Sei sulla pagina 1di 20

SENTAI HEROES

SENTAI HERO DESIGN


Designing a hero for your Sentai campaign is a relatively simple thing if you know how to build a hero in Mutants
and Masterminds, but with some minor modifications that follow. As this is not a complete game on it's own,
you'll need a copy of the Mutants and Masterminds 3 rd Edition Hero's Handbook, a Mutants and Masterminds
character sheet, some scrap paper for notes, and your entire gaming group to design the heroes for your
campaign.
1. Sentai Concept
Before you even get started with your individual heroes, it's a good idea to figure out the team
first. What should the teams theme be? How do they know each other? Are they friends?
Acquaintances? Are they even human? If not, where do they come from? An alien planet?
Another dimension? Where do your powers even come from? Science? Magic? A combination?
Figuring this stuff out before hand can help shape every other decision you make in character
creation, so get the group together and throw out some ideas.
2. Sentai Hero Concept
And now it's time to start work on your hero right? Wrong. After you get concept for your group's
Sentai done, it's time to start working on your individual hero. But you're not building them just
yet. We still have to have a rough idea of who your hero is. Is he strong? Is she nimble?
Personable? Aloof? A people person? A loner? Heck, what gender are they? This also helps out
figuring things out when you actually begin to put your pencil to your character sheet and start
making the character.
3. Gamemaster Guidelines
Just like in a normal Mutants and Masterminds campaign, your GM may have some restrictions
on what concepts, advantages, descriptors and the like that will fit within their view of the
campaign, so please run your ideas past your GM before you even put pencil to paper. It'll save
everybody some grief in the long run.
4. Hero Creation Part One: The Normal Person
Now, instead of just building your hero at a heroic level, we start with a powerless version of your
hero called a Normal Person. We do it this way because your character won't always have
their super powers, unlike in an American comic book style campaign.
Power Level
The GM is responsible for setting the power levels for the campaign, of course, but it is
suggested that your civilian identity be a Power Level 4 hero with 60 Power Points to spend
on hero creation. You hero will be beyond the normal person in terms of capabilities, which
is Power Level 0, but will still have a tough time facing even the enemies Faceless Footsoldiers much less a Kaiju.
Abilities, Skills, and Advantages
These steps are unchanged from the Hero's Handbook other than any changes your GM
may make. Nothing to see here. Move along.
Powers
Now having powers as a Normal Person is a bit weird. Generally, if your character is a
human, they shouldn't have any powers. The only reasons for the Normal Person version
of your hero to have powers is if they're not a normal human being. If you're going down that
SENTAI CONCEPT
Every Sentai has a core concept that shapes the entirety of the team. Some are government agents in power
suits. Others are cyborgs with a playing card motif. There are teenagers, cars, birds, teachers, dancing,
dinosaurs, animals, aliens, ancient warriors, ninja, samurai, angels, pirates, trains and various combinations
of them. You can even come up with your own themes as long as everybody is okay with it.

route, limit the hero's powers to movement and utility powers. Their combat powers should
only come when they are in their Sentai Hero form.
Archetypes
If you don't feel like making a hero completely from scratch, 6 heroic archetypes have been
included with a few power points left over for any customization you feel like. The archetypes
are: Acrobat, Athlete, Brain, Brick, Charmer, and Heart & Soul. They can be found later in
the chapter.
Complications and Details
Once again, these steps are no different than in the Hero's Handbook. Don't worry about it. It
happens to everybody.
5. Hero Creation Part Two: Sentai Hero
This is when we begin to build the heroic version of your Normal Person, the Sentai Hero.
Power Level
This is where it really get's different from a regular Mutants and Masterminds campaign in
that instead of sticking with a single power level until you earn enough power points, you
actually jump up a few power levels when in your Sentai Hero state. When designing your
hero form, up the power level to PL 8 with an extra 60 points to spend on powers and the
like.
Colors
If you've watched a Sentai series, or at the very least it's American equivalent with some
powerful rangers, you know that the core group of heroes are all color coded with the more
popular colors being red, blue, yellow, pink, green, black, and white and most colors have
roles frequently associated with them. Choose a color, which will also be part of your heroic
name (i.e. Red Ranger) while working on your hero. Later in this chapter is a section
describing the more popular colors and the roles they fill, but as long it's okay with your GM
and group, you can choose a different role within the Sentai.
Special Heroes
Sometimes there will be players who join later in the campaign or can only come once in
a while. If you feel like you fit the bill, the Special Hero section is for you.
Abilities, Skills, and Advantages
Once you get all those extra pretty power points to spend, you may be tempted to start
increasing your Abilities, buy more skill ranks, or get new advantages. If you do, please do
that using powers that way you don't go above your PL 4 limit when you don't have your
changer with you.
Powers
In a Sentai, most of the core group have the same basic sets of powers. They're stronger,
faster, and tougher than even your PL 4 Normal Person and able to deal much more
damage. Then each hero will have something that makes them unique: a power, a special
attack that they call out before they use it, a weapon, or a combination of the three, and
most of them require you changing into your Sentai Hero form to be able to use.
Sentai Changer and Token
The Sentai Changer and Token is where your hero will gain their powers from. Place
your token into your changer, do a couple of poses and shout your transformation
phrase is all you generally need to be able to go from a normal Joe to a Super Joe Red.
Please administer responsibly.
6. Gamemaster Approval
The final step is to let your GM look over your completed character so they can see if you made
any mistakes, followed their guidelines, and see if you colored inside the lines. Once your GM
has approved of your character, you're done and ready to play.

NORMAL PERSON
The basic version of your hero is the normal person, the person without any special powers. Sure, you may be
better looking, have better hair, be more nimble, stronger, and smarter than the average person on the street, but
you're still nothing but flesh and bone and not a real match for the kaiju that threaten your world.
To make your normal self, make a PL 4 character with 60 power points to spend, but without any powers,
unless your GM allows them.

