Rider Forms

Beginning at 2nd level, by choosing certain modes or attaching certain accessories before transforming, you can affect the shape and functions of your rider gear. Starting at second level, when you transform you can choose one of these forms to turn into instead of your base form. You can also expend 1 personal power to switch between forms. You can choose another form from those available at 4th, 7th, 10th, 13th, 16th, and 18th level.

Swift Form. You are considered light armored (+1 to toughness). You increase your speed score and any speed related skill by 1. Finesse attacks deal an additional point of damage.

Strong Form. You are considered medium armored (+2 to toughness). You increase you strength score and strength related skill by 1. Might attacks deal an additional point of damage.

Ranged Form. You are considered light armored (+1 to toughness). You gain a +2 to the targeting skill. Your range increases by 20 ft.

Elemental Form. You are considered light armored (+1 to toughness). You wield a specific element as your armor. All your attacks are changed to do specific damage. When you choose this form you pick one element. You can choose this form again and pick another element.

Defensive Form. You are considered heavily armored (+4 to toughness). Your defenses increase by +1.

Heavy Form. You are considered ultra-heavily armored (+6 to toughness). Your speed slows by 10 and you deal double damage.

Rider Weapon

At 2nd level, you form a weapon that is only usable when transformed. The form of the weapon is tied to your rider form and gains benefits in line with your form. As a free action, you can summon your rider weapon to your hand while transformed. You can channel the destructive power of your rider kick through these weapons for 1 Personal Power or through the use of one Gimmick Device (Rider Card, King Medals, Full Bottles, Ride Watches, etc...)

Form Weapon
Base Melee sidearm or Targeting sidearm, 1 sharp or blunt, reach or range 45/75 ft
Swift Finesse Medium Melee, 2 sharp, reach, multiple attacks (2, ↓ 1)
Strong Might Medium Melee, 2 sharp, reach, shove
Ranged Targeting Medium, 1 energy, multiple targets (3), 50/100 ft
Elemental Base form + alternate effect of 1 damage of the element chosen
Defensive Two handed melee, 2 blunt, reach, Defend (1)
Heavy Two handed Melee, 2 energy, reach, 3 energy (↓ 1)

Rider Powers

Starting at 3rd level, each form now grants you a unique power. Each power is activated when in the requisite form by expending 1 personal power.

Form Power
Base Enhance skill: gain edge on next skill test
Swift Super speed: double your available movement for 1d6 rounds
Strong Super strength: gain edge on all strength based skill tests for 1d6 rounds
Ranged Eagle eye: add 20 ft to range of attack for 1d6 rounds
Elemental Explode: cause an explosion within 20 ft of you, deal 1 damage of the element you chose
Defensive Shield: shift down any attack by ↓ 1
Heavy Invulnerable: gain resistance to all damage for 1 round.

General Perk

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you have the ability to personalize your ranger a little further and must choose to gain a generic perk of your choice for which you meet the prerequisites.

Upgrade Form

Your power as a Rider has increased due to the amount of experience you have gained. As such, at 5th Level, your forms benefit from an Upgrade of +1 to their Toughness/Evasion (depending on the Form), and an upshift 1 to Might/Targeting/Finesse attack skill tests (again depending on the Form).

Grid Power

First upon reaching 6th level, then again at 11th and 16th level your understanding and connection to the rider system of deepens in unique ways. Each time you acquire this Role Perk, you may choose a Grid Power to add to your Rider, so long as they meet the requirements, if any.

Extra Attack

Beginning at 9th level you can attack twice, instead of once, whenever you take the attack action on your turn. The number of attacks increases to 3 when you reach 15th level. This Role Perk only functions when transformed and fighting as an individual.

Super Form

At 10th level, your Rider power has grown even further, entering a Super Form that grants the benefits of up to two of your forms at once. This costs 2 Personal Power to activate or the use of a Special Gimmick item to complete. This form also adds +1 to the damage of your Rider Kick.

Self Sacrifice

At 14th level, Riders are duty bound to defend the innocent, often to extreme degrees. When a creature within reach of you would be defeated from an attack, you can instead jump in front of them and take the blow yourself.

