TEXT: SONIC THE HEDGEHOG
  An Unofficial RPG
  
  Sonic the Hedgehog, An
  Unofficial Roleplaying Game
  A 24 Hour RPG | Start - 9:10 pm, 31/08/'06 | Finish - 8:10 am
  01/09/2006
  RPG created and authored by Ross Wilkin. Sonic the
  Hedgehog and all related characters, concepts, images and
  trademarks belong to Sega. This is just a fan project!
  A brief history of Sonic the Hedgehog
  Sonic the Hedgehog has been around since
  1991, when his videogame debut, entitled
  Sonic the Hedgehog, was released for the
  Sega Genesis. It featured revolutionary game-
  play with never before seen high speeds as
  Sonic the electric blue hedgehog ran, jumped,
  and super-span across our screens in his fight
  against the evil Dr. Robotnik.
  Just a year later, Sonic the Hedgehog 2 arrived
  on the scene and introduced an additional
  character, the fox Miles "Tails" Prower. Almost
  as fast as his hero Sonic, Tails achieved high
  speeds by spinning his two tails as he ran. He
  could also use these amazing appendages to
  achieve flight for short periods of time.
  1993 was the year of the spin-offs in Sonic
  world, with the release of Sonic CD, Sonic
  Chaos, Sonic Spinball, and Sonic Drift. This
  year also saw the release of SegaSonic, in
  which Sonic worked alongside Mighty the
  Armadillo and Ray the Flying Squirrel to thwart
  Robotnik.
  The release of Sonic the Hedgehog 3 in 1994
  introduced the character of Knuckles the
  Echidna, who had the ability to glide (previously
  possessed by Ray). He was introduced as a
  duped minion of Robotnik, but Sonic &
  Knuckles (released the same year) put control
  of the spunky red echidna in the hands of the
  players. Sonic & Knuckles featured innovative
  technology that allowed players to lock previ-
  ous Sonic game cartridges onto the top of the
  Sonic & Knuckles cartridge, porting Knuckles
  into existing games with the exception of Sonic
  1 (although if you attached Sonic 1 and left it
  long enough you could unlock a secret set of
  bonus stages).
  1995 through 1997 were yet more spin-off
  years, most notably Knuckles Chaotix for the
  32X which introduced new characters including
  Espio the Chameleon, Charmy Bee, Bomb and
  Heavy the rebel badniks, and Vector the
  Crocodile. Tails also got to star in some spin-off
  games, Tails' Sky Patrol and Tails' Adventure.
  Other games include Sonic Championship, an
  arcade fighter, Sonic R, a racer for the Sega
  Saturn, and Sonic Schoolhouse, an educational
  game!
  1999 brought Sonic back on track, and in this
  author's opinion was the height of his career.
  This year saw the release of the spectacular
  Sonic Adventure for the Dreamcast, the cast of
  which included Amy Rose, Sonic, Tails,
  Knuckles, Big the Cat (who fished!?), and E-
  102 “Gamma” the robot. It also inexplicably
  renamed Robotnik "Eggman".
  Sonic Adventure 2 was released in 2001, and
  introduced several more new characters includ-
  ing the treasure thief/government spy Rouge
  the Bat, and the ever-enigmatic Shadow the
  Hedgehog, created as "dark" opposites to
  Knuckles and Sonic respectively.
  More recently, Sonic has been ported to non-
  Sega consoles in the face of Sega's continuing
  failure with its own consoles (I don't know why,
  they've been consistently good machines).
  Sonic has been ported to the Gameboy
  Advance and Gamecube, and Sonic Heroes
  was released for Gamecube, Playstation 2, and
  Xbox.
  The themes of Sonic the Hedgehog
  Sonic the Hedgehog is about freedom from
  oppression and heroic antics of all kinds. It is
  also about the corrupting influence of power,
  embodied in the character of Dr.
  Robotnik/Eggman. It is about doing the right
  thing and dedication to ones' beliefs - Sonic
  and pals all have power, but they use it to fight
  the villains of the game, and some have per-
  sonal quests such as Knuckles' protection of
  the Master Emerald.
  The setting of Sonic the Hedgehog
  When playing a game of Sonic the Hedgehog,
  you have two choices as far as setting is con-
  cerned:
  The original setting of Sonic (in the West) was
  
