TEXT: T
  o start playing Henshin!, read over these materials and pitch a few friends on the game. The “Form 
  a Squad” sheet will help everyone at the table brainstorm and create an original concept for your 
  team, though feel free to start generating ideas early on. Alternately, keep an eye out for pre-made 
  modules that provide everything you need to start transforming right away!
  	
  Next,	find	a	few	hours	for	everyone	to	play	and	then	prepare	by	printing	a	single	copy	of	each	
  page	that	follows.	Also,	grab	some	small	items	to	use	as	tokens,	about	four	or	five	for	each	player.	Speak-
  ing of players, whoever has read these materials all the way through should consider being the Narrator. 
  The “Narrator” sheet and Color reference sheets are just for this person, whereas each other player only 
  has their own Color sheet to manage.
   
  That’s it! Have fun and...let’s henshin!
  Henshin!: A Sentai RPG
  © 2017 Tim Batiuk & Sam Kusek
  Artwork by Evan Palmer
  Cave of Monsters Games
  Find out more at henshingame.com
   
   All mention of copyright works is for reference purpose 
  only and is not a challenge of copyright or trademark.
  
  NOTES TO THE 
  NARRATOR
  Getting to the Action
  Before sitting down to play Henshin!, pitch each 
  other on interesting concepts for setting and 
  aesthetics. Don’t worry if it’s simple or obvious! 
  You’ll develop interesting twists once you’re 
  starting play. While you could spend an entire 
  session forming a Squad from scratch, arriving 
  with a distinct concept or two helps get the 
  group playing sooner.
   
  (As an alternative, themed modules are 
  published at henshingame.com and provide all 
  the prep you need to get Henshin! to the table. 
  Check them out!)
   
  When everyone sits down to form a 
  Squad, the Narrator manages the “Form a 
  Squad” worksheet to guide everyone along the 
  process. The Narrator consults the Agenda, 
  asks questions, and takes lots of notes. Keep 
  this moving and if players are stumped on an 
  element, suggest to revisit it during play.
   
  Once the table is at the “Introductions” 
  section of the worksheet, the Narrator should 
  pass out Color sheets. Try folding these in thirds 
  with the artwork facing out, encouraging play-
  ers	to	choose	based	off	the	brief	Color	descrip-
  tion. This cuts down on player deliberation so 
  that Colors are chosen and then introduced!
  Taking Turns in Scenes
  When the Narrator begins an episode, they 
  consider scenes that are “spotlights” to direct 
  attention to a Color or the Squad. These can be 
  set up entirely by a player or the Narrator can 
  prompt them. For example, a player can set up 
  a scene by responding to:
  What do we see your Color doing that tells us 
  what they’re all about?
  However, if a player needs direction, the Narra-
  tor may prompt them with concrete details.
  So, the community blood drive is assembled in 
  the school parking lot, and students who don’t have 
  afterschool activities are lining up to donate. Yellow, 
  what role are you playing in the drive and how are we 
  seeing you manage your responsibilities?
   
  Narrator, don’t be afraid to keep the camera 
  moving by framing scenes that are short and to the 
  point! Ask if viewers see anything else before a scene 
  closes	and	suggest	that	unresolved	conflicts	get	 
  revisited later.
   
  The Narrator should encourage players to  
  trigger a Turn from their Color sheet during a scene, 
  either by prompting them to react to something or  
  interpreting how they act as a Turn. Sometimes this 
  may	require	a	clarification.
  Black’s Player: So, when I land in this unfamiliar 
  situation, the first thing I do is hide and try to observe 
  what’s going on.
  Narrator: Is there a Turn you’re trying to hit here?
  Black’s Player: ...You know what? That’s not what I 
  would do. I just charge right into the conflict while 
  the others make a plan. That’s the Light Turn, “Inter-
  fere with a reliable course of action.” (Player takes a 
  token.) You see me just barreling forward!
   
  Other times, the player may announce the Turn 
  explicitly or it is just obvious that the Turn was  
  triggered.
  Narrator: So the monster rears around to face you, 
  Red, and it snarls when it sees your transformer on 
  the ground in front of you. Its tendrils whip out in a 
  flash and it’s coming right at you. How do you  
  respond?
  Red’s Player: (Grabbing one of their tokens) I got this. 
  You see my eyes narrow, and I just somersault for-
  ward between its legs while grabbing the transform-
  er. “Face down danger without hesitation.” (Player 
  spends the token for this Heavy Turn.)
   
  When a player has a Turn, the Narrator consid-
  ers their own Turns as a response. For example, after 
  Black Player’s Light Turn above, the Narrator could use 
  their own Heavy Turn ‘Incapacitate someone’ as Black 
  walks right into a trap. After Red Play’s Heavy Turn, the 
  Narrator could still respond with ‘Alter the landscape’ 
  as	the	creaky	wooden	floor	begins	to	give	out.	
  Or the Narrator can play a Turn for a monster 
  they created.
   
