| INITIAL D: THE RPG Rules Addendum for Playing in the Palladium Universe |
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| Vehicle Selection: Each player shall be given 700 credits to start with. (Already established characters can use their own gathered wealth, in credits 1:1.) This should be enough to buy a low-end used vehicle, or, if the player desires, he can wait to purchase a car. - The player can buy a car in conjunction with another player (co-own) - The player can strike a deal with an already established player. Vehicles: In the future, statistics in racing categories shall be written for various vehicles. These catagories are: Accel--Acceleration (0-100 KPH rating time) T.S.--Top Speed (in KPH) Corner--Cornering (turning in a tight corner) G/T--Grip/Turning (ability to maintain speed and control in a curve) Strength in S.D.C. on the front, rear, and sides. Each car shall also have a "control rating," where if a player's BRS (see below) does not meet this number, he shall have difficulties controlling the car. Customisation: With earned money, players can purchase new parts to customise their vehicle in several areas. On races, players may also place private wagers that include money, parts; including up to the entire car. Racing Skill: Each player shall be given a "Racing Ability" that corresponds with their standard Palladium rolled stats. A player new to this game can calculate his Base Racing Skill (BRS) with the following formula: I.Q.+M.E.+M.A.+P.P.+2d20 = Total Base Racing Skill (BRS) The character does not begin with this level of skill. Rather, the more racing that he has experienced, the more of it that he can tap. 1-5 Races---1/5 BRS 6-25---2/5 BRS 26-50---3/5 BRS 50-100---4/5 BRS 100+ Races---Full BRS Note that the Total Base Racing Skill is the maximum amount of skill, whereas the BRS is the current amount of skill that one currently has. Tracks: Tracks can be created and diagrammed in any manner possible! The track as a whole shall receive a difficulty rating, and each individual part of the track shall be given ratings for speed areas (uphill, downhill, level) and corner and curve difficulties. The beauty in this lies in that you can make any course that you want. You can go crazy and slam a hairpin/dogleg combo or have a complete oval superspeedway or even create some of the places where you live (!) Have fun and drive hard! Team Affiliation: A player may join an established team or start one with at least two (2) other player characters. (A team must be comprised of at least three people.) |
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| RACING Starting Line: The racer with faster acceleration gains 5 meters advantage for every 1 second acceleration he is higher than his opponent. Corner: Player chooses to take the corner at speeds of slow (1d10), medium (1d6), or fast (1d4). Add TRS for corner to the roll. Number must meet or beat the corner's difficulty level. If not, roll 1d10 to determine result. 1--No accident. Player recovers normally. 2-6--Grind against wall/railing. Fixcar level 1 after race. 7-8--Spin out. 9--Serious wreck. (-10 accel, -40 speed, -2 corner and G/T for remainder of race. Fixcar level 2 after race. 10--Major accident. Car is disabled and out of race. Fixcar 3 after race. Curve: Same as corner. Generally, difficulty levels are easier, as these are gradual turns as opposed to quick snaps of the wheel. =) 1-2--No accident. 3-9--Grind against wall/railing. Fixcar level 1 after race. 10--Serious wreck. (Same as above.) Straight: The racer with the greater top speed gains 1m advantage for every 3 KPH he is higher than his opponent. Same Zone: When two players enter a curve or corner at the same time (within 5m of each other), roll 1d20 for initiative to the racing line. Winning player rolls his turn first and gains 5m advantage coming out of the curve/corner. GAINING ON CURVES AND CORNERS With slow, medium, and fast being levels 1, 2, and 3 respectively, a player gains 10 meters on his opponent for each level higher that he selects than his opponent on corners and 20 meters on curves. SLOWDOWNS ON ACCIDENTS When a player unsuccessfully passes through a curve or corner, the following advantage changes occur: Grind--Lose 10 meters Spin-Out--Lose 30 meters Serious Wreck--Lose 60 meters FIXCAR Anytime that a car is damaged during a race, Fixcar must be performed after the race before it may be raced again. The player must pay for the Fixcar of the highest level that he occured in an accident, and a compounding of three of one level in a race shall result in the Fixcar level needed to move up to the next level. Fixcar Level 1--250 credits Fixcar Level 2--500 credits Fixcar Level 3--1000 credits |
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