ARCHETYPES
The following are some basic PL 4 archetypes to use if you don't really feel like building something from scratch.
Each one has 10 power points remaining so you can do some customizations to make the one you pick your
own.

The Acrobat

The Athlete

The Acrobat is a nimble warrior, quick and graceful.

The Athlete is a strong warrior, strong and powerful.

Acrobat

Athlete

PL 4

PL 4

STRENGTH

AGILITY

FIGHTING

AWARENESS

STRENGTH

AGILITY

FIGHTING

AWARENESS

STAM INA

DEXTERITY

INTELLECT

PRESENCE

STAM INA

DEXTERITY

INTELLECT

PRESENCE

ADVANTAGES
Agile Feint, Assessment, Defensive Roll, Evasion, Instant Up,
Prone Fighting, Uncanny Dodge

ADVANTAGES
All-Out Attack, Attractive, Daze (Intimidation), Pow er Attack, Skill
Mastery (Athletics), Ultimate Ef f ort (Strength Checks)

SKILLS
Acrobatics 8 (+12), Athletics 4 (+4), Close Combat: Unarmed 1
(+4), Insight 1 (+1), Perception 2 (+2), Ranged Combat: Throw 1
(+2), Sleight of Hand 4 (+5), Stealth 4 (+8), Vehicles 3 (+4)

SKILLS
Acrobatics 2 (+3), Athletics 8 (+12), Close Combat: Unarmed 2
(+4), Expertise: Choose One 2 (+2), Insight 1 (+1), Intimidation 3
(+4), Perception 1 (+1), Ranged Combat: Throw 1 (+1), Treatment
2 (+2), Vehicles 2 (+2)

OFFENSE

OFFENSE

INITIATIVE +4
Throw +2

Ranged, Damage 0, Crit 20

Unarmed +4

Close, Damage 0, Crit 20

INITIATIVE +1
Throw +1

Ranged, Damage 4, Crit 20

Unarmed +4

Close, Damage 4, Crit 20

DEFENSE
DODGE

FORTITUDE

DEFENSE

PARRY

TOUGHNESS

3/2

DODGE

FORTITUDE

WILL

PARRY

TOUGHNESS

WILL

TOTALS
ABILITIES

POWERS

TOTALS

ADVANTAGES 7

22

SKILLS

14

ABILITIES

DEFENSES

TOTAL

50

REM AINING

10

22

POWERS

ADVANTAGES 6

SKILLS

12

DEFENSES

TOTAL

50

REM AINING

10

10

The Brain

The Brick

The Brain is a wise warrior, smart and resourceful.

The Brick is a tough warrior, dependable and sturdy.

Brains

Brick

PL 4

PL 4

STRENGTH

AGILITY

FIGHTING

AWARENESS

STRENGTH

AGILITY

FIGHTING

AWARENESS

STAMINA

DEXTERITY

INTELLECT

PRESENCE

STAMINA

DEXTERITY

INTELLECT

PRESENCE

ADVANTAGES
Assessment, Contacts, Eidetic Memory, Fascinate (Expertise),
Improvised Tools, Jack-of-all-Trades, Skill Mastery (Choose One),
Speed of Thought, Well-Informed

ADVANTAGES
All-out Attack, Diehard, Extraordinary Effort, Great Endurance,
Improved Defense, Pow er Attack, Takedow n, Ultimate Effort
(Choose One: Stamina or Fortitude Checks)

SKILLS
Expertise: Choose 3 4 (+8), Investigation 3 (+7), Technology 4
(+8)

SKILLS
Athletics 4 (+7), Close Combat: Unarmed 4 (+5), Expertise:
Choose One 2 (+2), Intimidation 8 (+8), Persuasion 2 (+2),
Vehicles 4 (+6)

OFFENSE
OFFENSE

INITIATIVE +4
Throw +2
Unarmed +1

INITIATIVE +0

Ranged, Damage 0, Crit 20


Throw +2

Ranged, Damage 3, Crit 20

Unarmed +5

Close, Damage 3, Crit 20

Close, Damage 0, Crit 20

DEFENSE
DODGE

FORTITUDE

DEFENSE

PARRY

TOUGHNESS

DODGE

FORTITUDE

PARRY

TOUGHNESS

WILL

WILL

TOTALS
ABILITIES

22

ADVANTAGES 9
DEFENSES

POWERS

TOTALS

SKILLS

10

ABILITIES

POWERS

50

ADVANTAGES 8

SKILLS

12

10

DEFENSES

TOTAL

50

REMAINING

10

TOTAL
REMAINING

22
8

The Charmer

The Heart and Soul

The Charmer is a personable warrior, charming and


attractive.

The Heart and Soul is a caring warrior, the heart and


soul of the team.

