
Protecting the world from evil is more than just your calling; it’s your destiny. Riding your signature motorcycle into battle, your masked visage strikes fear into the hearts of villains the world over. By day, you’re an ordinary citizen doing your best to get by, just like anyone else. But when the forces of evil rear their ugly heads, you pull out your trusty Driver and transform!!!
- Racial Requirement: Any
- Transformation Type: Alternate Form
- Prerequisite(s): N/A
- Stress Test Requirement: 12
- Tier of Power Requirement. 2+
- Aspects: Enhanced Save (Corporeal/Impulsive/Morale), Scaling (LV2), High Speed (LV1), Battle Uniform, Realization, Prelude, Dedicated, Long Transformation (LV1), Difficult (LV2), Exhausting
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| +1(T) | +1(T) | +1(T) | – | +1(T) | +1(T) | +1(T) |
Henshin!: With your unique transformation device, your Driver, you are able to become one of the feared and respected Kamen Riders.
-[Permanent]: This Transformation is considered a part of the Mode Change Transformation Line for all effects.
-[Passive]: You gain access to the Hype Maneuver and may use your Personality Modifier instead of your Personality Score for its effects.
-[Passive]: For each base Tier of Power you have reached after Tier of Power 2, increase the High Speed Aspect for Kamen Rider by 1 level.
-[Passive]: You cannot Ki Wager on an Attacking Maneuver that is not a Signature Technique.
-[Triggered/Transform, 1/Encounter]: You may use the Hype Maneuver as an Out-of-Sequence Maneuver. If you do, increase your Damage reduction by 1(T) until the end of your next turn.
Rider System!: Your costume change is more than just a mask and a suit of high-tech armor; as a Kamen Rider, you gain special equipment, including a unique vehicle.
-[Permanent, Passive, Ruling]: Upon gaining access to this Transformation, create a Vehicle with a BP Cost of 10 and a Volume no larger than Moderate – this Vehicle is known as your ‘Rider Machine’. Increase the Life Points of that Vehicle by 10 for each of your Power Levels reached.
-[Passive]: Increase the Wound Rolls of your Attacking Maneuvers made while Piloting your Rider Machine by the bonus to your Defense Value from that Vehicle’s Output.
-[Permanent, Option]: Upon gaining access to this Transformation, select one of the following effects to apply when you are in this Transformation:
- Rider Martial Arts [Passive]: While you are benefitting from the effects of the Hype Maneuver, increase the Wound Rolls of your Unarmed Physical Attacking Maneuvers by 1/4 of your Personality Modifier.
- Rider Weapon [Permanent, Passive]: Upon gaining access to this Transformation and selecting this effect, create a Weapon with 3 Weapon Qualities. That Weapon additionally gains the Rider Weapon Special Weapon Quality.
-[Permanent, Option]: Upon gaining access to this Transformation, select one of the following effects to apply when you are in this Transformation:
- Classic Technique [Permanent, Passive]: Create and gain access to a Signature Technique with a total TP Cost of 20 or less (you do not spend any Technique Points) and the Restricted Transformation (Mode Change) Disadvantage.
- Classic Power [Passive]: Increase your Might and Wound Rolls by 1(T) and 2(T) respectively.
- Sky Rider [Passive]: You gain access to the Soar Maneuver if you did not already. Increase your Combat Rolls by 1(T) while in the Sky Environment.
- J’s Power [Triggered/Power, 1/Encounter]: This Transformation gains 3 levels of the Growth Aspect until you leave this Transformation.
- Monstrous Rider [Permanent, Passive]: Select a Monster Trait. You gain access to that Trait while in this Transformation.
- Metamorphing Rider [Triggered, ‘Ruling’]: Upon entering this Transformation, or upon using either the Power Up Maneuver or Hype Maneuver, enter one of the following ‘Forms’ and apply their effect:
- Mighty Form [Passive]: Increase the Attribute Modifier Bonus (PE) of this Transformation by 1(T).
- Dragon Form [Passive]: Reduce the Attribute Modifier Bonus (FO/MA) of this Transformation by 1(T) and increase the Attribute Modifier Bonus (AG) by 1(T).
- Pegasus Form [Passive]: Reduce the Attribute Modifier Bonus (TE) of this Transformation by 1(T) and increase the Attribute Modifier Bonus (IN) by an 1(T).