Final Form

At 17th level, your power as a Rider has reached a whole new level, allowing you to gain access to up to six different Forms abilities at once (only one from each Form type). This costs 3 Personal Power AND a unique Gimmick item to achieve your Final Form. This form also grants you an additional +2 to the damage of your Rider Kick.

Rider Paragon

At 20th level, you have fully synchronized with your Rider powers, granting you the following benefits when Henshined:

* +2 to all Defenses

* Deal one additional damage on Rider Kick attacks

* Edge on Social skill tests

Rider Cycle

2
Common | 5
60 ft. ground
5 | 6 | * | *
18 (2 Armor) | 16
* | *

1 driver
1. The driver can attack with any one-handed weapon.
Medium Plating (+2 plating to Toughness)

The trusty mount of any Kamen Rider, this vehicle changes in tandem with the Rider. This vehicle is as customizable as its Rider, reflecting the Rider's current state in its form and powers.

SKILLS:

Acrobatics +d2

Brawn +d4

Conditioning +3

Might +d4

Intitiative +d2

TRAITS:

Rider Symmetry: Whenever a riders form or powers affect the rider, the same effects apply to the Rider Cycle if applicable.

Land: The Rider Cycle is a land vehicle.

Vehicle: As a vehicle, the vehicle_name requires a driver to operate. Without a driver, it is considered a threat level 0 object, and all attack target its Toughness. Effects that affect a target's Willpower or Cleverness only affect this vehicle if it has a driver, in which case they target the driver's Willpower or Cleverness. It is immune to mind affecting Conditions and effects that exclusively affect the living, like poison, but is susceptible to effects that affect machines, such as Anti-Tank weapons. Vehicle damage can be fixed with a Standard engineering kit and a Technology skill test.

ATTACKS:

Rider Charge (Might): +d4, Reach

You can channel your Rider Kick through the cycle by moving up to 30 ft toward the target. The DIF increases by +2 and the target gains Snag on the skill test.

Rider Gimmicks

Rider Gimmicks have varied since the arrival of Kamen Rider Dragon Knight. Each Gimmick grants the Rider a unique benefit of a General Perk, Grid Power, and/or some form of benefit towards SKill Tests. The following section covers these Rider Gimmicks.

Kamen Rider Kuuga

The power of the Arcle benefits those who wield it in many ways, gifting its Riders with the following:

* Gain the Blazing Strikes Grid Power

* Gain the Split Second Reaction General Perk

Kamen Rider Agito

The seed of Agito is powerful within its hosts, granting them the following abilities to fight evil:

* Gain the Civilian Super Power Grid Power (Clarivoyant)

* Gain the Charge it Up! Grid Power

Kamen Rider Ryuki

Using Advent Decks has granted these Riders a unique connection to creatures from another world. The benefits from the Advent Decks are:

* Gain an upshift on Culture rolls relating to the Advent World.

* Gain the Keep Your Cool General Perk

Kamen Rider Faiz

These Riders utilize specialized phones that grant them the following benefits when using their Mission Memories:

* Gain the Fast General Perk

* Gain upshift 1 on Initiative skill tests

Kamen Rider Blade

These Riders gain power from Undead to boost their Rider abilities while using their Rouze Cards. These benefits are:

* Gain the Void Warrior Grid Power

* Gain an upshift on any Social skill test on situations concerning Undead

Kamen Rider Hibiki

The musical abilities of these Riders grant them benefits that highlight their musical talents and their fighting prowess:

* Gain the Garage Band General Perk

* Gain the Relentless Blows Grid Power

Kamen Rider Kabuto

These Riders have a Speed kick that gains them the following benefits while using their Zecters:

* Gain the Speed Boost Grid Power * Gain the Instinctual Initiative General Perk

Kamen Rider Den-O

The stewards of time, these Riders are masters of history and its flow, gaining the following benefits while using their Ride Tickets:

* Gain the Chrono-File Access Grid Power

* Gain the Well-Traveled General Perk

Kamen Rider Kiva

These Riders gain horror-themed abilities when using Fuestles, gaining the following benefits:

* Gain the Used to the Dark General Perk

* Gain an upshift 1 on Culture skill tests relating to Fangires

Kamen Rider Decade

A Rider that travels between Worlds, Decade-like Riders gain the following by way of their Ride Cards:

* Gain the ability to utilize the forms of other Riders (cost of 1 Personal Power or Ride Card, Ride Card is then unusable for 1d4 days.)

