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Shift Info and OOC Thread


Gene Inari

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Character bios will be kept here along with OOC postings.

Bio formats for both Characters and Vehicles:

Name: 

Age: 

Race/Species:

Sex: 

Personality: 

Background: 

Level:

Status:

Abilities/Traits:

Skills:

Money:

Items:



[b]Vehicle Stats:[/b]



Manufacturer:

Make/Model:

Year:

Level: 

Tunings:

Value (Stock):

Source:

Value (Upgraded):

Value (Resale): 

Name: What people call you. Can be the character's actual name and/or an alias.

Age: How old they are. 20's will fit well.

Race/Species: Self-explanatory.

Sex: ""

Personality: How a character is around others.

Background: How did the character get into the "Pro Street: scene.

Level: All characters will start and 1 and go up from there

Status: On-Track and Off-track. That way a character can only be in one race at a time

Skills: The specific skill levels of your character

Abilities/Traits: Innate/Bonus abilities that give specific bonuses

Skills: The list of the driver's skills

Money: The amount of currency the character has available

Items: Items are awarded during certain races and other events

Vehicle Stats:

Manufacturer: The company that made the car

Make/Model: The specific car

Year: When the car was made

Level: The total level of tuning to a car

Tunings: The list of upgrades applied to a car

Value (Stock): Value of the car straight from the dealership

Source: Where the Stock price is quoted from

Value (Upgraded): Dealership value + upgrades

Value (Resale): % value of car that can be sold for

Driver Skills:

Overtaking – Your ability to negotiate around and past opponents on either straightaways or turns. Essential for moving up the field.

Blocking – Your ability to make your car 'wide,' making passes around you more difficult. Essential for protecting your position, especially in Togue.

Straight Line Stability/Throttle Control – Your ability to keep your car stable at high speeds. Essential for long straights and drag racing.

Braking – your ability to apply brakes efficiently to prevent loss of control. Essential for entering turns quickly and drifting.

Cornering – Your ability to take turns smoothly and apexing corners skillfully. Essential for complex courses.

Pressure – Your ability to stay close to an opponent and forcing them to make a mistake.

Nerve – Your ability to stay calm and cool. Essential for resisting Pressure.

Car Tuning:

Engine – Air Intakes, Exhausts, Camshaft, Valve Trains, Block/Lower End, Fuel Delivery – Injection, Flywheels. All parts for increasing the raw horsepower in your ride. Assists in Overtaking

Drivetrain – Clutch, Differential, Transmissions. Putting that power to your wheels. Assists in Straight Line Stability/Throttle Contol

Forced Induction – Superchargers, Turbos. Pulling more air into the engine and thus more power. Assists Blocking

Suspension – Springs, Shocks, Weight Reduction, Bodykits. Assists Cornering.

Brakes – Rotors, Calipers. The stopping power of your car. Assists Braking.

Tires – Where your car meets the road. Assists Cornering

Nitrous – Increasing engine power in bursts by increasing the amount of fuel burned. Assists anywhere. Nitrous is basically a per-race pool of Shifts tied to your car.

The System

The racing portions of this RP will center around these things called "Shifts." Shifts will both be a measure of distance between each other and a pool of 'points' for you to use in your posts.

Each race will be broken down into segments. Straightaways, Corner Entry, Apexing, and Corner Exit. These will make up the bulk of posts in-race and generating Shifts and movement through the field. A unique “Take off†segment will kick off each race, determining the starting pool of Shifts.

Attempts at each segment will be broken down to a simple Success, Neutral, and Fail results. Succeeding a roll will gain you a Shift in your pool to use later. Neutral carries neither a bonus or penalty. Fails will cost a Shift, either from your pool or of distance.

There are three ways to pass through a segment Aggressive, Neutral, Defensive.

These are stances used to raise/lower the stakes of moving around the track and are how you use the Tuning upgrades in your ride. Aggressive driving is braking later approaching turns, going around the apex faster, and accelerating more quickly on exit and other things of that nature. Defensive is naturally the opposite.