  This mechanic is called a “Turn” be-
  cause turns encourage everyone to hand over 
  play to the next person as a response, each 
  taking their turn. A player’s Turn is responded 
  to by the Narrator’s Turn, who then may shift 
  the focus to another player who will play a Turn. 
  This keeps the action moving and draws the 
  curtain	on	conflicts	at	their	most	interesting.
  Managing the Episode
  Midway through an episode, the Narrator 
  should	find	that	all	players	have	taken	and	
  spent tokens as a result of their Turns and a 
  monster has been announced, even if only 
  offscreen.	Now,	check	in	as	a	group	about	a	
  particular Task a player is working toward or a 
  Turn	someone	wants	to	use.	This	flags	content	
  that the table can help make happen in  
  interesting and challenging ways.
   
  During the remaining episode, the 
  Narrator	addresses	the	conflicts	on	the	table	
  (including the monster) and to help players hit 
  interesting Turns that haven’t seen play, espe-
  cially transformations, weapons, and mechs. 
  As soon as the action is dying down during the 
  final	moments,	the	Narrator	shifts	focus	to	a	
  round	of	final	spotlight	scenes	before	cutting	
  to credits. Remember, this may be the last time 
  viewers see this character in the episode!
  	
  Once	play	is	over,	players	reflect	and	
  unpack as they review a relevant Task they 
  worked toward. Without too formal of a process, 
  everyone decides as a group on one character 
  that did so in an especially engaging way, and 
  that player is able to select a Raise. Sometimes 
  the chosen Raise is consistent with what the 
  Color did during the episode, meaning the Raise 
  already	took	effect,	or	perhaps	the	effect	of	the	
  Raise is instead revealed in a special post- 
  credits scene. Or, if the group will be playing 
  again, this Raise can be set up at the start of 
  the next episode.
  HensHin!: A Sentai RPG
  
  You possess the qualities to lead the team, 
  even if it you’re not yet ready for that  
  power. Whether the others decide to listen to a 
  hot-headed rookie like yourself, well, that’s up 
  to them.
  Choose a Name
  Adam, Akane, Flynn, Garnet, Jasper, Maple,  
  Rowan, a commanding name
  Choose Looks
  Tender face, naïve face,  
  eager	face,	defiant	face,	
  cocky face
  Calm	eyes,	fiery	eyes,	 
  devoted eyes,  
  impulsive eyes,  
  courageous eyes
  Active wear,  
  flattering	wear,	 
  dependable wear, 
  casual wear,  
  flashy	wear
  Choose a  
  Connection
  Sworn rival,  
  estranged parent,  
  vulnerable sibling,  
  budding love interest, 
  venerable	fighting	master
  Describe the Other 
  Colors
  Special Turn
  When you take on solving someone else’s  
  problem, they gain a token.
  Heavy Turns 
  Spend a token to:
  • 
  Use your weapon	to	drive	off	an	opponent.
  • 
  Face down danger without hesitation.
  • 
  Transform when danger appears.
  • 
  Summon your mech when danger escalates.
  • 
  Ask someone, “Who is really behind this?”
  Regular Turns
  You may always:
  • 
  Take action, leaving yourself vulnerable.
  • 
  React by taking temporary cover.
  • 
  Display impressive fighting technique.
  • 
  Try to prove yourself to another.
  • 
  Speak up for someone weaker.
  Light Turns
  Gain a token when you:
  • 
  Head into danger without your Squad.
  • 
  Fail to react	and	suffer	the	consequences.
  • 
  Let your temper cloud your judgment.
  • 
  Talk smack to someone more powerful than 
  you.
  • 
  Ask someone, “Why do people follow me?”
  Squad Turns
  • 
  When the Squad confronts danger to follow 
  their Principle, Colors present gain a token.
  • 
  When the Squad is all suited up, their weapons 
  may combine into an Ultimate Attack.
  • 
  When the Squad is suited up with mechs  
  summoned, they may call on their Ultimate 
  Form.
  Tasks
  During play, work toward how you could:
  • 
  Charge ahead recklessly if no one is  
  depending on you.
  • 
  Rise to the occasion when it’s the right 
  thing to do.
  • 
  Express wonder, even if it borders on  
  naïveté.
  • 
  Eagerly shine the spotlight on your  
  teammates, too.
  • 
  Explore self-realization & eventual  
  leadership.
  Raises
  When told, you may choose the following:
  • 
  You become, without a doubt, a true  
  leader. No one will question it from here 
  on. Describe why.
  • 
  Your suit, weapon, or mech become  
  undeniably better. Describe how. Start 
  each episode with a token from now on.
  • 
  Retire your character. Swap powers with 
  someone, lose your powers, step down, or 
  disappear. Describe what happens.
  Describe Your Color’s:
  Named Attack
  Suit
  Weapon
  Mech
  -1
  +1
  HensHin!: A Sentai RPG
  RED
  