* Gain the Well-Traveled General Perk

Kamen Rider Double

The concept of the Two-In-One Rider stems from the Gaia Memories, granting their users the following benefits:

* Gain the Mnemonic Recall Grid Power

* Gain the Puzzle Solver General Perk

Kamen Rider OOO

The Core Medals and Cell Medals used by these Riders offer unique attributes based on the Driver they're used with, and which slot the Medal is inserted. Along with the individual benefits of the Medals, these Riders gain the following:

* Gain the Daredevil General Perk

* Gain the Charge It Up! Grid Power

Kamen Rider Fourze

The Astro Switches make for a multitude of possible weapons and abilities. The switches themselves will be listed within the Equipment section, but the following are the general benefits of this Gimmick:

* Gain the Environmentally Sealed or Astro Sense Grid Powers

* Gain the Spacewalker General Perk

Kamen Rider Wizard

The Rings power these mages as they seek to bring hope to those who have none, gaining the following benefits:

* Gain the Sorcery General Perk

* Gain an upshift 1 on any Culture skill test relating to Sorcery or Magic

Kamen Rider Gaim

Lockseeds power these Armored Riders, be it Organic or Energy based, they gain the following benefits:

* Gain the Augment Power Weapon Grid Power

* Organic Lockseed Riders gain an upshift 1 when using their Lockseeds to boost Melee attacks, Energy Lockseed Riders gain an upshift 1 when using their Lockseeds to boost Ranged attacks.

Kamen Rider Drive

Shift Cars and Signal Bikes all give the same kind of boost to the Riders that use them, giving them the following benefits:

* Gain the Speed Boost Grid Power

* Gain the Rev Your Engines! Grid Power

Kamen Rider Ghost

Eyecons give these Riders extraordinary abilities, giving them the following benefits as well:

* Gain the Keep Your Cool General Perk

* Gain the Dimensional Attunement Grid Power

Kamen Rider Ex-Aid

Gashats power the Gamer Drivers used by these Riders, gaining them the following benefits:

* Gain the Faster Recharge Grid Power

* Gain an upshift 1 on any Science skill tests relating to medicine or healing

Kamen Rider Build

Full Bottles or Sclash Jelly, the power of Pandora's Box imbues both with unique properties and the following benefits:

* Gain the Elemental Adaptation Grid Power

* Gain the Savant Skill General Perk

Kamen Rider Zi-O

Ride Watches cause a lot of chaos or order for Time, and the Riders that use them gain different benefits depending on the Rider the Ride Watch gains power from, as well as the following benefits:

* Gain the Chrono-File Access Grid Power

* Gain an upshift 1 on any Smarts check relating to the history of Kamen Riders

Kamen Rider Zero One

Progrize Keys power these Riders with different animal-based abilities, granting the following common benefits:

* Gain the Harden Armor Grid Power

* Gain the Charge It Up! Grid Power

Kamen Rider Saber

Wonder Ride Books power the imagination of these Riders through the use of stories and folktales, granting them the following:

* Gain the Elemental Adaptation Grid Power

* Gain the Chivalrous General Perk

Gimmicks as Equipment

Many of the Riders covered here have equipment benefits from the use of their gimmicks, be it weapons, armor, or special abilities granted. The Equipment section will cover these benefits for the following Riders: OOO, Decade, Gaim, Drive, and Zi-O. Gimmick Gear for Ryuki, Faiz, Blade, Hibiki, Kabuto, Den-O, Kiva, Double, Wizard, Ghost, Ex-Aid, Build, Zero One, Saber, and other Riders will be in future Supplements.

Rider Equipment

OOO Head Core Medals

Medal Benefit
Taka Upshift on any Attack Skill Tests
Kuwagata Power Blast Grid Power
Lion Illuminate Grid Power
Sai Power Strike Grid Power
Shachi Environmentally Sealed Grid Power
Ptera Aerial Movement of 40ft
Cobra Keen Eye General Perk

OOO Torso Core Medals

Medal Benefit
Kujaku Tajaspinner (Ranged Rider) Weapon
Kamakiri Kamakirisword (Strong Rider) Weapon
Tora Toraclaw (Strong Rider) Weapon
Gorilla Goribagon (Heavy Rider) Weapon
Unagi Unagi Whips (Ranged Rider) Weapon
Tricera Windstinger (Heavy/Ranged Rider) Weapon
Kame Gora Guardner (Defensive Rider) Shield

