F-Zero RPG/F-Zero RPG version 2: Difference between revisions

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[[Image:Cover page.png|thumb|300px|''F-Zero RPG'', the second vreem]]
[[Image:Cover page.png|thumb|300px|''F-Zero RPG'', the second vreem]]
What started as silly little homebrew quickly grew out of control with sperglords joining in. Races were held, rules were discussed, vreem was had. Over time system changed and mutated into new horrifying forms, and now it got enough rules revisions to...
What started as silly little homebrew quickly grew out of control with sperglords joining in. Races were held, rules were discussed, vreem was had. Over time system changed and mutated into new horrifying forms, and now it got enough rules revisions to...
==LOTS OF COPYPASTED TEXT AND MEAGER FIXES BECAUSE THAT IDIOT HOOTINGS IS A LAZY IDIOT AND CANNOT INTO PDF ALSO MY CAPS LOCK IS STUCK PLEASE HELP==
===INTRODUCTION===
<pre>*ding!*</pre>
[[Image:Winners_Dont_Use_Drugs.png|and this is basically why Chaos fails crusade after crusade]]
In the latter half of the 20th century, Mankind
was gripped by the fear of being invaded by
extraterrestrials. They referred to extraterrestrial
spacecraft as UFOs (Unidentified Flying Objects).
Now, to those of us in this day and age, this sounds
like a fairy tale.
It is now the year 2560, and due to the human
race’s countless encounters with alien life forms
throughout the Universe, Earth’s social framework
has expanded to cosmic proportions. Now, trade,
technology transfer and cultural interchange are
carried out on an interplanetary basis.
The multibillionaires who earned their enormous
wealth through intergalactic trade, while satisfied
with their rich lifestyles, also yearned for a new
entertainment to stimulate their lazy lives. Their
wishes were met by a call for a new project based
upon a seemingly simple premise-"Why not hold, on
a galactic scale, some competition like the F-1 races
once held on Earth centuries ago?”
At once, everyone jumped at this idea. Rich
merchants from cities in the clouds or asteroids with
almost uninhabitable environments invested their
wealth in the construction of racing circuits.
These racing circuits were located as high up
as 300 feet above grounds and held in place by
anti-gravitational guide beams on both sides of the
course.
The racing machines developed for these tracks
used the very latest in super-magnetic technology
and were designed to travel without wheels, hovering
one foot above the course track.
When the first Grand Prix race was held, people
were angered at the brutality of the competition. The
organizers had, during construction, placed various
obstacles and traps along the raceway. But as time
passed, and people grew to these dangers, they
soon demanded even more excitement in the race.
In time, winning this race meant earning the highest
honor that could be bestowed on anyone in the
Universe.
In a very short time, people came to call this
Grand Prix simply, “F-ZERO”.
'''the f-zero rpg'''
'''2012 viral games'''
F-ZERO © 1990, 2012 Nintendo
===Chapter 1:Start your machines!===
====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>
====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.
====Character Sheet====
[[Image:Better.png|character sheet]]
Notice that d4 doesn't have its own point in skill allocation chart. Skill at d4 is considered to be 0 and to upgrade it to d6 you need 1 character point.
====Action Rules====
When a character attempts an action, roll the die for that skill
rating and add attribute points. Most conflicts are either opposed
rolls with other characters or a minimum needed result decided
by the Announcer. If your result is at least equal to the minimum
required you succeed. In the event of a tie the defending result wins.
Each character may normally attempt one action during their move.
A character may attempt two actions during their move, but the first
roll is penalized by 1 skill rating and the second roll is penalized by 2
ratings. For example, a character with attempts
to dodge and shoot in one turn. His normal dodge and shoot skills are both at d10.
So he rolls a d8 (d10 - 1 rank) for dodging and a d6 (d10 - 2 ranks) for
shooting. This does not apply to equipment. You may not attempt
the same action twice against the same target during your move.
If the rating is penalized below d4 the task is impossible for that
character and they automatically fail.
The target may attempt to counter an action during the aggressor's
move if it immediately affects them. If the target attempts to counter
two actions, they may make the first roll with no penalty and the
second roll with a 1-rating penalty. For example, a character with
d10 in both dodging and blocking who attempts to dodge a Shooting attack and block
a Striking attack in the same move rolls a d10 for Dodging and a d8
for Blocking. A character may use the same skill twice to counter two
actions.
There are two types of conflict rules in the F-Zero RPG :
character-scale (CS) and vehicle-scale (VS).