  the planet Mobius, a world of anthropomorphic
  animals including Sonic and his fellow heroes.
  Only one known human lived on the planet, the
  scientist Dr. Kintobor who had left Earth to
  research in peace on Mobius. Dr. Kintobor
  helped Sonic achieve his super-speed, but in
  an accident involving the power of the chaos
  emeralds and a rotten egg, the kindly Kintobor
  was transformed into the corpulent, unpleasant,
  and thoroughly evil Dr. Robotnik. Robotnik con-
  tinuously tried to enslave the Mobians by turn-
  ing them into robots known as Badniks, and
  only Sonic and his ever-increasing band of
  allies stood in his way. Use this setting for clas-
  sic, retro Sonic gaming, where the only things
  Sonic and Co have to worry about are Badniks,
  spike pits, and the machinations of Robotnik
  and the occasional mercenary animal.
  In Japan, Sonic was always assumed to be set
  on Earth, or at least an alternate version of
  Earth. In more recent games (from Sonic
  Adventure onwards) in which the heroes have
  moved among and interacted with a human
  backing cast, this alternate, possibly near-
  future Earth setting has become accepted inter-
  national canon. If you use this setting, you are
  including other human elements than the evil
  Robotnik, not least of all technologies which
  might be used to counter his own. Be prepared
  to take non-villainous human influences on
  board.
  How to use Sonic the Hedgehog, An
  Unofficial RPG
  Sonic the Hedgehog, an Unofficial RPG is a
  roleplaying game. This is a game that is played
  with a group of friends in which each player
  takes on the role of a character and dictates
  their speech and actions. These characters are
  known as Player Characters (PCs for short).
  One player is known as the GameMaster (or
  GM for short). It is the GM's responsibility to
  create the world and scenarios the PCs will act
  in, as well as populate them with Non-Player
  Characters (NPCs), which exist to make the
  world seem like a real, breathing one, not sim-
  ply a static, non-evolving environment. NPCs
  may be allies, enemies, indifferent parties, or
  even minor character made up on the spot
  because a PC grabbed a random person in the
  middle of the street to ask directions. Whatever
  their role in the game, NPCs exist to give your
  world depth and the PCs an expanded cast
  with which to interact. For a more detailed dis-
  cussion on the nature of roleplaying games,
  see Jeff Moore's article, Roleplaying in the
  Computer Age.
  Glossary
  The following words are not defined elsewhere
  in this document:
  Ability: A special power/capability possessed
  by a character.
  Attributes: Three key statistics that numerically
  define your character's capabilities. Ranked
  from 1-9.
  d10: A 10-sided die (singular of dice). If you
  don't own one, there are many dice-rolling pro-
  grams available online.
  Species: The type of animal your character is.
  For the purposes of this game, "Species" also
  encompasses robots, humans, or any other
  potential character types.
  
  Creating a Character
  Follow the steps below to create a character for
  use in the Sonic the Hedgehog game.
  STEP 1: Choose your character's Species.
  Animals previously used in the Sonic series
  include hedgehogs, foxes, squirrels, penguins,
  pigs, chameleons, crocodiles, bees, polar
  bears, ducks, cats, rabbits, armadillos, and
  more. Other possibilities include human charac-
  ters and robots. 
  STEP 2: Name your character. You don't have
  to, but consider using the "Sonic Convention of
  Naming (or SCON!)": This convention states
  that a superfast hedgehog will be called Sonic,
  a dark hedgehog will be called Shadow, a two-
  tailed fox will be called Tails, a super-strong
  Armadillo will be called Mighty, a friendly Bee
  will be named Charmy, a chameleon will be
  called Espio, and a fist-fighting Echidna will be
  called Knuckles. Not all Sonic characters are
  named according to the SCON, including the
  hedgehog Amy Rose, the squirrel Sally Acorn,
  the penguin Tux, and the crocodile Vector.
  STEP 3: Assign Attributes to your character. All
  characters (including NPCs) have the following
  Attributes:
  Strength: Strength measures your char-
  acter's raw power. Use Strength to 
  smash obstacles, jump high, and beat 
  on Badniks!
  Speed: Speed measures your charac
  ter's… well, their speed. As well as 
  determining who can move faster than 
  who, use Speed to make and avoid 
  attacks and beat Time Attacks! 
  Airtime: Airtime measures your charac-
  ter's ability to stay airborne when they 
  jump. One Airtime rank is equal to one 
  round.
  You have 9 Attribute ranks to split between the
  Attributes as you choose. You must have a
  minimum of 1 rank in each, and a maximum of
  5.
  STEP 4: Pick up to four Abilities for your
  character.
  Abilities include the following. GMs should use
  them as a model when creating more, and
  should make sure a character's Species has
  appropriate physical features for their Attributes
  or have some substitute technology or power
  that grants the character access:
  Glide: A character with the Glide ability 
  can triple their Airtime if they choose. A
  Gliding character descends slower than 
  usual as they fall and travel farther.
  Flight: A character with the Flight ability 
  can triple their Strength for the purposes 
  of height when jumping. 
  Note that a character can combine the Glide
  and Flight Abilities.
  Spin Dash: A character with the Spin 
  Dash ability can curl up into a ball and 
  put on a powerful burst of speed. Travel 
  at twice your usual Speed for 2 rounds 
  or until you encounter an unbreakable 
  obstacle/enemy. You have no control 
  over your movement other than picking a
  direction in which to Spin Dash. Make a 
  free attack against any enemy in your 
  path during the Spin Dash. If you don't 
  destroy them, you come to a stop and 
  take automatic ring loss (they get to 
  make a Strength roll compared to your 
  Strength).
  Power Attack: A character with the 
  Power Attack ability can sacrifice Speed 
  when attacking to increase their Strength
  on the attack's Ring Loss roll on a 1-for-
  1 basis. 
  Spin/Whirl Attack: A character with the 
  Spin Attack ability can sacrifice Strength 
  on an attack's Ring loss roll to increase 
  their Speed when attacking on a 1-for-1 
  basis.
  Ranged Attack: A character with the 
  Ranged Attack ability can attack a dis
  tant enemy by sacrificing Strength on a 
  successful attack's Ring loss roll, at a 
  rate of 1 point for each 10 feet of range 
  between them and their foe.
  Homing Attack: A character with the 
  Homing Attack ability reduces the 
  Strength penalty for their Ranged 
  Attacks by 1 point. 
  Leaping Attack: A character with the 
  Leaping Attack ability can attack at a 
  range of up to 20 feet without penalty, 
  