OOO Leg Core Medals

Medal Benefit
Condor +1 Damage to Rider Kick
Batta Super Leap Grid Power
Cheetah Speed Boost Grid Power
Zou Power Quake Grid Power
Tako 40ft Aquatic Movement, +1 Damage to Rider Kick
Tyranno +1 Toughness, +1 Damage to Rider Kick
Wani +1 Damage to Rider Kick

OOO Combo Benefits

Combo Benefits Requirements
Base Boost Initiative Grid Power Level 1
Tajador 40ft Flight movement Level 13
Gatakiriba Create 1d20 Copies of yourself Level 2
Ratoratar 10x10 AOE 2 Fire Damage Attack Level 4
Sagozou Threats are Immobilized for 1d4 turns Level 7
Shauta Enemy attacks suffer snag in water Level 10
Putotyra Can destroy Core Medals Level 17
Burakawani Faster Regeneration Grid Power Level 19

OOO Gimmick Power

When using OOO as your Rider form, when you use It's Morphin Time!/Henshin! you may use 1 Head Medal, 1 Torso Medal, and 1 Leg Medal, gaining the benefits of the chosen medals.

Base Combo

Tatoba, the base form of OOO, gains the Boost Initiative Grid Power as a bonus when the correct medals are used (Taka, Tora, Batta).

Gatakiriba Combo

The insect based combo (Kuwagata, Kamakiri, Batta), this form gains the ability to replicate itself at the cost of 1 PP for 1d20 copies that last 1d4 rounds. Each copy adds +1 to your Rider Kick (max 5).

Ratoratar Combo

The intense natural heat from Ratoratar (Lion, Tora, Cheetah) grants them an extra attack for 1 PP that does a 10 x 10 AOE attack for 2 Fire Damage, using the Rider's targeting skill against the evasion of all threats in the affected area.

Sagozou Combo

These medals (Sai, Gorilla, Zou), rely on gravity to slow down or immobilize foes, using 1 PP to do so for 1d4 turns.

Shauta Combo

Shauchi, Unagi, Tako combine to create an aquatic form that lets OOO have a swim movement speed of 30ft underwater and is not hindered by the water when attacking while the enemy suffers a snag in attacks under water (At the cost of 1 PP)

Tajador Combo

Taka, Kujaku, Condor combine for this powerful bird-based combo, granting OOO a flight speed of 40ft, along with changing the Rider's attacks to Fire damage (At the cost of 1 PP)

Putotyranno Combo

Ptera, Tricera, Tyranno combine for a dangerous combo that can destroy core medals while also boosting OOO's attack power, granting them an upshift 1 on all might attacks as well as a +1 damage to the Rider Kick

Burakawani Combo

Cobra, Kame, Wani combine for the defensive combo that also allows for OOO to have access to the Faster Regeneration Grid Power.

Gaim Lockseeds

Lockseed Benefit Level Requirement
Orange Orange Slicer (Base) Base Form
Ichigo Ichigo Kunai (2x Swift) Level 2
Suika Suika Mech (Heavy/Defensive) Level 3
Banana Banana Spear (Strong) Base Form
Mango Mango Punisher (Strong) Level 2
Pine Pine Iron (Heavy) Level 4
Budou Budou Blaster (Ranged) Base Form
Kiwi Kiwi Slicers (Swift) Level 2
Melon Melon Defender (Defensive) Base Form
Donguri Donkachi (Strong) Base Form
Matsubokkuri Kagematsu (Reach x2 Strong) Base Form
Durian Duri Noko (2x Strong) Base Form
Kurumi Kurumi Bombers (Defensive) Base Form
Yomotsuhegiri See Description Level 17 Final Form
Lemon Lemon Rapier (Swift) Base Form
Lychee 300gp Level 10/ Super Form
Blood Orange 1000gp Base Form
Ringo 200gp Level 10/ Super Form
Zakuro 300gp Level 10/Super Form
Gold Ringo 400gp Level 15
Black Ringo 500gp Level 15
Silver Ringo 600gp Level 15
Kachidoki Orange 700gp Level 13
Kachidoki Melon 1000gp Level 17
Kiwami All Lockseed Weapons Level 17

