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A Kamen Rider Inspired RPG

from Cave of Monsters Games

Lucas Blomme (Order #27894433)


Game Design, Writing and Layout by Tim Batiuk and Sam Kusek

Cover, Playbook and Gear Art by Dave Baker

Logo Design by Matthew Schuff

Special thanks to Brandon Sichiling, Riley Hopkins, John Sitton, Carl Nellis, Carmen Askerneese, Matthew Schuff, Zach Link, Vincent Kukua, Stephanie
Gerk and Sandra Lanz.

This game text is copyright © 2020 by Cave of Monsters Games. All rights reserved. Permission is granted to copy and distribute any portion of this text
to facilitate play of the game, but not to alter or resell this content in so doing.

Illustrations are copyright by their creators and used by permission.

This publication is a work of fiction in that it contains fictional characters and enables readers to create their own original fictional content. However,
real-world people and entities are mentioned in passing. This publication has not been prepared, approved or licensed by any existing person or entity,
and there is no affiliation between any mentioned and Cave of Monsters Games. Any resemblance of a fictional character presented here to a real-world
person, living or dead, is purely coincidental.

Lucas Blomme (Order #27894433)


INTRODUCTION WHAT DO I NEED TO PLAY?

For those of you who are unfamiliar with Henshin!, Story Gaming and Toku- While the game is built with 6 characters in mind, this type of game
satsu in general… generally runs best when 3-5 players are present at the table.

• Story Games are a collaborative style of game that focuses primarily After you’ve gotten your group together, make sure you download the
on roleplaying and does not require a board or game pieces. necessary playbooks (from caveofmonstersgames.com), draw out an
area to be your shared token pool, in addition to a blank version of your
• Tokusatsu is a Japanese term for live action film or television drama countdown clock, gather some small items, like cards or stones that
that makes heavy use of special effects. There are several types of can be used as tokens and you’ll be good to go!
shows that fall into this category, however, almost all generally depict
colorful heroes fighting monsters. If you are the Narrator for this and future sessions, turn to the Narrat-
ing Rider section for more details on the sections you’ll need to prep
• Henshin! is a story game that pays homage to a sub genre of Tokusatsu
for, like Game Clocks, Gear Cards and more!
called Super Sentai, which follows a team of brightly colored heroes as
they fight monsters all while trying to manage their day to day lives.
Choosing a Playbook
• Rider Konchu is story game that pays homage to another sub genre
called Kamen Rider, which is similar to Super Sentai except for the fact In Rider Konchu, each playbook is representative of tropes and types
that the heroes are not on a team together. Instead, they are often of roles that are seen in the genre, which includes good guys, bad guys
competing for their own goals and ideals throughout a season. and some folks who are a bit of both.
Like Henshin!, Rider Konchu is not meant to recreate any existing Tokusat-
To prevent any specific playbook from being prescriptive, we’ll refer
su series or provide players with a tactical experience...the game is about
to them simply as a Character(s). When selecting a Character to play,
telling an interesting story together!
start by reviewing the italicized flavor text at the beginning of each
If you haven’t played Henshin! before, the system relies heavily on col- playbook; we’ve provided those on the next page to give you a good
laboration, a bit of improv and simple mechanics to move the story along. idea of what your Character stands for!
Heroes can take two different kinds of turns: Heavy Turns, which execute
dynamic actions, spending a token and Light Turns, which give your Char-
acter a token for taking some kind of risk. Tokens are managed individually
to simulate the trials & tribulations one goes through, which fuels person-
al growth. This growth is guided by an individual driving principle or Task
your Character is striving to achieve which will ultimately serve the greater
good of the team. This all happens over the course of several scenes, where
players take Turns & gain Tokens, which make up an Episode. The game
is also built to support single session play and for longer campaigns (5-10
sessions).

With Rider Konchu, we’ve changed some of the core mechanics & added
brand new ones to encourage players to compete with & against each
other rather than always act as a team. Keep that in mind as you read
through this book.

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The Playbooks Choosing and creating a character
The Rider It is important to note that some of the playbooks are not ideal for pilot
campaigns or one shots, specifically. This applies primarily to the Rogue
Generally, the Rider is the hero of the series, often going through their and Hacker playbooks, as both offer a more unique approach to storytelling
own journey of self discovery with a passion for protecting others. You and are often linked to other playbooks, that may or may not already be in
should play this if you like to solve problems with your fists and be the play.
center of attention.
First, take a look at the Name, Looks and Connection options.
The Rival
Names and Looks will help describe your Character. The Connection is
The Rival on the other hand, is a competing hero to the Rider, working your chance to work with the Narrator to create an NPC character, to give
towards a common goal but by their own means. You should play this if more context as to your role in the world.
you like to create a scene, steal the spotlight and talk shit.
Then peruse the list of Bonds & Turns:
The Rogue • Bonds are your Character’s north star. They are set at the beginning of
Someone who had a previous connection to the world or the Rider that each session as something your Character should be driving towards,
was recently shattered. This character is all about crawling back up the either with or against another player or NPC. For more details on how
food chain and taking back what’s theirs. You should play this if you like those work and how to properly set them, jump to the Bonds section of
spoiling someone else’s fun, making a mess and taking revenge. the Game Overview.

