F-Zero RPG/F-Zero RPG version 2

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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...

elegan/tg/entlemen, we proudly present you, F-ZERO RPG: THE SECOND VREEM!

That's right! The second edition of a game nobody will play because lolhomebrewbettergoplayD&D. So, dear reader, if you clicked through random pages in a fit of boredom and are reading this (WHY are you reading this, i wonder), you better gather your friends, hot-blooded rivals or best enemies (since game is PvP, enemies probably work the best) and give this shit a try.

Drive as swift as a wind On curves be still as a forest Ram those fuckers as fierce as fire If when they ram you, stay steady like a mountain and DON'T YOU DARE FORGET YOUR SHADES, PUNK!

VERSION CHANGES GO HERE

V 2.0 ->Character statistics turned upside-down overhauled (fucking genius: Seiun)
->Acceleration speed fixed (fucked up everything everywhere for everyone:Hootings)

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

*ding!*

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.

Character Ratings sets:
AACE AADD BBCC BBBD
ABBE ABCD ACCC 
Character Rating bonus:
A: +2
B: +1
C: +0
D: -1
E: -2

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.

Skill die progression:
0 points: d4
1 point : d6
2 points: d8
3 points: d10
4 points: d12

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.

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)

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.

Machine ratings:
AAE ABD
ACC BBC

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.

Impact damage table:
Rolled: Boxes lost:
  1-3       3
  4-7       2
  8+        1

Pit areas restore power when your machine passes through them: 4 boxes plus your Repair Bonus. 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.

Base Weight
Body rating:  Weight:
    A        1800-2000 kg
    B        1600-1800
    C        1400-1600
    D        1200-1400
    E        1000-1200

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).

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

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.

Character Sheet

Action Rules

Character-Scale Rules

Character Skills

Vehicle-Scale Rules

Accidents

Vehicle Skills

Braking and Boosting

Damage and Repair

The Finish Line

Death Race

Equipment, Minions and Upgrades

The Announcer

Before the race

Racing Step by Step

Announcer Screen

Features and Obstacles

Sample Track Sections

Non-Player Characters

Adversaries

Vehicle Weapon Rules

Conversion to REDLINE

Inspiration and Thank-yous

Premade racers gallery

Premade tracks gallery