Charmer

Heart and Soul

PL 4

STRENGTH

PL 4

AGILITY

FIGHTING

AWARENESS

STRENGTH

AGILITY

FIGHTING

AWARENESS

DEXTERITY

INTELLECT

PRESENCE

STAMINA

DEXTERITY

INTELLECT

PRESENCE

STAMINA

ADVANTAGES
Attractive 2, Benefit (Choose One), Connected, Daze
(Deception), Fascinate (Deception), Fascinate (Persuasion),
Inspire, Leadership, Well-informed

ADVANTAGES
Animal Empathy, Diehard, Extraordinary Ef fort, Fearless, Inspire,
Leadership, Well-informed

SKILLS
Athletics 1 (+1), Deception 4 (+8), Expertise: Choose One 1 (+2),
Insight 4 (+6), Persuasion 4 (+8)

SKILLS
Athletics 1 (+1), Expertise: Choose One 2 (+5), Insight 8 (+12),
Investigation 2 (+5), Perception 8 (+12), Persuasion 1 (+2),
Treatment 6 (+9), Vehicles 2 (+3)

OFFENSE

OFFENSE
INITIATIVE +0

INITIATIVE +3
Throw +0

Ranged, Damage 0, Crit 20

Throw +1

Unarmed +1

Close, Damage 0, Crit 20

Unarmed +0

Ranged, Damage 0, Crit 20


Close, Damage 0, Crit 20

DEFENSE

DEFENSE
DODGE

FORTITUDE

DODGE

FORTITUDE

PARRY

TOUGHNESS

PARRY

TOUGHNESS

WILL

WILL

TOTALS

TOTALS
ABILITIES

22

ADVANTAGES 10
DEFENSES

11

POWERS

ABILITIES

SKILLS

7
50

TOTAL
REMAINING

10

22

POWERS

ADVANTAGES 7

SKILLS

15

DEFENSES

TOTAL

50

REM AINING

10

SENTAI HERO
The Super part of your hero is what happens after you transform. You become a hero with powers beyond that
of any normal person. Before we get to the powers though, let's get to the color coding that has been part of the
Sentai genre since the beginning.

COLORS
One of the unique parts of the Sentai genre is the use of near identical costumes with the only real differences,
besides a hero's gender that is, being some minor decoration in the helmet and the color of the suit. That and
each color tends to have various roles associated with it. What follows are some brief descriptions of roles each
color possesses with a Sentai and the archetypes most associated with that color.

Sentai Red
Probably the primary color of the Sentai genre, Red Warriors have appeared in every incarnation of the Sentai,
including the US adaptions. Red tends to be the leader of the team, sometimes without even the team realizing
it, and can be considered the driving force of the team. They tend to have faith in their teammates and will
sacrifice themselves for their teammates if necessary.
The Red Warrior is primarily male, but has been female on one occasion.
Red Archetypes: Athlete, Charmer, and Heart & Soul

Sentai Blue
The only other color to appear in every incarnation of a Sentai team, the Blue Warriors are the secondary color.
Blue is usually the second-in-command of the team and can be considered the primary intellect of the group,
although they can be a rival of the Red Warriors.
The Blue Warrior is primarily male, but there have been some female Blues from time to time.
Blue Archetypes: Acrobat, Athlete, Brain, and Brick

Sentai Yellow
The third most frequent color in the Sentai genre is for the Yellow Warrior. Yellows are an athletic bunch, but
many have been known for their brains as well as their brawn.
There have been nearly as many male Yellow Warriors as female, but the most recent trend in the Sentai series
is to have them female.
Yellow Archetypes: Acrobat, Athlete, Brain, and Brick

Sentai Pink
The Pink Warrior has appeared in most Sentai teams, but not all of them. Personality wise, Pink tends to be the
heart of the time, but has been known to be rather athletic as well.
The Pink Warrior is almost always female, but there has been one male Pink in the back story of a Sentai series.
Pink Archetypes: Acrobat, Athlete, and Heart & Soul

Sentai Green
The Green Warrior has appeared in nearly half of all Sentai shows, and is most famously known from that team
of powerful rangers that debuted on US TV in the 90s. They are usually very dedicated and athletic heroes.
The Green Warrior has always been male with no known female counterparts.
Green Archetypes: Athlete, Brick, and Heart & Soul

Sentai Black
The Black Warrior has appeared in many Sentai series, but not all. Black is usually the second in command of
the team when Blue isn't, and is often on the core team when there isn't a Green Warrior present but not always.
They are often rivals to Red, but not always.
The Black Warrior, like the Green Warrior, has always been male with no known female versions.
Black Archetypes: Brain, Brick, and Charmer

Sentai White
The White Warrior has only appeared in around a quarter of all Sentai incarnations, with most of them being
intellectual.
The White Warrior is split evenly amongst males and females. When a White is male, they are generally the
Sixth Hero. Female Whites are part of the core team if they are there at the start.
White Archetypes: Acrobat, Brain, and Charmer

Other Colors
Sometimes there are other colors as part of a Sentai. If none of the 7 most popular colors are to your liking, feel
free to choose another color, or shade of a color, that you like and use that instead.

SPECIAL HEROES
Sometimes in Sentai there are those heroes that either join the core group at a later date or individual heroes
that ally themselves with the Sentai occasionally but can't be truly considered a true part of the group.

The Sixth Hero


The Sixth hero doesn't mean that they are the sixth person to join the team, it's just the name of the trope for a
hero that joins the core group of the Sentai at a later date. In game terms, the Sixth Hero could be played by a
player who joins many sessions into the campaign.
Personality wise, some are loners, some are anti-heroes, and some of people who jump at the chance to join the
team.
The Sixth Hero is primarily male, but has been female on occasion.
There are no archetypes associated with the Sixth Hero, nor are there any particular color. Just pick a color
that isn't in use.
Also, please note that while the Sixth Hero does have an identical power source and powers as the other
heroes, their changers are usually slightly different from the regular changers. And yes, there can be multiple
Sixth Heroes.

The Extra Hero


This hero is truly an extra one. They aren't part of the Sentai although they sometimes ally themselves with the
Sentai. Some are radically different from the core heroes while others have the same power sets. For the most
part, the Extra Hero should only be used by the GM as a plot device or as a Holy Crapadoodle! I made this
Kaiju way too tough and all the characters are about to die! They need help and they need it NOW! device for
those moments where the GM isn't feeling particularly evil.
If a player does play the Extra Hero, it should be a player that can only show up occasionally as the Extra
Hero is always a guest hero. If the player can show up regularly, go with the Sixth Hero instead.

