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Guyver Hul

This document provides an overview for a Guyver character creation system for the Palladium Role-Playing Game system. It describes the progression of abilities and powers as the character gains levels, starting with basic armor and weapons and advancing to flight, regeneration, and a gigantic transformation. The armor provides protection and abilities based on the host's level of experience. Higher levels grant access to more powerful weapons, defenses, and supernatural powers modeled after those seen in the Guyver manga and anime source material.

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jester5
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0% found this document useful (0 votes)
123 views3 pages

Guyver Hul

This document provides an overview for a Guyver character creation system for the Palladium Role-Playing Game system. It describes the progression of abilities and powers as the character gains levels, starting with basic armor and weapons and advancing to flight, regeneration, and a gigantic transformation. The armor provides protection and abilities based on the host's level of experience. Higher levels grant access to more powerful weapons, defenses, and supernatural powers modeled after those seen in the Guyver manga and anime source material.

Uploaded by

jester5
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Guyver Heroes Unlimited Style:

Ok, this is some i wrote up in the Last few days based on the Guyver Manga/Anime. I'm not
completely done yet. Thought people might like a sneak peek at what i do have.
Sure i could use HU2's Eugenics Category to make a Guyver-like character.
Sure i could use Splicers/Rifts to work up a Host Armor kind of like the Guyver.
But i wanted to make Bio-booster Armor GUYVER ;)
I wanted to the level progression we saw in the Anime/Manga. Splicers might work for that, but take
way too long to get the Basics (level 8-ish) and the Gigantic versions would not be possible. Let alone
the Summon/retract ability.
Starting Power is based on the Host's Normal Human Level of Experience. I thought that would be a
good way to make "kids" Weaker than "Adults" and so forth...
GUYVER Bio-Booster Armor for Palladium (modeled after the AU-GG Riathenors by Wayne Breaux)
Experience and age bring power. As a Guyvers Host grows and matures, so does its physical strength
and its nature as a living weapon. Each new advancement in age; read (experience level) means greater
combat capabilities. Natural weaponry becomes more powerful, damage thresholds increase (HP/SDC
and AR), as well as Potential innate Superpowers.
Natural Armor Rating: 12 +1 per every other level of experience. I.e. 13 at level two, 14 at level four,
15 at level six, 16 at level eight, 17 at level ten, and Topping out at 18 at level twelve.
Supernatural P.S.: A Typical Guyver has a Supernatural PS of 32-35. Their P.S. increases every third
level +1, until the max P.S. of 64 is gained. Starting P.S. equals 1d4+31.
Natural Weapons:
Guyvers have a variety of blades available to them throughout their existence based on the Hosts
experience level. If the Host is level Five when he first becomes bonded to a Guyver, he starts with the
Potential to having weapons available to 5th level Guyvers.
Starts with Forearm Spikes (1) on each forearm/elbow: Adds +1d6 to Elbow strikes. One additional
spike or blade per arm (additional +1d6 damage per spike) will appear on if the Hosts level of
experience at bonding is great enough, every two or three experience levels.
Additional Blades appear at levels 2, 8, 12. Some replace others; some are not available until a
particular experience level.
Short Sword: (1) Each Arm: 2d6 additional Damage, +2 Parry. These are the Forearm spikes extended.
Cannot be selected until level Two.
Long Sword: (1) each arm: 3d6 additional Damage. +1 strike. Retractable, becomes the forearm spikes.
Cannot be selected until level Two.
Double Large Swords: (replaces Single sword): 6d6 additional Damage, +1 Strike and Parry.
Retractable back into the forearm spikes. Not available until fourth level. Note, Hosts who were level
4+ at the bonding, the Double Blades can be selected as Starting Blades.
Triple Large Blades: (replaces Single or Double swords): 1d4x10+6 additional Damage. Retractable
back into the spikes. +2 Strike, +1 to Parry, +1 to disarm. Cannot be selected before Eighth level.

