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.
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
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 |