  but the attack brings them into contact 
  with the target and makes them vulnera-
  ble to responsive attacks.
  Up the Walls: A character with the Up 
  the Walls ability can move up to their 
  Speed on walls and ceilings for the
  same duration as their Airtime, after 
  which they will fall if they haven't 
  reached a horizontal, right-way-up sur
  face on which to stand. They can jump 
  from wall to wall while doing so.
  Defy Gravity: A character with the Defy 
  Gravity ability can move on vertical and 
  upside-down surfaces. To continue this 
  movement, they must maintain their 
  maximum Speed. They may not jump 
  during this movement, and are blocked 
  or otherwise thwarted by 90° angles in 
  their path.
  Light Dash: A character with Light Dash
  can follow a path of rings, for any dis
  tance and over any surface (or lack 
  thereof). They can break free of the path
  at any point, but then fall without control.
  Doing so over safe ground is advisable. 
  Stealth: A character with the Stealth 
  ability can conceal themselves from view
  for a number of rounds equal to their 
  Speed.
  Climb: A character with the Climb ability 
  can move up walls as though their 
  Strength was their Speed. A character 
  with the Climb ability can also remain in 
  place on a wall.
  Swim: A character with the Swim ability 
  can swim for a number of rounds equal 
  to their Strength at a speed equal to half 
  their Speed before descending to the 
  bottom of a watery area. A character 
  without the Swim ability automatically 
  sinks to the bottom. A character under
  water lasts for a number of rounds equal
  to their Strength ×4 before they drown.
  Dig: A character with the Dig ability can 
  dig into soft ground at half their usual 
  Speed.
  Hover: A character with the Hover ability
  does not have to travel along the ground
  and can ignore obstacles and attacks 
  that are close to the ground. They can
  not hover over water or depths greater 
  than 5 feet. 
  Chaos Control: A character with the 
  Chaos Control ability can access the 
  power of chaos within chaos emeralds to
  teleport. They can attempt to teleport 
  even to a location unknown to them, 
  though this is undeniably dangerous and
  they must still know the direction and 
  distance of the desired location. A char-
  acter without a chaos emerald can drain 
  the chaos power in their rings to use 
  Chaos Control: Doing so decreases their
  Ring count to 0. GMs have final say on 
  the capabilities of Chaos Control, and 
  are advised to carefully consider allow-
  ing its use by PCs.
  Time Stop: A character with the Time 
  Stop ability can access the power of 
  chaos within chaos emeralds to momen-
  tarily "pause" time (in actuality, the char-
  acter simply achieves super speeds so 
  fast that for all intents and purposes 
  those around them "stop" and cannot 
  discern the character, let alone act). 
  Time Stop lasts for a number of rounds 
  equal to the character's Speed, in which 
  they can act as normal while no-one 
  else can.  A character without a chaos 
  emerald can drain the chaos power in 
  their rings to use Time Stop: Doing so 
  decreases their Ring count to 0. GMs 
  are advised to carefully consider allow-
  ing its use by PCs.
  You may choose to pick less than four abilities,
  and instead increase one of your character's
  Attributes by 1 for each ability pick you don't
  spend. You may increase the Attribute above
  the maximum of 5 using this method.
  STEP 5: Randomly determine your initial
  Ring count. This is equal to 10 + d10, resulting
  in a number between 11 and 20.
  A character's Ring count is equivalent to Health
  in many other RPGs. As long as a character
  has Rings, they are protected from harm. Once
  they are reduced to 0 rings, even one further
  attack can finish them off.
  A GM might want to consider setting an upper
  limit of Rings that each character may hold at
  once. A recommended amount is 100 rings.
  STEP 6: Describe your character. Create a
  
