0% found this document useful (0 votes)
114 views22 pages

Guyver Raid Gamejam v1.1

This document describes an RPG game where players take on the role of Guyvers, humans empowered by alien technology, who must climb the Cronos tower floor by floor to defeat the Zoanoid CEO. The game uses d10 dice for rolls and characters have stats like Strength, Agility and Mind that contribute to combat. Combat involves melee attacks using Agility and Strength or ranged attacks using Mind and Agility.

Uploaded by

DragoonGrimm
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
114 views22 pages

Guyver Raid Gamejam v1.1

This document describes an RPG game where players take on the role of Guyvers, humans empowered by alien technology, who must climb the Cronos tower floor by floor to defeat the Zoanoid CEO. The game uses d10 dice for rolls and characters have stats like Strength, Agility and Mind that contribute to combat. Combat involves melee attacks using Agility and Strength or ranged attacks using Mind and Agility.

Uploaded by

DragoonGrimm
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 22

GUYVER RPG: RAID ON CRONOS TOWER

BY E. SMITH
FOR 5 GAMEJAM
SPECIAL THANKS TO DARK-GUYVER AND ALL THE DEVS OF /TG/!
AND YOU FOR PLAYING!
FOR MORE INFORMATION/COMPLAINTS SEND EMAILS TO
3STAT.SYSTEM@GMAIL.COM
Contents
Introduction: ................................................................................................................................................. 4
GAME ............................................................................................................................................................ 4
HOW TO PLAY ............................................................................................................................................... 5
STATS............................................................................................................................................................. 5
COMBAT ........................................................................................................................................................ 7
MELEE COMBAT ............................................................................................................................................ 7
RANGED COMBAT ......................................................................................................................................... 7
LEVELING UP ................................................................................................................................................. 7
IN SUMMARY: ............................................................................................................................................... 8
GUYVER TYPES .............................................................................................................................................. 9
ZOANOID TYPES .......................................................................................................................................... 12
THE HYPER ZOANOID 5 ............................................................................................................................... 15
It is a battle for humanity! Those
Introduction: that want to control all and those that
There is a secret war going on in cannot be control!
our world. A war between an ancient
order with the most inhumane of GAME
intentions and people empowered by
This game is cut and dry preset
alien biotechnology. The Zoanoids
dungeon crawl. The setting is an office
through the international corporation
building full of Zoa and you as Guyvers
CRONOS has secretly taken grip of the
climb this tower to defeat the Zoanoid
world and infiltrated every way of life.
CEO of this branch.
They one thing they can’t control are
alien weapons called Guyver’s and You progress up the building
therefore those that possess Guyvers when you have defeated all Zoanoids on
cannot be controlled! your floor. When you clear a floor you
may boost one of your stats and heal
some before you proceed to the next
floor.
The tower has many floors and every point of Strength, you gain an
every floor has a Zoanoid that just hates additional +5 damage to melee attacks.
your ass! Cronos does not hire humans
Agility determines how fast and
or if they do they do not stay human for
accurate you are. For every point of
long.
Agility you gain +5 to rolls about hitting
When you get to the top floor you targets or defending against being hit.
will encounter a Zoanoid greater than
For every point of Agility, you can
those before it and before it you will
move one space on a map per action. If
encounter Zoanoids greater than those
you are not using a map then for every
before those! As the Zoanoids get
point you can move 3 feet or 1 meter.
tougher their powers become more
intricate and pose a greater challenge. Mind determines how quickly you
You must know your guyver well to act or how accurate your beam
succeed. weapons are. For each point of Mind
you gain +5 when you roll initiative and
The guyver is an alien biosuit
+5 to hit when using attacks like the
with incredible abilities. They have
guyver laser.
blades that can cut the hardest
materials, they make their users Hit Points is the most important