• Turns engage the mechanics of the game with tokens, allowing your
The Best Friend Character to take action during scenes. Some Turns earn you tokens,
The Best Friend is generally connected to the Rider (and oftentimes some cost you tokens, and some don’t involve tokens at all but instead
the Rival as well) and is the grounding force of a series. They bring out provide you with a possible action if you are feeling stuck.
the best in everyone around them. You should play this if you like being
Finally, there is a section where you’ll be able to describe items your char-
the voice of reason, putting yourself in harm’s way to prove a point and
acter has, like a suit of armor, transformation device and transport. The
being everyone’s favorite.
descriptions of these are all purely for the sake of adding a bit of flair to your
character and breathing more life into them.
The Reporter
Keep in mind that storytelling is a collaborative process, so you don’t have
This playbook is for those who want to uncover the truth about what
to have everything figured out right away.
is really going on, no matter the cost. You should play this if you like
solving problems with your words and charming your way in and out of Leave some comfortable gaps in your Character concept to be filled in by
situations. your teammates, the narrator’s story and the unexpected plot points that
can come up during an episode!
The Hacker
The best way to accomplish this, is by having everyone at the table adopt-
No one really knows who the Hacker is, where they come from or what ing a “Yes...And” attitude towards the story. When someone in a scene
they really want but the Hacker knows all about them and their dirty lit- states something, say “Yes” to the idea! Accept this as a part of the fiction
tle secrets... You should play this if you like spreading information & lies and use the “And” part of this approach to build on the reality that has been
around and pointing people to clues they may have otherwise missed. set. This is a cornerstone of improvisation and helps to build an accepting
and encouraging gaming environment, for both the Narrator and the Play-
ers.

Lucas Blomme (Order #27894433)


Game Overview Rider playbooks, however, do the opposite. Their Heavy Turns do not add
tokens to the pool, instead they take them and do things like transform
As mentioned in the introduction, Rider Konchu is about encouraging into an armored state and take on immediate threats! These playbooks
players to pursue individual bonds and you’ll find that each one of the can add to the pool using their Light Turns, which provide more social
mechanics supports that. Below we’ve outlined what each one does and options for play. For example, the Rider could take the Light Turn “Put your
how they’ll work together over the course of play. foot in your mouth”, which could lead to scenes putting them in hot water
with other players or an adversary!
Turns & Tokens Another thing to note, if you are playing a Rider playbook, is that these
Turns tie the game together and fuel all other mechanics, by having Characters use Belts to transform! If you choose to take the Heavy Turn,
the player explicitly state what they intend to have their Character do “Transform into your armored state!”, be sure to act out what the transfor-
in a scene. Tokens are the currency that is used to make Turns happen mation looks like! Belts come in all shapes & sizes and can use many differ-
and can be made up of any collection of small, physical objects that are ent components like levers, cards and cranks to make the transformation
exchanged during play. happen; so use your imagination, as there will be a small section for you to
describe it!
Players exchange (add or take) Tokens from a Shared Pool, which is
represented by a space that is accessible to all players at all times, not Finally, all playbooks can use Special Turns and Gear (more on this in the
individually on their sheets. An episode starts with zero tokens in the Gear section) at the cost of 3 tokens for each use. Mechanically, these
pool and Tokens are only added by the Narrator or a Player when a ap- represent a defining point or tonal shift in the action of the episode. For ex-
propriate Turn is made. ample, the Rogue can “poison something of importance” like another player
or NPC while the Hacker could use a piece of Gear to double the amount of
There are three types of Turns: Tokens added during a scene or break someone’s transformation.

• Heavy Turns Bonds


• Regular Turns Bonds represent the feelings, thoughts, and shared history that tie
• Light Turns you & the other players together. Each bond is represented by a simple
statement that relates your Character to another player Character, by filling
As a player, it’s important to know that while all playbooks use Regu- in the blank. Your sheet gives you a few to start with, along with space to
lar Turns the same way (they can be used at any time), there are key create your own.
differences in how Heavy and Light Turns work across two distinctive
groups of playbooks that we’re calling Support and Rider. Resolving Bonds
Support playbooks add tokens to the pool, using their Heavy Turns At the end of each session, all players retierate the bond they were work-
and take using their Light Turns. The turns were structured this way to ing towards and vote on who they think resolved theirs during play (players
help keep that Character in the spotlight, allow them to uncover infor- cannot vote for themselves). A bond can be considered resolved when it
mation and ultimately guide the plot in their favor. no longer describes how you relate to the other person. The player with the
most votes, wins and resolves that bond, taking a raise & choosing another
For example, using the Heavy Turn, “Save someone’s skin, at your own bond next episode. Players who did not win carry their bonds to the next
expense”, the Best Friend could turn the tide of battle & add a token session.
all in one turn but at the cost of their own health or safety (which the
Narrator or another player could take advantage of). New Bonds
Similarly, the Reporter could take the Light Turn “Stumble upon an You select a new bond from the list or write a new one whenever you
unlikely, perfect clue”, getting them the information that they need to drive resolve your current one, however it must be with a new Character. You
their goals but at the cost of an accessible token. cannot choose the last Character you resolved a bond with.

Lucas Blomme (Order #27894433)


