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F-Zero RPG/F-Zero RPG version 2
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====Vehicle Skills==== Your pilot may only use certain skills during race scenes. These are Piloting, Passing, Ramming, Dodging, Blocking, Sideswiping, Cheating and Accolades. Your Savvy skill may also be used to counter certain rolls. '''Accolades:''' Performing crowd-pleasing stunts. If you are within the current lap's Target Rank after your Piloting roll, you may attempt to garner accolades as an action during your move. If the result is at least equal to the required Piloting roll for the current section, you are awarded additional points at the end of the lap equal to the required Piloting roll for that section x100. These points are added onto your total Winnings. If your Accolades roll is less than the required Piloting roll for the current section you suffer the listed failure effect. '''Blocking:''' Stopping another machine from passing you. If you succeed you block the other machine, your machine accelerates by its listed Acceleration up to its normal max speed and the other machine decelerates by 20 km/h. If you fail you are passed by the other machine. '''Cheating:''' Exploiting flaws in the course for your own benefit. Any curved section with a Jump Plate or guide rails is vulnerable to cheating. The pilot may decide to cheat as an action during their move. Instead of any other action during their move the pilot makes a Cheating roll. ''Jump Plates'': If the result is at least equal to the required Piloting roll for that section +2 the pilot immediately passes the two machines in front of them. If not, the pilot incurs a foul and is manually moved back 2 ranks to a minimum rank equal to the Target Rank for that lap. ''Guide rails'': If the result is at least equal to the required Piloting roll for that section your machine loses 1 power box and immediately passes the machine in front of it. If you fail your machine loses 1 power box and falls back one rank. '''Dodging:''' Avoiding a collision with another machine. If you succeed you avoid the other machine. If you fail you suffer the consequence of the attempt. '''Passing:''' Switching ranks with the machine in front of you. A slower pilot may attempt to pass but the Passing roll is penalized by -1 for every 10 km/h below the target's speed. You may not attempt to pass a machine if its current speed is more than 20 km/h above yours. The target may attempt to counter using Blocking, Ramming or Sideswiping. You may also choose to brake below 300 km/h as an action during your move to force the machine behind you to pass. The target may attempt to counter with Blocking. If you succeed you switch ranks. If you fail your machine accelerates to the other machine's current speed. '''Piloting:''' Navigating the course effectively. You may choose to make a Piloting attempt as an action during your move, separate from your Piloting roll at the beginning of the section. If the result is at least equal to the required Piloting roll for that section your machine's speed increases by its listed Acceleration up to its listed max speed. If you fail your machine loses 1 power box. '''Ramming:''' Illegally hitting another machine. The target may attempt to counter using Dodging. If you succeed the target takes Impact damage +1 extra box. If you fail the target avoids you. You may not attempt to ram a machine if its current speed is more than 50 km/h above yours. Rammings carry a 200-point penalty per attempt, even if unsuccessful. You may also use Ramming to counter a Passing attempt. If your Ramming result is higher than the other pilot's Passing result you successfully ram them. If their speed decreases to more than 20 km/h below yours because of this ramming the passing attempt fails. If you fail the other pilot passes you. '''Savvy:''' Using inherent knowledge to your advantage. You may use your Brain die (without skill points) to reroll one of your actions. You may do this once per race plus once per point of Savvy. You may not use Savvy to reroll rolls on the Accidents table but rolling a 1 with a Savvy reroll causes an accident. '''Sideswiping:''' Covertly forcing an opponent into obstacles or off the track. The target may attempt to counter using Dodging. If you succeed the target incurs the same consequences as a failed Piloting roll for that section. If you fail you incur the consequences instead. You do not incur a penalty for attempted or successful sideswipings. You may also use Sideswiping to counter a Passing attempt. If your sideswiping result is higher than the other pilot's Passing result you successfully sideswipe them. If you fail you incur the consequences of a failed Sideswiping attempt. If their speed decreases to more than 20 km/h below yours because of this sideswipe the passing attempt fails.
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