phenomenally strong and fast, they can stat. If lose all your hit points you are
shoot lasers, see all around themselves, defeated, or rather, your guyver unit will
regenerate, but the greatest power is dissolve your body until you are small
the Mega Smasher. The mega smasher Control Metal lying on the ground.
are energy firing glands hidden in their Through the course of this game your hit
chests that eject a blast of energy points will go up and down a lot.
stronger than military artillery! This
weapon can only be used with great Hit points also extend to limbs.
penalty to the guyver When a limb’s HP is reduced to zero it is
destroyed. This becomes a factor
because it’s easier to take a character
HOW TO PLAY down by disabling his arms, legs, or
This game uses d10 dies to for all special organs rather than assault his
types of rolls. Every character has 3 head or torso only.
stats that add to these different rolls and
HP Breakdowns for limbs vary because
a health point system. These stats are
all characters in this game are built for
Strength, Agility, Mind, and Health
combat but typically it’s like this:
Points.
• HEAD: ½ of HP
STATS • TORSO: Main HP
Strength determines how much • ARMS: ¾ HP
damage you can give and contributes • LEGS: ¾ HP
how many hit points you can have. For • BIO-WEAPONS: ½ HP
When a Guyver’s head is reduced to
zero their control metal is exposed.
During this time anymore attacks
against the head will go to the control
metal and when that is reduced to zero
the Guyver will digest it’s host. Control
metals for all Guyvers are 25 hit points.
When all Guyver players have had their
control metals reduced to zero at once
it’s game over!
If one Guyver succeeds while one
has had its control metal reduced to
zero then The fallen Guyver returns on
the next floor but his main hp halved
and did not get a level bonus.
A special note about Zoanoids and
heads: Zoanoids are very hardheaded
and entrenched in bone and muscle.
Bringing their head HP to 0 doesn’t
mean you have killed them but rather
merely wounded them. With the eyes
still attached and what remains of their
face they will fight even harder. Unless
otherwise stated to for have 0 HP on
their head they will lose half their Agility
bonus. Bringing their head to -50 (50
points below zero) will take them out for
good.
than your opponent’s target. Zoanoids,
as thick as they are, often will block
COMBAT instead of attempting to parry or dodge.
The magic however is that characters
In this game there are two kinds
can block attacks on other characters or
of combat: Melee and ranged. Melee
block characters from moving past
attacks use Agility to hit and defend and
them. When blocking from others you
Strength to do damage while ranged
may block with your arms or be a hero
attacks use Mind to hit and Agility to
and use you main body.
defend. Agility is an important stat!
Every character can only do a number
of actions per round. We call these
actions, Actions. RANGED COMBAT
At the start of every new floor all To perform a ranged attack
players and the GM rolls initiative. The declare what kind of attack you are
higher the initiative is the order people doing and who and where you are
take turns. shooting. You then roll along with the
defender to see if you hit of if the
Guyvers are phenomenally fast.
defender dodged. The attacker rolls
Any and all Guyvers can move twice
1d100 + his mind bonus and the
without taking an action. Moving after
defender rolls 1d100 + his agility bonus.
that counts as dodge and needs 1
The highest roller wins.
action per move. Zoanoids however
require an action to move. Rolling to defend against a range
attack is called a ‘dodge’ and can uses
MELEE COMBAT an action.
To perform a melee attack you
announce it, choose how you will attack, LEVELING UP
roll against the defender with the highest In this game you gain 1 experience
roller winning, and then roll damage. point for each floor you clear. After a battle
you may spend experience points to grow
To defend against an attack, you stronger.
roll when your opponent rolls and • 2 points adds +10 HP and all limbs.
determine who is highest. If you tie or • 3 points is +1 to stat point.
go higher than they attacker, then you • 3 points is +1d10 to an attack.
sustain no damage. This is called a • 5 points unlocks a special ability:
‘Parry.’ Parries do not take an action Special Abilities:
but can only be done when you see an • Flight: You are in the air. Melee
attacks against you take an
enemy. additional action. They must jump
To mitigate disaster you can up there.
choose to ‘block’ attacks. When • Sonic Blast: 1d10, used to defend
against missiles, no rolls needed.
blocking you don’t have to roll but
• Removable Blade: Blade can be
damage is shifted to your arms rather used as ranged, takes two actions.
• Gravity orb: does 1d10 per 10 hp
lost on a target. Adjacent enemies
take half damage. Uses the MND
stat to hit like the Guyver Laser.
Take 3 actions.
• Reverse stab: can perform two
simultaneous attacks for one action
if there are three or more enemies in
melee range of you.
• Spinning strike: If target is within
move range, you can move to the
target, dodge, and perform a melee
attack in the same action. If the
action kills the target, you may get a
free attack on another target in
melee range where you land.

