In today’s entry I’m happy to introduce the Henshin Hero, a calling based on a variety of transforming heroes you might see in anime and tokusatsu. I had a lot of fun writing this one, and it’s seen some testing and a few iterations. Like the Balladeer before it, it’s a little less polished than the normal BREAK!! Callings, but I think it's still perfectly usable and (hopefully fun)
It is also a bit experimental. The Henshin Hero is, in an odd way, a Calling that can’t use a lot of normal gear, and makes up for that by summoning fancy items that only they can use. I did this because I wanted to capture the charmingly toyetic nature of tokusatsu shows. Hopefully I succeeded!HENSHIN HERO
There are those who have mastered their own mana (knowingly or not) and have their wishes for justice transformed into a mysterious power. With a few gestures and a heroic shout, these individuals can transform into a mighty defender that protects the helpless from the threat of evil!
Masked riders, soldiers of love, pensive wanderers, and ruffians with a heart of gold could all make for good Henshin Heroes.
Calling overview
Henshin Heroes are versatile combatants with a variety of forms and gear provided to them by their abilities. They are good at research, investigation, and inspiring others in a pinch as well.
A Henshin Hero capabilities broaden as they go up in Rank. They can gain stronger forms, a vehicle that obeys mental commands, and even the ability to arrive just on time.
Protectors of the weak first and foremost, Henshin Heroes have excellent Aura and Grit Aptitudes, with the others being respectable but not exceptional.
The power of a Henshin Hero is generally only available when transformed, where they use equipment provided by their Transformation Driver. As such, they have little training with regular gear and are only able to use Standard and Concealed Melee Weapons as well as Small Mechanical Missile Weapons. Conventional armor interferes with their transformation and is generally not worn.
The Henshin Hero is great for players who want to play an exciting and heroic type of character (who maybe ham it up a bit) and enjoy flashy gear.
Heroic Motifs
Every Henshin Hero has a few themes that direct the nature of their forms and powers. These are known as Heroic Motifs.
Primary Motifs have no mechanical effect. Instead, these dictate your look and style. These could be anything as long as they provide you with lots of inspiration.
Example Motifs include but are not limited to: Insects, Beauty Products, Games, Vehicles, Ancient Warriors, Foodstuffs.
These Motifs provide flavor to your Abilities and Forms. For example, if you have a Music Motif, your Transformation Driver could be a belt with a circular keyboard for a buckle that you play a certain melody on to transform, your Sprinter Form could be “Allegro”, and your finisher attack could be called “Crescendo”.
It’s best to have somewhere between 1-3 Primary Motifs. These could be distinct from one another or complimentary; as an example, a Knight themed Henshin Hero might have Blades and Armor as Motifs.
Allegiance Motifs are more simple and grander at the same time, as these shape your place in the growing cosmic scheme.
There are two Allegiance Motifs: Light and Dark. The primary effect of this choice is that you gain Allegiance Points of the corresponding type when selecting new Abilities marked as magical.
This also can have an effect on how your heroic forms look: while this is not universal, Light Henshin Hero tend to have more brightly colored and rounded uniforms, whereas Dark Henshin Hero are sharper with a more ominous palette.
Transformation
All Henshin Heroes may morph into their powered form by utilizing their Transformation Driver. It is the truest manifestation of their wish for justice and their most powerful Abilities are only available while transformed.
All transformations provide a Henshin Hero with an armored costume of sorts that masks their identity. The look and style of this uniform is based on their Heroic Motifs. Don’t forget to come up with a good name for your heroic identity!
If you have more than one Form, you may choose which to transform into.
All worn equipment vanishes once you transform, reappearing when you return to normal.
You may use any weapons or armor that are provided by your Form or generated by (Magic, Henshin) tagged Abilities, even if you are not normally proficient in them. These items vanish when you return to normal.
You may only use Abilities marked with (Magic, Henshin) if you are transformed.
Transformation always involves interacting with the Transformation Driver in some way.
There are two ways to transform:
Dynamic Transformation: You make a dramatic show of transforming. This usually involves hand motions, a dramatic shout or speech, and even flashes of light on occasion.
This sort of Transformation takes a Turn and it provides you a Major (+4) Bonus on your next Roll.
You may only benefit from a Dynamic Transformation once a session.
Quick Transformation: You transform instantly, usually in the middle of an action. This is less inspiring than a Dynamic Transformation, but more practical.
This sort of Transformation does not take a Turn to perform, but provides no bonus.
You may return to normal without taking an action. This is often accompanied by a sort of cool down noise from their Transformation Driver.
If you are ever subjected to an Armor Crash injury while transformed, you are returned to normal immediately. You cannot transform again within the same fight or time critical situation.