====Character-Scale Rules====
When two or more characters attempt to act first, everyone involved
makes a d6 + Nerve rating roll. Move order is decided
by the results, from highest to lowest. Reroll any ties to decide which
roll acts first. For example, if four characters made rolls and
the results are 3, 3, 4 and 6, the two characters with 3s reroll to
decide which of them acts immediately before the character with the 4.
A character who fails to counter an attack either loses one piece of
personal equipment or reduces their Aim or Nerve rating by one
(player's choice). Equipment must be reacquired but your pilot's Aim
or Nerve may be recovered by medical treatment. You may incur a
1000-point penalty to restore your Aim or Nerve by one rating, up to
their normal maximums.
If your Aim or Nerve rating ever falls below E you are incapacitated
and unable to appear in the game until the next episode. If your pilot
remains active until the episode is over they begin the next episode
with their Nerve and Aim ratings reset to their normal maximums.
A player character may attempt to influence or lie to another player
character. The target may attempt to counter using Savvy. If the
target fails they are susceptible to the other character's words. The
Announcer is advised to forbid players from using the Influence skill
against other players' pilots.
The next page describes Character-Scale (CS) skills in more detail.
The Announcer may decide that certain acts such as spotting a clue
do not require skill rolls if success enhances the story.
====Character Skills====
'''Balance:''' Coordination and athletic ability. Use Balance to jump
over obstacles, climb chains, outrun opponents, and cross narrow
pathways. Balance is also used to escape inanimate dangers like
exploding bombs.
'''Blocking:''' Parrying and shielding attacks. Use Blocking to counter
Shooting and Striking. The Announcer may decide that certain
attacks like nets cannot be countered with Blocking. Attempts to
counter these attacks with Blocking always fail.
'''Dodging:''' Leaping and rolling to avoid attacks.
Use Dodging to counter Shooting and Striking.
'''Influence:''' Personal magnetism and
commanding presence. Use Influence to
threaten authority figures and sway crowds.
The target(s) may attempt to counter with
Savvy. Crowds and mobs are generally assigned
a collective minimum number required to
persuade them to act.
'''Larceny:''' Theft and burglary. Use Larceny
to steal a wallet or unlock a door without
triggering alarms. The target may attempt to
counter with Larceny.
'''Lying:''' Telling falsehoods and tricking others. Use Lying to bluff your
way past guards and disguise your voice. The target(s) may attempt
to counter with Savvy.
'''Mechanics:''' Creating improvements to your machine or personal
equipment purchased with Winnings. Upgrades cannot be added
during a race. The Announcer may decide that certain upgrades are
not available through normal channels. Mechanics is also used to
operate or repair unknown machinery.
A character may attempt to construct their own equipment and
upgrades using the Mechanics skill. See Equipment, Minions and
Upgrades for more information.
'''Shooting:''' Firing and launching
projectiles. Use Shooting with
guns, bows and thrown rocks. The
target may attempt to counter
with Blocking or Dodging. An
improvised projectile counts as
E-rated equipment (Shooting).
The Announcer may decide certain
objects cannot be used with
Shooting attempts. You must have
Shooting equipment to use this skill.
'''Striking:''' Physical and closecombat
attacks. Use Striking with
swords, clubs, fists, and claws. The
target may attempt to counter with
Blocking or Dodging. An improvised
hand weapon counts as E-rated equipment (Striking). The Announcer
may decide certain objects cannot be used with Striking attempts.
'''Savvy:''' Detecting falsehoods and subterfuge. Use Savvy to counter
Lying and Persuasion.
====Vehicle-Scale Rules====
During racing scenes, Rank is used to indicate each machine's
position on the track. The machine in Rank 1 is in the lead. Only one
machine may be in each rank at a time. Starting rank is determined
by machine weight. The heaviest vehicle begins the race in Rank 1
and the lightest machine is last. Move order is determined by the
rank each machine is in at the beginning of the section: the pilot
in the last rank acts first. Pilots maintain this move order for the
entire section, even if machines change ranks during the section.
When the race begins, all machines
immediately accelerate to 300 km/h. Each
machine accelerates on its own at the
beginning of each section before any Piloting
rolls are made. If a machine's current speed
falls below 300 km/h the
pilot is automatically passed by the machine
in the rank behind them and their machine
accelerates back to 300 km/h.
At the beginning of every section (including
the starting section), each pilot rolls their
Piloting skill one at a time from Rank 1
backward. Pilots who roll below the minimum
required suffer the listed failure effect. If the
pilot rolls a 1 on the die they suffer the listed
failure effect regardless of the roll's result.