SENTAI POWERS
Unlike in an American style superhero campaign, most of your hero's powers are not a physical part of your
character. When you are transformed, you may be able to perform great feats of strength and be able to do
things that few mortal men can do, but when you are just a normal person, you probably won't be able to lift a
bus over your head.
In Sentai, most of a hero's powers may come from deep within themselves, but it cannot be accessed via normal
means. They can only access it after grabbing one or two special transformation objects that they have on them,
saying a short phrase, making a couple of poses, and thrusting the object in front of them. We call them Sentai
Changers and Sentai Tokens.

SENTAI CHANGERS & SENTAI TOKENS


A Sentai Changer is the primary device used in
transforming from a Normal Person to a Sentai
Hero. It can take many forms from a large capsule
that envelops the hero to a wrist brace, a belt
buckle, a cellphone, or even a gun and they have
many different names.
Once transformed, the changer grants the hero
enhanced strength, enhanced fighting capabilities,
faster than normal speed, the ability to leap great
distances, one or two standard issue sidearms, and
makes them tougher than a SWAT officer in full riot
gear.
Some series will use a two part changer which we
have divided into a changer and a token. Neither will
work without the other and must be combined before
transformation. We call the second part the Sentai
Token.
The Sentai Token can take many forms from the
second wrist brace, a medallion, a key, a card, a
battery, or even a model train.
Below is an example Sentai Changer. Feel free to
use it whole in your campaign or to modify it to fit
your Sentai's theme.
Sentai Changer: Device, Removable. (26+
PP)
Inherent Powers: These powers are
available to your Sentai Hero as long as
you have the changer, making them
more powerful than a normal person,
but not quite in full hero mode. (10 PP)
Augmented Reflexes: Enhanced
Trait 9 (9 PP)
Traits: Dodge +3, Parry +3,
Advantages: Close Attack 3
Comm-Link: Feature 1. This allows
the Sentai Changer to be used as a
communicator to contact other
members of the team. (1 PP)
Sentai Suit: Alternate Form (Activation:
Move Action). This is a basic suit of
powered armor that envelopes the
Sentai Hero and resembles a spandex
bodysuit with a full helmet. (28+ PP)
Armor: Protection 4 (4 PP)
Augmented Strength: Enhanced
Trait 13 (13 PP)
Traits: Fighting +3, Strength +3,
Advantages: Move-by Action
Leaping: Leaping 3 (3 PP)
Speed: Speed 3 (3 PP)
Unique Weapon: A weapon that is
unique to the particular hero. To
create, use an offensive power with
the Easily Removable flaw.
Unique Attack: This is a signature
attack to your Sentai Hero. Once

NOTES ON POWERS
The Sentai Token
If you wish to use a two part transformation system, the
Sentai Changer and Sentai Token, add the following limit
the Sentai Changer's powers: Sentai Changer requires
Sentai Token to function.
Also, some of the more modern series have allowed for
the heroes to switch their powers with a fellow hero from
their Sentai. If you wish to do that, remove the Unique
Weapon and Unique Attack from the Sentai Changer and
put them in a new Sentai Token device. This way you
can remove your token once transformed and switch it
with an ally's token.
The Comm-Link
separated the Comm-Link functionality from the Sentai
Changer and included it into a smart phone like device. If
that's something you want to do, low the cost of the
Sentai Changer by 1 and add the following device to your
hero:
Communicator: Device, Removable (2 PP)
Comm-Link: Feature 1 (1 PP)
Smart-Tech: Feature 1 (1 PP)
Power Limits
If a hero's power level rises above PL 8 after adding the
Sentai Changer, the easiest way to lower it is to add the
following free device to the changer:
Limiter: Free Device, Removable (0 PP)
Enhanced Trait: ????
Select the trait, or traits, that are above the power level
limits and lower them (by adding negative numbers) until
they are below the limit. When the hero gains a new
power level, and if the original numbers are below the
new limit, remove this device.
UNIQUE WEAPONS AND ATTACKS
Some of them are old fashioned weapons like swords,
staffs, daggers, and bows. Others have ballistic
weapons, and still others have truly unique weapons like
chompers and miniaturized versions of construction
equipment.
Constructing a unique weapon or power is usually quite
simple as a melee weapon/power is always a Damage
effect and projectiles are always Ranged Damage
effects. To make your weapon or power truly unique, add
keywords to the weapon/power, give it a unique name
like Rock Crusher Punch, and remember to describe
what looks like when you use it.

again, create like your normal powers.


Sidearm: This the standard issue sidearm for the group. Most Sentai have one, but not all.
As a group, please choose what kind of sidearm you want. And yes, you may have two
sidearms.
Blade: Damage 5; Easily Removable (3 PP)
+2 PP to Sentai Changer
Blaster: Damage 5; Easily Removable, Increased Range: ranged (6 PP)
+4 PP to Sentai Changer
Bladed Blaster: Damage 5; Easily Removable, Increased Range: ranged (7 PP)
Blade: Damage 5 (alternate)
+5 PP to Sentai Changer

POWERING UP
Over the course of the campaign, the heroes will earn power points and they will want to spend those power
points. That's what you do with them. You spend them.
In an American superhero style campaign they can spend them on pretty much anything when they get them as
long as they stay within the current power level limits, but due to the split power level nature of a Sentai
campaign, it could be an issue.

SPENDING THE POINTS


You can spend them like normal here, but if you're spending them on skills, advantages, abilities, and defenses,
keep them within the Normal Person power level limits. If you wish to spend them on powers, use them to
upgrade your current powers within the Sentai Changer/Token.
If you want new unique weapons or attacks before you gain a power level, ask your GM politely. And if you give
your GM baked goods, there is a better chance of them saying yes.
GMs do accept bribes.