IN SUMMARY:
• All moving, attacking, and
defending uses Actions. Unless
said otherwise it uses 1 action.
• To hit in melee: Roll 1d10 and
add your AGI stat.
• To do damage in Melee: Roll the
damage for the strike or weapon
you used and then add your
Strength*5
• To defend in Melee: roll 1d10
and add your AGI stat.
• To hit in Range: Roll 1d10 and
add your MND stat
• To defend in range: Roll 1d10
and add your AGI stat. Takes an
action.
• Blocking does not require an
action and works in melee and
ranged. You can defend others
with it too!
• Climb the tower to gain
experience and buy powerups
with that experience!
• If you survive to floor 40 you
win the game!
*Note: Strikes that say they hit the
control metal cause G1 to lose an
GUYVER TYPES attack! If he has no attacks, he loses an
Guyver I attack from next round!
Stats: Guyver Regeneration: +3d10 to HP. At
the end of every round Guyver I
• HP: 100
regenerates. If G1 has lost a limb
• Actions: 4
during a fight that limb will be regrown
• Strength: 5 (+25 to melee)
but only to half HP when starting the
• Agility: 6 (+30 to hit) next floor. Heads are not considered
• Mind: 7 (+35 initiative, to hit with severed so regenerate at the end of the
beams) round, their control metals are exposed
Damage locations: during this time.

• Head: 70* Weapons:


o Control Metal: 25 High Frequency Blades: 5d10 +
• Main body: 100 Strength bonus (STR).
• Arms: 75
• Legs: 90 Organic blades that come from
the Guyver’s arms. Elbow style: Guyver
1 can defend against a melee attack destroying all in its line. Worry when it
and strike them with the same action. does not work. Takes 4 actions.
Head Beam: 3d10 Guyver III
A precise beam from the control HP: 150
metal. If you roll over 100 to hit deal an
additional 5d10. Actions: 4

Mega Smasher: 10d10*10 Strength: 6

Guyver I’s ultimate attack. Pulling Agility: 6


open two breastplates reveal two lensed Mind: 6
organs. The Mega Smasher is a particle
thrower of horrific devastation Damage locations:
• Head: 90*
o Control Metal: 25
• Main body: 150
• Arms: 125
• Legs: 1110
*Note: Strikes that say they hit the
control metal cause G1 to lose an
attack! If he has no attacks, he loses an
attack from next round!
Guyver Regeneration: +3d10 to HP. At
the end of every round G3 regenerates.
If G3 has lost a limb during a fight that
limb will be regrown but only to half HP
when starting the next floor.
Weapons:
High Frequency Blades: 5d10+STR
Long Style: Blades ejecting from
the top of the wrist and ending in a
hooked blade. If the enemy blocks deal
damage to both their arms and your
target limb.
Guyver Beam: 4d10.
Merciless: You may roll 3 times.
If they all succeed, then the target limb
is destroyed. Takes 2 actions. Does not
apply to Hyper Zoanoids or better, attacks against a Guyver’s main body
Sorry! can’t be blocked by that Guyver.
Mega Smasher: 5d10*20 Guyver beam: 3d10
G3’s strongest attack and his Slicing shot: G2 can hit two
used. Comparable to G1’s in power. It’s targets if they are close to each other.
devastating and crushes most enemies
and the landscape before it. Takes 4 Female-Guyver (Bad guy)
actions. HP: 110
Guyver II (Bad Guy) Actions: 3/5*
HP: 125 Strength: 4
Actions: 5* Agility: 8
Strength: 5 Mind: 5
Agility: 6 Damage Locations:
Mind: 9 • Head: 50
o Control Metal: 25
Damage Locations:
• Main body: 100
• Head: 50 • Arms: 65
o Control Metal: 25 • Legs: 80
• Main Body: 125
*Note FG has a flawed, synthetic control
• Arms: 80
metal. If she exceeds 3 attacks per
• Legs: 90
round she takes 1d10 damage to her
*G2 has a damaged control medal. main body. She cannot go past 5.
Because of this whenever he takes an
Guyver Regeneration: +3d10 to HP. At
action he must roll 1d10. If he rolls a 1
the end of every round G3 regenerates.
or 2 he sparks and loses that action.
If G3 has lost a limb during a fight that
Happens only once per turn.
limb will be regrown but only to half HP
Guyver Regeneration: +3d10 to HP. At when starting the next floor or next
the end of every round G2 regenerates. encounter.
If G2 has lost a limb during a fight that
Weapons:
limb will be regrown but only to half HP
when starting the next floor. HF Blades: 3d10+STR
Weapons: Style: Sensual Rush: When she
attacks on actions passed her 3rd action,
High Frequency Blades: 5d10 +
she performs +3d10 damage in melee.
Strength bonus (STR).
Guyver Beam: 3d10
Organic blades that come from
the G2’s arms. Natural Killer: G2’s
Drain: If done during attacks past Actions: 2
the3rd, 1d10 damage is done to her
STR: 6
head.
AGI 4
MIND 3
Claws: 2d10
Head spike: 2d10 Can hit control
metals.
Claws: 2d10