- Titan Form [Passive]: Reduce the Attribute Modifier Bonus (AG) of this Transformation by 1(T) and increase the Attribute Modifier Bonus (TE) by 1(T).
- Card Rider [Passive]: While in this Transformation, you have access to the Rider Deck Special Basic Item.
- High-Speed Rider [1/Round, 2/Encounter]: As an Instant Maneuver, you may enter the Clock Up State until the start of your next turn. If another Character enters the Clock Up State, you may trigger this effect as an Out-of-Sequence Maneuver instead.
- Musical Rider [Triggered, 1/Round]: If you hit only one Opponent with an Attacking Maneuver, make a Clash (Performance vs Intuition/Performance) against that Opponent. If you win, reduce their Soak Value by 1(T) for each Skill Rank you possess in Performance. This effect lasts until the end of your turn.
- Anniversary Rider [Permanent, ‘Ruling’]: If you encounter another Character with access to the Kamen Rider Transformation, you may request to create a ‘Tribute Form’. If they accept, record all of their choices for the Option effects and any Signature Techniques they gained from the effects of the Kamen Rider Transformation – this recording is your ‘Tribute Form’. When you enter the Kamen Rider Transformation, or when you use the Hype Maneuver or Power Up Maneuver, you may swap all of your selected Option effects for that of the Tribute Form and gain access to those Signature Techniques instead of those you would normally gain through the effects of the Kamen Rider Transformation until you leave this Transformation or apply these effects again. As an Instant Maneuver, you may leave your ‘Tribute Form’ and set all of your selected Option effects and access to Signature Techniques from the Kamen Rider Transformation back to what they are normally.
Rider Weapon Special Weapon Quality
Rider Weapon: The Rider System’s default weapon.
–Weapon Type: Any
–Effects: Upon entering Kamen Rider, you may immediately create and equip this Weapon. If you have not created this Weapon upon entering Kamen RIder, you can instead create and equip it when using the Hype Maneuver. After you leave Kamen Rider, this Weapon is destroyed.
Rider Deck Special Basic Item
Rider Deck: A set of cards with powerful abilities inside of them.
–Effects: When you use the Hype Maneuver, you may draw a card from the Rider Deck. The Rider Deck has 10 cards, each that apply their effect upon being ‘drawn’. When you draw a card, roll 1d10 and you apply the effects of the card drawn (shown below). Upon drawing a card, the number associated with that card cannot be rolled again for this Combat Encounter. If you roll a number that has already been rolled this Combat Encounter, reroll until you land on a number that has yet to be rolled.
- Power Card (1) [Triggered]: Your next Attacking Maneuver made during this turn gains an Energy Charge.
- Element Infusion (2) [Triggered]: Roll 1d8 (corresponding with the list of Profiles with ‘Elemental’ in the name, with the result matching their order in alphabetical order – see — Attacking). Your next Physical or Energy Attacking Maneuver made during this turn gains the effects of that Profile in addition to their usual Profile.
- Reinforced Body (3) [Triggered]: Increase your Damage Reduction by 5(bT) until the start of your next turn.
- Technique Thief (4) [Triggered]: Target an Opponent. Use the Signature Technique Maneuver as an Out-of-Sequence Maneuver. When you do, instead of a Signature Technique that you have access to, you must select a Signature Technique that the Opponent has access to that you could use. If there’s no viable targets, this effect doesn’t count as being drawn and you may reroll the Rider Deck.
- Speed Up (5) [Triggered]: Use a Standard Maneuver with an Action Cost of 1 Action as an Out-of-Sequence Maneuver.
- Split Copy (6) [Triggered]: Gain a Duplicate Minion. This Minion acts during each Combat Round as if it was targeted by the Command Maneuver, but you cannot target them with the Command Maneuver.
- Recovery (7) [Triggered]: Regain 2d10(T) Life and Ki Points.
- Nasty Trick (8) [Triggered]: Target a Square that is not at Long Range. All Opponents within a Large Sphere AoE centered on that Square must make a Clash (Morale) against you. If you win, they gain the Impediment Combat Condition until the start of your next turn.