Gear Because there is a limited set of Gear (10 items) that has been created
for this game, and the idea is the Characters are competing to obtain
One trope that you see in more recent Kamen Rider shows is the collec- it, this can be used to dictate an episode count. The more Gear you
tion of trinkets. These are used to boost the Characters strength by in- include, the longer your campaign or season will run.
troducing new weapons and armor and are often sought after by many
other characters, making them an ideal storytelling device. For example, if you are only going to be playing 1 session, we’d suggest
that the Narrator randomly distribute Gear to each player prior
In Rider Konchu, Gear is obtained by a Character resolving a Bond and to play, so it can be incorporated into the story and used as a Special
selecting “Draw a Gear. Read the card description to the other play- Turn.
ers”. as an option for their raise.
Regardless of how much Gear is used, when the last piece is distribut-
When that happens, the Narrator presents the player with a number of ed, the game should start entering the last session. The player with
cards and the player draws one at random. Whatever you get is your the most gear will be the player who can attain a final form, allowing
Gear! Players read their Gear card aloud and present a short scene to them to overpower any other threats and move the story in whatever
show how this new item fits into your character’s story. direction they choose (within reason), making them obstensibly the
winner.
For example, if the Rider obtains the Soviet 25-Rouble Commer-
morative Coin, maybe it’s something they find outside of their apart- Raises
ment building and give it a good flip, not realizing what ability they just
kicked off; or maybe the Reporter is handed the Aloe Vera plant by a During an episode of Rider Konchu, players are encouraged to focus on a
strange hand coming out of their computer! specific Bond, which is associated with another player or NPC, from their
playbook, as a way to help guide their development. At the end of an epi-
Finally, give some thought to a change in appearance when you decide sode, players vote on which Character best resolved their Bond...and that
to use it in play. Does this add a new weapon to your armor, person or Character receives a Raise, which offers some choices for growth moving
transport? Is there a color change or new transformation sequence? forward.
Does this meld with any existing equipment you might have? Whatever
it is, have fun with it! In Rider Konchu, each Character has three types of raises:
Gear cards can do anything from providing opportunities to add or sub- • Gain of a piece of Gear.
tract tokens from the shared pool, to changing the direction of scenes
or episodes! Refer to the Gear table in this book for more details, but • Switch out your playbook for another open playbook.
keep in mind that each Gear costs 3 tokens, so use them wisely!
• Retire your Character and create a new one.
Another thing to keep in mind is that the distribution and collection
of Gear also helps create narrative structure and a “win condition”. This first Raise is purely mechanical and a way to add some new excite-
The player with the most gear at the end will attain a final form and this ment to the game, as well as advance the story.
doesn’t only apply to Rider characters. Support characters can attain a The second Raise serves to explore a shift in the Character’s arc, repre-
final form as well! sented by their history & relationships remaining but in a new mechanical
Gear is carried over from session to session, staying with the orig- capacity. Maybe the Rival gave up their powers, the Rogue’s belt was de-
inal owner (unless it is narratively lost or stolen through a turn). Gear stroyed or the Reporter found a belt of their own! The Character wouldn’t
should not return to the pile after a session ends if you are playing fundamentally change, but instead inherit a new playbook & purpose in the
multiple sessions. story!

Lastly, the third Raise, a Character may simply retire altogether, making
way for another Character. Any available playbook could be chosen for this
Raise.

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R IDER K ONCHU RPG — RIDER PLAYBOOKS

RIDER
Special Turns
Take 3 tokens from the pool to...
THE
• Alter your weapon to eliminate a threat.
The hero of the series, on a journey of self discovery with a passion for • Take another Player’s Gear and equip it.
protecting others.
Describe how this changes your form.
You should play this if you like to solve problems with your fists and be the Heavy Turns
center of attention.
Take 1 token from the pool to…
Choose a Name • Transform into your armored state!
• Face down danger without hesitation.
• Tai • Talk smack to someone more powerful
• Ajax than you.
• Walden
• Rand Regular Turns
• Something heroic You may always...
• Try to prove yourself to another.
Choose a Look • Take action, leaving yourself vulnerable.
• Rugged face • React by taking temporary cover.
• Eager face Light Turns
• Defiant face Add 1 token to the pool to...
• Warm face
• Put your foot in your mouth.
• Clear eyes
• Fail to react and suffer the conse-
quences.
• Resolved eyes
• Direct eyes
• Ask someone, “Why do people trust
in me?”
• Bright eyes

• Tattered wear
• Dusty wear Bonds
• Muted wear Fill in at least one with the name of another
• Broken in wear player or NPC or write your own...
• __________ is in constant danger. I
Choose a must keep them safe.
Connection • I have vital information I need to get to
• An old karate coach ____________
• The local grocer • I took something from ___________
• A local gang leader and they want it back.

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R IDER K ONCHU RPG — RIDER PLAYBOOKS

RIVAL
Special Turns
Take 3 tokens from the pool to...
THE
• Pull radioactive material out of something
A competing hero to the Rider, working towards a common goal but by or someone.
their own means.
• Take another Player’s Gear and equip it. De-
You should play this if you like to create a scene & steal the spotlight. scribe how this changes your form.
Heavy Turns
Take 1 token from the pool to…
Choose a Name
• Transform into your armored state!
• Phaedra • Remain totally dependable
• Godric under pressure.
• Jomei • Do what’s best for someone
• Oran when they wouldn’t agree.
• Something hopeful
Regular Turns
Choose a Look You may always...
• Bright face • Try to boost another player’s
• Serious face morale.
• Friendly face • Take action, leaving yourself vulnerable.
• Stoic face • React by taking temporary cover.
Light Turns
• Shining eyes Add 1 token to the pool to...
• Pointed eyes
• Harsh eyes
• Humiliate someone, in a public way.
• Austere eyes
• Fail to react and miss something
important.
• Loud wear
• Ask someone, “How can I be the
best?
• Fashionable wear
• Poised wear
• Asymmetrical wear
Bonds
Choose a Fill in at least one with the name of
Connection another player or NPC or write your own...
• An affluent parent • I have vital information I need to get to
• A city councilor ____________
• A trusted peer • I have sworn to protect ___________
and will do what is needed.
• ____________ knows incriminating
evidence about me and must be silenced.

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R IDER K ONCHU RPG — RIDER PLAYBOOKS

ROGUE
Special Turns
Take 3 tokens from the pool to...
THE
• Poison something of importance.
This character is all about crawling back up the food chain and taking it all • Take another Player’s Gear and equip it.
back.
Describe how this changes your form.
You should play this if you like spoiling someone else’s fun, making a mess Heavy Turns
and taking revenge.
Take 1 token from the pool to…
Choose a Name • Transform into your armored state!
• Shake off a beating like it’s nothing.
• Allistar • Convince someone to do things your way.
• Diederik
• Michael Regular Turns
• Jesh You may always...
• Something proud • Remind someone of the real task at
hand.
Choose a Look • Take action, leaving yourself vulnera-
• Stubborn face ble.
• Guarded face • React by taking temporary cover.
• Loyal face Light Turns
• Tough face Add 1 token to the pool to...

• Unreliable eyes
• Insult someone’s intelligence.
Make a show of it.
• Cold eyes
• Knowing eyes
• Overexert yourself & suffer the
consequences.
• Disgruntled eyes
• Ask someone, “What will you
• Formal wear sacrifice, for what you want?”
• Casual wear
• Pristine wear
• Erratic wear Bonds
Fill in at least one with the name of another
Choose a player or NPC or write your own...
Connection • I have vital information I need to get to
• An eccentric professor ____________
• A member of local security • I propose a deal with __________ to
force work for me.
• A loan shark • _________ does not trust me, but I will
make them see my ways.