  profile of your character, including physical
  description, personality, intelligence levels, jus-
  tifications for their Attribute ranks and abilities,
  an explanation of how they came to possess
  their rings, and answer the question of why
  they are on the path of the hero.
  Playing the Game
  What follows are the rules that govern a game
  of Sonic the Hedgehog:
  The Ten-Second Rule
  Sonic the Hedgehog is a game of fast-paced,
  frenzied action. To represent this, it is recom-
  mended if not required that GMs impose the
  following rule: When it is a player's turn to
  declare their PC's action, they have only 10
  seconds (real-time) in which to state it. If they
  dally too long, their chance is gone. This will
  encourage players get into the speedy spirit of
  the game, thinking fast (or at least thinking
  ahead).
  The Round
  During character creation you will have seen
  numerous references to "rounds". A round is a
  unit of time equal to 3 seconds (in-game, not
  real-time). Mostly useful in combat, the limita-
  tions of rounds can also help a GM determine
  the capabilities of an Ability.
  Challenges
  Every action you attempt in a game of Sonic
  the Hedgehog is known as a Challenge. Many
  Challenges aren't actually particularly challeng-
  ing, and the character is assumed to automati-
  cally succeed. If the GM decides a task is
  notably difficult or taxing, they may ask a player
  to make a Challenge Roll.
  A Challenge Roll is a 1d10 roll to which the
  player adds their character's Strength, Speed,
  or Airtime ranks. Their roll has to beat a
  Challenge Difficulty set by the GM in order for
  them to succeed. If their roll equals the
  Challenge Difficulty they succeed, but not
  entirely. If their roll is lower than the Challenge
  Difficulty they fail. 
  For example: If a character is attempting to
  jump on to a high ledge, a success would indi-
  cate they reach the ledge, a roll equal to the
  Challenge Difficulty might indicate a bad land-
  ing in which the character slips or that they only
  manage to grab hold of the ledge, and a failure
  would mean the character falls. 
  Optionally (GM's ruling), rolling a 1 could mean
  that the character has botched the attempt in a
  far worse manner than simple failure.
  Opposed Challenges
  Two characters can act in opposition to each
  other. When this happens they make Opposed
  Challenge Rolls. 
  Both players (or the player and GM) make their
  roll: The highest wins the Challenge. A draw is
  a draw.
  For example, Dash the Hedgehog and Bruiser
  the Warthog are arm-wrestling. Dash rolls 1d10
  and gets a 7, adding his Strength score of 2 for
  a total of 9. Bruiser rolls 1d10 and gets a 5,
  adding his Strength score of 5 for a total of 10.
  Bruiser wins the Challenge.
  Opposed Challenge Rolls do not necessarily
  have to be the same Attribute for each charac-
  ter. It's perfectly possible for a character to
  oppose another character's Speed with their
  Strength, where applicable.
  Teamwork Challenges
  Multiple characters can work together to over-
  come an obstacle, if teamwork is possible
  (GM's ruling). Each assisting character adds
  half their relevant Attribute, rounded down, to
  the roll.
  Of course, as they say, "too many cooks spoil
  the broth". If the Teamwork Roll is a failure, the
  effort is botched in some suitably vexing man-
  ner (normally a Challenge Roll would only be
  botched on a roll of 1).
  Example Challenge Difficulties
  Challenge Difficulty
  Ease
  5
  Easy
  10
  Moderate Challenge
  12
  Difficult Challenge
  14
  Taxing Challenge
  16
  Amazing Challenge
  18
  Incredible Challenge
  