CITICISS
A common type of zoanoid
designed to act as air support and
as scouts. Mutated to have a thick
featherly plumaged and warped
arms to serve as wings they
resemble a large man in a chicken
costume. Their twitchy behavior
and large eyes only enhance this
ZOANOID TYPES impression.
RAMACHEESE: HP:75
The most common type of STR: 3
Zoanoid but also the one they have the
most success when converting humans AGI: 6
into the Ramacheese appears as a MND:4
hyper muscular humanoid bat.
Damage Locations:
HP: 50
• Head 45
Actions: 2 • Main body: 75
STR: 4 • Arms: 35
• Legs: 35
AGI: 4
• Wings: 50
MND 3
Claws: 2d10
Claws: 2d10
Flight: Melee attacks from non-fliers
take an additional melee.

GILES
VAMORE
HP 100
Actions: 2
STR 2
AGI 3
MND 8
Damage Locations:
Head: 30
Body: 100
Arms: 50
Legs: 50
Energy projection glands: 30
Strike: 1d10
Bio-Laser: 5d10. A twin blast from the
large glands on its shoulders. Can only ENZYME:
fire once a round.
The first in a series of
Chemical Blast: 3d10 but 4d10 to Zoanoids designed to combat the
Vamore itself. When the glands are Guyver specifically Enzymes are
destroyed Vamore can spray its
contents to deal damage in a final effort.
large even by Zoanoid standards.
Covered fine white hair they can
match any Guyver in pure strength
but their deadliest weapons is that
every inch of them is highly acidic.
Contact with them will melt even
the most armored enemy.
HP 250
Actions: 3
STR 7
AGI 3
MND 5
Damage Locations:
• Head: 100
• Main Body: 250
• Arms: 200
• Legs: 100
Normal Attack: 3d10
Acid physiology: 2d10 damage at the
start of the round to any Guyver units in
melee range.
When Guyvers are near Enzyme they
do not regenerate HP.
his horn. He excels at hitting long
ranged targets and leading his team.
HP 400
Actions: 4
Stats:
• STR3
• AGI 3
• MND 9
Damage Locations:
• Head and horn: 400
• Body: 400
• Arms: 200
• Legs: 200
Pincers: 3d10+STR
Snipe: 8d10. Any range. Can only fire
two per round.
THRANCUS
A sleek, chitin covered humanoid
zoanoid. His power is a high frequency
sword that juts from one of his arms. A
master in close quarters combat.
THE HYPER ZOANOID 5 HP 200
The Hyper Zoanoid Five are
an elite team of mutated to be the Actions: 4
strongest possible with modern Stats:
science but trained to be an elite
• STR 5
team. Besides their devastating • AGI6
bioweapons they also have • MND 7
camaraderie, leadership, and their
Damage Locations:
own brand of honor.
• Head: 100
ZX TOLE • Body: 200
The hyper Zoanoid 5 • Arms 75
commander. Appears as a giant beetle • Legs 75
and has the power to shoot a laser from • HF Sword: 100
Sword Strike: 5d10. Actions: 3

