Mother Ship is very upset about what happened to Saucerhead. She’s here to get revenge on the Rangers before scooping up little Saucerhead and taking him home. Her main objective is to level Bennet’s Cove and find the Ninja Steel Encased Zeo Crystal. Her secondary mission is to retrieve her Lil Saucer Head, who was hurt by those mean old Rangers!
When Saucer Head fell at the hands of the Lightning Force Rangers, the Triumvirate launched an even larger saucer, Mother Ship.
She seriously means business after her sonny boy, Saucerhead fell at the hands of those mean Power Rangers. It’s time to attack!
(Art to come.)
Mother Ship (Giant) THREAT LEVEL: 15 SIZE: TOWERING | HEALTH: 15 TOUGHNESS: 18 | EVASION: 20 WILLPOWER: 13 | CLEVERNESS: 13 GROUND MOVEMENT: 0 FLY: 40/100 ft. Mother Ship is very upset about what happened to Saucerhead. She’s here to get revenge on the Rangers before scooping up little Saucerhead and taking him home. Her main objective is to level Bennet’s Cove and find the Ninja Steel Encased Zeo Crystal. Her secondary mission is to retrieve her Lil Saucer Head, who was hurt by those mean old Rangers! SKILLS: Brawn d8 Might d8 Targeting: d8* Flying: d8 Initiative d4 Alertness d6 Diplomacy d6 Languages: Putty, English PERKS: Ground Penetrating Probe Ray: +2 CS Bonus when using Perception to detect Saucerhead or the Ninja Steel Encased Zeo Crystal. Also gives Mother Ship an Advantage on detection vs Stealth attempts.
Constantly Airborne: Mother Ship is constantly hovering a minimum of 40′ off the ground.
360 Degree Movement. Mother Ship can perform aerial maneuvers that would turn a normal pilot into pudding.
Self Repairing Sentient Saucer: Mother Ship is capable of regenerating Health at 1 per 10 days when grounded. No need for maintenance hangars or repair crews.
ATTACKS: 3x Primary Beam Cannon Projectors: +d8 Skill. 100’/240′ Evasion Range. 9 Energy Damage. Mother Ship may attack up to 3 separate targets per round or make up to 3 attacks on 1 target.
Secondary Defensive Array: Since Mother Ship is incapable of fighting in Melee, she has a secondary beam array that encompases 360 degrees all around her. Skill d8. 40’/120′ Evasion Range. 5 Energy damage. This attack may be used along with the Primary Beam Cannon Projectors.
Megabeam: 3x per Scene: Instead of 3 separate attacks and a secondary array attack, Mother Ship may opt to combine all of her attacks into one massive swath of destruction. +d8 Skill, 100’/240′ x 40′ square. Evasion. 15 Energy Damage.
POWERS: Tractor Beam: Mother Ship may use her Brawn to drag or lift objects. 40’/120′ 20′ Square. This power can also be used to dig at the speed of 40’/round.
Repulsor Beam: Mother Ship may use her Might to attack or push objects once per turn. 40’/120′ 20′ Square. Damage 4 Physical
Warp Out: If defeated, Mother Ship can engage her Emergency Jump Drive and flee at the blink of an eye.
Shielding: Mother Ship is considered to have 2 Armor vs incoming attacks. Her Shielding breaks if she suffers more than 9 Health in damage.
Hang-Ups: Mother Ship is catastrophically irrationally attached to Saucerhead and will abandon everything to recover him/take him to safety.
Her secondary mission is to find the Zeo Crystal and report its location back to the Triumvirate, even if she has to raze Bennet’s Cove in order to do so.
She may be convinced to embrace compassion for the parents in the city below.
I really like Essence20 as an RPG system so far. It’s a lot easier to work with and more flexible than a lot of games out there right now.
We’re now a couple of games into this system, and I like it.
I like Essence20 from Renegade Studios so far. The player and core mechanics are where this company really tends to shine. I’ll talk a little more about combat crunch in another article. I wanted to really highlight some of the character features of both Power Rangers and GI Joe RPGs so far.
They’ve kinda cornered the market on borrowing from other systems.
One of the things that impresses me most about Essence20 as a system is that it borrows from several RPGs that have been around for a long time and makes it fresh. Obviously there’s the D&D d20 aesthetic for most skill rolls and damage, etc. It runs off character classes and the Influences are sort of what I expect D&D races are going to start to resemble. Origins are also kind of in that category along with a mashup of backgrounds.
The pips under the Essence categories resemble another classic- namely White Wolf’s World of Darkness. The broader skill categories and specializations sort of remind me of that WoD character sheet as well. I like the way each Essence score has a separate defense tied into it, the way I remember opposed skill checks work in WoD just simplified.
The other mechanic that smacks of both Cortex and Savage Worlds/Deadlands is the way skills work. Each skill has 6 pips and each pip is associated with a die type from d2 (coin) all the way to d12. Skill rolls are accomplished by rolling a d20 + the skill die OR the dice all the way up to the highest skill die and picking the best if specialized.
For example, if I want to make an Infiltration check and I have three pips (d6) I would roll a d20 + 1d6 and try to beat the target number. If I’m specialized in Stealth, I would roll a d20 (always base) +1d2, 1d4, AND 1d6 choosing the highest of the three to add to the d20 and then compare to the target number.
