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F-Zero RPG/F-Zero RPG version 2
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====Pilot==== To create your pilot, determine their name, age, species (Human, Takoraian, etc.), appearance and background. Your pilot has four attributes that distinguish their character: Aim, Nerve, Brain and Flair. Choose a rating set from the Character Attributes table and arrange them as you wish. <pre> Character Ratings sets: AACE AADD BBCC BBBD ABBE ABCD ACCC </pre> <pre> Character Rating bonus: A: +2 B: +1 C: +0 D: -1 E: -2 </pre> Most F-Zero pilots have Aim A or B. Your Aim must be at least C to compete in the F-Zero tournament. Each attribute has four key skills. The skill's dice is rolled whenever a skill is attempted. If a character has any modifiers (from attribute rating or other source)to a skill they are added to the roll. For example, a character with Flair A (+2) and skill dice of d10 is rolls a d10 and adds 2 to the result for all Influence rolls. At the beginning of the game your character has a d6 dice for all skills. You may upgrade three skills to d8 dice at the cost of reducing three dice to d4. Every time you finish a game session (or episode) you gain one skill point that can be spent to increase the die for a specific skill. Bonuses cost a number of points equal to the total bonus after purchase. Each increase must be paid for separately. For example, increasing a bonus from d4 to d10 costs 6 points (from d4 to d6, d6 to d8, and finally d8 to d10). Your pilot may have a maximum die of d12 in each skill. <pre> Skill die progression: 0 points: d4 1 point : d6 2 points: d8 3 points: d10 4 points: d12 </pre> Your pilot also starts with two pieces of useful equipment with their own ratings. Each piece of equipment is used with a specific skill. When you use a piece of personal equipment you roll your skill die and the equipment's die and keep the higher result. You may design one piece of d10 equipment and one piece of d6 equipment at the beginning of the game. Other equipment may be purchased or constructed during the course of the game. You may have as much equipment as you like but you may only have three pieces at hand during a scene. You may not use personal equipment during an official F-Zero race. Equipment may be upgraded over the course of campaign, gaining flat bonus (up to +2) or increasing its die rating. More in-detail explanation is in "upgrades" chapter. <pre> Equipment examples: Sidearm (Shooting) Armor (Blocking) Shock glove (Striking) Robot servant (Mechanics) Hacking kit (Larceny) Emotion detector (Savvy) Wardrobe (Influence) Cybernetics (Balance) Hologram disguise (Lying) The moon (Dropping on the planet) </pre>
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