Starting Abilities
All Henshin Hero begin play with the following Abilities:
Transformation Driver
Manifested from the Hero’s thirst for justice, the Transformation Driver is the focus for most of their Abilities. It is generally a wearable object with things like belts, amulets and bracers being the most common.
The Transformation Driver is a colorful item that takes up no slots while you are wearing it and usually includes buttons, sigils or other things for you to interact with. It cannot be broken as long as you remain alive.
In addition to being central to your transformation, the Driver provides two other benefits of your choice.
Referencer: Your Transformation Driver is able to speak and can understand all the languages you do. It has a personality based on your motifs, an Insight equal to your Aura and an Aura equal to your Insight.
You may consult your Transformation Driver on enemies you have confronted (or are currently facing). It must make an Insight Check:
If they Succeed, it is able to inform you of an important detail about your foe or a weakness they have.
Failure means it doesn’t know anything you don’t already know about this particular menace.
Pocket Device: Your Transformation Driver functions as an Other World Pocket Device (PG 182 of the Core Rules)
Scanner: Your Transformation Driver can function as a Scanner (PG 181 of the Core Rules)
Weapon: The Transformation Driver doubles as a weapon. It has a fanciful design based on your Heroic Motifs.
It may be a Concealed Melee Weapon or Small Mechanical Missile weapon.
Ammunition must be purchased separately for Missile Weapons.
In anyone else’s hands, the Driver is just a noisy item that takes up a single Inventory Slot.
Primary Form (Magic, Henshin)
A Henshin Hero’s transformations are broken down into various “Forms”. Each of these is aligned with a particular personality and fighting style.
You begin play with one form available to you. New ones may be gained by taking the Additional Form Ability.
Each form receives an upgrade once you achieve a Rank of 5 or higher. You gain the benefits of this upgraded form in addition to the original ones, unless stated otherwise.
All gear or armor gained by a form are made of Gacha Metal.
Don’t be shy, give your forms some fun names to go along with your Motifs! Using the music themed Hero from before as an example, their Sprinter Form is Allegro so their Spirited Sprinter Form could be Presto.
Attacker
The Attacker Form is often colorful and heroic looking, with dramatically shaped or even oversized gauntlets and boots.
While in Attacker Form:
You count as wearing Medium Armor.
You strike unarmed as if wielding a Master Melee Weapon.
You gain a Bonus Heart when taking on this form for the first time during a Fight or other Time-Critical situation. You may only benefit from this aspect of Attacker Form one time per Fight or other Time-Critical situation.
Audacious Attacker: At Rank 5 and above, the Attacker Form grows more decorated and colorful.
You strike unarmed as if dual-wielding (Core rules, PG 254) Master Melee Weapons.
Defender
The Defender Form is bulky and sturdy, with armor that covers you from head to toe.
While in Defender Form:
You count as wearing Medium Armor with an Integrated Standard Shield.
You strike unarmed as if wielding a Standard Weapon.
Dauntless Defender: At Rank 5 and above, the Defender form becomes bulkier and more imposing.
You now count as wearing Heavy Armor rather than Medium Armor while transformed.
Gunner
The Gunner Form is steady and stable looking, with accessories designed to help with aiming.
While in Gunner Form:
You count as wearing Medium Armor with an Integrated Small Mechanical Missile Weapon.
Your Small Mechanical Missile Weapon does not require ammunition, instead firing projectiles that do Bright or Dark Damage (in accordance with your Allegiance Motif).
It may be fired 3 times before needing to recharge, which you must spend a Turn doing.
Gutsy Gunner: At Rank 5 and above, your Integrated Missile Weapon increases in versatility.
A projectile fired from your Missile Weapon may be one of the special forms of Ammunition listed on PG 161 of the Core rules. This must be chosen before you make your Attack Roll.
Sprinter
The Sprinter Form is sleek and graceful, often including flourishes like a flowing cape or hair.
While in Sprinter Form:
You count as wearing Light Armor.
Your Speed Rating increases by a step (Usually from Normal to Fast).
You strike unarmed as if you were wielding a Quick Melee Weapon.
Spirited Sprinter:
Your Speed Rating increases to Very Fast if it is not already.
Finisher (Magic, Henshin)
All Henshin Hero have access to a powerful technique that helps them strike down powerful foes. Flying kicks, power punches and energy blasts are just a few examples of these finishing moves!
Your Finisher supplements an attack from your henshin form, driver, or gacha weapon with one of the following additional Qualities chosen at character creation:
You have an Edge while making the Attack Roll for this Finisher.
This Finisher does an additional Heart of Bright or Dark Damage (Depending on the Hero’s Allegiance Motif) on a successful attack.
This Finisher may strike all foes within the same Area of the original target. In this case, you make a single Attack Roll and compare it to the Defense of all applicable targets.
You may use your Finisher once a Session. It takes a while to build up the mana to use it again.