  You’re straight-laced, sensible, and  
  ambitious. You may be a classic over achiever, 
  and you know that the others rely on your quick 
  thinking.
  Choose a Name
  Azura, Carolina, Cyan, Hinto, 
  Iris, Jay, Royal, a thoughtful 
  name 
  Choose Looks
  Serious face, cold face,  
  plain face,  
  unassuming face,  
  wise face
  Quiet eyes, bright 
  eyes, focused 
  eyes, stern eyes,  
  calculating eyes
  Formal wear, 
  sensible wear, uniformed 
  wear, careless wear, 
  retro wear
  Choose a  
  Connection
  Accomplished sibling, 
  overworked parent,  
  jealous rival, unlikely crush, 
  a creation you built
  Describe the Other 
  Colors
  Special Turn
  When you accept the support of someone stronger, 
  your next Heavy move does not cost a token.
  Heavy Turns 
  Spend a token to:
  • 
  Devise the proper tool for the job.
  • 
  Remain absolutely calm under pressure.
  • 
  Transform when danger appears.
  • 
  Summon your mech when danger escalates.
  • 
  Ask someone, “How could I get you to do the 
  sensible thing?”
  Regular Turns
  You may always:
  • 
  Take action, leaving yourself vulnerable.
  • 
  React by taking temporary cover.
  • 
  Display precise	fighting	technique.
  • 
  Try to pinpoint an adversary’s weakness.
  • 
  Point out the obvious to another.
  Light Turns
  Gain a token when you:
  • 
  Ruin something perfectly.
  • 
  Fail to react	effectively.
  • 
  Become demoralized by a setback.
  • 
  Construct something dangerous.
  • 
  Ask someone, “What do others really think of 
  me?”
  Squad Turns
  • 
  When the Squad confronts danger to follow 
  their Principle, Colors present gain a token.
  • 
  When the Squad is all suited up, their weapons 
  may combine into an Ultimate Attack.
  • 
  When the Squad is suited up with mechs  
  summoned, they may call on their Ultimate 
  Form.
  Tasks
  During play, work toward how you could:
  • 
  Calculate possible courses of action.
  • 
  Play it by the book…most of the time.
  • 
  Find the right time for sensibility and for 
  deadpan humor.
  • 
  Prove that brain trumps brawn.
  • 
  Explore fallibility & prodigy.
  Raises
  When told, you may choose the following:
  • 
  You are, without a doubt, a capable  
  fighter. No one will consider you weak 
  when you rely on your brain. Describe why.
  • 
  Your suit, weapon, or mech become  
  undeniably better. Describe how. Start 
  each episode with a token from now on.
  • 
  Retire your character. Swap powers with 
  someone, lose your powers, step down, or 
  disappear. Describe what happens.
  Describe Your Color’s:
  Named Attack
  Suit
  Weapon
  Mech
  -1
  +1
  HensHin!: A Sentai RPG
  BLUE
  
  You’re cool and laid-back. Others know that 
  you always wear the right clothes, listen to the 
  right music, and know just the right thing to 
  say.
  Choose a Name
  Clara, Corbett, Dolan, Huyen, Kass, Melanie, 
  Raven, a potent name
  Choose Looks
  Eager face,  
  stubborn face, 
  guarded face, loyal 
  face, tough face
  Intense eyes, devoted 
  eyes, warm eyes,  
  vigilant eyes, wild eyes
  Comfortable wear, 
  trendsetting wear, loud 
  wear, athletic wear, 
  everyday wear
  Choose a  
  Connection
  Unskilled peer,  
  military parent,  
  unrequited crush,  
  unfortunate boss, 
  obliged family friend
  Describe the 
  Other Colors
  Special Turn
  When you accept the support of someone weaker, 
  your next Heavy move does not cost a token.
  Heavy Turns 
  Spend a token to:
  • 
  Clear the way of adversaries during a brawl.
  • 
  Shake off a beating like it’s nothing.
  • 
  Transform when danger appears.
  • 
  Summon your mech when danger escalates.
  • 
  Ask someone, “What do I need to sacrifice in 
  order to see this through?”
  Regular Turns
  You may always:
  • 
  Take action, leaving yourself vulnerable.
  • 
  React by taking temporary cover.
  • 
  Display reckless	fighting	technique.
  • 
  Try to protect someone in need.
  • 
  Remind someone of the real task at hand.
  Light Turns
  Gain a token when you:
  • 
  Take the brunt of someone else’s burden.
  • 
  Fail to react and overexert yourself.
  • 
  Interfere with a reliable course of action.
  • 
  Frighten another with an impressive feat.
  • 
  Ask someone, “Who have I failed to protect?”
  Squad Turns
  • 
  When the Squad confronts danger to follow 
  their Principle, Colors present gain a token.
  • 
  When the Squad is all suited up, their weapons 
  may combine into an Ultimate Attack.
  • 
  When the Squad is suited up with mechs  
  summoned, they may call on their Ultimate 
  Form.
  Tasks
  During play, work toward how you could:
  • 
  Show your strength.
  • 
  Defend those you care about at any cost.
  • 
  Oblige yourself to others, even if you will 
  let them down.
  • 
  Prove that brawn trumps brains.
  • 
  Explore duty & martyrdom.
  Raises
  When told, you may choose the following:
  • 
  You are, without a doubt, smarter than 
  you look (in your own way). No one will 
  sell you short when you solve problems 
  forcefully.
  • 
  Your suit, weapon, or mech become  
  undeniably better. Describe how. Start 
  each episode with a token from now on.
  • 
  Retire your character. Swap powers with 
  someone, lose your powers, step down, or 
  disappear. Describe what happens.
  Describe Your Color’s:
  Named Attack
  Suit
  Weapon
  Mech
  -1
  +1
  HensHin!: A Sentai RPG
  BLACK
  