  Combat
  At the start of combats, all players should roll
  initiative for their characters. This is a Speed
  roll, which determines the order in which char-
  acters act during the combat. If characters
  draw, compare their individual Speed scores.
  Some combats start so suddenly (see the
  below example for a, well, example of this) that
  initiative rolls aren't necessary.
  The time it takes all participants to act once in a
  combat is equal to a round. Characters can
  make any actions they would normally do in
  combat, as well as attack actions. A character
  can also opt to go on the Defensive for the
  round, a special action that doubles the charac-
  ter's Speed for the purposes of their opposed
  rolls when attacked. Defensive characters can
  undertake no other actions in the round.
  When attacking another character, both charac-
  ters make an opposed Speed roll.
  For example, Dash doesn't take his loss well
  and insults Bruiser, who then attacks the
  hedgehog. Bruiser rolls 1d10 and gets a 3,
  adding his Speed of 3 for a total of 6. Dash
  rolls 1d10 and gets a 4, adding his Speed of 4
  for a total of 8. Dash wins the Challenge, and
  Bruiser's attack misses.
  If an attack hits, the next step is to determine
  the defending character's Ring loss. This is
  achieved by making a Strength roll compared
  to the defending character's Strength. A charac-
  ter always loses a minimum of 1 ring from a
  successful attack, regardless of their roll.
  For example, it is now Dash's turn to attack. He
  rolls 1d10 and gets a 5, adding his Speed of 4
  for a total of 9. Bruiser rolls 1d10 and gets an
  abysmal 1, adding his Speed of 3 for a total of
  4. Dash wins the Challenge, and gets to cause
  Bruiser to lose some Rings! He rolls 1d10 and
  gets a 6, adding his Strength score of 2 for a
  total of 8. This is compared to Bruiser's
  Strength score of 5, and results in Bruiser los-
  ing 3 Rings.
  An attack cannot reduce a character's Ring
  count to below 0, and the attacker does no
  special damage for removing more rings than
  the defender possesses.
  A successful attack on a character with no rings
  automatically KOs (Knocks Out) them. They
  are not necessarily dead (although they may
  soon be, if they were mid-jump, or their enemy
  is smart enough to finish them off, or in any
  number of scenarios).
  Stages
  A Sonic the Hedgehog game is divided into
  sections known as Stages. Stages are similar to
  Adventures in other roleplaying games. Each
  Stage is a self-contained set of challenges,
  fights, and story elements, which may or may
  not link with other Stages. A GM can choose to
  treat each Stage as a new story, or create a
  plot spanning multiple Stages, or their game
  may fall somewhere between these two
  extremes.
  Stages should appeal to your players: If they
  love triumphing in combat, give them more
  opponents; if they revel in story elements, focus
  on conversations and negotiations; if they're
  problem solvers, give them puzzles. Most
  groups contain a mix of player types, so a good
  Stage will generally include a bit of everything
  to give everyone a chance to shine. Of course,
  since this is the Sonic RPG it's a fair bet you
  and your players are after fast-paced, exciting
  action.
  You should also populate Stages with a number
  of rings to pick up (100 is a good amount) and
  power-up items.
  Characters receive experience at the end of
  each stage. A typical stage might be worth
  between 500-1,000 experience (see
  Experience, later, for a breakdown on where
  these Experience points might come from),
  including Missions.
  Missions
  Optionally, a GM may structure a Stage as a
  Mission. Characters undergoing a Mission have
  specific goals to achieve, and gain extra experi-
  ence if they manage to do so.
  Alternatively a player may take it upon them-
  selves to undergo a Mission.
  Example missions could include (use these as
  
  models when creating more):
  Time Attack: The Stage may be completed
  normally, but in order to gain extra experience
  the Mission must be completed within 4 real-
  time hours or the Mission's
  recommended/playtest time, whichever is less.
  There may or may not be story elements asso-
  ciated with success or failure (For example:
  The characters have to stop Robotnik from
  completing his mind control machine).
  Complete Clear: The Stage can be completed
  normally, but in order to gain extra experience
  the character must take part in the defeat of all
  enemies in the stage, assist in overcoming
  every obstacle, and help solve every puzzle.
  There may or may not be story elements asso-
  ciated with success or failure (For example: If
  the characters fail to eliminate all the Badniks
  in the area, they will self-reproduce and terror-
  ize the locals once more).
  Secret Location: The Stage may be completed
  normally, but in order to gain extra experience
  the character must find a secret location hidden
  somewhere in the Stage. There may or may not
  be story elements associated with success 
  or failure (For example: By completing the
  Stage the characters can temporarily thwart
  Robotnik, but they only delay him for a short
  time unless they can find and destroy his secret
  control room).
  Experience
  The following rules allow a character to develop
  over time and through the experiences they
  overcome:
  Award 1 experience for each ring the charac-
  ters pick up between them, divided equally
  between the group. 
  Each enemy is worth 5 + the number of Rings
  they possessed in experience, divided between
  the amount of characters who helped fight
  them. Share this final value between the char-
  acters who helped fight them.
  Award 10 experience for every puzzle or chal-
  lenging social situation the characters over-
  come, shared between the characters who took
  part.
  Multiply all the experience awarded to each
  individual character for the Stage by 1.5 if they
  successfully completed a Mission. Successfully
  completing two Missions is worth ×2, and the
  successful completion of 3 is worth ×2.25. 
  Always round down.
  Experience can be spent in the following ways: 
  Power Ups
  The following Power Ups exist in the Sonic the
  Hedgehog game. A GM can use them as exam-
  ples for creating more.
  Invincibility: An invincible character cannot
  lose rings for 5 rounds.
  Speed Boots: A character with Speed Up
  moves at double their usual Speed for 5
  rounds.
  Shield: A character with a shield loses no rings
  from the next successful attack made against
  them.
  Fire Shield: Identical to Shield. In addition, a
  character with a fire shield deals 5 ring damage
  extra against any opponent they hit (unless the
  GM rules they're immune to fire), and gains the
  ability to make a Leaping Attack if they couldn't
  already. 
  Water Shield: Identical to Shield. In addition, a
  character with a water shield can bounce (1½ ×
  their Airtime) and breathe underwater.
  Lightning Shield: Identical to Shield. In addition,
  a character with a lightning shield deals 5 ring
  damage extra against any opponent they hit
  (unless the GM rules they're immune to elec-
  tricity), and all rings within 10 feet gravitate
  towards them (the rings take a whole round to
  reach the character, and can be intercepted by
  other characters).
  Chaos Emeralds: The rare and coveted chaos
  emeralds are full of chaos power. A character in
  possession of a chaos emerald can do almost
  anything, from power machinery to access
  Chaos Control. If certain characters gather
  together all seven Chaos Emeralds, they can
  Spending Experience
  Use
  Experience Cost
  Attribute Increase
  (maximum 9 ranks in
  each)
  2,500 × next rank.
  Cumulative costs.
  New Ability
  10,000
  