- Time Card (9) [Triggered]: You may use the Time Freeze Unique Ability without spending any Ki Points, even if you do not have access to that Unique Ability.
- Final Vent (10) [Triggered]: Gain 5 stacks of Rider Charge. If you do not have access to the Rider Finish! Trait, instead apply an Energy Charge to your next Signature Technique Maneuver made during this turn.
Clock Up State
Clock Up State
-[Passive]: Double the Attribute Modifier Bonus (AG) of Kamen Rider and the bonus to your Speed from the High Speed Aspect.
-[Passive]: Increase your Wound Rolls against Opponents who are not in the Clock Up State by 1/5 (rounded up) of your Agility Modifier.
-[1/Round]: You may use the Movement Maneuver as an Instant Maneuver.
-[Automatic]: If you enter this State while an Opponent is already in the Clock Up State, pause the Combat Encounter (if multiple Characters trigger their Out-of-Sequence effect to enter the Clock Up State, wait until all of those effects are applied before pausing the Combat Encounter). Immediately start a new Combat Round that includes only Characters in the Clock Up State, using your places in Initiative during the current Combat Encounter. You cannot target a Character who is not in the Clock Up State with an Attacking Maneuver, Special Maneuver, or the effects of a Unique Ability during this Combat Round. At the end of this Combat Round, all Characters in the Clock Up State leave the Clock Up State.
Rider Finish!: Like all Kamen Riders, you possess a signature finishing technique that’s sure to topple any foe!
-[Permanent]: Create and gain access to an Ultimate Signature Technique with a total TP Cost of 20 or less (you do not spend any Technique Points) and the Restricted Transformation (Mode Change) Disadvantage.
-[Triggered, 1/Round, Resource]: If you hit an Opponent that is within your Melee Range with an Attacking Maneuver that does not have a Ki Wager or any number of Energy Charges applied to it, gain a stack of Rider Charge (max. 10).
-[Triggered, 1/Round]: If you use the Hype Maneuver, gain a stack of Rider Charge.
-[Triggered]: If you knock an Opponent through a Health Threshold with an Attacking Maneuver that gains you a stack of Rider Charge, gain an additional stack of Rider Charge.
-[Passive]: For every 5 stacks of Rider Charge you possess, increase the Dice Category of your Energy Charges by 1 Category.
-[Triggered, 1/Encounter]: If you use the Signature Technique Maneuver to use a Signature Technique with the Restricted Transformation (Mode Change) Disadvantage while possessing 10+ stacks of Rider Charge, you may apply an Energy Charge to that Attacking Maneuver for every 5 stacks of Rider Charge you possess. If you do, you lose all stacks of Rider Charge after completing that Attacking Maneuver.
Mastery Trait
Evolution!: You’ve worn the mask for so long that you’ve unlocked its full strength, becoming one with the mask.
-[Permanent]: Kamen Rider loses the Long Transformation Aspect and gains the Strainless Aspect.
-[Permanent, Choice]: Depending on your choice for the 4th effect of Rider System!, gain the corresponding effect:
- Classic Technique [Triggered, 1/Round]: If you use the Signature Technique Maneuver to use a Signature Technique with the Restricted Transformation (Mode Change) Disadvantage, gain 2 stacks of Rider Charge before applying any other effects.
- Classic Power [Triggered/Full Power, 1/Encounter]: If you possess 5+ stacks of Rider Charge, you may use the Energy Charge Maneuver as an Out-of-Sequence Maneuver.
- Sky Rider [Passive]: While you are in the Sky Environment, ignore the effects of the Draining Aspect.
- J’s Power [Passive]: For every 5 stacks of Rider Charge you possess, increase the Dice Category of your Punching Down Extra Dice by 1 Category.
- Monstrous Rider [Permanent, Passive]: Select a Bestial Trait. You gain access to that Trait while in the Full Power State.
- Metamorphing Rider [Passive]: While in the Full Power State, double the increase to your Attribute Modifier Bonuses from the effects of your Forms.
- Card Rider [Triggered/Full Power, 1/Encounter]: You may regain access to all drawn cards. If you do, until you leave this Transformation or the Full Power State, you may increase or reduce the Natural Result of your 1d10 to draw a card by 1.