UPPING THE POWER LEVEL


When you gain a new power level, usually after you earn 15 power points, this is a good time to add new powers
to your Sentai Changer, lower the activation action for your Sentai Hero form, and upgrade any special gear your
characters may have.
You can also add a Super Mode to the changers which will make them stronger, faster, and give them more
powerful weapons. Below is an example Super Mode form.

SUPER MODE (OPTIONAL)


In a longer campaigns, there may come a time where they want a power boost, but they haven't earned enough
Power Points to level up their character. If that happens, have the heroes obtain a Super Mode, a more powerful
form of the Sentai Costume, for each of their characters that can be used occasionally.
Add the following as a second alternate form to their Sentai Costume.
Super Mode Sentai Costume: A slightly more powerful version of their Sentai Costume. All
powers must have Requires Hero Point to activate Super Mode, including any alternative
effects.
Super Mode: Alternate Form (Activation: Move Action). This looks similar to your normal
Sentai Suit, but with more armor.
Additional Armor: Protection (increasing it to the power level limits)
Additional Augments: Enhanced Traits
Trait: Strength (increasing it to the power level limits)
Leaping: Leaping (increasing it to the power level limits)
Speed: Speed (increasing it to the power level limits)
Super Blaster: Blast (increasing it to the power level limits), Easily Removable
Super Sword: Damage (increasing it to the power level limits) (Alternate)

SENTAI GEAR
Now that you've got a team, what more do you need?
Well how about something to chase around those super-speedy kaiju around it?
Or a place for the team to meet, crash, and do some research?
That's what we're about to cover, so, in the immortal words of Ray Arnold: Hold on to your butts.

VEHICLE
Sometimes the team may want a vehicle to travel around with. This is a rather simple thing as there are many
examples within the Mutants and Masterminds Hero's Handbook.
While not every Sentai series gives their heroes an individual vehicle, most have some way of them getting to
where the kaiju is rampaging rather quickly whether it be a mobile headquarters, the ability to fly, or just plotdevice teleportation. But one of the most common ways is with a motorcycle.
Now you can use the sample motorcycle from the Hero's Handbook, or you can trick it out to make it custom for
the Sentai.
Below is a sample motorcycle for your Sentai.
Sentai Motorcycle (19 EP)
Strength 1
Defense 5
Toughness 10
Size: Medium
Powers
Speed: Speed 8

HEADQUARTERS
Nearly all Sentai have some sort of headquarters to call their own. It could be a legitimate secret base, a military
installation, an office building, a popular hang out that they frequent when not actively hunting down a rampaging
kaiju, of some sort of combination of work space and living space.
If your Sentai wishes to have some sort of headquarters that is more than just the cafe your heroes hang out in
when not saving the world, all the players should gather together and figure out what you want and split the
equipment point cost equally amongst the group.
Any of the sample headquarters in the Hero's Handbook will work as a good basic headquarters for any Sentai.

SPECIAL SENTAI
ATTACKS (OPTIONAL)
Most Sentai have a group attack that they use to finish off the kaiju at the end of the episode. A special attack
can take of one of two forms, The Finisher and The MegaWeapon, and many teams have both.

THE FINISHER
The Finisher is a special attack that is made when all of the core heroes in the Sentai combine their unique
attacks into a single attack. As it is meant to finish off an enemy, this should be used as an attack of last resort.
Good thing that the Mutants and Masterminds rules already provide a good way of doing this. Just use a Team
Attack check as the finisher and give it a really cool description. It can be found on page 199 of the Mutants and
Masterminds Hero's Handbook.

THE MEGAWEAPON
The MegaWeapon is rather similar to The Finisher, as it's usually used as a final attack against a rampaging
Kaiju. Instead of combining powers, you instead combine all your weapons into one MegaWeapon that is used to
provide the killing blow to a kaiju.
The easiest way is to just use The Finisher but with the unique weapons instead of the unique attacks. Or you
could create a MegaWeapon as another piece of equipment with the equipment points split equally amongst the
core heroes. If you go this route, add the following effects and limits to the the individual weapons:
Form MegaWeapon: Transform 1
Affects 1 Thing > 1 Thing-Combine Weapons; Limited: requires all weapons to be present,
Limited: component weapons become part of the MegaWeapon.
Now you can just have them summon a MegaWeapon that appears out of nowhere (like most Sentai weapons)
where they don't have to actually combine their weapons, but no matter how they get their MegaWeapon, add
the following quirk to the MegaWeapon:
Quirk: MegaWeapon requires team check to fire.

SUPER SENTAI
While every Sentai series has had some form of mecha like exotic tanks, motorcycles, and aircraft, it wasn't until
the third Sentai series, Battle Fever J, in 1979 that introduced giant humanoid mecha turning the Sentai
franchise into Super Sentai. And it wasn't until the fifth series, Sun Vulcan, in 1981 where you had multiple
mecha combining into a larger form. In 1987 with Maskman, the eleventh series, that they even started having
five mecha combine into the Giant Robot. But enough history. All that's important right now is your giant robots.
This chapter covers some basic rules for the creation of your mecha, how to combine your mecha, and a few
different ways for you to run a combined mecha vs kaiju fight.