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R IDER KONCHU RPG — SUPPORT PLAYBOOKS

THE BEST FRIEND


The grounding force of a series. You bring out the best in everyone around Special Turns
them.
Take 3 tokens from the pool to...
You should play this if you like being the voice of reason, being right all the • Deescalate a situation. Calm people’s nerves.
time and being everyone’s favorite. • Take another Player’s Gear and equip it. Describe how this
changes your form.
Choose a Name
Heavy Turns
• Leilani Add 1 token to the pool to…
• Fleur
• Sorrel • Save someone’s skin, at your own expense.
• Ren • Confide in someone. Tell them a secret.
• Something floral • Ask someone, “what pain are you holding onto?”
Regular Turns
Choose a Look You may always...
• Excitable face • Be there for someone.
• Welcoming face • Take action, leaving yourself vulnerable.
• Relaxed face • React by taking temporary cover.
• Forgiving face Light Turns
Take 1 token from the pool to...
• Warm eyes
• Curious eyes • Strike at the heart of a problem.
• Open eyes • Demand attention! Right now!
• Worried eyes • Give one of your Gear to a Rider of your choice.

• Comfort wear
• Active wear
• Bold wear
• Innovative wear Bonds
Fill in at least one with the name of another player or NPC or write
Choose a your own...
Connection • ____________ does not understand how things work
• A softhearted boss here, so I will show them.
• A headstrong sibling • I’ve pledged to help ___________ and will do whatever
• A local doctor I can.
• _____________ knows something about my past and
is using it against me.

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R IDER KONCHU RPG — SUPPORT PLAYBOOKS

THE REPORTER
For those who want to uncover the truth about what is really going on, no
matter the cost. Special Turns
Take 3 tokens from the pool to...
You should play this if you like solving problems with your words and
charming your way in & out of situations. • Blackmail someone who matters.
• Take another Player’s Gear and equip it. Describe how this
Choose a Name changes your form.

• Quinn Heavy Turns


• Laurel Add 1 token to the pool to…
• Frances • Piss off the wrong person, at the wrong time.
• Kim • Let your fists do the talking.
• Some- • Ask someone, “what am I not seeing?”
thing
familiar Regular Turns
You may always...
Choose a Look • Try to bring people together with a wisecrack.
• Take action, leaving yourself vulnerable.
• Offbeat face • React by taking temporary cover.
• Distant face
• Friendly face Light Turns
• Youthful face Take 1 token from the pool to...
• Stumble upon an unlikely, perfect clue.
• Generous eyes, • Save yourself. Throw someone under the bus.
• Uncommon eyes
• Thoughtful eyes
• Give one of your Gear to a Rider of your choice.
• Kind eyes

• Rugged wear
• Offical wear
• Distinctive wear Bonds
• Floral wear Fill in at least one with the name of another player or NPC or write
your own...
Choose a • I’m digging up dirt on ____________
Connection • I stole something from ___________ and they want it
• Prominent museum curator back.
• A gang member • ___________ has info I need and I’ll do whatever it
• A firm but fair boss takes to get it.

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R IDER KONCHU RPG — SUPPORT PLAYBOOKS

THE HACKER
No one really knows who or what you are but you know all about them and Special Turns
their dirty little secrets...
Take 3 tokens from the pool to...
You should play this if you like creating mystery & secrets amongst players • Prevent or break a Rider’s tranformation.
and pointing people to clues they may have otherwise missed.
• Take another Player’s Gear and equip it. Describe how this
changes your form.
Choose a Name
Heavy Turns
• The Gr8 Wyrm Add 1 token to the pool to…
• Code Contra
• DotNet • Construct something dangerous.
• Faux Modem • Interrupt someone’s plan & steer them in the wrong direction.
• Something coded • Ask someone, “what do you really think of me?”
Regular Turns
Choose a Look You may always...
• Shrouded face • Try to pinpont an enemy’s weakness.
• Maimed face, • Take action, leaving yourself vulnerable.
• Sharp face • React by taking temporary cover.
• Calm face Light Turns
Take 1 token from the pool to...
• Piercing eyes
• Tired eyes • Appear suddenly & reveal an unknown truth.
• Anxious eyes • Take advantage of someone’s mistake.
• Impatient eyes • Give one of your Gear to a Rider of your choice.

• Ceremonial wear
• Academic wear
• Unassuming wear
• High fashion Bonds
wear
Fill in at least one with the name of another player or NPC or write
your own...
Choose a • I have helped __________ before. They owe me for it
Connection and its time to pay up.
• A cunning rival hacker • ________ does not trust me, but I will make them see my
• A nightclub owner ways.
• A chief scientist • ___________ will play an important role in the events to
come. I must tell them!

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Narrating Rider In general, to keep scenes short and to the point, we encourage Narrators
to listen and/or prompt 1-2 turns per player, in whatever order makes nar-
How to Narrate rative sense. Once you’ve gone around the table a few times, start to wrap
the scene up and ask if viewers see anything else before a scene closes and
The role of the Narrator is broadly modeled after that of a director. The suggest that unresolved conflicts get revisited later.
Narrator doesn’t necessarily call all of the shots or force the action, as
they are dependent on the talent of their actors, the Players, to make
the episode shine. However, the Narrator can set up, guide, and redirect
Players to make sure everything that they are doing translates into a Managing the Episode
satisfying story.

This section delves into how a Narrator can do that, by walking you Setting Stakes & Consequences
through steps to: At the start of a session, prior to any players starting the scenes, it is the
• Use Narrator Turns to respond to players & manage combat. job of the narrator to set up the core problem or focus of the episode,
which for the purpose of this game we are calling a Stake.
• Structure the flow of a season using Gear.
A Stake should be focused on the world around the Characters, engaging
• Set Stakes & Consequences and track the action using the Count- some well known NPCs or established locations. Please note Stakes are
down Clock. not meant to provide specific instructions for players to follow or an es-
tablished set of steps they need to complete...this is a prompt to get the
• Includes sample Monsters and a guide for creating memorable ones action started and allow for them to creatively approach their problem
of your own. solving.

