Racing and Roleplaying in the 26Th Century

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Racing and Roleplaying in the 26Th Century racing and roleplaying in the 26th century! In the latter half of the 20th century, Mankind The racing machines developed for these tracks was gripped by the fear of being invaded by used the very latest in super-magnetic technology extraterrestrials. They referred to extraterrestrial and were designed to travel without wheels, hovering spacecraft as UFOs (Unidentified Flying Objects). one foot above the course track. Now, to those of us in this day and age, this sounds When the first Grand Prix race was held, people like a fairy tale. were angered at the brutality of the competition. The It is now the year 2560, and due to the human organizers had, during construction, placed various race’s countless encounters with alien life forms obstacles and traps along the raceway. But as time throughout the Universe, Earth’s social framework passed, and people grew to these dangers, they has expanded to cosmic proportions. Now, trade, soon demanded even more excitement in the race. technology transfer and cultural interchange are In time, winning this race meant earning the highest carried out on an interplanetary basis. honor that could be bestowed on anyone in the The multibillionaires who earned their enormous Universe. wealth through intergalactic trade, while satisfied In a very short time, people came to call this with their rich lifestyles, also yearned for a new Grand Prix simply, “F-ZERO”. 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 the f-zero rpg as 300 feet above grounds and held in place by 2012 viral games anti-gravitational guide beams on both sides of the F-ZERO © 1990, 2012 Nintendo course. The F-Zero RPG uses the ABCDE rating system chapter 1: Common Equipment Sidearm (Shooting) A: d12 Character Attributes Armor (Blocking) start your Shock glove (Striking) B: d10 AACE AADD Robot servant (Mechanics) C: d8 ABBE ABCD machines! Hacking kit (Larceny) ACCC BBBD Emotion detector (Savvy) D: d6 Wardrobe (Influence) BBCC Cybernetics (Balance) E: d4 Hologram disguise (Lying) your pilot To create your pilot, determine their name, age, species (Human, Every time you finish a game session you gain one skill point that Takoraian, etc.), appearance and background. can be spent to increase the modifier for a specific skill. Bonuses cost a number of points equal to the total bonus after purchase. Your pilot has four attributes that distinguish their character: Aim, Each increase must be paid for separately. For example, increasing Nerve, Brain and Flair. Choose a rating set from the Character a bonus from +0 (the default bonus) to +3 costs 6 points (from Attributes table and arrange them as you wish. Your Aim must be at +0 to +1, +1 to +2, and finally +2 to +3). Your pilot may have a least C to compete in the F-Zero tournament. Most F-Zero pilots have maximum bonus of +4 in each skill. Aim A or B. Your pilot also starts with two pieces of useful equipment with their Each attribute has four key skills. The attribute's rating is rolled own ratings. Each piece of equipment is used with a specific skill. whenever a skill is attempted. If a character has any modifiers for a When you use a piece of personal equipment you roll your skill and skill they are added to the roll. For example, a character with Flair A the equipment's rating and keep the higher result. (d12) and a +2 bonus for Influence rolls a d12 and adds 2 to the result for all Influence rolls. You may design one piece of B equipment and one piece of D equipment at the beginning of the game. Other equipment may be You may assign three +1 modifiers to your pilot's skills at the purchased or constructed during the course of the game. You may beginning of the game. You must assign each +1 to a different skill. 