  transform into super forms. This is best left as a
  story device rather than an ability, and the
  effect should be determined by the GM. At
  least, changing into Super form should double
  the character's Attributes and the effectiveness
  of their Abilities. Super form drains Rings at a
  rate of 1 per round. In canon, Sonic and
  Shadow possess this ability.
  Sol Emeralds: Introduced in Sonic Rush, in
  which two parallel universe converge, the Sol
  emeralds are similar in function to Chaos
  Emeralds. Blaze the Cat, a native of the other
  universe, can use the collected Sol Emeralds to
  take on Super form.
  Other Stage Features
  Include…
  Springboards: x2 or more to Airtime!
  Loop-de-loops: Only passable at top-speed
  and with the Defy Gravity ability. Loop-de-loops
  can take characters up, down, and around!
  Speed-Up Platforms: x2 or more Speed for
  several rounds or until an obstacle is reached.
  Buffers: Characters bounce back off buffers
  when they hit them.
  Spikes, Spiked Balls, Flames: Characters
  unfortunate enough to fall into or otherwise
  encounter the business end of a trap such as
  these automatically takes damage. Treat the
  trap as though it has a Strength score of at
  least 5 or 10, depending on how deadly you
  want it to be, and roll d10 as normal. 
  
  Example Characters
  The example characters here are reproduced
  using the initial character creation rules, and
  can be picked up and played immediately.
  Sonic the Hedgehog 
  Strength: 
  2 
  Speed: 
  5 
  Airtime: 
  2 
   
  Abilities: 
  Spin Dash, Leaping Attack, Defy Gravity , 
   
   
  Light Dash 
  Rings: 15 
  Miles “Tails” Prower 
  Strength: 
  2 
  Speed: 
  3 
  Airtime: 
  4 
   
  Abilities: 
  Flight, (Twin Tails), Spin Dash, Spin Attack,  
  Defy Gravity 
  Rings: 15 
  Knuckles the Echidna  
  Strength: 
  4 
  Speed: 
  3  
  Airtime: 
  2  
   
  Abilities: 
  Glide, Power Attack, Climb , Defy Gravity 
   
  Rings: 15 
  Shadow the Hedgehog 
  Strength: 
  2 
  Speed: 
  5  
  Airtime: 
  2  
   
  Abilities: 
  Spin Dash, Leaping Attack,  
  Defy Gravity, Chaos Control 
  Rings: 15 
  Amy Rose 
  Strength: 
  6 (Her hammer hurts!) 
  Speed: 
  3  
  Airtime: 
  2  
   
  Abilities: 
  Power Attack, Defy Gravity 
   
  Rings: 15 
  Cream the Rabbit & Cheese the Chao  
  Strength: 
  2  
  Speed: 
  3  
  Airtime: 
  4  
   
  Abilities: 
  Flight (Ears), Ranged Attack (Cheese) ,  
  Homing Attack (Cheese), Defy Gravity 
  Rings: 15 
  Rouge the Bat 
  Strength: 
  4  
  Speed: 
  3  
  Airtime: 
  2  
   
  Abilities: 
  Glide, Power Attack, Climb, Defy Gravity  
   
  Rings: 15 
  Charmy Bee 
  Strength: 
  1  
  Speed: 
  4  
  Airtime: 
  5  
   
  Abilities: 
  Flight, Hover, Climb, Defy Gravity  
   
  Rings: 15 
  Espio the Chameleon 
  Strength: 
  3  
  Speed: 
  4  
  Airtime: 
  2  
   
  Abilities: 
  Up the Walls, Stealth, Spin Dash,  
  Defy Gravity 
  Rings: 15 
  Bark the Polar Bear 
  Strength: 
  5  
  Speed: 
  3  
  Airtime: 
  3  
   
  Abilities: 
  Power Attack, Defy Gravity 
   
  Rings: 15 
  Bean the Duck 
  Strength: 
  2  
  Speed: 
  3  
  Airtime: 
  4  
   
  Abilities: 
  Power Attack, Flight, Ranged Attack 
  (Explosives), Defy Gravity 
  Rings: 15 
  Nack the Weasel  
  Strength: 
  4  
  Speed: 
  3  
  Airtime: 
  2  
   
  Abilities: 
  Ranged Attack (Gun), Homing  
  Attack, Power Attack, Defy Gravity 
  Rings: 15 
   
   
  Mighty the Armadillo 
  Strength: 
  7 
  Speed: 
  2 
  Airtime: 
  2  
   
  Abilities: 
  Power Attack, Defy Gravity  
   
  Rings: 15 
  Ray the Flying Squirrel  
  Strength: 
  3  
  Speed: 
  4  
  Airtime: 
  3  
   