Taking Turns For example, maybe a royal family within the city is holding a coronation
ceremony for their beloved child and there is news of a never before seen
When the Narrator begins an episode, they should consider using scenes piece of Gear being shown or there have been reports of monsters com-
that are “spotlights” to direct attention to a specific player or group that ing out of the mines, attacking the tenement buildings just outside, where
may have established a relationship in the previous episode. These can be players may have Connections.
set up entirely by a player, or the Narrator can prompt them.
In addition to creating a Stake, take some time to think about what could
During these spotlights, the Narrator should encourage players to trigger happen if this problem isn’t solved during the session or if the players
a Turn from their Player sheet during a scene, either by prompting them to choose not to engage in the scenario. This is the Consequence of that
react to something or interpreting how they act as a Turn. Stake.
When a player takes a Turn, the Narrator considers their own Narrator Turns For example, any area of town could become uninhabitable due to an over-
as a response. For example, when a Rider takes the Heavy Turn, “Trans- flow of monsters players failed to stop or the piece of Gear that everyone
form into your armored state!”, the Narrator can respond with the Turn, was after, is mysteriously stolen by an NPC making it inaccessible to the
“Remind a player of what’s at stake.” players for a time.
This mechanic is called a “Turn” because it reinforces the idea that every- Whatever you come up with, be prepared to run a small scene at the start
one gets the chance to take a turn, helping to create a natural flow of play. of your session, similar to a “cold open” that clearly sets up the Stake, let-
A player’s Turn is responded to by the Narrator’s Turn, who then can shift ting players know what is happening in the world around them...
the focus to another player. This keeps the action moving, keeps players
listening and engaged and keeps conflicts from feeling too drawn out.

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Clocks & Clock Management For the most part, list beats that are beyond the players’ Characters’ con-
trol: NPCs’ decisions and actions, the movement or actions of a monster,
Now you are probably wondering, how do we get from setting up the conditions of a landscape or other set piece, off-screen relations between
Stake and know when the Consequence happens? Well, with every rival companies etc. If you choose to list something within the players’
Stake & Consequence, comes a countdown clock. Characters’ control, always be sure to start it with an “if,” statement, either
implied or explicit: “if the Reporter infiltrates the meeting,” not “the Re-
A countdown clock is a narrative tool that serves to remind you and porter infiltrates the meeting.” Again, this is not about prepping future
help track your Stakes intentions, direction, changes, and ultimately, scenes you want to lead Players into. This is about building and preparing
the results of the episode. your environment. Finally, keep in mind that you can add beats whenever
When you create a Stake, if you have a vision of its future & its conse- during a session, as things come up. They don’t all have to be down when
quence, give it a countdown clock with the following segments: the story starts.

Countdown clocks are meant to be both descriptive and prescriptive. De-


scriptive: when something you’ve listed happens, advance the clock to that
point. Prescriptive: when you advance the clock otherwise, it causes the
things you’ve listed. Furthermore, countdown clocks can be derailed: when
something happens that changes beats you’ve written down making them
obsolete, just scribble them out.

Lastly, make sure that a blank version of the clock is present for the players
to see, next to the shared token pool. Be sure that both versions (the clock
with your storybeats and the blank version) are updated at the same time
during play.

Episode Flow
After the Stakes have been set, have your players introduce where their
Characters are and what Bond they are going to be working towards. Pay
attention to if and how the Bonds align with the stakes you’ve set. This can
help you determine when your clock moves ahead or not. This can be done
in short vignettes, setting the stage for future scene ideas or following up
Around the clock, mark down some beats that could happen:
on the events of a previous episode. If the Bond incorporates another play-
• For segements 3 & 6, encourage the players to explore the world. er, encourage the two to do a scene together!
Where do we see the players and with who?
Midway through an episode, the Narrator should find that all players have
• Before 9:00, what was presented in the Stake is happening, but the added and taken tokens as a result of their Turns and a monster, or some
Consequence can be changed or prevented. Where do people need other kind of threat, has been announced, even if only offscreen. Now,
to be? What steps need to be taken? check in as a group about a particular Bond a player is working toward or
a Turn someone wants to use. This flags content that the table can help
• Between 9:00 and 12:00, the Consequence is inevitable, but there’s make happen in interesting and challenging ways.
still time to reduce the damage. What turns do people need to take?
During the remaining episode, the Narrator addresses the conflicts on the
• At 12:00, the Consequence comes into full swing and the episode table (including the monster) and helps players hit interesting Turns that
begins to wrap up. What happens and who does it impact? haven’t seen play, especially transformations & Characters stealing gear.