Pilots must declare whether or not they are
braking before this roll is made. See Braking
and Boosting for more information.
After all Piloting rolls are made everyone still in the race begins
making their moves. The move order for a section is determined
by the positions of the pilots at the beginning of the section
(before anyone has made their Piloting roll) from last rank to first
rank. A pilot may choose to skip their move if they do not want to
attempt any action during it.
A pilot may normally only target those in the ranks immediately
ahead of or next to them.
Any time a pilot rolls a 1 using their attribute die
during a move they must immediately roll a d6 on
the Accident table and suffer the resulting effects.
Any actions or attempted actions that previously
occurs during the move are ignored in favor of the
Accident's result. Rolling a 1 on the Accident table
does not incur an accident.
<pre>
Accident table
1 Heavy failure: The machines in the two ranks
behind you immediately pass you, and your machine
takes Impact damage. This move is over.
2 Moderate failure: The machine in the rank
behind you immediately passes you, and your
machine loses 1 power box. This move is over.
3 Light failure: The machine in the rank behind
you immediately passes you, and your machine
loses 1 power box. This action is over.
4 Static: Your machine loses 1 power box. This
action is over.
5 Accidental success: You immediately pass the
machine in the rank ahead of you. Your machine
loses 1 power box then accelerates by its full
accel (up to its max speed, or boost max if
boosting). This action is over.
6 Amazing success: You immediately pass the two
machines ahead of you. Your machine takes Impact
damage (with no speed loss associated)
then accelerates by its full accel. This action is over.
</pre>
Rolling a 1 using an Upgrade die degrades the
upgrade by 1 rating instead. See Equipment,
Minions and Upgrades for more information.
Accidents incurred from certain obstacles during
the section's Piloting phase occur before the first
move in that section. In this case the last sentence
of the result is ignored.
A boosting machine may be passed by a nonboosting
machine if the boosting pilot rolls a
1,2,or 3 on the Accidents table. An action or move
cut short by an accident counts as a full action or
move for determining boost durations.
The next page describes Vehicle-Scale (VS) skills
in greater detail.
====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.
====Braking and Boosting====
You may choose to brake while passing through a section, but
you must declare if you are doing so before you make your initial
Piloting roll. Braking gives you a bonus to your Piloting roll for that
section: +1 per 20 km/h of deceleration. The maximum bonus for
braking is +2.
You may also choose to brake below 300 km/h as an
action during your move to force the machine behind
you to pass. See VS Skills for more information.
You may use your machine's boost after the first lap.
You may declare that you are boosting during your
own move as well as the moves immediately before
and after it. When you boost your machine immediately
accelerates by its Boost Accel that action and every
successive action up to its listed Boost Max or until
its boost duration ends. You may not use successive
boosts until the current boost ends. You may not end a
boost early.
Each time you boost your machine loses 3 power
boxes. If you have fewer than 3 boxes you may not use
your boost. If you lose speed while boosting (from impact damage,
etc.) you accelerate every successive action according to your
machine's listed Boost Accel up to its Boost Max.
A non-boosting pilot has a -4 penalty to all Blocking, Ramming and
Sideswiping rolls against boosting pilots. If a boosting machine is
successfully blocked by a nonboosting machine the blocking machine
loses 1 power box.
If your machine is currently at its Boost Max you may attempt to pass
other machines regardless of their speed.
====Damage and Repair====
Every time your machine is damaged from impact damage or an
obstacle your current speed drops by 20 km/h per box lost. This is
cumulative with any other speed lost. Power lost from boosting does
not reduce your machine's current speed.
If your machine loses its last power box from anything other than
a boost you are immediately disqualified. If your machine loses its
last power box because of a boost, any further damage will result in
disqualification.
'''Pit Areas:''' Pit areas restore your machine's power boxes when you
drive through them. Your machine automatically regains 4 boxes
if you successfully maneuver through the pit area.
====Winnings====
Lap Points: You are awarded points for crossing the finish line each
lap. The amount of points earned depends on the number of stars
a track is rated at. A one-star track is designed for beginning pilots,
while a five-star track is only survivable by the best of the best.
You may also gain additional points through use of the Accolades
skill during the race. These points are added to your final tally to
determine Winnings, etc.
Winnings: You are rewarded with cash prizes, endorsements, or
other monetary rewards called Winnings by performing well. These
take many forms, but for simplicity's sake they are referred to
collectively. Winnings may be used to fund upgrades or equipment.