Energy Lockseeds

Lockseed Benefit Level Requirement
Melon Sonic Arrow (Ranged) Base/Level 5
Lemon Sonic Arrow (Ranged) Base/Level 5
Peach Sonic Arrow (Ranged) Base/Level 5
Cherry Sonic Arrow (Ranged) Base/Level 5
Matsubokkuri Kagematsu Shin (Heavy) Base/Level 5
Dragon Fruit Sonic Arrow (Ranged) Level 13
Marron Marron Bombers (Defensive) Level 13

Jimber Forms & Final Forms

Jimber Lemon

Grants a Gaim Rider an upshift 1 on Might attacks and +1 Damage

Jimber Peach

Grants a Gaim Rider an upshift 1 on Alertness (perception) Skill Tests while morphed

Jimber Cherry

Grants a Gaim Rider the Speed Boost Grid Power

Jimber Melon

Grants a Gaim Rider an upshift 1 on Targeting attacks, changing the damage type to Sharp

Jimber Marron

Grants a Gaim Rider +2 Damage on Rider Kick

Kachidoki Arms

Utilized by both an Orange and a Melon based Gaim Rider, Kachidoki grants the wielder a +2 Toughness, -1 Evasion, and an upshift 2 on Might attacks

Kiwami Arms

The Final Form of a Gaim Rider, it grants the Rider the ability to summon any Rider Weapon linked to any Rider lockseed.

Yomotsuhegiri Arms

The Final Form of a Grape/Budou Gaim Rider, it grants the Rider the ability to summon any Overlord Weapon (Might, 2 Sharp/Blunt, reach x2)

Dragonfruit Energy Arms

Grants an upshift 2 on Targeting attacks to a Gaim Rider while also granting an upshift 1 to Alertness Skill Tests

Shift Cars

Car Benefit
1 100gp
2 200gp
3 300gp
4 400gp
5 500gp
6 600gp
7 700gp
8 1000gp

Signal Bikes

Bike Benefit
1 100gp
2 200gp
3 300gp
4 400gp
5 500gp
6 600gp
7 700gp
8 1000gp

Ride Watches

Watch Benefits Requirements
Zi-O Base Form Level 1
Decade Upgrade Form/Super Forms of other Ride Watches Level 5
Zi-O II Super Form/Future Vision Grid Power Level 10
Zi-O Trinity Extra Super/Upshift 1 on Rider Kick Level 13
Grand Zi-O Final Form/Summon Rider Weapons Level 17
Zi-O Ohma Extra Final Form Level 19
Ohma Zi-O Alternate Final Form Level 20
Kuuga Gain Kuuga's Base Gimmick Features
Agito Gain Agito's Base Gimmick Features
Ryuki Gain Ryuki's Base Gimmick Features
Faiz Gain Faiz's Base Gimmick Features
Blade Gain Blade's Base Gimmick Features
Hibiki Gain Hibiki's Base Gimmick Features
Kabuto Gain Kabuto's Base Gimmick Features
Den-O Gain Den-O's Base Gimmick Features
Kiva Gain Kiva's Base Gimmick Features
Double Gain Double's Base Gimmick Features
OOO Gain OOO's Base Gimmick Features
Fourze Gain Fourze's Base Gimmick Features
Wizard Gain Wizard's Base Gimmick Features
Gaim Gain Gaim's Base Gimmick Features
Drive Gain Drive's Base Gimmick Features
Ghost Gain Ghost's Base Gimmick Features
Ex-Aid Gain Ex-Aid's Base Gimmick Features
Build Gain Build's Base Gimmick Features
Gate Base Form Level 1
Revive Muscle Super Form Level 10
Revive Speed Super Form Level 10
Majesty Final Form Level 17

Future Ride Watches

Watch Benefits Requirements
Woz Base Form Level 1
Shinobi Gain Ninja Form Perk Level 5
Quiz Gain Sorcery General Perk Level 10
Future Gain +2 to Toughness; +1 Damage Level 13
Galaxy Final Form, +2 to Rider Kick Level 17

Decade Ridewatch

A Ride Watch that boosts the others, this turns any Ride Watch into a Super Form, giving a +1 to Damage on all attacks with the active armor, along with the HeiSaber (Base/Strong) Rider Weapon

Zi-O II

With ability to see the future, Zi-O Riders benefit from the Zi-O II Ridewatch with an upshift 2 to Alertness checks against a Threat's Cleverness. If the Zi-O Rider succeeds, they gain a +2 Toughness & +2 Evasion on the next attack that targets them.

