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F-Zero RPG/F-Zero RPG version 2
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====Machine==== To begin designing your machine decide on a suitable name and concept for it (ultralight racer, wrecking machine, etc). Your machine has three essential attributes, Body, Boost and Grip, rated from A to E. Choose a set of ratings from the Machine Ratings table and arrange them in any order. Once your machine has ratings you may determine its other qualities. <pre> Machine ratings: AAE ABD ACC BBC </pre> Your machine's power bar has 12 boxes. Machines lose power from piloting failures, impacts, and boosts. To determine power loss from impact roll a die equal to machine's Body rating. <pre> Impact damage table: Rolled: Boxes lost: 1-3 3 4-7 2 8+ 1 </pre> Pit areas restore 4 power when your machine passes through them. If your machine runs out of power due to an impact you are immediately disqualified. Your machine's base weight affects its acceleration and max speed. You may decide how much your machine weighs in kilograms within the confines of its weight category. <pre> Base Weight Body rating: Weight: A 1800-2000 kg B 1600-1800 C 1400-1600 D 1200-1400 E 1000-1200 </pre> Your machine's acceleration is determined by its Boost and Body. Look at the listed speeds for these two attributes on the Acceleration table and add them together. The result is your machine's acceleration before the first Piloting roll of each section. Note that the first value is for straightway track sections (More in-depth explanation is in "track" section). <pre> Boost/Body rating Full/halved acceleration from Boost: from Body: A 50/30 km/h 10/10 km/h B 40/20 km/h 20/10 km/h C 30/20 km/h 30/20 km/h D 20/10 km/h 40/20 km/h E 10/10 km/h 50/30 km/h </pre> For example, a machine with A rating in boost and C rating in body will have : A boost: 50/30 km/h C body : 30/20 km/h So, full acceleration of this machine will be 80 km/h on straightways and 50 km/h for other track sections. Machines weighing less than 100 kg above the lowest weight in their rating increase their listed Acceleration by 20 km/h. Machines weighing more than 100 kg above the lowest weight in their rating increase their listed Max Speed by 20 km/h. Machines weighing exactly 100 kg above the lowest weight increase both Acceleration and Max Speed by 10 km/h. Your machine's max speed is determined by its Body and Grip. Look at the listed speeds for these two attributes on the Max Speed table and add them together. The result is your machine's max speed. For example, a machine with Body A (240 km/h) and Grip E (200 km/h) has a max speed of 440 km/h. <pre> Max Speed Body/Grip rating: Speed: A 240 km/h B 230 C 220 D 210 E 200 </pre> Your boost lasts for a number of actions equal to your machine's (Boost + Body) divided by 2 (round down) on the Boost Duration table. For example, a machine with Boost A (5) and Body D (4) has a boost duration of (5+4=9) / 2 = 4 actions: the action it is declared on and the next three actions. <pre> Boost duration Rating Boost: Body: A 5 1 B 4 2 C 3 3 D 2 4 E 1 5 </pre> Your machine's maximum boosting speed is determined by its Body and Boost. Look at the Boost Max table. Add the speeds listed for your machine's Body and Boost to your normal max speed. For example, a machine with Body B and Boost C adds 30 km/h and 40 km/h to its normal max speed. <pre> Boost max chart: Rating: Body bonus: Boost bonus: A 40 km/h 60 B 30 km/h 50 C 20 km/h 40 D 10 30 E 0 20 </pre> To determine your machine's boost accel, add the speed listed for your machine's Boost on the Boost Max table to its normal acceleration. Your machine's handling affects your Piloting rolls. A machine's handling is determined by its Grip and Boost. Your Handling modifier is equal to your machine's (Grip + Boost) divided by 2 (round down) on the Handling table. The result is the modifier to any Piloting rolls made when piloting your machine. <pre> Handling chart: Rating: Grip bonus: Boost bonus: A +2 -2 B +1 -1 C +0 +0 D -1 +1 E -2 +2 </pre> Your total weight is used to determine your starting rank in a first race. If two or more machines have identical weights the pilots may make Body rolls to determine which machine begins in the leading rank. The higher result begins in front of the other equally-heavy machine(s). Reroll any ties. Afterwards, machine who finished last in previous race starts in first, machine before it starts in second, and so on.
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