CHARACTER CREATION/CAPABILITIES ● Either roll 1d6 or assign 1-5 points per stat

(source: Sonic the Hedgehog Adventure Gamebooks, Penguin Books, 1993-1996) ​ ​ ● SPEED/SPD: movement speed and speed-based attacks like Spin Dashing ● STRENGTH/STR: weapon usage prerequisites and traditional weapon damage ● AGILITY/AGI: dodging, acrobatics, riding Extreme Gear ● COOLNESS/COOL: charisma for non-combat negotiation, morale ● WITS/WIT: intelligence, perception, weapon usage prerequisites ● LOOKS/LOOK: modifier for coolness ADAPTATIONS Further define your character; players must choose at least one (because animal people, remember) ● Wings ● Quills ● Giant/Small ● Armored Scales ● Digging/Climbing Claws ● Tentacles ● Gills ● Horns ● Fangs ● Antennae ● Venom Glands ● Echolocation ● Night/Thermal Vision ● Prehensile Tail ● Stinger Tail ● Fins SUPERPOWERS Optional; ● Super Speed ● Super Strength ● Psychokinesis ● Elemental ● Chaos Control/other Chaos powers ● Hammerspace: Keep 1 simple non-consumable item on your person at all times; can only have one copy of the item out at a time; if lost, the item “magically” respawns in hammerspace after a short time, after which you can pull it out again; can be taken twice, with the second either allowing you to choose another item, spawn another copy of the first chosen item, or summon consumable items ● Magic Pockets: Have a “virtual backpack” somewhere on your person at all times ● Shapeshifting: Change body to resemble another individual or create a new identity; can only mimic members of the same species (animals can’t mimic humans, or vice versa), and cannot mimic superpowers ● Color Change

RINGS/LIVES ● Rings: Function both as hit points and currency. Found in various points on the map, either simply floating around or in item boxes. ○ 1 ring=$20 ● Wallet: At the end of every encounter, all Rings the character has are deposited. Rings in a character's Wallet are not lost when the character is hurt; they can only be lost by being spent or stolen. Only Rings stored in the Wallet can be spent as currency at shops. ● Lives & Continues: Extra Lives are given whenever a character collects 100 rings or can be found in Item Boxes. Continues are granted every 10,000 Points. If a character runs out of Rings due to damage but has at least 1 Life, they lose one Life and are revived the next turn. If a character runs out of Lives but has at least 1 Continue, 1 Continue is deducted from their total and they are revived 5 turns after they are knocked out. If a character runs out of Lives and doesn't have any continues, they are knocked unconscious and cannot act unless revived. ● Death: Undecided; perhaps decided by “finishing blows”, massive damage, and/or being attacked with 0 lives, rings, or continues

TASK RESOLUTION ● Non-opposed: 1d6 + relevant stat vs. target number from 5-10 ● Opposed: 1d6 + relevant stat vs. 1d6 + relevant stat

COMBAT ● Running Attacks (Boost, Spin Dash, Homing Attack, etc.) ○ Hit Formula: Opposed roll SPEED vs. AGILITY ○ Damage Formula: SPEED ● Unarmed Attack ○ Hit Formula: Opposed roll STRENGTH vs. AGILITY ○ Damage Formula: STRENGTH ● Traditional Weapons (swords, bows, etc.) ○ Hit Formula: Opposed roll STRENGTH vs. WITS or AGILITY ○ Damage Formula: WEAPON DAMAGE + STRENGTH ● Throw: Throw an object at a target. ○ Hit Formula: Opposed roll STRENGTH or WITS vs. AGILITY ○ Damage Formula: STRENGTH + any modifiers from object ● Ranged Weapons (firearms, Wispons, vehicle weapons, etc.) ○ Hit formula: Non-opposed roll 1d6 + WITS vs. target number ○ Damage Formula: WEAPON DAMAGE ● Defensive actions: if you successfully beat an attacker's roll, you can counterattack or move

WEAPONS ● Weapons have minimum STRENGTH and WITS requirements; while characters can use weapons if they don’t have enough STRENGTH or WITS, they must roll 1d6 every time they attack, with both the STRENGTH and WITS requirements as target numbers; if they beat both target numbers, the attack succeeds, but if they only beat one, the attack misses, and if they fail both, something bad happens ● Players can choose 1 Traditional Weapon, 1 Civilian Firearm, or 1 Wispon at character creation

TRADITIONAL WEAPONS

Name Damage Prerequisites Abilities Cost

Longsword ? + STR 3 STR, WIT 5 rings

Dagger ? + WIT 1 STR, WIT Throwable (range: 3 rings 1m per STR)