SENTAI MECHA
Since 1987, every Sentai Hero has had their own, personal mecha. Generally, your personal mecha only has
only one form and probably won't see much combat after the first couple of sessions because somebody will
always want to form the head quickly and get the fight with the giant kaiju over quickly.
There are two ways of creating your individual mecha in this book. One involves a minion while the other
involves becoming your mecha. No matter what though, your mecha should have the following Powers:
Is Giant Mecha (Linked Effects, Innate & Permanent on all)
Armor: Protection 10
Giant Sized: Growth 10
Immunity: Fortitude Effects
Limited: Enhanced Trait
Traits: Stamina (Down to )
Combine for MegaMecha: Summon (the Summon rank is up to the individual heroes but will be
combined for the purpose of building the MegaMecha)
Controlled, Heroic; Feedback, Limited: requires all mecha be present, Limited: component
mecha vanish while MegaMecha is present

MECHA METHOD 1: THE MINION


The first method for creating your minion is by using the Summon effect to call forth your mecha. You see that all
the time in a Sentai series, the monster is killed by the finishing attack then it grows to giant size and the Sentai
heroes call out to their mecha.
Going this route keeps you at the same power level but can be very time consuming because you will be building
what is basically a completely separate character. If you go with the minion route, add the following free device
to your Sentai Changer:
Sentai Mecha: Free device, Removable
Summon Mecha: Summon (the Summon rank should be your power level)
Controlled, Heroic; Feedback
Then you build your mecha on a separate character sheet. The Controlled extra allows you to control your
mecha, while the Heroic extra means it's not going down after a single failed Toughness save in battle, and the
Feedback flaw means you still take some damage. If you've ever watched a Sentai series, you know that the
players aren't in that great of shape after their mecha goes down.
The benefit of making your mecha as a minion is you will have more points to play with when building your
mecha, but you won't get that power boost that you will get with second method.
THE SIXTH AND EXTRA MECHA
If your campaign has a Sixth hero or an Extra hero, then they should also have their own mecha.
Their mecha is different than the original heroes mecha as they will be able to transform into a humanoid form
and will be as powerful as the MegaMecha. They may be able to combine with the Mega Mecha into a Super
MegaMecha but will generally only fight along side the MegaMecha against the same enemy.

MECHA METHOD 2: ALTERNATE FORM


While using an Alternate Form power might not make sense, think about it for just a moment. Sure, the heroes
will call out to their mecha summoning them, but generally what happens next? That's right. For the most part,
they go into their mecha's cockpit and begin piloting it. This doesn't really have to be a true Alternate Form like
your Sentai hero form. All you really have to do is describe it as if you're entering into the cockpit of your mecha.
The major issue with building your mecha this way is it involves another power level jump to work the best. I
recommend going up two power levels (from PL 8 to PL 10 for instance) only when using your mecha. If you
decide to use an alternate form effect, add the following power to your Sentai Changer:
Sentai Mecha: Alternate Form (Activation: Move Action)
Is Giant Mecha (as above)
Combine for MegaMecha (as above)
Any other powers you wish to have.
The benefits to building your mecha this way are that your hero is more powerful when using the mecha and you
still get to use your existing powers. You just don't have as many points to spend when building it.

MEGAMECHA
The MegaMecha is a giant humanoid mecha made up of most, if not all, of your individual mecha. Building this
could take a while as it should be a group effort, but below is a step-by-step guide to help if need be.
1. Determine Power Points and Power Level
The first thing you should do is to figure out how many power points you have to spend on it and
what power level it is going to be. For the power points, combine the ranks of the Combine for
MegaMecha summon effects that each of the Sentai's mecha has then multiply it by 15, just like
the summoning effect. To figure out the power level, that depends on how you made your
mecha. If you used the Minion Method, the power level should be equal to your hero's power
level. If it was the Alternate Form method, the power level for the MegaMecha should be the
same as the power level of your mecha.
2. Add the Is Giant Mecha power as above.
3. Build like you would a normal construct from there, remembering that you don't need to adjust
the Stamina ability as constructs don't have a Stamina score.
There. That's it. Just remember that it should be a group effort to build the MegaMecha.

MEGAMECHA VS KAIJU: FIGHT!


This section exists, but why? Because combat can be a bit of a problem when you're having all the players trying
to control the same thing in combat at the same time. How many people do you know that can work together well
enough to make a decision in the amount of time as a single person. If your answer is not many, you're right.
That's what this section is about. How to run a combat in Mutants and Masterminds while all the heroes are in
the same vehicle battling a giant kaiju.
I'm presenting three options of running a MegaMecha vs Kaiju fight, one that may be really hard for the entire
group, one which should make life simpler while still involving everybody, and a third which puts the decision
making into the hands of one hero.
1. Option One: Working as a Sentai
The first option for running combat may be the most difficult as it involves the players working
together to pilot the MegaMecha. When running a fight this way, it is important for all the players
to be willing to work together as a team to quickly make a decision about what they are going to
do in that round of combat. If your group can do that, congratulations as the GM probably owes
you a pizza because he's got a truly awesome group of players.
2. Option Two: Taking Turns
The second option is taking turns. Every round of combat a different player gets to make the
decision on what the MegaMecha is going to do. This option still has your group working as a
team in the fact that they have to pay attention to what the others are doing. Most groups should
be able to handle this, especially if the GM provides pizza.
3. Option Three: Let Red do the Work
This option is only good for groups who can't work together and normal round of combat against
a single minion takes three hours because everyone is yelling at one another. If you are forced
to take this option, you let the leader of the Sentai make all the decisions regarding combat. And
if your group works like this, buy the GM a pizza and take them out for drinks. They probably
need it after running a session with you guys.
No matter what option you use, roll a team check (page 16 of the Hero's Handbook) every time you need to roll
dice outside of initiative. For that, just use whoever has the highest initiative modifier.

BASIC GAMEMASTER
SECTION
This is just a basic section for running a Sentai campaign. Even if you're not a GM, some of this stuff may be
helpful if you're new to the Sentai genre.

THE HEROES
In a Sentai there are often other heroes that will take part in the fun. Sometimes it'll be an allied hero that will
occasionally fight alongside the Sentai. Often it is a hero who joins the Sentai many episodes into the series.
And once in a while, they will be run by the GM as an NPC.