Aggressive adds Shifts of distance on a Success or Neutral, but a failure will also cost additional Shifts in either your pool or of distance. Neutral is taking no stance. Defensive is easier to pass and maintain distance, but Success rolls will not give you Shifts to pool nor distance, but the cost and chance of failure is lowered.

So rolls will be your source of Shifts to pool for later. Success is +1, Neutral is 0, Fail is -1.

Stance affects Distance Shifts that have an immediate effect. Aggressive is +1 distance, Defensive is -1. Cost of failure is also modified by stance.

Shifts are also used to put the moves on your opponents and other stunts. Shifts can be used to boost your chances of success and add a little flair to your posts.

Pressure and Nerve: Mind Games

As you gain and lose distance Shifts, there will be a point where the distance between you and an opponent is zero Shifts. This is where Pressure and Nerve come into play. At zero Shifts, you are bumper-to-bumper with each other. A driver that has a higher Nerve skill compared to the other's Pressure check will be unaffected by their opponent's Pressure, reducing the increase to difficulty caused by this. A driver that has a higher Pressure compared to the other's Nerve will increase the difficulty of rolls. A tie simply gives an increased difficulty to both parties. Nerve/Pressure will accumulate over time, making failure more likely for either side until the 0 Shift distance is broken.

The Passing Game

A distance of -1 Shift will finally bring up a Pass Attempt. Players are now in a head-to-head contest, attempting to pass/block their opponent. Before any rolls are made, a player can ante Shifts to boost their roll. These are determined by accumulated Pressure/Nerve and Overtaking/Block skills.

If the Overtaker wins, he gains the position and a distance of Shifts based on the degree of success. If the Blocker wins, distance is set to 1 and any Nerve or Pressure is wiped.

Skills vs. Tuning

Skills represent your ability to handle your car in the relevant situation. These modify your rolls by adding to what your roll, making it easier to pass your attempts. Tuning is the raw power in your car, in terms of horsepower and turning ability. Tuning increases the difficulty of any relevant categories but allows you to generate more Shifts on Successes.

A highly skilled driver in an unimpressive car gets steady results but isn't able to really to make big moves out on the track. An unskilled driver in a highly tuned car is a real mover and shaker, able to generate large amounts of Shifts, but liable to lose them just as quickly due to a gutsy move gone wrong.

Beginner Traits:

  • Big Name Starter: +1 to Pressure
    OR
    Cool Credentials: +1 to Nerve

  • King of the Mountain: +1 to Braking
    OR
    Drives Sideways: +1 to Cornering
    OR
    Running the Strip: +1 to Straight Line Stability

  • Lead Foot: +1 to Overtaking
    OR
    Stone Wall: +1 to Blocking

  • Shift Sense: +1 Free Skill Point
    OR
    Money to Burn: Extra $10,000 and +1 Tune Point

  • Gearhead: +1 to Engine
    OR
    Drives Stick: +1 to Drivetrain
    OR
    Bigger is Better: +1 to Forced Induction
    OR
    Low Rider: +1 to Suspension
    OR
    Hot on the Hooks: +1 to Brakes
    OR
    Slick: +1 to Tires
    OR
    Has “Go Fast†Button: +1 to Nitrous

Buying Cars

The GM (myself) will also acting as the RP's "Car Lot". As long as you can show the GM a reliable source on the price of a car, it's yours as long as you can afford it. PLAYERS WILL BE STARTING WITH 30,000! Also, please be honest and source me the price for a NEW car.

Cars will star off with their own set of Tune points based on it's price.

Upgrading/Tuning your Ride

The GM is also the "Parts Shop." Upgrades, leveling up your car, will cost progressively more each time, no matter where the upgrade is applied. A scale of costs will be put up once determined.