  You could become the best, someday, but 
  you’re not there yet. Others will put up with 
  your eccentricities and jokes in the meantime.
  Choose a Name
  Graham, Iva, Jade, Kadir, Lorn,  
  Lu-Chu, Zarqa, an unusual name
  Choose Looks
  Aloof face, distant face, excitable 
  face,	offbeat	face,	youthful	face
  Curious eyes, playful eyes, 
  solitary eyes, sparkling 
  eyes, uncommon eyes
  Asymmetrical wear, 
  baggy wear, crafty 
  wear, uncommon wear, 
  whimsical wear
  Choose a  
  Connection
  Straitlaced relative,  
  out-of-your-league crush, 
  odd pet, dangerous creditor, 
  sympathetic adversary
  Describe the Other 
  Colors
  Special Turn
  When you take an opportunity to prove what you’ve 
  learned to someone else, they receive a token.
  Heavy Turns 
  Spend a token to:
  • 
  Stumble upon an unlikely, perfect hit. 
  • 
  Gather hidden endurance to take what’s 
  coming.
  • 
  Transform when danger appears.
  • 
  Summon your mech when danger escalates.
  • 
  Ask someone, “What is an unorthodox  
  solution?”
  Regular Turns
  You may always:
  • 
  Take action, leaving yourself vulnerable.
  • 
  React by taking temporary cover.
  • 
  Display eccentric	fighting	technique.
  • 
  Try to bring people together with a wisecrack.
  • 
  Act as a decoy.
  Light Turns
  Gain a token when you:
  • 
  Endanger someone instead of accomplishing 
  something.
  • 
  Fail to react and cower.
  • 
  Pull a prank gone wrong.
  • 
  Act childish when someone expects better.
  • 
  Ask someone, “What don’t I understand about 
  the world yet?”
  Squad Turns
  • 
  When the Squad confronts danger to follow 
  their Principle, Colors present gain a token.
  • 
  When the Squad is all suited up, their weapons 
  may combine into an Ultimate Attack.
  • 
  When the Squad is suited up with mechs  
  summoned, they may call on their Ultimate 
  Form.
  Tasks
  During play, work toward how you could:
  • 
  Show that one size	doesn’t	fit	all.
  • 
  Throw inexperience or ineptitude at a 
  problem and see what sticks.
  • 
  Approach the right thing to do from the 
  wrong way to do it.
  • 
  Unveil a profound talent when others 
  don’t expect it.
  • 
  Explore vulnerability & coming of age.
  Raises
  When told, you may choose the following:
  • 
  You have, without a doubt, matured and 
  come into your own. Others will  
  appreciate the strange things that make 
  you tick. Describe why.
  • 
  Your suit, weapon, or mech become  
  undeniably better. Describe how. Start 
  each episode with a token from now on.
  • 
  Retire your character. Swap powers with 
  someone, lose your powers, step down, or 
  disappear. Describe what happens.
  Describe Your Color’s:
  Named Attack
  Suit
  Weapon
  Mech
  -1
  +1
  HensHin!: A Sentai RPG
  GREEN
  