- High-Speed Rider [Triggered/Full Power, 1/Encounter]: Enter the Clock Up State until the start of your next turn. No Character can enter the Clock Up State in response to you entering the Clock Up State through this effect.
- Musical Rider [Triggered]: If you won the Clash initiated by the effects of Musical Rider, gain 2 Rider Charge and a stack of Power until the end of your turn.
- Anniversary Rider [Permanent, Passive]: Select an additional Option effect to benefit from for the fourth effect of Rider System! This additional Option effect is not counted as a choice for the second effect of Evolution!
-[Passive]: Your maximum number of Rider Charge stacks is increased to 15.
Battle Uniform
Category: Armor
Grade: *
Accessories: Helmet; choice of Flowing Fashion or Armored Gloves
Scaling Apparel: Your outfit grows stronger as you do.
–Effects: The Apparel Grade for this piece of Apparel is decided by your current Tier of Power minus one (2 or less = Low, 3 = Standard, 4 or more = High).
Combat Ready: This set of clothing gives you such wonderful freedom of movement, it’s like you’re wearing nothing at all.
–Effects: Increase all of your Combat Rolls by 1/2 (rounded up) of the Apparel Bonus.
Mask Break: Damage does not stop a rider.
–Effects: If you are knocked through the Injured or Critical Health Threshold and fail the Steadfast Check, you can destroy your Helmet Accessory. If you do, you instead automatically succeed at that Steadfast Check.
Rider Gear: The many different riders require different gear built into their suits.
–Effects: Upon gaining access to the Kamen Rider Transformation, select one of these effects to apply while you are in that Transformation (some of these effects can only be chosen if you chose a certain effect for the 4th effect of Rider System, which are depicted in brackets after the name):
- Karate Bugman [Passive]: Reduce the Ki Point Cost of your Signature Techniques with the Restricted Transformation (Mode Change) Disadvantage by the Apparel Bonus.
- Variable Rider [Passive]: Gain access to the effect you did not choose for the third effect of Rider System!
- Mystic Connection [Constant, 1/Encounter]: While you are not in a Transformation, if you hit an Opponent with a Physical Attacking Maneuver that does not possess a Ki Wager, you may use the Transformation Maneuver to enter Kamen Rider as an Out-of-Sequence Maneuver, ignoring the Long Transformation Aspect. If you do, that Attacking Maneuver has its Damage Category increased by 1 Category.
- Heavy Armor [Passive]: Increase your Damage Reduction by your Apparel Bonus but ignore all effects of Kamen Rider’s Transformation Traits except those with the Passive keyword (including all effects granted by Option effects) and you cannot use the Signature Technique Maneuver. As a Standard Maneuver with an Action Cost of 1, you may stop applying the effects of Heavy Armor until you leave this Transformation. If you do, make a Clash (Impulsive) against all Opponents within a Huge Sphere AoE (centered on you). If you win, reduce that Opponent’s Life Points by your Apparel Bonus.
- Advent [Permanent, Ruling, 1/Encounter]: Upon gaining access to this effect, create a Minion of the Animal Minion Race. This is known as your ‘Contract Monster’. By spending 1 Action during your turn, you can summon that Minion to the Battlefield until the end of the Combat Encounter. Your Contract Monster is a Special Minion that has double its typical Maximum Life Points and ignores the Weakness, Single Attack, Thresholds, and Ki Points & Capacity rules for Minions. If your Contract Monster dies, you lose access to the Rider System! Transformation Trait until you gain a new Contract Monster (your ARC decides how you can gain a new Contract Monster).
- J’s Martial Arts (J’s Power) [Passive]: While this Transformation has the Growth Aspect, treat your Size Category as if it was 1 category smaller when calculating your penalty to Defense Value and for the effects of Punching Up.
- Point Gain (Card Rider) [Triggered]: Each time you draw a card, regain Ki Points equal to twice the Apparel Bonus.
- Reverberating Beats (Musical Rider) [Triggered]: If you won the Clash initiated by the effects of Musical Rider, reduce the Life Points of the loser of the Clash by your Apparel Bonus.
- Power of Many (Anniversary Rider) [Passive]: While you are not using a Tribute Form and are in the Healthy Health Threshold, increase your Combat Rolls and Soak Value by 1/2 (rounded up) of the Apparel Bonus.