Zi-O Trinity

A temporary merger of the Zi-O, Gate, and Woz base form Ride Watches, this form gives a +1 Damage to all attacks, and allows the Rider to use the weapons of all Zi-O Riders.

Grand Zi-O

The Final Form of the Zi-O line of Ride Watches, this grants the Zi-O Rider the ability to summon Rider Clones of Base, Upgraded, Super, or Final Form level to assist on attacks for 1d4 turns.

Ohma Zi-O

The Alternate Final Form of the Zi-O Ride Watches, serving as a new Driver as well, Ohma Zi-O gains an Upshift 2 on all attack skill tests, as well as a benefit from each Rider (1 PP per benefit chosen)

Zi-O Ohma

Another Alternate Final Form, Zi-O can immobilize threats up to 1d4 turns, while granting themselves an edge on attacks against immoblized foes.

Woz Ginga

The final form of a Future Ride Watch Zi-O Rider, this form grants the Rider the ability to teleport up to their movement speed, as well as the Illuminate Grid Power (1 PP).

Gate Revive Muscle

The power based Super form of a Gate based Zi-O Rider, this form grants the Rider an upshift 1 on Strength based skill tests, including Attack skill tests.

Gate Revive Speed

The speed based Super form of a Gate based Zi-O Rider, this form grants the Rider an upshift 1 on Speed based skill tests, including Attack skill tests.

Gate Majesty

The Final Form of the Gate Ride Watches, this form can summon the weapons of any Secondary Kamen Rider, as well as summon Rider Clones of Base, Upgraded, or Super to assist for 1d4 turns.

Decade Cards

Rider Cards Benefits Requirements
Decade Base Form Level 1
Zi-O Upgraded Form/Gain Zi-o's Base Gimmick Features Level 5
Complete Super Form Level 10
Complete 21 Final Form Level 17
Diend Base Form Level 1
Kuuga Gain Kuuga's Base Gimmick Features
Agito Gain Agito's Base Gimmick Features
Ryuki Gain Ryuki's Base Gimmick Features
Faiz Gain Faiz's Base Gimmick Features
Blade Gain Blade's Base Gimmick Features
Hibiki Gain Hibiki's Base Gimmick Features
Kabuto Gain Kabuto's Base Gimmick Features
Den-O Gain Den-O's Base Gimmick Features
Kiva Gain Kiva's Base Gimmick Features
Double Gain Double's Base Gimmick Features
OOO Gain OOO's Base Gimmick Features
Fourze Gain Fourze's Base Gimmick Features
Wizard Gain Wizard's Base Gimmick Features
Gaim Gain Gaim's Base Gimmick Features
Drive Gain Drive's Base Gimmick Features
Ghost Gain Ghost's Base Gimmick Features
Ex-Aid Gain Ex-Aid's Base Gimmick Features
Build Gain Build's Base Gimmick Features

Decade Complete

Decade's original Final Form, this allows them to summon a Rider Clone in Final Form to assist in a Finishing Strike (Targeting/Might, 30/90ft, 3 Energy/Stun).

Decade Complete 21

Decade's new Final Form, this form allows them to summon a Rider Clone in Final Form to assist in combat for 1d4 turns, as well as grant them an upshift 1 on their Rider Kick skill tests.

Diend Complete

Diend's Final Form, this allows them to summon 1d8 Rider Clones in Base or Upgrade Form of Secondary or Movie Riders for 1d4 turns.

Attack Ride Cards

Rider Cards Effect
Decade Blast Cone 30ft Targeting against Threats within Cone
Decade Slash +1 Damage to Ride Booker Sword Mode
Decade Illusion Creates a Rider Clone for 1d2 Turns
Decade Invisible Allows Decade to become invisible for 1d4 turns or on Attack
Diend Crossattack Two Rider Clones use their Ride Kick attack on one Target
Diend Barrier Temporary +2 Toughness for 1d4 turns
 

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