  You’re able to support others while still  
  retaining that creative individualist streak.  
  Others will find you trusting and sociable—so 
  long as you’re willing to open up.
  Choose a Name
  Aurelia, Amber, Boyd, 
  Huang,	Saffron,	Taji,	
  Xanthe, a likeable name
  Choose Looks
  Approachable face,  
  tenacious face, good- 
  natured face, shrewd 
  face, lively face
  Focused eyes, sincere 
  eyes, knowing eyes, 
  familiar eyes,  
  enthusiastic eyes
  Versatile wear, stylish 
  wear, sophisticated wear, 
  flattering	wear,	 
  professional wear
  Choose a  
  Connection
  Suspicious volunteer  
  coordinator, hapless  
  cousin, doting parents,  
  misfit	crush,	
  friend-turned-celebrity
  Describe the Other 
  Colors
  Special Turn
  When you acknowledges someone’s admission of 
  friendship with you, their next Heavy move does 
  not cost a token.
  Heavy Turns 
  Spend a token to:
  • 
  Address an immediate problem with a level 
  head.
  • 
  Remain totally dependable under pressure.
  • 
  Transform when danger appears.
  • 
  Summon your mech when danger escalates.
  • 
  Ask someone, “What’s a creative solution to 
  work this out?”
  Regular Turns
  You may always:
  • 
  Take action, leaving yourself vulnerable.
  • 
  React by taking temporary cover.
  • 
  Display agile	fighting	technique.
  • 
  Try to boost another Color’s morale.
  • 
  Reveal a hidden talent or passion.
  Light Turns
  Gain a token when you:
  • 
  Doubt	yourself	when	taking	definitive	action.
  • 
  Fail to react and ignore the important.
  • 
  Do what’s best for someone when they 
  wouldn’t agree.
  • 
  Overcommit yourself to another cause.
  • 
  Ask someone, “What was one of my past  
  mistakes?”
  Squad Turns
  • 
  When the Squad confronts danger to follow 
  their Principle, Colors present gain a token.
  • 
  When the Squad is all suited up, their weapons 
  may combine into an Ultimate Attack.
  • 
  When the Squad is suited up with mechs  
  summoned, they may call on their Ultimate 
  Form.
  Tasks
  During play, work toward how you could:
  • 
  Talk out an issue, especially when  
  everyone	else	is	fighting.
  • 
  Diffuse tense situations with insight or 
  humor.
  • 
  Observe who is doing what and with 
  whom.
  • 
  Prove that your role is anything but  
  subordinate.
  • 
  Explore individuality & insecurity.
  Raises
  When told, you may choose the following:
  • 
  You are, without a doubt, a vital  
  guiding force. No one will think you  
  deserve a backseat role. Describe why.
  • 
  Your suit, weapon, or mech become  
  undeniably better. Describe how. Start 
  each episode with a token from now on.
  • 
  Retire your character. Swap powers with 
  someone, lose your powers, step down, or 
  disappear. Describe what happens.
  Describe Your Color’s:
  Named Attack
  Suit
  Weapon
  Mech
  -1
  +1
  HensHin!: A Sentai RPG
  YELLOW
  
  You’re a bit unorthodox, able to both fire off a 
  witty retort and give someone a shoulder to cry 
  on. Others admit that you are the heart of the 
  team.
  Choose a Name
  Braden, Coral, Jared, Hong, Li-Wei, Rosa, Vartan, 
  a gentle name
  Choose Looks
  Cheery face, pouty face, 
  radiant face, sensitive face, 
  tireless face
  Spirited eyes, shining eyes, 
  penetrating eyes, dreamy 
  eyes, watchful eyes
  Sporty wear, 
  couture wear, 
  innovative wear, 
  essential wear, 
  bold wear
  Choose a  
  Connection
  Overly proud parent, clueless 
  best	friend,	first	crush,	 
  unlikely Color, tragically  
  uncool peer
  Describe the Other 
  Colors
  Special Turn
  When you take time to confide in someone, they 
  receive a token.
  Heavy Turns 
  Spend a token to:
  • 
  Strike at the heart of the problem.
  • 
  Remain positively cheery under pressure.
  • 
  Transform when danger appears.
  • 
  Summon your mech when danger escalates.
  • 
  Ask someone, “What secret pain do you carry?”
  Regular Turns
  You may always:
  • 
  Take action, leaving yourself vulnerable.
  • 
  React by taking temporary cover.
  • 
  Display innovative	fighting	technique.
  • 
  Try to rally the Squad when they are in  
  disagreement.
  • 
  Just be there for someone.
  Light Turns
  Gain a token when you:
  • 
  Exhaust	yourself	when	taking	definitive	action.
  • 
  Fail to react and get cast aside.
  • 
  Demand that someone pay attention to you 
  right this moment.
  • 
  Show a soft spot for the wrong person or at 
  the wrong time.
  • 
  Ask someone, “Why doesn’t someone take me 
  seriously?”
  Squad Turns
  • 
  When the Squad confronts danger to follow 
  their Principle, Colors present gain a token.
  • 
  When the Squad is all suited up, their weapons 
  may combine into an Ultimate Attack.
  • 
  When the Squad is suited up with mechs  
  summoned, they may call on their Ultimate 
  Form.
  Tasks
  During play, work toward how you could:
  • 
  Demonstrate warmth and care to be 
  crucial strengths.
  • 
  Understand someone’s problem,  
  especially if there’s nothing to gain.
  • 
  Balance emotional burdens.
  • 
  Defy expectations when stereotyped.
  • 
  Explore themes of empathy & cynicism.
  Raises
  When told, you may choose the following:
  • 
  You are, without a doubt, the anchor	first	
  and the heart second. No one will think 
  you’re a pushover. Describe why.
  • 
  Your suit, weapon, or mech become  
  undeniably better. Describe how. Start 
  each episode with a token from now on.
  • 
  Retire your character. Swap powers with 
  someone, lose your powers, step down, or 
  disappear. Describe what happens.
  Describe Your Color’s:
  Named Attack
  Suit
  Weapon
  Mech
  -1
  +1
  HensHin!: A Sentai RPG
  PINK
  