You receive a Winning every time you accumulate 5,000 points
during your racing career. You also receive multiple Winnings for
placing first overall in F-Zero tournaments.
The Announcer may also award you with Winnings for other actions
outside of the track.
=====Points depending on star rating chart=====
{| border="1" cellspacing="0" cellpadding="5" align="center"
! RANK
! 1 STAR
! 2 STARS
! 3 STARS
! 4 STARS
! 5 STARS
|-
| RANK 1
| 1000
| 2000
| 3000
| 4000
| 5000
|-
| RANK 2
| 600
| 1200
| 1800
| 2400
| 3000
|-
| RANK 3
| 400
| 800
| 1200
| 1600
| 2000
|-
| RANK 4-
| 200
| 400
| 600
| 800
| 1200
|-
|}
For the final lap the value is doubled.
====Death Race====
A Death race is vastly different from standard race.
First, there are no ranks (therefore anyone could ram/swipe anyone), but using passing or cheating against track difficulty you may gain "distance", protecting you from cars that didn't gain equal distance. You gain one point of distance every time you would normally
advance one rank (passing, cheating, positive accidents...). You lose one point of distance at the beginning of each section.
You can ram cars that have fewer distance points, but this reduces your distance to theirs.
Second, there is no section award, but you are awarded 2000 points every time you destroy the car (or are the person who hit the car last before it collided with border and turned into a fireball). If you destroy the most cars during the race, you are awarded extra 5000 points. If there's a tie, everyone who tied gains 1000 points.
====Equipment, Minions and Upgrades====
'''Purchasing equipment'''
New equipment costs a number of Winnings equal to half its
rating die. For example, a new piece of d10 equipment costs 5
Winnings to purchase.
You may also add a +1 bonus to a piece of personal equipment's
rating that is added to the die's result in a manner similar to skill
points. This costs a number of
Winnings equal to twice the total bonus
after purchase. Each increase
must be paid for separately. For
example, increasing a bonus from
+0 (the default bonus) to +2
costs 6 Winnings (2 winnings from +0 to +1,
then 4 winnings from +1 to +2).
A piece of equipment may not
have a bonus higher than +2.
===Chapter 2: The Announcer===
====Before the race====
Not all action happens on track - a lot can happen before machines assume their positions at the starting line.
Before the race players are given roughly 5 minutes in hangar. While there, PC may attempt any actions that are possible in Character Scale scenes,
talk to fellow pilots, meddle with your car or play the crowd.
-If one chooses to upgrade a car he is exempt from the rest of the scene and must pass the mechanics check equal to (track's star rating +3). If he
succeeds, he can increase either '''Max speed''' by 20 , '''Acceleration''' by 10/10 , or '''Handling''' by +1.
-Playing the crowd nets you additional points depending on accolade roll over (track's star rating +3). No, you can't go into negatives. Depending on how
(and if) playing the crowd is roleplayed, Announcer may add a bonus to roll.
-You, of course, can brawl with fellow racers, trying to decrease their stats - however this incurs 500-point penalty.
====Racing Step by Step====
0: Starting line
The pilots' machines are lined up at
the starting line in order by weight with
the heaviest machine in Rank 1. The
machines accelerate from the starting
line to 300 km/h.
1: Beginning of a section
At the beginning of the section
every machine accelerates
according to its Acceleration
listing (whether it's full or half-acceleration depends on a specific section)
to the machine's max speed.
2: Piloting roll
Every pilot rolls their Piloting
skill, starting with the pilot in
Rank 1. Each pilot must specify
if they are braking through the
current section before they roll.
The Announcer decides if they
successfully navigate the section.
If pilot is '''successful''' 
pilot's machine contacts or
avoids features as determined by
Piloting roll.
If result is '''failure'''
pilot's machine suffers the listed
Failure effect for the current section.
If the machine is still in the race it
decelerates by 20 km/h per box of
power lost. He still contacts
or avoids features as determined by Piloting roll.
====Announcer Screen====
====Features and Obstacles====
====Sample Track Sections====
====Non-Player Characters====
====Adversaries====
====Vehicle Weapon Rules====
====Conversion to REDLINE====
====Inspiration and Thank-yous====
===Chapter 3: Quick start: CHOOSE YOUR DESTINY!===
====Premade racers gallery====
====Premade tracks gallery====

Revision as of 03:12, 21 October 2016

F-Zero RPG, the second vreem

What started as silly little homebrew quickly grew out of control with sperglords joining in. Races were held, rules were discussed, vreem was had. Over time system changed and mutated into new horrifying forms, and now it got enough rules revisions to...