Rapier ? + STR or WIT 3 STR, WIT 6 rings

Spear ? + STR 4 STR, WIT 4m range 6 rings

Axe ? +STR 3 STR, WIT 9 rings

10m range + 1m per Bow ? + STR or WIT 3 STR, WIT 10 rings STR

CIVILIAN FIREARMS

Range Name Damage Firing Speed Prerequisites Cost (Inc/max)

Stun Gun 2 10 Fast 5m/50m 1 STR, 1 WIT 25 rings

Crossbow 5 1 Slow 10m/100 m 2 STR, 2 WIT 15 rings

Pocket 3 6 Medium 10m/100 m 1 STR, 2 WIT 20 rings Revolver

Pistol 4 10 Fast 10m/100 m 2 STR, 2 WIT 35 rings

Rifle 7 10 Fast 25m/250m 3 STR, 3 WIT 25 rings

Hunting 9 (+1 within 2 Medium 20m/200m 3 STR, 3 WIT 20 rings 10m)

Pump 9 (+1 within 5 Medium 15m/150m 3 STR, 3 WIT 25 rings Shotgun 10m)

MILITARY FIREARMS

Range Name Damage Magazine Firing Speed Prerequisites Cost (Inc/max)

Submachine 4 (12 for 20 Fast 15m/150m 3 STR, 3 WIT 40 rings Gun 5-shot burst)

7 (21 for Assault 30 Fast 20m/200m 3 STR, 3 WIT 70 rings 3-shot burst)

9 (27 5 Fast 50m/500m 3 STR, 4 WIT 100 rings headshot)

11 (33 for 5-shot 100 Fast 45m/450m 4 STR, 3 WIT 85 rings full-auto) 25 (10m blast radius, -5 damage 6 Slow 25m/250m 3 STR, 4 WIT 50 rings Launcher every 1m from point of impact)

Bazooka 65 1 Slow 75m/750m 4 STR, 4 WIT 75 rings

Homing Missile 50 1 Slow 80m/800m 4 STR, 4 WIT 150 rings Launcher

Weapon Models: Pocket Revolver=Smith & Wesson Model 37 Airweight, Pistol=Heckler & Koch USP 45 Tactical OR ​ SIG-Sauer P229, Rifle=Ruger Mini-14, Hunting Shotgun=Stoeger Coach Gun, Pump Shotgun=Ithaca 37, =Heckler & Koch MP5A3, =SIG SSG 551, Sniper Rifle=Heckler & Koch PSG1, Machine Gun=Browning M1919A4, =AT4, Homing Missile Launcher=SMAW

WISPONS

Name Damage Energy Attack Speed Range Prerequisites Cost

White Boost 3 STR, ? WIT

Special effect goes here

Blue Cube 3 STR, ? WIT

Special effect goes here

Cyan Laser 3 STR, ? WIT

Special effect goes here

Green Hover 3 STR, ? WIT

Special effect goes here

Indigo 3 STR, ? WIT Asteroid

Special effect goes here

Ivory 3 STR, ? WIT Lightning

Special effect goes here

Orange 3 STR, ? WIT Rocket

Special effect goes here

Pink Spike 3 STR, ? WIT

Special effect goes here Red Burst 3 STR, ? WIT

Special effect goes here

Violet Void 3 STR, ? WIT

Special effect goes here

WEAPON QUALITIES

Name Compatibility Cost Effect

Steel Default No special effects

Traditional weapons, Must roll every attack, and if attack fails, weapon Rusty - civilian firearms breaks

Traditional weapons, Cursed + ??? civilian firearms

-1 STR and WIT prerequisites, can break, civilian Traditional weapons, Bronze - firearms are converted to single-shot black powder civilian firearms firearms that take 2 Slow actions to reload

Can inflict non-lethal damage at will; converts Traditional weapons, Blunt - swords to clubs, spears to staves, axes to hammers, and daggers to batons

Uses power instead of ammunition, +? damage for Energy Any weapon + traditional weapons

MOVEMENT/TIME Metric measurements, with speed measured in m/s (rounded) or SPEED ● 1 SPEED= 1 m/s

TERRAIN ● Conveyor belts: Automatic movement in belt direction when holding still, + speed when moving in same direction as belt, - speed when moving against belt ● Boosters/dash pads: automatically initiates dash when going in the correct direction or at 90-degree angle; shoves back painfully when going in opposite direction ● Slick surfaces: + speed, roll when changing direction or speed; if roll fails, character falls down ● Loops: requires minimum speed to run through, major speed boost if successful, “threading the needle” has no requirements ● Springs ● Water

