Expanded Rules

Racing Mechanics

(mechanics here)

Rewards

At the end of a race, each player (and named NPC) is awarded some amount of Money Points, Experience Points, and Respect Points (see The 3 Currencies).

Money

Generally speaking, each race has a pool of reward money and a reward distribution depending on the number of racers.

# of cars 1st 2nd 3rd 4th 5th 6th and on
10 30% 25% 20% 15% 10% 0%
8 40% 30% 20% 10% 0% 0%
6 45% 30% 25% 0% 0% 0%
5 50% 30% 20% 0% 0%
4 60% 25% 15% 0%
3 100% 0% 0%
2 100% 0%

For example, in a 10-car race worth 100MP, 1st place would get 30MP, 2nd place would get 25MP, 3rd would get 20MP, and so on. Rounding always favors the higher placements.

Of course, unorthodox or outright illegal races have no compulsion to conform and may use their own rules. Every driver’s nightmare is to race for pinks and lose.

Experience

Barring extreme circumstances (such as a mid-race cancellation), experience points gained after a race is equal to half the total number of racers at start, rounding down. This means that a few racers crashing out will not reduce the XP level (though crashed racers only gain half as much XP).

Respect

Each race has a base Respect value that all racers gain simply for participating. This value reflects the prestige of the track itself and can be as low as 0 (though never negative). Additionally, for any race with at least five racers, those who finish first, second, or third get bonus Respect; first gets the full track value again while second and third only get half. If the race has four or three total racers, only first place gets a bonus (and only for half the track value). There is no inherent bonus for winning a duel (two racers). However, placing higher than a famous NPC may also grant bonus Respect, regardless of actual placing.

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Three currencies: money, XP, and Respect

* Flat XP gains, directly relative to # of racers (PC and NPC). XP = 1/2 total racers at start, rounding down. Racers crashing out does not reduce XP “pool”.
* 1st to 5th place get money, with 1st getting the most. 6th to 10th don’t get any money.
* Races have baseline Respect value. Top 3 racers gain bonus Respect: 1st, 2nd, and 3rd gain +2, +1, +1.

Uses for money:

* repair damage between races
* buy consumables (e.g. nitrous)
* buy higher-BP cars

Uses for XP:

* buy skills and abilities

Uses for Respect:

* qualify for races
* buy placement within races

rotating referee

Skills are related to abilities: Skills are passive bonuses at always apply (e.g. Agressive). Abilities are active and require conscious decision to execute (e.g. Drift Master).

tiered skills and abilities

* tier1 costs 5xp, tier2 costs 10xp, tier3 costs 15xp
* must progress through tiers sequentially

Car stats are only affected by money. Tweaking between races is allowed with no penalty. Stat cap set by BP total (i.e. higher-BP cars also have higher stat caps).

Unit BP (where 1 money = 1 WP) is 5BP. Buying a higher-BP car increases cost multiplier (CM), where CM = BP / 5.

Novice character start at 10BP and 5xp, intermediate characters start at 15BP and 10xp, and experienced characters start at 20 and 15xp.

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Expanded Rules

Formula Dé RPG (working title) Psion_Rogue