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. your machine Your machine's base weight Base Weight To begin designing your machine Machine Ratings affects its acceleration and max decide on a suitable name and Body Weight speed. You may decide how concept for it (ultralight racer, much your machine weighs in wrecking machine, etc). The engine AAE ABD A 1800-2000 kg kilograms within the confines of type is largely thematic and has no ACC BBC B 1600-1800 its weight category. applicable effect when racing. C 1400-1600 D 1200-1400 Your machine's acceleration is Repair Bonus Your machine has three essential determined by its Boost and attributes, Body, Boost and Grip, rated E 1000-1200 Body. Look at the ratings for Body rating Extra from A to E. Choose a set of ratings these two attributes (Boost first, A +0 from the Machine Ratings table and then Body) on the Acceleration table. The result is B +1 arrange them in any order. your machine's acceleration before the first Piloting Once your machine has ratings boost roll of each section. C +2 you may determine its other body Acceleration D +3 qualities. Machines weighing Boost & Body Acceleration E +4 less than 100 kg A A 50 km/h Your machine's power bar above the lowest weight A B 60 has 12 boxes. Machines in their rating increase A C 70 lose power from their listed Acceleration A D 80 Impact Damage impacts and boosts. by 20 km/h. Body roll Boxes lost Machines with high A E 90 B A 40 1-3 3 Body resist impact Machines weighing damage more readily more than 100 kg above B B 50 4-6 2 than machines with low Body. the lowest weight in their B C 60 7+ 1 grip rating increase their listed B D 70 Pit areas restore power when your Max Speed by 20 km/h. C A 30 machine passes through them: 4 boxes C B 40 plus your Repair Bonus. If your machine runs out of power due to an Machines weighing exactly 100 kg C C 50 impact you are immediately disqualified. above the lowest weight increase both D A 20 Acceleration and Max Speed by 10 km/h. D B 30 E A 10 Your machine's max speed is determined by its Your machine's handling affects your Handling Body and Grip. Look at the ratings for these two Max Speed Piloting rolls. A machine's attributes (in either order) on the Max handling is determined by its Grip & Boost Piloting mod Body & Grip Speed Speed table. The result is your machine's Grip and Boost. Look at the A A +0 max speed. AA 480 km/h ratings for these two attributes (Grip A B +0 AB 470 first, then Boost) on the Handling A C +1 Your boost lasts for a number of moves equal table. The result is the modifier to to your machine's Boost - Body on the Boost AC 460 your Piloting rolls. A D +1 Duration table. For example, a machine with AD 450 A E +2 Boost A (5) and Body C (3) maintains a boost AE 440 To personalize your machine, you may B A +0 for two moves: the move when it is declared and add or subtract up to your Grip die BB 460 B B +0 the next move thereafter. The Piloting roll at the x10 kg to your machine's base weight. B C +0 beginning of a section does not count as a move. BC 450 For example, a machine with Grip C B D +1 (d8) may add or subtract up to 80 kg. BD 440 C A -1 The minimum boost Boost Duration CC 440 C B +0 Boost - Body duration is 1 move (the This additional Grip weight does not move it is declared on) affect acceleration or max speed. C C +0 A 5 regardless of the table's result. D A -1 B 4 Boost Max Your total weight D B -1 Your machine's maximum boosting Body Boost (including additional E A -2 C 3 speed is determined by its Body Grip weight) is used to A 40 km/h 60 D 2 and Boost. Look at the Boost Max determine your starting table. Add the speeds listed for your B 30 50 rank in races. E 1 machine's Body and Boost to your C 20 40 normal max speed. For example, a D 10 30 machine with Body B and Boost C adds 30 km/h and 40 E 0 20 km/h to its normal max speed. 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. APPEARANCE PILOT NAME MACHINE: ENGINE UNIT: AGE POWER SPECIES Repair Bonus Pit area repairs 4 + Repair Bonus WINNINGS VEHICLE DESIGN BACKGROUND PERSONAL EQUIPMENT Boost Accel Boost Max Boost Duration Balance Striking + Handling BODY Weight Shooting Blocking Acceleration Piloting NERVE Dodging Max Speed Passing Ramming Number of moves boosting Accelerate BOOST Handling GRIP AIM BRAIN before Piloting Add to Piloting Sideswiping Cheating UPGRADES Accolades FLAIR Mechanics Influence Larceny Lying Savvy When a character attempts an action, roll the die for that attribute character scale rules rating and add any skill points.
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