  Agenda
  • 
  Set a special effects budget and use 
  every cent.
  • 
  Determine unique aesthetics from the 
  Squad Concepts.
  • 
  Embrace diverse Colors, personalities, 
  and roles.
  • 
  Guide tension between a Color’s civilian 
  and hero life, including with each other.
  • 
  Start with the simple and obvious, then 
  expand on that during play.
  Squad Concept
  • 
  Everyone: Each write 2 simple concepts 
  onto separate notecards.
  • 
  Narrator: Shuffle and read aloud all  
  notecards.
  • 
  Everyone: Vote for each concept that 
  pops.	The	most	voted	becomes	the	first	
  Squad Concept.
  • 
  Narrator: Shuffle the next 3 most popular 
  notecards. Select one randomly as the 
  second Squad Concept.
  • 
  Everyone: Discuss how these are  
  synthesized.
  Power Source
  • 
  The power source is a: coin, crystal, buckler, 
  electronic device, something tangible
  • 
  The custodian of this power is a: wise  
  mentor, eternal alien, former Color, sentient 
  robot, someone knowledgeable
  Adversaries
  • 
  The big bad desires the power source for:  
  absolute control, vast wealth, undeserved  
  freedom, age-old revenge, something  
  unyielding
  • 
  Their general is kept on hand because they 
  are: crafty, capable, blameworthy, fawning, 
  something useful
  • 
  Their foot soldiers	are	the	first	line	of	offense	
  because they are: pesky, predictable, unruly, 
  maddening, something inconsequential
  Weapons & Mechs
  Decide now or when they come into play:
  • 
  When the weapons combine, their Ultimate 
  Weapon is (choose a couple): piercing,  
  slashing, scoped, blunt, hi-tech, antique,  
  something impressive
  • 
  When the mechs combine, their Ultimate Form 
  is (choose a few): gigantic, terrifying, winged, 
  limber, shielded, blade-wielding, blaster- 
  shooting, something awesome
  Transformation
  Create the signature hand motion that players 
  use whenever Colors transform.
  Principle
  The Squad currently fights for: Beauty, Compas-
  sion, Courage, Fairness, Helpfulness, Honesty, 
  Justice, Peace, Responsibility, Service, Unity
  Civilian Life
  • 
  The Colors share some obligation 
  through: school, work, an elite order, a 
  promise, something demanding
  • 
  The setting is named: Woodfield,  
  Highland Park, Black Hawk, Port Evans, 
  Sylvan Beach, Proto Station, Air Shinobi 
  Academy, City of Zula, somewhere worth 
  defending
  • 
  The Colors share a base that is: a  
  laboratory, a storage room, a land lost 
  in time, a command center, somewhere 
  unnoticed
  • 
  A location in the community that the  
  Colors share is: a coffee shop, ancient 
  nearby woods, a classroom, a dojo,  
  somewhere familiar
  • 
  List the Connections made by the  
  Colors and ask questions.
  Introductions
  Going around the table, each player  
  introduces their Color with:
  • 
  Name
  • 
  Looks
  • 
  Connection
  • 
  Suit, Weapon, Mech, Attacks
  • 
  Special Turn
  HensHin!: A Sentai RPG
  FORM A SQUAD
  Squad Concept Notes
  Setting Map
  
