Mother Fuckin Beyblades

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Revision as of 22:29, 28 November 2011 by 1d4chan>ChrowX (Created page with "right|thumb The idea started with [http://suptg.thisisnotatrueending.com/archive/17000365/ this thread] where one anon insisted that /tg/ would like to...")
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The idea started with this thread where one anon insisted that /tg/ would like to play a Beyblade RPG.

After some discussion, Icchan, ChrowX, Pudding Earl and some other chucklefucks decided that, yeah, they did want to play a Beyblade RPG, and probably a Medabots RPG too, and why not Digimon or Angelic Layer? Or any one of those goofy kids cartoons where some kids play some cheesy game where the fate of the world is at stake. So, the brainstorming continued with the eventual goal of creating a semi universal system that could be adapted to play just about any series like that were kids fight each other with toys.

For the time being, it seems like we're just really focusing on Beyblade, but we'll branch out once we get into playable territory.

The Basics

This game works like any other RPG you've played before. You roll up a character, your GM sets up some wacky adventures, and you get into fights with other characters. The big difference here is that the Player characters are split between the Owner and their Beyblade Toy, with the Owner functioning as the mental and social stats and the Toy function


Dice Rolling -> Roll 2d6 + the relevant Skill and compare against Enemies roll of Target number. Rolls lower than the TN fail, with consequences, nothing happens on ties, and the action is resolve if the roll exceeds. For certain rolls, the amount that you exceed the TN or your opponent's roll nets additional bonuses and effects (more damage, pushed back further, etc)

(Do we need critical successes and failures?)

Randomized Tables -> Throughout the following sections you will find tables for you to roll on to randomly decide on certain aspects of character creation. When rolling on these tables, they will either tell you to roll d66 or d666, which means you designate one die as the tens digit and the other as the ones digit for d66 and an additional die for the hundreds digit for d666. For example, rolling d66 and getting 3 and 2 would be 32, not 5. Rolling d666 and get 2, 5, and 6 would be 256.

Of course, the random tables are optional for those who want more direct control over their characters. It's just a fun method to streamline the process.