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As soon as the action is dying down during the final moments, the For example, say a piece of gear has appeared suddenly on the scene and
Narrator should shift focus to a round of final spotlight scenes before the Narrator knows that Rival and Rider are both interested in taking it for
cutting to credits. Remember, this may be the last time viewers see this their own. With this in mind, the Narrator could open with a “birds eye view
Character in the episode! shot” describing in great detail what surrounds the Gear, allowing for the
Rival and Rider to more comfortably find their footing in the scene. In gen-
Once play is over, players reflect and unpack as they review a relevant eral, it helps to use a vocabulary (closeups, low angle, crossfade, smash cut)
Bond they worked toward. Without too formal of a process, everyone that stresses the show part of this game.
decides as a group on one Player that did so in an especially engaging
way, and that player can select a Raise. Sometimes the chosen Raise Lastly, cinematic combat should draw to a close before the fighting gets
is consistent with what the Character did during the episode, mean- drawn out. If every player has played a Turn or two and no major story
ing the Raise already took effect, or perhaps the effect of the Raise is threads are left dangling, the Narrator should then find a quick, satisfying
instead revealed in a special post-credits scene. Or, if the group will be way to wrap up the fight. Not every battle is to the death, after all—maybe
playing again, this Raise can be set up at the start of the next episode the foe gets away, or presents the heroes with a difficult decision, or be-
comes captured, or makes a sympathetic appeal. All of these options are
fun because they set up the potential for more interesting story elements
down the road.
Notes on Combat
Combat Spotlights
At its heart, Rider Konchu is a story game, not a combat simulator. The
storytelling style & narrative beats of tokusatsu inspired the game, and While the draw of combat is fast-paced action among a diverse cast in a
Rider’s mechanics work to drive satisfying personal arcs and conflicts. dynamic environment, managing all of these imaginary elements can be
And yet, when a fight breaks out in the game (and believe us, it will), particularly difficult in the theater of the mind. In fact, it rarely hurts to
players may look to some alternate set of rules to dictate how combat sketch a brief map and throw down some tokens just to orient Characters
works—after all, had they been engaging with social mechanics earlier, around a space. Keep in mind, the purpose of this isn’t to track their move-
they would now use battle mechanics, right? Or is combat as story-driv- ment or measure distance...everything should be “one narrative conve-
en as the rest of gameplay? nience away”. So any way to manage equal participation from everyone at
the table is appreciated when the action is at a fever pitch.
Think Cinematic
Rather than expecting Turns and player interactions to flow naturally, the
Like the structure of an episode, action should be short, impactful and Narrator can lock in some shared spotlight management by simply prompt-
set the stage for interesting social scenes. ing players in order around the table. Sometimes players not in the imme-
diate action are on a slightly different timeline than the player preceding
When the Narrator helps set up a scene with physical conflict, they
them, which is okay, and sometimes a player is unexpectedly reacting to
should always be guided by what or who might be on the line. This could
what the previous player just did, throwing plans out the window!
include hitting a Character’s Bond, involving a Connection, threatening
an external story element, or, simply, needing to help another player When the Narrator goes around the table, it’s helpful to provide a short
out. When the story is at a fever pitch, every one of those could be in- prompt to set up each player. This can involve reminding the player to work
volved. toward a Turn if it naturally fits the action, since it’s especially satisfying
to see tokens fly during combat. Or the simplest prompt is, “What do we
Not only do the players have personal investment in the conflict, but
see you doing now?” The Narrator responds appropriately to each player’s
hopefully the foes involved do too. They should clearly telegraph their
response, keeping the action dynamic and changing.
motivation for resorting to fighting. And if the antagonists have some
fun defining features, they quickly become characters that the players This fixed spotlight management is convenient for pacing combat, since
love to hate and look forward to seeing reappear later. once the Narrator has gone around the table twice, the battle is probably
ready to wrap up. Remember, short, impactful, and setting the stage
for later.

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Turns to Drive Action Sample Monsters

Beyond setting up a scene with stakes and managing the spotlight, the
Narrator has another tool to help escalate and resolve action: their own
Turns. More so than usual, the Narrator Turns and Monster Turns are an *
especially effective way to respond to players during combat, especial-
Grimy Gold Ghoul
ly when players trigger Turns of their own.
Glittering as they glide, this creeper of the night will spook you
For example, if the Rival’s take a token to enact the Heavy Turn, “Do
into submission if you aren’t careful!
what’s best for someone when they wouldn’t agree.” the Narrator can re-
spond with their own Light Turn, “Put a player on the spot.” creating some Heavy Turn: Curse someone into believing they are covered in
narrative tension. snakes & spiders.
In general, it’s best to keep that dynamic in mind. Respond to Heavy with Regular Turn: Take off and soar through the air!
Regular or Light turns and to Light with Heavy or Regular turns.
Light Turn: Gets tongue tied easily, making it hard to curse.
*
Making a Monster
Armor-a-Dillo
A tokusatsu series is only as good as its monsters, right? Monsters in
these series tend to be inspired by commonplace or well known ideas, Like treads on a tank, this monster can roll up to any scene,
sometimes multiple ones mashed up in unexpected ways. looking to cause some serious destruction!
Below is a quick guide for putting together monsters, complete with Heavy Turn: Roll yourself into a ball and bowl someone over.
turns just like the Player, to help move the action along.
Regular Turn: Try to dig & hide underground.
List an example of one metal: gold, silver, lead, steel, mercury and
one form descriptor: creature, machine, weapon and one flavor de- Light Turn: Trip and fall, making it impossible to get up.
scriptor: creepy, greedy, tough.
tough. Then, ask players to describe aspects
*
of each example. Use these to synthesize a new, unique monster.
Copper Card Shark
Then, write a series of turns for that monster including:
This sleek schemer has only one thing on their mind...taking a
• A Heavy Turn describing how it is effective or dangerous.
bite outta your gear!
• A Regular Turn describing what it does reliably (Punching, Hiding,
Heavy Turn: Trick someone into giving you an object they have.
Escaping).
Regular Turn: Scare someone with a bite!
• A Light Turn describing a possible weakpoint or when it fails to act.
Light Turn: Has a sensitive snout. Can’t handle sour smells.

