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- Note: System is a work in progress. The original system (which I lost while working on it) was more complicated and had a more sophisticated weight/acceleration/thrust system. So this is all subject to change depending on viability and how much we enjoy the crunchiness.
- Rolling:
- For all rolls we will take the best of three separate 1d100 rolls to determine results. Rolls must be properly formatted.
- Pilot Stats
- Grit: Ability to withstand G-forces, recover from destabilization
- Heart: Adds a modifier when you are behind in a race or otherwise disadvantaged
- Skill: Makes all maneuvers easier
- Reflexes: Determines initiative for races and in other situations.
- Jet Stats
- Weight: Affects top speed, acceleration, maneuvering, attack/defense
- Thrust: Affects top speed, acceleration
- Maneuverability: Affects turning, attacks, and evasion
- Terms:
- Initiative:
- Determined by three rolls of 1d100, reflexes are treated as a positive modifier. Initiative rolls are compared against one another but a roll of 80 or above will subtract one turn from your time to top speed.
- Stages:
- Each maneuver consumes a stage, after which the MCs location will be re-evaluated. Map length will be given in stages required to complete them at a jet's top speed.
- Manuevers:
- Maneuvers are actions that you take at each stage. They will have an invisible difficulty score that the players will roll 1d100 against. They will receive a number of modifiers and your skill will lower the difficulty check
- Acceleration:
- Number of turns required to reach top speed, determines by how many times thrust can be divided into weight. Speed is gained each turn unless players determine otherwise, in scenarios where they are approaching obstacles or turns that seem likely to be High-G.
- G-forces and turning:
- Turns will have an assigned G-force score. That score will be divided into your current speed to determine the G-forces exerted... So a higher score is better. If the G-forces are higher than your grit, you will begin to suffer negative consequences. Exceeding your grit by 1-2 g forces will impose a -20 on your next manuever roll, 3-4 will do the same, with a chance of blacking out (50%). 5 or higher will automatically cause black out, with a chance of death which will escalate according to the score and QM discretion.
- Dice System:
- First, select/describe a maneuver
- Passing/gaining maneuver:
- 20 or below: Major setback (1/2 speed lost)
- 45 to 21: Setback (MC loses 1/4th total speed)
- 55 to 46: Ground held, no gain
- 56-79: Ground gained, one quarter mile
- 80-94: Ground gained, half mile
- 95+: Overdrive, ¾ mile gained, +10 bonus to next roll on any maneuver
- Attack:
- Modifiers: Weight score is added to Maneuverability
- Attack rolls must overcome an opposing evasion roll by the QM to succeed (3d100 with modifiers, best roll is chosen).
- 40 or below: Backfire, MC loses ground determined by instability dice
- 41 to 59: Jostle (both MC and target are slowed, losing -10 from next maneuver (can be negated by grit))
- 60-79: Success, opponent loses half their total speed and is heavily destabilized (-30) on their next roll, chance for destruction (15%, their grit is subtracted from this number). MC loses no speed but is mildly destabilized, losing -10 from their next maneuver roll.
- 80-99: Major success, opponent loses ¾ speed, high chance for destruction (30% minus their grit), -30 destabilization
- 100: Evasion roll is ignored (unless also 100, in which case the attack defaults to a “jostle”) Opponent is forced to stop, 65% chance of destruction, -40 destabilization
- Evasion rolls:
- Evasion rolls succeed if they overcome the appropriate attack rolls or obstacle difficulty. Evasion rolls for enemies will be rolled by the QM while evasion rolls for the MC will be rolled by players. Modifiers will be added from reflexes.
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