Upgrade Costs

Cars have their own individual levels, determined by the number of upgrades the car has that are not 'freebies.'

Off-Track Interaction

Anything goes with this. Want to place a dueling bet with another driver? Want to gloat on your most recent win? Don't like another driver and want to challenge him out on the streets to settle the score? Just want to hang and talk shop? There's more to racing than putting rubber on the track. This will serve as the 'in-between' breaks outside of racing, time given for your characters to be, well, characters. This will be the "Main" thread while races will each be their own thread. This to to save on confusion and keep things organized.

Race Types:

  • Circuits: Doing laps around a track. Simple. Will be using the format explained above.
  • Sprints: Point A to Point B. Like Circuits but shorter.
  • Drag Racing: Focused on fine reflexes on takeoff and shifting in car's "sweet spot."
  • Tougue Duel: A short lead/follow sprint on a tight, narrow course. 1v1.
  • Freestyle Drift: The art of sliding in style. This is about making as many Shifts as possible.
  • Tougue Drift: Another Duel format. This time with Drifting thrown in. Much more difficult!
  • Other kinds of racing can be suggested

Right now this is semi-complete. Some things are glossed over or I flat-out neglected to mention some topic. Feel free to ask for any clarifications.

Vehicle Sheet Example:

Manufacturer: Ford

Make/Model: Mustang GT coupe

Year: 2010

Level: 4

Tunings: Engine II

Drivetrain I

Forced Induction I

Suspension

Brakes

Tires

Nitrous I

Value (Stock): $28,395 (2 Value points. 5000 for first. +10000 (15000) for second. 15000 (30000) would be third)

Source: http://autos.yahoo.com/ford/mustang/2010/gt-coupe/ 2010 MSRP

Value (Upgraded): $73, 395 (1 > 2 = 5000. 2 > 3 = 10000. 3 > 4 20000. 45000 in upgrades)

Value (Resale) (40%): $29, 358

Edit: Mid edit. Some info may be half incomplete.

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Right now a lot of finer details and such are still in the works.

So for now, just post Character sheets with the following:

Name:

Age:

Race/Species:

Sex:

Personality:

Background:

Level: 1

Status: Stand-by

Abilities/Traits:

Skills: Overtaking (a "I" represents a point, so II is two, III is three, ect)

Blocking

Straight Line Stability/Throttle Control

Braking

Cornering

Pressure

Nerve

Money: $30,000 (40,000 if you have the "Money to Burn" trait picked)

Items: None

[reserve post]

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Name: Ash Arcoiris

Age: 25

Race/Species: Golden Retriever

Sex: Male

Personality: He’s a kind of loud person. Takes quite an interest in customization and tends to find a way to customize something himself or find someone to do it. Extends even to himself as evidenced by his dyed pastel blue hair which he takes an odd pride in. He also has the quirk of nicknaming things like his car, affectionately called Breezy.

Background: Born by Octavian and Artemis Arcoiris, the family was somewhere in the upper middle class. Ash’s life was actually kinda boring until he got caught in the passenger side of his friend’s car during an impromptu street race. Liking the feeling, he scraped together some cash and purchased a brand new Subaru BRZ. After learning the tricks of the trade from his buddy, Ash now takes to the streets on his own to race.

Level: 1

Status: On Standby

Abilities/Traits: Cool Credentials, Running the Strip, Lead Foot, Shift Sense, Has “Go Fast†Button

Skills: Overtaking I

Blocking I

Straight-line Stability/ Throttle Control I

Braking

Cornering

Pressure

Nerve I

Money: 30,000

Items:

Vehicle Sheet:

“Breezyâ€

Manufacturer: Subaru

Make/Model: BRZ Limited

Year: 2013

Level: 1

Tunings:

Value (Stock): $27,495

Source: http://www.subaru.com/vehicles/brz/index.html

Value (Upgraded):

Value (Resale):

I'll change whatever's necessary but I think it's alright for now.

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