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NARRATOR
THE
Special Turn
As fiction dictates, the Narrator may write a
Before Play
• If an established Playbook will not be
First Session Checklist new Turn for some/all Players on a notecard present, ask, “Will we see them...
and then remove it when appropriate. and what might they be doing?”
• Read aloud all flavor text to your players- • If it feels right, ask, “Will we be have...
before having them choose one. Heavy Turns a spotlight this episode?” If so, instruct
• Once selected, have players fill out Name, After a player’s Light Turn, you may... that player to read aloud their Bonds.
Look & Connection. • Incapacitate an active player • Imagine a new location in the community.
• Once the books are filled out, have Char- • Pull back on an attack for now. • Imagine a new or evolved monster.
acters introduce themselves. Ask ques- • Withdraw a threat now, with or without
tions during introductions. their objective having been met. During Play
• After introductions, ask players to create • Make things worse...give someone a rea- • Spotlight the Colors alone and together.
a Bond with another character. son for vengeance. • Frame tight scenes that drive the
• Explain Turns and how Riders & Support • Enact the last step in a plan. Move the episode.
playbooks differ. clock forward. • Play your Turns to highlight a Character’s
• Designate a space, accesible to all play-
weaknesses and showcase their strengths.
ers, for them to add & take tokens during Regular Turns • Don’t forget to use your monster’s Turns,
the course of play. You may always... too.
• If you are playing a one shot or with • Separate players, temporarily. • Wrap up the conflict with a promise of
a smaller group, you may want to • Announce a new threat. more.
establish some common ground prior • Direct unwanted attention to the players.
to play. This can be done by creating • Use someone’s power against them. After Play
common connections between play- • Put another player or NPC in a compromis- • Request character vignettes before cut-
ers so players can more easily share ing situation ting to credits.
scenes together, have everyone start • Ask players to review Bonds and vote on
in the same area so they set the similar Light Turns who grinded up against these the most.
goals, establish some previous scenes After a player’s Heavy Turn, you may... That character takes a Raise at the
and history and/or place the team in a • Reveal a threat or monster off-screen. fictionally appropriate moment.
mid-season episode. • Remind a player what’s at stake. • If a player chooses to gain a piece of Gear,
Creating Monsters • Offer an opportunity with a choice or cost. shuffle and present the cards. Have the
• Put a player on the spot. player read the card aloud.
• List examples for a Metal, a Form and a • Alter the landscape. • Plan how a Connection could become de-
Flavor that will give them personality.
veloped or resolved.
• Then, ask players to describe aspects of
• Plan which new Playbooks could be
each example. Use these to synthesize a
introduced soon.
new, unique monster.
• Make notes about everything!
• Write a Heavy Turn describing how it is
effective or dangerous.
• Write a Regular Turn describing what it
does reliably.
• Write a Light Turn describing when it
reveals a flaw or fails to act.

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THE CLOCK Setting Stakes & Consequences

At the start of a session, prior to any players


Clock Management
Now, how do we get from setting up the Stake
and know when the Consequence happens?
starting the scenes, it is the job of the Nar-
Well, with every Stake & Consequence, comes a
rator to set up the core problem or focus of
countdown clock.
the episode, which for the purpose of this
game we are calling a Stake.  This is a narrative tool, used only by the Nar-
rator, that serves to help track your Stakes
A Stake should be focused on the world intentions, direction, changes, and ultimately,
around the Characters, engaging well known the results of the episode.
NPCs or established locations.
When you create a Stake, if you have a vision of
Please note Stakes are not meant to provide its future & its consequence, give it a count-
specific instructions for players to follow down clock with the following segments:
or an established set of steps they need
to complete...this is a prompt to get the -----
action started and allow for them to cre-
atively approach their problem solving. For segements 3 & 6, encourage the players to
explore the world. To prompt scenes, go round
Additionally, think about what could happen the table and ask:
if this problem isn’t solved during the ses-
• Where do we see you and with who?
sion or if the players choose not to engage
in the scenario. This is the Consequence.    • What have you heard about?

Stake: Whatever you come up with, be prepared to • Are you driving towards any particular goal?
run a small scene at the top of your session,
similar to a “cold open” that clearly sets up At 9:00, what was presented in the Stake
the Stake, letting players know what is hap- is happening, but the Consequence can be
pening in the world around them.     changed or prevented.
• Where do people need to be?
• What steps need to be taken?

Consequence: Between 9:00 and 12:00, the Consequence is


inevitable, but there’s still time to reduce the
damage.

• What turns do people need to take?

At 12:00, the Consequence comes into full


swing and the episode begins to wrap up.

• What happens and who does it impact?

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THE SETTING TXC’s Plan: Sample Stakes:

TXC sets up a tech startup in Contra Costa • Monsters wreak havoc in the Pits, causing
after discovering there is a rich source of min- an outcry to shut down several tenements
erals under the town, that can be used for the for the benefit of the families.
advancement of technology by way of hu-
man experimentation. The ultimate goal is to • Preparations for a gala to crown the Rival
create a race of humans capable of longer term as the ‘hero’ to save the city start but the
space travel & ability to withstand the harsh players catch wind that a rival family is
The City of Contra Costa, once impoverished, climates of other worlds, to conquer them. sending in goons to sabotage it!
has opened its door up to a larg tech company,
TXC who has invested their endless funds & To help mask their true intentions and dis- • TXC unveils wearables for the civilians
resources into reinvigorating the city, providing tract the public, TXC created alliances with free of cost, which seem to be linked to an
stable jobs, education and community. This five local powerful families, to augment their increase in monster transformations.
introduction of this new group has left the city existing businesses and provide them means
• Rumors abound of inexplicable happenings
divided...quite literally. of working together to further the future of the
and cave-ins in the Pit as miners return
mining. The families were also provided with
On the eastern end of Contra Costa, TXC with strange afflictions.
Heavy Metals, as a means of testing the human
has brought with it about an excavation plan, transformation process and providing a way for • A massive chemical spill rapidly mutates
opening up half of the city in an effort to mine them to undermine & sabotage one another. civilians, threatening both the families and
precious metals used for computer manufac-
the rest of the communities.
turing. There are many citizens who still live in Controlling families
this area, in increasingly dilapidated and dan- Sample Consequences
• The Digger Family - Gold: (Controls Nat-
gerous buildings.
ural gas) Pure opulence, showy but not
strong, most interested in flaunting their • The five families squabble to take down
The other half of the city, the west end, has each other, using their monsters to take
boomed with new money, with industries like prestige with galas. Competitor is Cobalt.
• The Smirnov Family- Palladium: (Con- down each other’s resources without re-
Real Estate, Transportation & Energy, seem- gard for the civilian’s safety.
ingly being taken control of by nouveau riche trols Petrochemicals) Exquisite, trust-
families overnight. With their newfound wealth, worthy, manages successful public • Monsters are found mysteriously defeated
these families stop at nothing to compete relations and is held in high standing by with a poisoned, scorched earth in their
against one another for public favor. the community. Competitor is Copper. wake...(meant to introduce the Rogue if
• The Gambrel Family - Copper: (Con- they are not already in play.)
Amidst all this change and upheaval, strange trols Construction) Adaptable, reliable,
creatures, referred by the locals as Heavy Met- ubiquitous, products can be found in any • The heads of each family grow more bold
als, started cropping up all over town, attack- home. Competitor is Gold. as they transform into more powerful
ing citizens & destroying property. • The Liu Family - Cobalt: (Controls Real monsters.
estate) Crafty, artistic, durable, runs
As corruption and monsters run rampant, some medical technology and building proj- • Local gangs utilize monster transforma-
individuals, each with their own methods and ects. Competitor is Neodymium. tions as part of power grab in the Pits.
motives for doing so, have risen, some who • The Mosander Family - Neodymium:
call themselves Riders, with the power to take (Controls Distribution) Proud, staunch, • A force of monsters enact TXC’s secret
down Heavy Metals and others to help spread and grounded, access to vehicles, gen- plan to blast Contra Costa into space with
information & support to those who need it. erators, and low-grade EMP transmitters. the goal of mining the next planet.
Competitor is Palladium.