ENEMIES ● Badnik: 1 HP, classic badniks and other trash baddies ● Pawn: 5-10 HP, Modern robots like Egg Pawns, human/furry troops, etc. ● Heavy: 10-20 HP, Larger enemies, common vehicles ● Mid-Boss: 30-50 HP, Armored vehicles, other really tough enemies ● Boss: 60-80 HP (per phase) ● Final Boss: 90+ HP (per phase)

SCORING ● +100 for each ring held at the end of the encounter ● +100 for every non-boss enemy defeated ● +200 when 2 enemies are defeated with one move ● +500 when 3 enemies are defeated with one move ● +1000 when 4-15 enemies are defeated with one move ● +1000 for every boss ● +5000 when 16+ enemies are defeated with one move ● - half score upon continuing

UNDECIDED CRUNCH ● Death ○ How should death be handled? Sonic characters can die, even on-screen (such as Maria Robotnik, the Jackal Squad and the Avatar’s squadmates in Sonic Forces, etc.), but there doesn’t seem to be any consistent threshold for what is lethal. ● Speed/Time ○ How much time should a turn stand for? 1 turn = 1 second is simple (1 turn = 1 ) but takes forever, while 1 turn = 6 seconds is the “standard” but allows speedsters to win before everyone else can do anything. ● Scoring ○ Scores are based on the games’ pinball-tier big numbers. Perhaps divide it by 10 or 100 to make it more readable, if less flavorful. ○ Should they be used as currency for character growth, or grant build points at certain thresholds? In short, point buy or levels? ● Character types/races ○ Races/character types are currently divided into Living, Mechanical, and Supernatural, but should there be sub-races (Mobian/Human/Chao/whatever under Living, for example)? And if so, how should their mechanics differ? ● Level design ○ Relatively linear obstacle courses and platforming are the Sonic standard, but platforming in TTRPGs is hard to pull off. ○ Balancing level size and character speed. Large levels can give fast characters a challenge, but slower characters will be left in the dust. Smaller levels will make high speed little more than a “flash step”, but at least make slower characters playable.

UNDECIDED FLUFF ● Setting ○ Should there be a “default” setting to help less knowledgeable players, or should the group be expected to know enough about the series to not need context? If there is a “default” setting, should a specific canon be used, or should I write my own? ○ The game canon changes frequently and is usually just a backdrop, the pre-reboot Archie comic setting was messy but unique, the post-reboot Archie setting was close to the games but still comic-specific, and the IDW comic setting has barely been fleshed out. ● Canon ○ How much should canon characters matter? Should Dr. Eggman/Robotnik always be THE bad guy? ○ How should canon characters be statted up? Should they be balanced against the players, or is it acceptable to make them high-tier NPCs/DMPCs? ● Power level autism ○ Game character power creeps and seeps from work to work (autistic headcanon notwithstanding) but are generally relatively strong, while comic characters are closer to street supers. How do OCs fit into all this? ● Nature/origin of superpowers ○ Sometimes superpowers are based on the characters’ biology (Tails and Rouge can fly with their tails/wings, Tangle’s tail is super-strong and prehensile, Knuckles has spiked claws, etc.), other times they’re completely arbitrary (Sonic’s speed, Blaze’s pyrokinesis, Silver’s psychokinesis). Should PC powers require a “biological precedent”, or should they be able to have powers just because? ○ There don’t seem to be any superpowered humans, which might be unfair to human PCs. ● Races/Species ○ What should Sonic et al.’s race/species be called? “Mobians” is Archie comic-specific and bound to piss game purists off, “furries” or “anthros” are technically accurate but have undesirable connotations, and “animal people” is unnecessarily verbose. ○ Should “other” species like Chao, Wisps, ghosts, etc. be playable? Chao and Wisps are currently companions in the equipment doc, but would there be any value in making them playable on their own?

MAIN DIMENSIONS/CONTINUITIES ● Classic/Modern timelines ● Human world (Adventure to Unleashed) ● Sonic’s world (Classic games [possibly], Forces, IDW comics) ● Boom world (Sonic Boom) ● Mobius (Cartoon/Archie comic world) ● “Earth” (Sonic X comics)

NOTABLE TECHNOLOGIES ● Energy weapons ● Antigravity/micro-thruster engines ● Heavier-than-air airships ● Piloted mechs ● Cyberspace/digitization ● Sapient artificial intelligence ● Advanced cybernetics/robotics ● Organic-to-robotic conversion ● Large-scale space stations ● Magic/technology integration (limited) ● Hard light ● Electromagnetic/force shielding