The Sixth Hero


The Sixth Hero has already been pretty much described in the Sentai Hero Creation chapter and shouldn't
need to be described again. They are simply a hero with the same power source but different changer than
starting group who join the Sentai after they've already had some experience under their belts.
If you intend to run the Sixth Hero as an NPC however, it is a good idea to make them in both Normal Person
and Sentai Hero forms a power level above the core group of heroes when they are introduced. Don't have
them earn power points like the heroes at the star though, let the player controlled heroes catch up first. When
the core group and the Sixth hero are all at the same power level, then they start progressing together. I'm
suggesting that way because when the Sixth hero appears in a Sentai, they are usually more powerful than the
original group but by the end they are all equally as strong.
Also, don't be tempted to run them as a PC if you're a GM. Make them a plot-device that can be backup, hand
out needed information, or distract that Lieutenant Kaiju that is joining the main Kaiju so the player controlled
heroes can take out the episodes main bad guy.

The Extra Hero


Once again, the Extra Hero has been described already way back in Sentai Hero Creation, so I'm not going
through that again. Quite simply the Extra Hero is a hero who occasionally allies themselves with the Sentai
against the common enemies. The Extra Hero could be a hero with a similar power source as the main heroes,
another hero who fights against the same enemy, a Sentai hero in training, the spirit of a past hero who fights on
after death, or even the Sentai's mentor themselves.
They can be anywhere between an equal power level to the player controlled heroes to two power levels above.
The Extra Hero is almost always a plot-device and NOT the main character of the series. Sure, they may
occasionally save the players bacon, but only as part of the story, not at the expense of letting the players have
the fun of defeating the enemies themselves.

THE MENTOR
In a Sentai series it is common to have some sort of mentor figure that either puts the team together or sets
into motion the events that brings the team together. They don't have to be active in the Sentai's day to day
operations though. Contact with them could be sporadic, or they were the ones that set the formation of the
team into motion. If either of the last two are the case, the mentor has usually left something behind to assist
the Sentai, allowing them to know when the enemy is rampaging so the heroes don't bumble into it.
The mentor may also be somehow related to the enemy. They could have been there when the ancient
enemy was imprisoned, an old enemy of the enemy, a former part of the enemy that came to have affection
for the Earth, or even part of an organization that actively defends against the enemy.

THE VILLAINS
We've already got the heroes of the campaign, the Sentai. Now we need something for them to fight, a group of
villains intent on conquering or destroying the world. Sentai Villains come in many flavors, but each group tends
to follow a theme and are generally involved somehow in the origin of the Sentai.

FACELESS FOOT-SOLDIERS
The most common type of enemy are the grunts of the villainous forces, a group of identical looking asexual
minions that attack in groups. They all think the same and act the same. And the Sentai encounters them almost
every episode.
A good starting point for a Faceless Foot-soldier is a minion one power level above the Sentai Heroes in their
Normal Person identities.
Another thing to consider is numbers. Even at three power levels below a Sentai Hero, a group of minions could
easily wipe the floor with the heroes. That's why we have developed a special variation of the Conservation of
Ninjutsu trope called the Rule of Inverse Minions.
The Rule of Inverse Minions
The more minions there are, the easier they are to defeat, but the less there are the harder they
are to beat.
If a combat encounter starts with . . .
. . . one minion, the sole minion gains a +5 bonus to all combat rolls, including toughness
checks
. . . fewer minions than heroes, those few minions gain a +2 bonus to all combat rolls,
including toughness checks
. . . the same amount of minions as heroes, no bonuses are gain and no penalties are
incurred.
. . . two or three minions per hero, the crowd of minions incur a -2 penalty to all rolls,
including toughness checks
. . . four or more minions for each hero, this gaggle of minions incur a -5 penalty to all rolls,
including toughness checks.
Suggested Power Level: 5

ELITE FOOT-SOLDIERS
The Elite Foot-soldiers are the more powerful minions of a Sentai series with each one nearly as powerful as a
Kaiju Soldier. Like the Faceless Foot-soldiers, they are all identical looking asexual beings that think and act like
one another, but they should only be encountered in small numbers. A group of 2-3 Elite Foot-soldiers is usually
the standard encounter.
A good starting point for an Elite Foot-soldiers is a minion that is single power level lower than the heroes in their
Sentai Hero modes. They should be tougher to fight than a Faceless Foot-soldier, but not as tough as a Kaiju
Soldier.
Suggested Power Level: 7
MAKING THE KAIJU SUPER
A Super Sentai wouldn't be nearly as much fun if your MegaMecha didn't have something it's size to fight. If
you want to make your monster grow, add the following power to the Kaiju you want to make Super:
Is Giant Kaiju: Linked Effects
Giant-Sized: Growth 10
Enhanced Traits: Lower combat traits until they are the same power level as the MegaMecha.
Make Me Better: Regeneration 50
Limited: Happens only during growth,
Limited: Only one use.
This usually happens after the kaiju has been taken down by normal means, but has been known to happen
long before as well.