  Abilities: 
  Glide, Spin Dash, Defy Gravity 
   
  Rings: 15 
  Big the Cat 
  Strength: 
  5  
  Speed: 
  2  
  Airtime: 
  2  
   
  Abilities: 
  Power Attack, Swim, Ranged Attack 
  (Fishing Rod), Defy Gravity 
  Rings: 15 
  Vector the Crocodile 
  Strength: 
  5  
  Speed: 
  3  
  Airtime: 
  2  
   
  Abilities: 
  Power Attack, Swim, Defy Gravity 
   
  Rings: 15 
  E-123 Omega the Robot 
  Strength: 
  5  
  Speed: 
  3  
  Airtime: 
  2  
   
  Abilities: 
  Power Attack, Hover, Defy Gravity 
   
  Rings: 15 
  Blaze the Cat 
  Strength: 
  3 
  Speed: 
  4 
  Airtime: 
  2  
   
  Abilities: 
  Whirl Attack, Ranged Attack (Fireball),  
  Defy Gravity 
  Rings: 15 
  E-102 Gamma the Robot 
  Strength: 
  4  
  Speed: 
  3  
  Airtime: 
  2  
   
  Abilities: 
  Power Attack, Hover, Ranged Attack  
  (Gun), Defy Gravity 
  Rings: 15 
  
   Running a Sonic the Hedgehog Game
  A game of Sonic the Hedgehog is all about
  high speed action, exciting combats, crazy
  stunts, and dramatic plots. If you look at the
  example Stage later in this section, you will
  notice that the Stage map appears fairly barren
  of features. A woodland Stage could easily
  include cliffs, water, bridges, steep slopes,
  loop-de-loops inside hollow trees, springboard
  branches, and many more features. The lack of
  these is because the map is merely a rough
  guide. If you've played a Sonic game you'll
  know that a typical Stage is packed full of fea-
  tures on multiple levels and paths. On a singe
  run-through of a level, you might easily miss
  2/3rds of the content. Instead of trying to repli-
  cate this complexity, it is best to detail only the
  primary path. As you describe the players' cur-
  rent surroundings to them, you should feel free
  to add levels of detail that might lead to other
  paths of exploration (and other features, power
  up items, and enemies) on the fly. A Sonic the
  Hedgehog GM should be as quick-thinking as
  their players are expected to be: Lose yourself
  in the game experience and enjoy where your
  impulsive players take you! 
  That said, you don't have to make it all up as
  you go along, unless you have the confidence
  to do so. Come up with your plot in advance,
  and make a note of Stage features and power-
  up items you'd like to include in the Stage.
  Then as the PCs trail-blaze an un-detailed path
  through your Stage you'll have plenty to popu-
  late it with. Similarly you may wish to stat out a
  selection of appropriate Enemies, preferably
  with a varied set of Abilities, to test the fighting
  styles of the PCs and the ingenuity of your
  players to the limit. 
  Never hesitate to throw in a seemingly unim-
  portant detail if it occurs to you: The fact that a
  vine hangs down from the branch of one of the
  nearby trees might seem like a non-issue, but it
  becomes an invaluable asset to a PC who can-
  not fly if they need to reach a flying badnik!
  With all the above taken into account, design-
  ing new Stages is far more like an Art than a
  Science. A better analogy might be cooking -
  you don't necessarily need a recipe, sometimes
  you just have to know what ingredients you
  want and what you need in the end, with a fair
  dash of inspiration thrown into the mix.
  If you're preparing to run a game of Sonic the
  Hedgehog, the chances are pretty good that
  you're already familiar with at least a selection
  of the video games. If that isn't the case, I
  strongly recommend picking up copies (the old
  ones are available for emulators). At the least,
  you might want to familiarise yourself with the
  settings and plots that have been used in the
  various games, comics, and cartoons released
  over the years. You can find guides to such
  things online: To start you off, there is plenty of
  Sonic-related material to be found on
  www.wikipedia.org.
  Enemies
  Enemies require no special rules, and should
  be built in the same way as normal characters.
  Most badniks/robots cannot use Rings, and
  thus have only one "life". Once they are suc-
  cessfully hit, they are destroyed. Others are
  considerably more powerful, although they still
  don't use Rings. They should be given a num-
  ber of Rings regardless, although for clarifica-
  tion you might consider renaming Rings as
  "Energy" or "Armour" in the case of bots.
  Most living foes can use rings, though again
  some do not - human soldiers and Eggman, to
  name but two examples. Eggman probably
  would only require one hit to take down… if it
  weren't for the fact that he's always encoun-
  tered at the controls of a powerful machine
  designed to significantly boost his combative
  abilities.
  To design foes suitable to the abilities of the
  PCs, look at their Attributes and Abilities. 
  A character with less than half the Attribute
  ranks of your PCs is probably going to be use-
  less against them. 
  A very easy foe will have roughly half the
  Attribute ranks of your PCs. These will have to
  attack the PCs in groups to provide much of a
  challenge.
  A foe with similar Attributes to your PCs is a bit
  more of a challenge. They may not be able to
  stand up to a group, but they will probably
  reduce the Ring counts of one or two PCs
  