SUPERNATURAL ASPECTS ● Crystalline macguffins ○ Multiple continuities/worlds ■ Chaos Emeralds: 7 in existence; can appear in Special Stages or out in the world, seemingly at random; can power machinery, Chaos Control, and Super transformations when all together ■ Master Emerald: One of a kind; located at Angel Island and guarded by Knuckles the Echidna; “residence” of Chaos and Tikal; regulates Chaos Emeralds’ power; has considerable power of its own ■ Phantom Ruby: One-of-a-kind original, with limited run of synthetic replicas; psycho-somatic powers, producing “real” illusions and phantoms ■ Arks of the Cosmos: 5 in existence; ancient Babylonian rings capable of mass-energy conversion and gravity manipulation; the key components of Babylon Garden’s warp drive, serving as both power sources and computers; attract each other ○ Specific worlds ■ Sol Emeralds (Sol Dimension): 7 in existence; almost identical to Chaos Emeralds, differing only in shape ■ Time Stones (Little Planet): 7 in existence; affect flow of time on Little Planet, and possibly elsewhere ■ World Rings (World of the Arabian Nights): 7 in existence; only exist in the World of the Arabian Nights; tied to various emotions; reality-warping when used together ■ Precioustone (Maginaryworld): Source and dimensional anchor of Maginaryworld, produced from gestalt dream power; can be shattered, wreaking havoc on Maginaryworld ■ Forcejewels (Maginaryworld): Numerous minor gems of Maginaryworld, used as gameplay items in Shuffle ○ Other continuities ■ Anarchy Beryl (Pre-Reboot Archie): Anti-Mobius/Moebius equivalent of the Chaos Emeralds; exact number unknown, but probably more numerous than Chaos Emeralds; provide longer-lasting Super transformation than the Chaos Emeralds, but drains bearer’s power once they run out ■ Warp Topaz (IDW): Presumably one-of-a-kind; can open wormholes; other properties inconclusive ● Ghosts and spirits ○ Boo ghosts: undifferentiated, dubiously sapient ghosts; mischievous and territorial ○ Tikal: Ascended soul of an echidna princess-priestess ○ Lah, Su, and Wu: Mischievous, humanoid ghosts of unknown origin; Su and Wu can fuse into Baker, a burly horned ghost ○ Pumpkin ghosts: Pumpkin-headed ghosts that haunt Hang Castle and Mystic Mansion ○ Human ghosts: Antonio (one of the Three Musketeers of Soleanna), Renzo (unfortunate victim of a traffic accident) ○ Hyudoros/Ghosts: Nondescript spirits that haunt Sandopolis Zone and Mystic Haunt ○ Mimic Ghost: Ghost of unknown origin that haunts Mystic Haunt; takes the forms and abilities of other characters ● Eldritch/godlike beings ○ Multiple continuities ■ Chaos (games and comics) ○ Specific games ■ Solaris/Mephiles/Iblis: God of time and the sun in Soleanna’s mythos; split into Mephiles and Iblis (Sonic the Hedgehog [2006]) ■ Time Eater: Mysterious monster encountered in deep space, capable of moving freely through time (Sonic Generations) ■ Argus: Enigmatic tentacled entity responsible for sealing the assorted races of the Twilight Cage (Sonic Chronicles) ■ Ifrit: Fiery, mind-warping demonic dragon from Silver’s future (Sonic Rivals 2) ■ Angelus/Babylon Guardian: Genie guardian of the flying city of Babylon Garden; possibly a hologram (Sonic Riders, pre-reboot Archie comics) ■ Illumina/Lumina Flowlight/Void: “Goddess” of the Maginaryworld dream dimension; after a crisis of faith, split into two beings, the dreamy Lumina Flowlight and the nightmarish Void (Sonic Shuffle) ■ Dark Gaia: Colossal chthonic titan buried deep within the planet, released during world-sundering cataclysms; capable of dissolving into a purple vapor that can summon monsters, control minds, or generate dark barriers; crippled by bright light, and only manifests itself at night (Sonic Unleashed, post-reboot Archie Comics, IDW comics) ○ Other continuities ■ Ixis: Enigmatic primordial entity venerated by the troll civilization; fonts of its power exist in various secret locations; actual nature is otherwise unknown (post-reboot Archie comics) ■ Second Devourer: Eldritch monster from beyond time and space, wandering through Genesis Portals to attack random worlds; essentially an off-brand Time Eater (post-reboot Archie comics) ■ Enerjak/Dark Enerjak: Echidna scientist-turned-demigod-turned-evil spirit; reincarnates and possesses echidnas, granting them nigh-omnipotence but corrupting their personalities (pre-reboot Archie comics) ■ Aurora: Echidna scientist-turned-benevolent demigoddess; lives in the Virtual Zone, giving premonitions and appearing to her beholders as whoever they imagine her to be (pre-reboot Archie comics) ■ Tikhaos: Fusion of Tikal and Chaos, formed 25-30 years in the pre-reboot continuity’s future; normally resembles a liquid, golden Tikal, but transforms into a golden version of Perfect Chaos (“Perfect Tikhaos”) when given too much Chaos Energy; unstable personality, with Chaos’ wrath and hunger for Chaos Energy barely tempered by Tikal’s benevolence (pre-reboot Archie comics) ● Lost civilizations ○ Multiple continuities ■ Knuckles clan echidnas (games and comics) ■ Babylonians: Ancient astronauts turned avian thieves; their only known descendants are the Babylon Rogues (games and comics) ○ Specific games ■ Nocturnus clan echidnas (Sonic Chronicles) ○ Other continuities ■ Troll civilization (Archie comics) ■ Greater echidna civilization (pre-reboot Archie comics) ● Other dimensions ○ Special Stages: Bizarre, colorful pocket dimensions often home to the Chaos Emeralds ○ Maginaryworld: Gestalt dreamland ○ Twilight Cage: Extraterrestrial prison dimension ○ Sol Dimension: Blaze the Cat’s world ○ Storybook worlds ■ World of the Arabian Nights, World of Camelot ○ Future: Silver the Hedgehog’s home time, “Light Mobius” period 25-30 years after pre-reboot Archie comics ○ Numerous alternate versions of Mobius (pre-reboot Archie comics only)