ELEGAN • STR 10
• AGI 3
A wormy zoanoid with the power
• MND 3
to absorb and eject electricity. Excels in
sabotage and technology. Damage locations:
HP: 300 • Head 300

Actions: 4
• Body: 400
Stats • Arms: 300
• STR7 • Legs 400
• AGI 4 Strikes: 4d10
• MND4
Bio napalm: 3d10, objects hit by bio
Damage Locations: napalm are burning and will suffer 1d10
damage until the end of combat.
• Head 200
• Man Body:300 GASTER:
• Arms 100
The last member of the Hyper
• Legs 100
Zoanoid 5 team. He specializes in using
• Whips: 50
a battery of bio-missiles on targets.
Whips entangle: No damage but
HP 250
prevents actions with the limb. Elegan
has two whips. If severed a whip will Actions: 4
regenerate next round at 10hp.
• STR 3
Electrocute: 3d10 if entangled around • AGI 3
limb, 5d10 if around main body. If • MND 7
entangled Elegan can shock the target.
Damage Locations:
Empower: If he is chooses to, Elegan
can sacrifice himself to energize another • Head 100
Zoanoid. This Zoanoid gains +100 HP • Body: 250
and +2 to his Strength stat. • Arms 100
• Legs 100
DER ZERB • Missile Pods: 50
A hulking zoanoid that is Claws: 2d10
extremely strong and can produce bio-
napalm. Being the strongest of the five Bio-Missiles: 1d10 each. Gaster has 32
he likes to block attacks meant for his bio missiles in total with 16 in each
weaker team members. shoulder. He can fire them in groups of
8 16 or all 32 at a time. To regenerate
HP 400 missiles Gaster must spend an action.
Regenerating missiles is 8 missiles per Actions: 5
action.
STR 8
When defending against Gaster
AGI 8
players only need to dodge once per
group of missiles. I.e., four groups of 8 MND 7
is four dodges, one group of 32 is one
dodge and so on. Damage by Location:
Head: 250

Body: 450
Arms 200
Legs: 250
Strike: 3d10
Gravity Bullets: 2d10. Can be shot in
groups of 1 or 4.

ZOABOSS
Head of CRONOS San Franciso.
He appears as a typical Califonian
businessman but when transformed
becomes a gigantic quadruped! Twenty
feet tall at the shoulders and thirty feet
long he looks like a cross between a
reptile, turle, deer, but mostly a literal
dragon. Creepily, he retains his
intelligence.
HP: 1000
Actions: 3
ZOALORD
STR: 15
The head of CRONOS Japan. He
is very inhuman normally but becomes • AGI: 3
completely alien when he transforms. • MND: 7
Strangely, despite the alien plating Damage Locations:
bioweapons covering his entire body he
is still recognizable. • Head: 800
• Main Body: 1000
HP: 450
• Arms: 500
• Legs: 500 • Loose wires: Failed defense rolls suffer
1d10 damage. Elegan gains +2d10 to
Strike: 4d10: A terrible slap from his his shock attacks and is immune to
arms or gore from his horns. Although shock damage.
his movements are awkward there is • Low Ceiling: Flying powers do not work.
tremendous power behind it. • No floor: Fliers can move from one
Guyver Unit Removal Proboscis: When floor to another. Skip both floors when
a Guyver’s HP is brought to 0 or all his combat is finished in this room.
limbs destroyed ZOABOSS can remove If either the GM or the players want more
the control metal from a Guyver, putting of a challenge they are encouraged to put in
him down in a most brutal way. Takes 2 more hazards or enemies. Mix it up!
actions.

CHRONOS TOWER
Chronos tower may appear to be a
normal expensive office building from the
outside but inside it’s a complex scientific
complex. There are many hazards about like
gas leaks, laser traps, and trendy architecture!
In this game some floors will have Hazards
listed in the enemy listing. These hazards will
affect combat through the course of the battle.

