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Writer's pictureMcShmoodle

Update 1.3.0


Ever since the inception of Sonic Tag-Team Heroes, the game has strived to replicate the feel of playing through a Sonic game (especially Sonic Heroes), with the mechanics balancing tried and true TTRPG mechanics with the idiosyncrasies the video games are known for. But the system was still conspicuously missing something. There were several examples of Boss NPCs to get players through their first few Zones, ranging from basic piloted mechs to powered-up individuals to rival the player's own abilities. But what about the ones you see at the end of a Sonic game? The giant robotic Eggmen and imposing dark creatures?


Worry not, for the latest update will allow you to cap off your campaign with a suitably imposing baddie to blast away!






The "Final" Update (not really)


Introducing Final Bosses!

  • A new tier of NPC tailor-made to solo a group of leveled-up heroes

    • Giant Final Bosses: So big that they take up four squares instead of one, and tower up to Height 3! They have a variety of TP moves at their disposal to create a dynamic combat encounter

    • Colossal Final Bosses: Even bigger, taking up nine squares or more and reaching even greater heights! They are so big that individual parts of the enemy have their own stats

    • Examples of play are included for each Final Boss so that GMs can utilize the unique strengths of these abominations to their fullest!



Step it Up with Velocity Battles

  • A whole new section is devoted to this exciting new combat encounter type, which allows players to emulate the racetrack-style boss battles that have long been a staple of the video games.

    • Expanded Rules for Foot Races: A sidebar has been included in this new section giving guidelines for aggressive interactions between racers




Additionally

  • Fixed formatting on Mercenary NPC profiles

  • More typos

  • Rebalanced Sub Boss, and Boss (includes NPCs in Intro Adventure)



Keep On Rollin'

- McShmoodle



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