Your finisher should be unique and tie in with your motifs! A plant themed Hero might get an Edge on their finisher because vines sprout at the feet of the target and try to hold them there, one with a fire motif may have flames encircle their punch for additional Hearts of damage, and so forth.
Your finisher needs a cool (or fun) name as well!
At Rank 5, your Finisher improves, getting one of the following qualities in addition to the one it already has. You should also add a bit to its name (just throwing “Super” or “Mega” in front of it works in a pinch).
This finisher increases its range by one Area. (Melee Finishers with this quality can now target someone up to one Area away).
If you hit with this Finisher, you may immediately make an additional normal attack against the original target or another one within the same Area.
If this finisher hits, all Attack Rolls made against this target in the same turn gain a Minor (+2) Bonus.
Elective Abilities
You may select a new Ability at ranks 2, 4, 6, 8 and 10. An ability may only be selected once unless noted otherwise.
Standard Abilities
These may be selected at Rank 2 and beyond..
Additional Form (Magic)
Thanks to upgrades to your Driver or raw inspiration, you’ve added another form to your repertoire! Form Change!
You may choose an additional Form from the list included in the Primary Form Ability. You may choose which form you change into while transforming.
This new form usually has a slightly different sound or gesture than your primary transformation does.
You may also switch between forms while Transformed once a Turn, but this must be done before you take any other actions.
Any additional forms taken also receive power ups at Rank 5 or higher, as noted in the Primary Form Ability.
This Ability may be taken multiple times, granting you a different form each time you select it.
Gacha Weapon (Magic, Henshin)
You are able to call upon a thematic weapon while transformed to supplement your combat abilities. Go-Go-Gacha!
You may summon your Gacha Weapon as long as you are transformed. It appears and disappears at will.
Your Gacha weapon is one of the following Melee Weapon Types: Mighty, Arc, or Lash. This should be selected when this Ability is first taken.
This weapon is always made of Gacha Metal.
This weapon vanishes when you will it to, or when you exit transformation. You may only summon one at a time.
Justice Visor (Magic, Henshin)
They say justice is blind but that’s not always true! Your transformation includes a mask, helmet, goggles or other form of eyewear that keeps your senses sharp.
You are able to see in the dark, and are immune to the effects of any Obscured Battlefield condition caused by darkness.
Dynamic Guard (Magic, Henshin)
Your willingness to protect others can manifest into a reactive barrier of sorts, something that guards any friends and innocents within reach.
Activating this Ability normally requires you to take your action for the Turn. This usually involves a gesture or shout.
You and anyone in the same Area as you that you desire to protect receive a Minor (+2) Bonus to Defense until the start of your next turn.
Inspiring Opponent
Even your mightiest blows resonate with the desire for justice and true peace.
Whenever you reduce a foe to 0 Hearts or less and spare them, they may be moved by your mercy.
Aura Check Required
Success: The next significant action this Entity makes will be good and well intentioned, always in your favor. They may let you and your friends escape, give you the last clue you need to solve a mystery, or simply depart and leave you be for the time being. They may return to wicked ways soon afterwards, but not until your kindness has been somehow repaid.
Failure: The entity remains unmoved, though you still have the chance to simply knock them out.
Timely Arrival
You have a habit of showing up just when you’re needed.
You may activate this Ability whenever at least one other character is in danger and you are not present.
It turns out you actually aren’t far off; around the corner, standing somewhere high up, maybe even hiding under a box - anywhere you can emerge from and announce yourself dramatically.
The Game Master may rule that you cannot use this Ability if it is impossible for you to be in the right place. For example, if you’re currently on the other side of the world with no extraordinary means of conveyance.
You may only benefit from this Ability once per session.
Eye for Trouble
Your heroic instincts always know when evil is afoot - even if your sense for it isn’t exact.
You may activate this Ability whenever you have a conversation (or at least exchange a few pleasantries) with someone. You automatically know if this person is being disingenuous or is up to no good, though you don’t know the exact nature of their plans.
GM Tip!: This Ability only detects when someone is planning something to do something wrong. For example, someone about to poison a batch of cookies would register as being up to no good, but someone getting ready to serve them without knowing they were poisoned would not.
Heroic Hobby
Even the most dedicated heroes need a down to earth job or hobby! Somewhere along the lines you picked a curiously appropriate set of skills.
You may choose a single Crafting Discipline that you are able to create and Repair Basic items from. At Rank 5 and higher, you are able to create and repair Advanced items from this Discipline as well.
This Discipline must be somehow connected to one of your Primary Motifs. For example, a sweets themed Hero would be able to pick up the Cooking Discipline.
GM Tip!: Obviously final judgement on an appropriate Discipline is up to the Game Master, but don’t be afraid to let people really stretch things - it’s within the spirit of the Calling.