  First Session Checklist
  • 
  Colorfully depict sentai and a Squad. 
  • 
  Choose a scenario or create a new 
  Squad. 
  • 
  Ask players to read aloud	all	Color	flavor	
  text before they choose one.
  • 
  Once	Colors	are	filled	out,	ask	players	to	
  read their Special Move and one or two 
  Tasks. And ask many questions during 
  introductions.
  • 
  Explain Turns and remind players to work 
  toward	earning	their	first	token.
  Creating a Monster
  • 
  List an example from at least two  
  categories: creature, machine, everyday 
  object, weapon, vice.
  • 
  Then, ask players to describe aspects of 
  each example. Use these to synthesize a 
  new, unique monster.
  • 
  Write a Regular Turn describing what it 
  does reliably.
  • 
  Write a Heavy Turn describing how it is 
  effective	or	dangerous.	Then	add	the	 
  additional Turn, “Make my monster grow.”
  • 
  Write a Light Turn describing when it 
  reveals	a	flaw	or	fails	to	act.
  Special Turn
  As	fiction	dictates,	the	Narrator	may	write a new 
  Turn for some/all Colors on a notecard and then 
  remove it when appropriate.
  Heavy Turns 
  After a player’s Light Turn, you may:
  • 
  Incapacitate someone.
  • 
  Pull back on someone’s power for now.
  • 
  Withdraw badness now, with or without their 
  objective.
  • 
  Give someone a reason for vengeance.
  • 
  Enact the last step in a devious plan.
  Regular Turns
  When the time is right, you may always:
  • 
  Separate someone temporarily.
  • 
  Announce badness on the scene.
  • 
  Direct unwanted attention toward the Colors.
  • 
  Use someone’s power against them.
  • 
  Put someone else in a compromising  
  situation.
  Light Turns
  After a player’s Heavy Turn, you may still:
  • 
  Reveal a threat or monster	off-screen.
  • 
  Remind Colors of civilian respon sibilities.
  • 
  Offer	an	opportunity with a choice or cost.
  • 
  Put someone on the spot.
  • 
  Alter the landscape.
  Before Play
  • 
  If an established Color will not be  
  present, ask, “Will we see this Color, and 
  what might they be doing?”
  • 
  If it feels right, ask, “Will a Color have a 
  spotlight this episode?” If so, instruct 
  that player to read aloud their Tasks.
  • 
  Review the Squad’s Principle, powers, 
  and civilian life. Consider how to push on 
  them.
  • 
  Imagine a new location in the community.
  • 
  Imagine a new or evolved monster.
  During Play
  • 
  Spotlight the Colors alone and together.
  • 
  Frame tight scenes that drive the  
  episode.
  • 
  Play your Turns to highlight the  
  Color’s weaknesses and showcase their 
  strengths.
  • 
  Use your monster’s Turns, too.
  • 
  Wrap up	the	conflict	with	a	promise	of	
  more.
  After Play
  • 
  Request character vignettes before 
  cutting to credits.
  • 
  Ask players to review Tasks and vote on 
  who grinded up against these the most. 
  That character takes a Raise at the  
  fictionally	appropriate	moment
  • 
  Plan how a Connection could become 
  developed or resolved.
  • 
  Plan which new Colors could be  
  introduced soon.
  • 
  Make notes about everything!
  HensHin!: A Sentai RPG
  NARRATOR
  
  Red  
  Played by  
  Looks
  Connection
  Notes
  Tasks
  • 
  Charge ahead recklessly if no one is depending on 
  you.
  • 
  Rise to the occasion when it’s the right thing to 
  do.
  • 
  Express wonder, even if it borders on naivete.
  • 
  Eagerly shine the spotlight on your teammates, 
  too.
  • 
  Explore self-realization & eventual leadership.
  Special Turn
  • 
  When someone relies on you to solve their prob-
  lem, they gain a token.
  Heavy Turns 
  • 
  Use	your	weapon	to	drive	off	an	opponent.
  • 
  Face down danger without hesitation.
  • 
  Transform when danger appears.
  • 
  Summon your mech when danger escalates.
  • 
  Ask someone, “Who is really behind this?”
  Regular Turns
  • 
  Take action, leaving yourself vulnerable.
  • 
  React by taking temporary cover.
  • 
  Display	impressive	fighting	technique.
  • 
  Try to prove yourself to another.
  • 
  Speak up for someone weaker.
  Light Turns
  • 
  Head into danger without your Squad.
  • 
  Fail	to	react	and	suffer	the	consequences.
  • 
  Let your temper cloud your judgment.
  • 
  Talk smack to someone or something more pow-
  erful than you.
  • 
  Ask someone, “Why do people follow me?”
  HensHin!: A Sentai RPG
  Blue  
  Played by  
  Looks
  Connection
  Notes
  Tasks
  • 
  Calculate possible courses of action.
  • 
  Play it by the book, most of the time.
  • 
  Find the right time for sensibility and for deadpan 
  humor.
  • 
  Prove that brain trumps brawn.
  • 
  Explore fallibility & prodigy.
  Special Turn
  • 
  When you accept the support of someone stronger, 
  your next Heavy move does not cost a token.
  Heavy Turns 
  • 
  Devise the proper tool for the job.
  • 
  Remain absolutely calm under pressure.
  • 
  Transform when danger appears.
  • 
  Summon your mech when danger escalates.
  • 
  Ask someone, “How could I get you to do the sensible 
  thing?”
  Regular Turns
  • 
  Take action, leaving yourself vulnerable.
  • 
  React by taking temporary cover.
  • 
  Display	precise	fighting	technique.
  • 
  Try to pinpoint an adversary’s weakness.
  • 
  Point out the obvious to another.
  Light Turns
  • 
  Do the wrong thing perfectly.
  • 
  Fail	to	react	and	prove	yourself	ineffective.
  • 
  Become demoralized by a minor failure.
  • 
  Construct something dangerous.
  • 
  Ask someone, “What do others really think of me?”
  Black  
  Played by  
  Looks
  Connection
  Notes
  Tasks
  • 
  Show your strength.
  • 
  Defend those you care about at any cost.
  • 
  Oblige yourself to others, even if you may let them 
  down.
  • 
  Prove that brawn trumps brains.
  • 
  Explore duty & martrydom.
  Special Turn
  • 
  When you accept the support of somone  
  weaker, your next Heavy move does not cost a 
  token.
  Heavy Turns 
  • 
  Clear the way of adversaries during a brawl.
  • 
  Shake	off	a	beating	like	it’s	nothing.
  • 
  Transform when danger appears.
  • 
  Summon your mech when danger escalates
  • 
  Ask	someone,	“What	do	I	need	to	sacrifice	in	order	
  to see this through?”
  Regular Turns
  • 
  Take action, leaving yourself vulnerable.
  • 
  React by taking temporary cover.
  • 
  Display	reckless	fighting	technique.
  • 
  Try to protect someone in need.
  • 
  Remind someone of the real task at hand.
  Light Turns
  • 
  Take the brunt of someone else’s burden.
  • 
  Fail to react and overexert yourself.
  • 
  Interfere with a reliable course of action.
  • 
  Frighten another with an impressive feat.
  • 
  Ask someone, “Who have I failed to protect?”
  