CARTOON/ARBITRARY ASPECTS ● Hammerspace ● Video game landscaping/architecture ● Superpowers ● Rings

SOCIETAL/RACIAL STRUCTURES ● Human world ○ Nation-states under the auspices of the United Federation ○ Culturally distinct; whether the Federation is a true world government or an international alliance is vague and variable ○ Mostly human population, with varying degrees of animal/Mobian cohabitation ○ Only known military is the United Federation’s powerful globe-spanning G.U.N. organization ● Animal/Mobian (Archie/IDW) ○ Independent cities and principalities, with no readily apparent international organizations ○ Relatively isolated from one another, generally on friendly terms but preferring to keep to their own devices ○ Almost exclusively animal/Mobian population, with little to no human presence ○ Military limited to local guards, temporary militias, and adventurers/mercenaries ● The Eggman Empire ○ Expansionist evil empire, size varies from world-spanning superpower to disproportionately aggressive microstate ○ Has no allies, only subjects or puppets ○ Only “inhabitants” are Dr. Eggman himself, his robot hordes, and (depending on continuity) some animal/Mobian henchmen ○ Colossal robotic army; depending on continuity, animal/Mobian troops may also join ● Alien races ○ Widely varied ○ Often limited in number, extirpated, or extinct ○ Often limited to specific games or continuities ■ Wisps: Colorful, friendly cephalopod aliens with assorted color-coded superpowers and traits; can merge with people and machines to temporarily share their powers (games and comics) ■ Zeti: Malevolent ogre-like creatures capable of manipulating electromagnetic fields; only six—the Deadly Six--have been encountered (games and comics) ■ Black Arms: Marauding reptilian invaders that wander the universe in “Black Comets”; vast majority lack capacity for independent thought, with only their leaders possessing any real individuality; armed with ray guns, swords, paralysis gas, and nasty jaws; presumably extinct (games and comics) ■ Twilight Cage races (Sonic Chronicles) ● Kron: long-lived miners made of igneous rock ● Zoah: militaristic armored lightning giants ● N’rrgal: self-replicating hive-minded slugs ● Voxai: friendly psychic manta ray/jellyfish things ● Nocturnus Clan: technologically advanced echidna civilization ■ Xorda: presumably extinct (pre-reboot Archie comics) ■ Seedrians/Metarex: (Sonic X) ● Mobian taxonomy ○ Kingdom: Animalia ○ Phylum: Chordata ○ Order: ??? ○ Family: ■ Erinaceiform (Hedgehogs) ■ Feliform (cats) ■ Caniform (dogs) ■ Chiropteraform (bats) ■ Crocodyliform (crocodiles) ■ Chamaeleoniform (chameleons) ○ Examples ■ Sonic, Amy, Shadow, Silver: ??? celeri ■ Tails: Vulpes volantem ■ Rouge: Lasionycteris avarus ■ Big: Felis lummox ■ Blaze: Felix regiis ■ Cream/Vanilla: Lepus bellus