Advanced Abilities
These may be selected once you have attained a Rank of 6 or higher.
Hyper Finisher (Magic, Henshin)
Your heroic spirit has strengthened your signature attack, making it all the more powerful.
Choose a second Quality from the first list for your Finisher. You may apply one or both qualities while employing your Finisher.
Battle Vehicle (Magic, Henshin)
You have a sort of bond with a personal vehicle that gains some perks from your own transformation. While it may not be quite alive, it responds to your needs and comes at your command.
When you select this Ability you gain a Skimmer Cycle that becomes your Battle Vehicle.
While it appears normal most of the time, it Transforms when you do, gaining a shape, accents, and decoration based on your Heroic Motifs. As long as you’re alive, its spell engine is always considered charged.
Your Battle Vehicle gains the following additional Abilities
The vehicle may follow simple commands (“Go there”, “Take this person somewhere safe”) and drive itself. It has a Deftness equal to your own if it needs to make any Rolls while performing these tasks.
You may summon it to your side with a shout or gesture. The amount of time this takes varies, as the vehicle has to actually come to you and it may not be available if there is no way for it to get to your location (for example, if you are on an island separated from the land mass it is on).
If your Battle Vehicle is ever destroyed or lost, you may gain a new one the next time that you have a Downtime Action.
Heroic Leap (Magic, Henshin)
Great heights, debris, and other physical inconveniences are no obstacle for a true ally of justice!
You now are capable of Supernatural Leaping.
Valorous Negation (Magic, Henshin)
Thanks to a combination of quick reflexes and keen awareness of the safety of your allies around you, you are able to intercept strikes from an enemy with blows of your own.
You may use this Ability whenever there is a successful attack (or other offensive action requiring an Attack Roll) made against someone within the same Area as you.
Requires an Attack Roll
Success: If your Attack Roll exceeds the target Attack Roll, you manage to stop the attack entirely. The target’s action is nullified.
Failure: You do not make it in time, or fail to deflect the blow. The attack connects with the intended target.
Regardless of whether you Succeed or Fail with this Ability, you cannot act in the following Turn.
Second Wind (Magic, Henshin)
Your courageous spirit can keep you going even in the worst of situations. You refuse to fall if there is someone important left to protect.
You may activate this Ability if you fall below 0 Hearts or less.
This Ability only functions if someone you have a Social Bond with is within sight. Your desire to protect them floods your heart and may keep you to your feet.
Requires an Aura Check
Success: Love, courage, stubbornness, whatever, bolsters your strength! You regain Hearts equal to half your current Hearts Total (rounded up) and may ignore Injuries sustained for now.
You are subject to any Injuries incurred before or after the use of this Ability once the combat you are taking part of ends, or if you are reduced to 0 Hearts or below a second time.
Failure: You are too overwhelmed for a Second Wind. You regain no Hearts and are subject to whatever Injuries you have sustained.
You may only attempt to use this Ability once per combat or perilous encounter. Once successfully used, it may not be utilized again until you have had a chance for a Downtime Action.
Additional Finisher (Magic, Henshin)
You have better mastered the power behind your finishing moves, and may use them more often than normal.
You may now use your Finisher 2 times per session.
Something to Believe in
You have become such an inspirational figure to those who know you that your mere presence is enough to drive them forward (whether they admit it or not)!
This Ability may be activated by anyone who has a Social Bond with you.
They gain an Edge on their next Roll, as long as it’s associated with an action you would approve of (you have final say, naturally).
Other Characters who benefit from this Ability may not tap from it again until they have had a chance for a Downtime Action. Game Master Characters and Companions may only benefit from this Ability once a Saga.
Fan Club
Tales of your actions have gotten around, regardless of how secretive and obscure. Those that admire and approve of your heroics (or antics) have reached out to you and will often do what they can to assist.
You have garnered a Fan Club of sorts. Examples include children who want to help a champion of justice, fans who just want to be in contact with their mysterious idol, or plain folk who believe in what you do.
Once a session your Fan Club can help you with an obstacle that is obstructing your current course of action. Someone might provide an important clue to a mystery you are trying to solve, help you sneak into somewhere you otherwise don’t have access to, and so forth.
It should be noted that members of your Fan Club are normal people. They are unlikely to be able to completely solve a problem for you, but they can provide the means for you to do so or give you a chance to take action. In addition your Fan Club can be found in nearly every part of Outer World, but they may not be able to get to or help in certain places like distant adventure sites or elsewheres. As always, final judgement is reserved for the Game Master.
Combat Gear Allowance
Henshin Hero are able to use Standard and Concealed Melee Weapons as well Small Mechanical Missile Weapons. They are not proficient in armor outside of their transformations.
Progression table
* Players may opt for a calling standard ability or advanced species ability instead of an advanced calling ability.
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