  Green  
  Played by  
  Looks
  Connection
  Notes
  Tasks
  • 
  Show	that	one	size	doesn’t	fit	all.
  • 
  Throw inexperience or ineptitude at a problem and 
  see what sticks.
  • 
  Approach the right thing to do from the wrong 
  way to do it.
  • 
  Unveil an unexpected profound talent.
  • 
  Explore vulnerability & coming of age.
  Special Turn
  • 
  When someone gives you an opportunity to prove 
  what you’ve learned to others, they receive a 
  token.
  Heavy Turns 
  • 
  Stumble upon an unlikely, perfect hit. 
  • 
  Gather hidden endurance to take what’s coming.
  • 
  Transform when danger appears.
  • 
  Summon your mech when danger escalates.
  • 
  Ask someone, “What is an unorthodox solution?”
  Regular Turns
  • 
  Take action, leaving yourself vulnerable.
  • 
  React by taking temporary cover.
  • 
  Display	eccentric	fighting	technique.
  • 
  Try to bring people together with a wisecrack.
  • 
  Act as a decoy.
  Light Turns
  • 
  Endanger someone instead of accomplishing 
  something.
  • 
  Fail to react and cower.
  • 
  Pull a prank gone wrong.
  • 
  Act childish when someone expects bettter.
  • 
  Ask someone, “What don’t I understand about the 
  world yet?”
  HensHin!: A Sentai RPG
  Yellow  
  Played by  
  Looks
  Connection
  Notes
  Tasks
  • 
  Talk out an issue, especially when everyone else is 
  fighting.
  • 
  Diffuse	tense	situations	with	insight	or	humor.
  • 
  Observe who is doing what and with whom.
  • 
  Prove that your role is anything but subordinate.
  • 
  Explore individuality & insecurity.
  Special Turn
  • 
  When someone acknowledges their friendship with 
  you, their next Heavy move does not cost a token.
  Heavy Turns 
  • 
  Address an immediate problem with a level head.
  • 
  Remain totally dependable under pressure.
  • 
  Transform when danger appears.
  • 
  Summon your mech when danger escalates.
  • 
  Ask someone, “What’s a creative solution to work this 
  out?”
  Regular Turns
  • 
  Take action, leaving yourself vulnerable.
  • 
  React by taking temporary cover.
  • 
  Display	agile	fighting	technique.
  • 
  Try to boost another Color’s morale.
  • 
  Reveal a hidden talent or passion.
  Light Turns
  • 
  Doubt	yourself	when	taking	definitive	action.
  • 
  Fail to react and ignore the important.
  • 
  Do what’s best for someone when they wouldn’t 
  agree.
  • 
  Overcommit yourself to another cause.
  • 
  Ask someone, “What was one of my past mistakes?”
  Pink  
  Played by  
  Looks
  Connection
  Notes
  Tasks
  • 
  Demonstrate warmth and care to be crucial 
  strengths.
  • 
  Understand someone’s problem, especially if 
  there’s nothing to gain.
  • 
  Balance emotional burdens.
  • 
  Defy expectations when stereotyped.
  • 
  Explore themes of empathy & cynicism.
  Special Turn
  • 
  When	you	take	time	to	confide	in	someone,	they	
  receive a token.
  Heavy Turns 
  • 
  Strike at the heart of the problem.
  • 
  Remain positvely cheery under pressure.
  • 
  Transform when danger appears.
  • 
  Summon your mech when danger escalates.
  • 
  Ask someone, “What secret pain do you carry?”
  Regular Turns
  • 
  Take action, leaving yourself vulnerable.
  • 
  React by taking temporary cover.
  • 
  Display	innovative	fighting	technique.
  • 
  Try to rally the Squad when they are in disagree-
  ment.
  • 
  Just be there for someone.
  Light Turns
  • 
  Exhaust	yourself	when	taking	definitive	action.
  • 
  Fail to react and get cast aside.
  • 
  Demand that someone pay attention to you right 
  this moment.
  • 
  Show a soft spot for the wrong person or at the 
  wrong time.
  • 
  Ask someone, “Why am I not taken seriously?”
  
SOURCE: textdata/thevault/Collections/Anime & Cartoon RPGs/3) Common Tropes & Themes/Maid & Romance/Henshin!/Henshin! - A Sentai RPG (2017).pdf