Note : If a Guyver only has a Single arm spike, but the Double or Triple Sword/blades, They
grow/extend from the single arm spike in amazing patterns.
GUYVER Energy Weapons:
Starts with Two Super Particle Beam Weapons mounted in a modified chest, covered by plates which
must be pulled up to fire. These Super Particle beams inflict 2d8x10 Damage Each. So firing both
inflicts 4d8x10 Damage. To fire a single Particle Beam takes Two melee actions, to fire both takes
Three melee action. This weapon has a Range of 5 Miles!! The beam also has a blast radius of 10 feet
each. Firing both has a blast radius of 20 feet for the entire length of its range.
At level 3 Guyvers gain use of a Long Range Laser: Damage 3d6, Range 2 Miles, Payload is
Unlimited. Each Blast counts as a single attack. Most Guyvers prefer their more powerful weapons
which does greater damage. The Laser is +3 to Strike.
At Level 5 Guyvers gain use of a Short Range Gravity Cannon: Damage 5d6, Range is 100 ft, Payload
is Unlimited. Each Blast uses two attacks, with a max of 4 per Melee round.
At Level 7 Guyvers gain the use of a Short Ranged Sonic Blaster: Damage is 4d6, Range is 100 ft,
double underwater. Each blast uses 1 melee attack. This weapon makes a strange noise when used.
At Level 10 Guyvers see their Super Particle Beam and Long Range Laser grow stronger. Each
Weapon Doubles its former damage and range while in their Gigantic Transformation only.
GUYVER POWERS:
Guyvers can Summon their Bio-booster Armor at Will. They will be surrounded by a destructive Blast
field that inflicts 1d4x10 damage to the surrounding areas up to 3 feet away. This creates an explosion
like sound, and is very noticeable, but very dramatic.
The Bio-booster Armor allows the host to survive in any environment, any atmosphere, include the
vacuum of Space. The Host doesnt need to breathe while wearing it; the armor recycles his air for him.
Guyver are immune to Heat, Cold, Radiation and pressure. A Guyver can walk on the Oceans floor
without any trouble.
All Guyvers gain Innate Fighting ability. This works just like the Major Power of Natural Combat
Ability. This Power is what the Creators feared the most.
All Guyver have Hyper Sensitive Perception granting them Enhanced Hearing, and the Radar Powers.
All Guyvers have a Super-Regeneration power that allows them to heal 1d6 per melee round,
regrowing missing body parts within minutes to hours. This power can even bring a Guyver back to life
if even a small part of their body (usually the control metal) survives destruction. Complete
Atomization will kill them however.
At Level 3 a Guyver gains the power of Extraordinary Speed.
At Level 5 a Guyver gains the Power of Wingless Flight. This is actually done through gravity
manipulation. Guyvers at this level also gain the Telepathic ability to talk to other guyvers at will.
Strangely, they begin with at level One the ability to know when another guyver dies (reaches 0
H.P.).
At Level 10 a Guyver gains the Power of Giant (Power Unlimited 1, page 28). They are only 9 feet tall
though once they summon a Second transformation into a Gigantic Guyver. They always gain +10 P.S.,
they do not have additional growth spurts. +2d6x10 S.D.C. (M.D.C.), +8 to speed due to long stride.
Also at level 10 Guyvers Flight Power increases, gaining the ability to use Sonic Flight. Only in

Gigantic Mode.
At levels 12 and 14 they gain another Sonic Flight increase to speed! Only in Gigantic Mode.
GUYVER - For Palladium Upgradable style.
GUYVER Biobooster Armor
Alignment: Any
Attributes: I.Q. 3d6, M.E. 3d6, M.A. 3d6, Supernatural PS 1d4+31, Extraordinary P.P. 2d6+14,
Extraordinary P.E. 2d6+18, Spd 3d6+48.
Size : 6-7 ft; varies with the size of the host body. Gigantic Mode is 9-10 ft tall.
Weight: 300 to 600 pounds + Host bodys weight
Average Level of Experience : 2+1d4. Guyvers rarely make it passed level 6, even fewer will make it to
level 10+.
Armor Rating (Natural): 12-13 is Average, see Advancement section.
Hit Points: Host Bodys HP as normal. In Guyver mode add Guyver P.E.x3 +2d6 per level of
experience.
SDC: Host Body as normal; add in Guyver Mode 2d6x10+200
Horror Factor : 11 for a single Guyver, 14 when 2 or more face an opponet. In Gigantic Mode they
have 14 for a single Gigantic Guyver, and if somehow more than one was to appear 17!!
Disposition : Host Any. Guyver Unit itself is heartless and will kill anyone in its way to defend itself.
Control Metal : The control Metal governs energy out put and regulates power consumption to prevent
Power overload. If it fails, the armor will eat the host alive in less than a minute.
The control metal can also shift into a self-defense mode if the host cannot act himself. Doing this it
will kill anything or anyone who it comes across or gets in its way. The control Metal will also summon
itself to protect its host in emergencies. Mental Trauma can also Prevent the armor from being
summoned unless its a life or death emergency.
When in Self-Defense Mode, the Armor gains more power than the host itself can muster. The armor
gains a +12 PS, +4 PP, +5 PE, +50 SDC, +2 AR and its Natural Combat Ability is equal to 11th
Level!!. It can also use any weapon besides the Gigantic mode/abilities. It prefers using the Super
Particle Beam weapon though or its enhanced Supernatural Strength.

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