• Bomb: A bomb has been set! Climb 3


floor in 5 combat rounds or suffer 5d10
damage! Countdown times may vary.
• Cover +2 to dodge actions.
• Damaged Floor: If over 50 damage is
deal to a target in a single action then
they move down a floor and take 2d10
damage.
• Fire! Everyone on the floor takes 1d10
damage for as long as they are on the
floor.
• Flooded -2 to dodge actions
• Gas leak: The use of any energy
weapons or explosives will cause
everyone on the floor to take 3d10
damage.
• Laser Alarm: If the players fail a dodge
then 1d10 enemies from the floor
above may move down a floor.
Floor 1 • Hazard: Bomb! Climb 5 floors in 5
• Ramacheese x2 rounds, take 5d10 damage.
• Giles x1

Floor2 Hazard: Cover!


• Ramacheese x 3
• Giles x 2
Floor 3 Hazard Cover
• Ramacheese x 3
• Citiss x 3

Floor 4 Hazard: Gas Leak


• Giles x 4 If gas explodes, become Hazard: Fire
• Vamore x 1

Floor 5 Hazard Bomb! Climb 3 floors in 6 rounds or


• GUYVER II take 4d10 damage.

Floor 6 • Hazard: Fire!


• Ramachees x 4
• Vamore x 3
Floor 7 • Hazard Fire!
• Citiss x 4
• Vamore x 4

Floor 8 • Citiss
• Ramacheese • Vamore
• Giles • Hazard: No ceiling!

Floor 9 • Enzyme x 1
• Ramacheese x 2
• Giles x 2

Floor 10 Hazard: Loose Wires


• Fem Guyver!
Floor 11 Hazard: Flooded
• Thrancus Hazard: Laser Alarm
Floor 12 • Vamore x 1
• Ramacheese x 1 • Citis x 1
• Giles x 1 • Enzyme x 1
Floor 13 Hazard Fire
• Enzyme x 2
Floor 14
• Vamore x 5

Floor 15 Hazard: Bomb! Climb 3 floors in 5


• Fem Guyver rounds or take 3d10 damage.
• Guyver II
Floor 16 Hazard: Cover
• Elegan x 2

Floor 17
• Ramacheese x5
• Thrancus

Floor 18
• Der Zerb
• Citiss x3

Floor 19 Hazard: Cover


• Vamore x 4
• Gaster

Floor 20
• Thrancus
• DerZerb
• Gaster
Floor 21
• ZX Tole
• Gaster
• Der Zerb
• Elegan
• Thrancus
Floor 22 Hazard: Flooded
• Thrancus x 5

Floor 23
• Female Guyvers x 3

Floor 24
• Giles x 3
• Ramacheese x 4

Floor 25 • Der Zerb


• ZX Tole • Elegan
• Gaster

Floor 26 • Cissy x 2
• Guyver 2 x 3 • Hazard: No ceiling

Floor 27 • 3 Giles
• Ramacheese x 4

Floor 28 • 3 Enzyme
• ZX tole
• Guyver 2
Floor 29 • Elegan x 2
• ZXtole x 2

Floor 30 Hazard: Bomb: Climb 1 floor in 3 rounds or take 10d10


• Zoaboss damage!
Floor 31 • Zoaboss
• Ramacheese • Derzerb

Floor 32
• Derzerb x 4

Floor 33 • Thranacus x 3
• Cissy x 3

Floor 34 Hazard Loose Wires!


• Hyper ZX tole

Floor 35 Hazard: Broken Floor!


• Zoalord

Floor 36 • All the hyper zoanoid 5 team!


• But boosted +100hp

Floor 37 • Guyver 3
• Guyver 1 • Guyver 2
• Fem Guyver • Yes you are fighting guyver 1 and 3!

Floor 38 • Cissy
• Ramacheese • All zoanoids on this floor gain +1 to all stats!
• Giles
• Vanmore

Floor 39 • Fire
• Zoalord • Loose Wires
• Zoaboss • No Ceiling
• Bomb: Climb 1 floor in 4 rounds or suffer
1d10 damage!
• Floor 40 • You win!

You might also like