KAIJU SOLDIERS
The Kaiju Soldier is the second most encountered enemy in Sentai. In fact, one appears almost every episode.
Each one should be unique with a different personality and look. They also can order the Faceless Foot-soldiers
and Elite Foot-soldiers around.
These are the regular combat encounters and thus, they are not minions, and should be at the same power level
as the heroes if not a power level above the heroes. Just don't give them a hero point unless they are going to
show up for multiple episodes.
Suggested Power Level: 8

LIEUTENANT KAIJU
These kaiju are some of the main villains of the series serving the Boss Kaiju in it's plans to take over or destroy
the world. Like the soldiers, they each have their own look, personality, and in some cases history. They answer
only to the Boss Kaiju and maybe to the Big Bad Kaiju. They shouldn't be encountered that often, just for plot
related reasons, and tend to get away until the end of the campaign.
The Lieutenant Kaiju are always a couple of power levels above the heroes and will always have a hero point so
they can get away.
Suggested Power Level: 10 with 1 Hero Point

BOSS KAIJU
For most of a Sentai series, if not the entire series, this kaiju acts as the ultimate villain. They are the ones who
want the world for themselves and if they can't have it, they will destroy it. All the other kaiju will do what they tell
them. As such, if encountered early on, they should be able to wipe the floor with the Sentai, and will still be the
ultimate challenge at the end of the series.
The Boss Kaiju is a couple of power levels above the Lieutenant Kaiju and will always have a couple of hero
points just waiting to be used against the hapless heroes.
Suggested Power Level: 12 with 2 Hero Points

BIG BAD KAIJU


This is the final level of kaiju, the Big Bad Kaiju, the one that the Sentai fights at the end of the series.
Sometimes the lower level villains are just waiting for this one to appear, other times they are attempting to
summon him. And in some cases, he simply poses as a Lieutenant Kaiju just waiting for the moment to get rid of
the competition and take over himself. They are may be encountered during the series without revealing who
they truly are, but they are the one big bad at the end of the series and the Sentai should have to be willing to
sacrifice their lives to defeat the Big Bad Kaiju.
The Big Bad Kaiju is always a few power levels above the Boss Kaiju and will have as many hero points as the
heroes.
Suggested Power Level: 15 or 16 with the same amount of Hero Points as the heroes.

SENTAI STORY
By now, you may have an idea for a Sentai campaign, but really don't know where to go from there. Below is the
basic plot structure of most Sentai episodes that you can use to create your own original Sentai adventures for
your campaign.

SIMPLE SENTAI PLOT


This is the standard formula that most Sentai TV episodes tend to follow. Feel free to use this to construct some
basic Sentai adventures.
1. The heroes are in their Normal Identities when they hear about a rampaging Kaiju.
2. Heroes fight Faceless Foot-soldiers and rampaging Kaiju (either Elite Foot-soldiers, a Kaiju
Soldier, a Lieutenant Kaiju, or a combination)
3. Heroes beat the Faceless Foot-soldiers but are beaten by the rampaging Kaiju who leave before
they finally take out the heroes.
If the heroes manage to beat the rampaging Kaiju, the Kaiju will escape before the finishing
blow has been dealt.
4. Heroes figure out how to ultimately defeat this rampaging Kaiju.
5. The Kaiju begins rampaging again.
6. The Heroes arrive on the scene and transform with their roll-call and explosions behind them.
7. The fight begins anew, but the Kaiju doesn't escape before it can be defeated.
MAKING THE PLOT SUPER
If you're running a Super Sentai, then after the Kaiju is defeated but before they die, they grow forcing the
heroes to summon their mecha and form the MegaMecha.
Then they fight the now Giant Kaiju in their MegaMecha.
And that is how you make your plot Super.

GM ADVICE
The biggest piece of advice that I can give for running a Sentai campaign is to watch some Super Sentai series.
Now, I am aware that it doesn't air in it's native form in many countries, but there are many places online where
you can find subtitled episodes of quite a few of the Super Sentai series for download. Watching Super Sentai
can give you inspiration for your own campaigns, and may help you craft your plots. But other than that basic
piece of advice, here are a few tips to make your campaign better than just the adventures of a mighty team of
morphing heroes who consider themselves powerful rangers.
Let's Get Dangerous
Now while a rampaging kaiju could always be considered dangerous, don't just have them
rampage in the abandoned warehouse district. Have the kaiju rampage in the heart of downtown
where people actually live and work. Make one of them an NPC that they met earlier in that
adventure, one with a name and personality. For the occasional battle, through a regular nonhero NPC into the mix, putting the life of someone the heroes actually care about in danger. You
could even just describe the people looking down from their office windows during the battle.
If you make the adventure dangerous, it makes it more dramatic and motivates the heroes to be
true heroes.
Everyone Can Be Redeemed
Not all the villains are completely evil. Sure, the Faceless Foot-soldiers and Elite Foot-soldiers
are pretty much mindless drones, at least one Kaiju Soldier in many Sentai series becomes an
friend of the heroes and can become a good guy as long as they aren't killed by the other
villains, and even the Lieutenant Kaiju can redeem themselves by the end of the series.
Curse Your Sudden But Inevitable Betrayal
Sometimes allies can be turned toward darkness by the villains. Sometimes your allies were
never really your allies. And sometimes a villain will betray their own to gain more power for
themselves. Sure, it may be a simple thing, but it does make for a more interesting game.
Even The Heroes Can Die
Now, while the Sentai shows are generally meant for children, it doesn't mean that the heroes
don't die. Doesn't mean that a hero will die in every Sentai series, but they should be willing to
lay down their lives during the final battle. The easiest way to do this is with an Extra Hero
NPC, the Sixth Hero NPC, or even a mentor figure near the end of their story arcs. Doesn't
mean they have to stay dead for more than a session, but it makes for more drama if someone
the heroes care about dies during the final battle.
And The Powers Flee
During the final battle, for whatever reason, the heroes can't transform and must fight without
their powers with them only coming back right at the end. It can make the battle more
dangerous, but it proves to themselves, and others, that they are truly heroes.
It's What's Inside That Counts
Give your villains personality. If they have a personality of their own, even if it conflicts with their
comrades, it makes them just that more memorable.
Have Fun
The most important tip is to simply have fun. If either you or your players aren't having any fun,
then something is wrong and you may need to change up the tone to make sure everybody at
the table is enjoying themselves.