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Gear The Flow of Gear in Play:
Gear is obtained by a Character fulfilling a Bond and selecting “Draw a
Gear. Read the card description to the other players.” as an option for
their raise. When that happens, the Narrator presents the player with
a number of cards and the player draws one at random. Whatever you
get is your Gear!

Players read their Gear card aloud when drawn and present a short
scene to show how the Character has changed. It is important to note 1. Player takes Gear as a Raise.
that Gear is supposed to be a flashy and exciting part of the game,
mirroring the transformation trinket collection aspect of the genre.
When a player receives a piece of Gear, they should be encouraged to
2. Narrator shuffles and presents the Gear Cards.
provide a vivid description.
3. Player reads card aloud and places it facing up
Another thing to keep in mind is that the distribution and collection of on their sheet.
Gear also helps create narrative structure and a “win condition”. The
player with the most Gear at the end will attain a final form. It’s also 4. Repeat this flow x the # of Gear, until all pieces
important to note that this is doesn’t only apply to Rider characters...
Support characters can attain a final form as well. have been taken.

Gear is carried over from session to session, staying with the origi- 5. The player with the most Gear after it has all
nal owner (unless it is narratively lost or stolen through a turn). Gear been distributed, attains a final form.
should not return to the pile after a session ends, if you are playing
multiple sessions. 6. The game ends next session.
Because there is a limited set of Gear (10 items) that has been created
for this game and the idea is the Characters are competing to obtain
it, this can be used to dictate an episode count. The more Gear you
include, the longer your campaign or season will run.

For example, if you are only going to be playing 1 session, we’d sug-
gest that the Narrator randomly distribute Gear to each player prior to
play, so it can be incorporated.

Regardless of how much Gear is used, when the last piece is distribut-
ed, the game should start entering its last session. The player with the
most gear will be the player who can attain a final form, allowing them
to overpower any other threats and move the story in whatever direc-
tion they choose (within reason), making them ostensibly the winner.

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Gear Table
What is it? What can it do? When can I or should I use this?

A Early 20th century leather book, with gold leaf You can create a coating or shield on a person Activates When? At anytime during a scene.
ornamentation. to prevent them from being affected by acid or a
monster attack. Duration: Lasts for One scene.

A Soviet 25-rouble commemorative coin When a threat appears, you can take the danger- Activates When? When you or someone close by is
ous compounds and reduce them to non-lethal attacked.
elements
Duration: Negates 1 attack. Scene continues.
A Copper Civil War trumpet From the ground, you can produce a series of cop- Activates When? At anytime during a scene.
per cables that can be used to restrict someone’s
movements throughout scenes. Duration: Lasts for One scene.

A Smalt (a deeply colored, blue glass bottle) Break someone’s transformation. Describe what Activates When? At anytime during a scene.
happens
Duration: Negates 1 transformation. Scene contin-
ues.
A 1930s Ribbon Microphone Select two or more player characters. Set up the Activates When? At anytime during a scene.
next scene for them, including location, time and
any supporting characters. The next scene opens Duration: None. Move immediately to the next
on that. scene.

An Aloe Vera Plant Restore someone or something to its original state. Activates When? At anytime during a scene.
Describe what happens.
Duration: Lasts for One scene.

A set of Charcoal Pencils When used, any turns that add tokens to the pool Activates When? At anytime during a scene.
are doubled for the duration of the scene.
Duration: Lasts for One scene.
A Thurible When another player calls out a heavy or light turn, Activates When? When a player calls out a Heavy
you can activate this card to negate the use of or or Light turn. Your choice on who, which turn and
addition of a token. when.

Duration: Lasts for One scene.


An antique bug sprayer Remove all tokens out of the shared pool, leaving Activates When? At anytime during a scene.
it empty. Wrap up the current scene and you start
the next scene. Duration: None. Move immediately to the next
scene.
A Vintage Brass Water Jug Draw back one counter on the clock. Wrap up the Activates When? At anytime during a scene.
current scene and you start the next scene.
Duration: None. Move immediately to the next
scene.

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Monster Table
Metal Form Flavor

Iron Lion Flirtatious

Lead Vacuum Cleaner Neat & Tidy

Aluminum Washing Machine Obsessed with Junk Food

Uranium A Swordfish Competitive

Zinc A Bazooka Disciplined

Sodium A Toy Plane Greedy

Tin A Bookcase Vain

Silver Centipede Constantly making jokes

Lithium A Skeleton Has multiple personalities

Gold Movie Camera Timid

Bismuth A Smartphone Insatiable hunger

Cobalt Eagle Enraged

Calcium Bulldozer Obsessed with Explosions

Potassium A Barbecue Grill Just wants to find love

Plutonium Jackhammer Depressed

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