  before they're beaten, as long as they have
  some Rings of their own.
  A foe with Attributes a few ranks higher than
  your PCs is an appropriate challenge, even
  against a group. Again, they're likely to lose,
  but they can probably do significant damage
  before they're defeat. A foe of this nature would
  make a good Boss Fight after a hard Level has
  drained a deal of the PC's Rings, or at the end
  of an easier level with some lower-powered
  allies.
  Badniks with no Rings can be a lot more pow-
  erful than the foes listed above if you want
  them to be challenging - as they have no Rings
  they need high Attributes to make an impact.   
  Note that an enemy with Abilities is more pow-
  erful than most, but in many cases not signifi-
  cantly so, at least from a statistical point of
  view. Ability benefits that enemies can take
  advantage of are largely situational, especially
  as the PCs enjoy access to many Abilities
  themselves.
  Example Stage for beginning characters: The
  Deep Woods
  The characters have been lounging around,
  eating hot dogs and nachos, and all the other
  good honest foodstuffs heroic anthropomorphs
  require to keep their energy levels high. Just as
  they are about to doze off, a great rumbling
  shakes the woods and Eggman's Sky Fortress
  flies overhead! No rest for the freedom fighters,
  it seems: Eggman's robots begin falling from
  the fortress to claim the woods for their fat,
  egg-scented master. They must be stopped!
  Badniks 1-4, 5-6, 11-13, 14, 15, and 17-18:
  Bug-shaped badniks, with large, sharp pincers.
  They are old, inefficient models: Inside each is
  a helpless animal. The characters need to be
  careful not to hurt the prisoners.
  Strength:
  5 
  Speed:
  3 
  Airtime:
  - 
  Abilities:
  Hover, Power Attack
  Armour (Rings): 5
  
  Badniks 7-10, and 16: Wasp-shaped badniks,
  each with a "stinger" that fires bullets. Make
  sure to make the PC's lives difficult by making
  the most of the badniks' Flight and Hover abili-
  ties.
  Strength:
  3 
  Speed:
  5 
  Airtime:
  8
  Abilities:
  Flight, Hover, Power 
  Attack, Ranged Attack
  Armour (Rings): 0
  Boss: The lead robot here is a large, axe-
  wielding creation designed by Eggman to effi-
  ciently log the trees for lumber to use in the
  construction of the city he plans to build here.
  The robot's giant axe and powerful build also
  make it very good at defeating rebellious indi-
  viduals. When the characters come across it, it
  is in the centre of a large clearing of stumps
  and felled trees. Consider letting the players
  (and yourself) be creative with this scenery if
  they can.
  Strength:
  6 
  Speed:
  4 
  Airtime:
  4
  Abilities:
  Hover, Power Attack, Leap 
  Attack 
  Armour (Rings): 30
  In Conclusion
  This is the first time I've ever done the 24-hour
  RPG challenge. Even for something as short as
  this, 24-hours is a high pressure deadline when
  these few pages have to include a well thought-
  out, easy and fun to use game mechanic. It is
  an endeavour for the confident or foolhardy. I
  feel sure as I write this at 7:40 am, blinking
  blearily at the screen with my brain slowly giv-
  ing up on me, that I must have been the latter.
  And yet, thanks to a solid run, a lot of inspira-
  tion, and a lack of sleep, I've done all that I
  want to do with this system in well under the
  time limit. Sure, perhaps I could make some
  detailed analysis of common Challenges and
  the appropriate Attribute to use for each, but
  there are only three of the things and they're
  well-defined enough that overlap is extremely
  unlikely. It should be clear to a GM which they
  should use as and when situations come up in-
  game. As it is the material included in this doc-
  ument covers the capabilities of Sonic the
  Hedgehog characters well, and most important-
  ly simply. A simple and fluid mechanic was key
  in my design philosophy for this project: Sonic
  the Hedgehog is after all a game of speed.
  What of the future for this RPG? I'm not sure. I
  am pleased with the product, and it's possible
  I'll work on expanding it beyond its 24-hour
  RPG beginnings in days to come. Since this
  "core book" is pretty comprehensive, however,
  all that would likely be is source material, so it's
  probable I won't: Background info on Sonic the
  Hedgehog characters and plots is ridiculously
  easy to find. Google it, and it will come. 
  Of course, an Enemies expansion would be
  extremely useful… I may have to schedule
  some research gaming in the near future. 
  Thank you for taking the time to read this RPG,
  I hope you liked what you saw and might get
  some enjoyment out of it in the future!
  Ross Wilkin
  Simply Scribed Productions
  
SOURCE: textdata/thevault/Sonic the Hedgehog/Sonic the Hedgehog RPG.pdf