They break it down into fewer scores and skills to remember.
When you look at a D&D or SWADE character sheet, there are a lot of moving parts to consider and character creation is slightly more involved than Essence20. 4 Essence Scores- Strength, Speed, Smarts, and Social. That’s it. There are only five or six skills under each Score, and only a few specializations for each skill. It’s like a streamlined version of Shadowrun or D6 Star Wars. I hope and pray they keep it that way going forward. We like simple here. Really.
I think Essence20 was really developed with fans of specific franchises in mind like GI Joe and Power Rangers. It’s fast to learn and build characters and emulates whichever series in question quite well. They’re almost as good at genre emulation as Spectrum Games. You can already recreate just about any character from either GI Joe or Power Rangers series pretty rapidly just by knowing the character and looking at Essence20.
Let’s look at one of my favorites from GI Joe lore. He was a Martial Artist (Influence.) Former Hollywood stunt man so Civilian (Origin) and trained pretty extensively under good old Snake Eyes- Commando (Role.) Give him a sword and some shuriken. Fill in the rest of the bells and whistles accordingly prioritizing Speed and Strength for the most part. That’s Quick Kick. It’s easy.
That day of GI Joe vs Transformers is right over the horizon. It’s gonna be beautiful. I hope my voice holds together through my Starscream and Cobra Commander dialogue.
I would love to see Essence20 as a “generic” game system.
I could easily see Essence20 Core selling as a book on its own. The only thing the GM would have to figure out would be Roles for whatever specific genre or franchise they wish to emulate. Influences and Origins have been pretty consistent so far as have the general skills. There might be some genre or series specific tweaks, but really it’s pretty easy to master as a framework.
You’ve literally got the start of a generic universal RPG franchise here with a little work. There is so much potential for this system to expand into specific setting and genre books just like d20 Modern, SWADE, GURPS, and FATE did before it. On the other hand, it could also get bonkers out of control like some of those games did. Could this even be the future of D&D? Time will tell.
Star Wars, WWE, Street Fighter, Marvel Superheroes, Indiana Jones, James Bond, and so many other franchises could all field Essence20 games and they would run quite smoothly. I’m not sure about horror yet, but I suspect it could work. The time consuming part is going to be figuring out the Origins, Roles, specializations, equipment/vehicles and threats for each genre/franchise. The character framework could readily be hashed out by a designer or two in a couple of days. It’s really not that daunting compared to using D&D 5E for everything.
Thanks for stopping by. More on Essence20 to come in future articles as I am enamored with this system so far. Please stay hydrated. Think positive. See ya soon.
General Gnarl’s main henchbeasts are on tap today.
Today we’re diving into some of my Lightning Force Rangers campaign bad guys. I’m starting off with the freakiest of the bunch, General Gnarl. His lieutenants are designed around a horror/ooze theme. Not all of the lieutenants listed will be used this season, hence the random table.
A little bookkeeping first. Unless we are specifically referring to a Monster of the Week, all creatures working on behalf of the bad guys are now called, “Threats.” This comes following Renegade Con and the appearance of the “Fan Preview Guide.” Dunno why we’re calling it that, but hey- we’re cool.
They also did us another solid with this little tidbit in their FAQ:
That having been said, here is a list of General Gnarl’s monsters presented here in name only. Stats to follow at a later date if/when we ever figure out how the OGL works with this game or if there even is one…
Please roll 1d12 and consult the table below:
Necrolord Abominus: Raises zombies (Putties, but mud and bone.)
Oozemaster: Slimy abomination determined to spread goo everywhere. Yuck.
Bonehead: Dude is literally a giant skeleton. Shoots cool eyebeams. Hard to hit.
Boiler Belly: Metal monstrosity with a belly full of green fire and a door to blast it with. Superheated when angry, which is quite often.
Zitius Maximus: Rubbery monster covered in small holes capable of spewing nasty slime. Slime turns people into gelatinous masses. Mega mode is volcanic.
Wrecking Ball: Ball of solid metal with arms and legs. Uses the chain on his head as a weapon. Super tough, not necessarily super smart. Arm chain tentacles?
Achoo Chu: Somewhat comical train with a huge nose. (Think Thomas the Tank Engine costume.) Spreads an incapacitating disease called the “Sneezles” causing uncontrolled sneezing in its victims. Disease is cured when monster is defeated.
Double Fist: (Picture Hitmonchan from Pokemon made of solid metal and a smooth head.) Has four arms. Boxing beastie that doubles itself when damaged.
Tri-Cycler: Three headed Centaur with two small wheels in the back and one huge wheel up front. Cannon on the back.
Spawn Camp: A walking, talking miniature log cabin that releases small, bipedal humanoid minions. Has a mortar on its back.
Gas bag: A hot air balloon shaped humanoid biped that sprays sleeping gas everywhere. Its noxious odor is also capable of stunning people.
Gunnarl: Gnarl’s shorter, pudgier version of himself. Carries a gun almost bigger that he is. Acts and talks like Gnarl only in a smaller, cuter voice.
Bonus Table: Serious Damage. Please roll 1d12 and see what any give threat might be able to shoot: