Mother Fuckin Beyblades

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Revision as of 17:48, 30 November 2011 by 1d4chan>ChrowX (→‎BATTLE)
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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 functioning as the character's combat stats. Basically, Owners dictate what can be done, Toys dictate how well they do it.

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). It should go without saying that rolling higher is always good and a larger total on your rolls is always best. (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.


Terminology -> And what RPG is complete without some obnoxious terminology for you to memorize?

Referee
This is the guy running the game. Also known as a Game Master in some circles. As the Referee they are allowed to control what can and can't happen within the game. The only thing they aren't in control of are the player characters, who are free to decide and act as they please, within reason. I really shouldn't need to explain this shit to you.
Owner
Usually a kid who is wrapped up in an sport that involves battling toys or robots or collectibles. In this case, Beyblading, a sport about fighting tops. Owners are one half of a player character.
Toy
In this setting the Toy the Owner uses is a Beyblade, a sort of customizable top. Toys are the other half of a player character, acting as their weapon in battle.

Character Creation

Basic Details -> If you aren't using the random roll tables to generate your character, then you should choose your Owner's name, gender, and basic fluff and flavor on your own. Otherwise, just follow the next few steps with some liberal random table use to slap together a randomized character or do a mix of both.

The random tables for this step cover things like appearance, quirks, and other little shit about your character.

(Means we need tables for signature clothing items (hats, glasses, scarves, etc), hair color, distinct features (scars, birthmarks, etc) and quirks (accents, habits, and behavior))


Archetype -> What kind of role does your character play? What kind of person are they? If your game sessions were a cartoon would they be the main character or just the side-kick? The Archetype you choose nets you a few small stat bonuses to go with the general playstyle of that kind of character.

Hero- You're kind of the main character, or at leas you are the hot-blooded, optimistic goon that put himself in charge.
+1 Guts / Player receives an extra Guts Point at the start of combat.
Nerd- You're the shy character who doesn't do well in the spotlight, but you make up for it with your extensive knowledge and technical skill.
+1 Brains / +Repair Skill
Side-Kick/Bro- You're the character who is just kind of up for whatever, as long as its with your bros.
+1 Heart / +1 Bonus Friendship Die
Lone Wolf- You're that guy that's kind of got his own shit going on, but you tend to show up when your friends need you.
The Stoic- You're the character that never seems to get worked up and always takes his work seriously.

(These will all receive heavy revisions over time.)


Descriptors -> These cover the other important details about your character that fall outside of their avid Beyblading careers. At creation, players roll for (or choose) 2 Positive Descriptors and 1 Negative Descriptor. In many cases, they work as replacement skills and give Owners some extra specialties. Roleplay situations that relate to an Owner's descriptors allow them automatic success in uncontested challenges and a +3 bonus on any related rolls. For example, a Character with the Athletic descriptor would auto succeed when attempting to hop over a tall fence and receive the +2 bonus when running on foot to chase someone down.

Similar rules apply in reverse for negative descriptors, netting auto-failures and -3 penalties on relative challenges.

Example Positive Descriptors - Wealthy, Handsome, Athletic, Strong, Brilliant
Example Negative Descriptors - Lazy, Naïve, Greedy, Absent-Minded, Small


Attributes -> During character creation you are given 4 points to split amongst your Attributes. You are allowed to leave any of your attributes at 0, but it is not recommended.

Attributes are used when rolling skills or performing actions that you believe fall within the domain of that Attribute. For each point you put into an Attribute you receive a Special Maneuver of your choosing of that same category. Your score with each Attribute will help determine how effective these Maneuvers are.There will be more on Special Maneuvers later.

Guts - Courage, Will, and BURNING SPIRIT. How well you act under pressure.
Brains - Intelligence, as well as analytical and tactical talent.
Heart - Empathy, Compassion, Charisma. How well you connect with your friends and your Toy.


Skills -> You have ## amount of points to distribute amongst the following Skills. Like your Attributes, you can choose to leave certain Skills at 0.

These still need an assload of work.
Bey-Knowledge - Your general knowledge of famous beybladers, tournaments, rules, lore, and legends that involve Beyblading.
Repair & Tuning - Used to fix damage to broken beyblades and make tuning rolls to temporarily move around stats one way or the other to better fit certain situations.
Launching - Your skill with a launcher, helping you to gain additional Spin and last longer in combat.


Relationships -> The way you interact with other players and characters in the game makes a big difference. Having your best friends at your back can make all the difference in a tense battle. Likewise, the most bitter enemies can really fuck up your shit if you aren't careful.

Write down the name of each player in your group. As long as everyone agrees, mark them as Friends and set the level and 1. For Friendly characters, the Relationship level equate to bonus dice that characters can use to boost the roll of another player. You gain an additional die to help that player each time your friendship level increases. At the end of each session you receive points based on the number of people in your group to split between your friends. For every 10 points, that friendship level increases by 1.
In addition to friendly characters, you will also gain enemies and rivals. Enemies, instead of granting bonus dice, gain penalty dice that subtract from your rolls. Rival relationships are more neutral, granting bonus dice to both characters involved for the entirety of any battle they are in.

Beyblade Creation

So, you more or less have the Owner component finished at this point and that just leaves a few more things to do

Bit Beast -> An ancient spirit of some kind that is locked away in a small chunk of plastic that fits into a Beyblade. It acts as an intermediary between the Owner and their Toy, allowing them to directly command and control their Beyblade in battle. Creating a Bit Beast requires a few details, like what kind of creature it is, what sort of wacky name it has, and what its elemental affinity is. As usual, roll on the random tables or decide on your own.

Creature -> Most Bit Beasts are Beasts of some kind, but honestly, it doesn't matter whether your beast is a Manticore or an ancient Mummy. If you'r efeeling like a particularly specials nowflake, forgo it all together and make it some sort of psychic telekinesis power that you use to control the stupid top.
Name -> It has to have a name. Something you can call out before you obliterate your enemies.
Elemental Affinity -> Now, this is something that probably won't come up for a while game-wise, but once you unlock that crazy super-attack that the Bit Beast is capable of it will be flavored by this element. More of a descriptive thing than anything else at the moment.


Once you get that in order, the next step is to assign your Bit Beast's battle skills. Since they act as your warrior, that makes the Beyblade their equipment in a fight. These skills their aptitude in battle and how well they perform using the equipment they have. You have 5 points to distribute amongst the 3 of them.

Attack -> Helps your attacks hit more often
Defend -> How well you soak the damage you do take.
Dodge -> How well you get the hell out the way when damage comes your way.

Parts and Equipment -> And now that we've put this part off long enough, it's time to build the rest of the Beyblade. Other than the Bit Beast, you've got 3 parts: The Attack Ring, The Weight Disk, and The Base. In the future, someone will put together an exhaustive parts list with lots of different stuff to choose from, but for now, you get to design your own Beyblade. Just like the previous sections, you'll be given a handful of points and several categories to distribute them into. The stats go like so:

Damage -> The amount of hurt you deal when landing successful attacks
Defense -> Similarly, the amount of hurt you soak and resist when you are hit by a successful attack.
Endurance -> Used to help determine your Beyblade's Spin at the start of a match. Spin acts as Hit Points and also Action Points in battle. I'll explain better in the Battle section.
Speed -> How far you can move in a single turn during combat. Also explained further in the Battle section.

When creating your own Beyblade, you start with Tier 1 parts, which give you 5 points to spend amongst all four stats on each part. There are only two rules when creating Beyblade parts

  1. You must spend all 5 points. No more, no less, and no sharing between parts.
  2. A complete Beyblade must have at least 1 point in each stat when fully assembled. Individual parts may have scores of 0 in certain stats, but the finished toy needs at least 1 in each.

But with that, you should have a complete Owner and Toy character (minus some super special attacks, which I'll throw together sooner or later). Now that you have that, you can finally get into some Mother Fuckin Beyblading.

Gameplay

Like I've mentioned before, this game plays very much like any other RPG you've probably played before. Players have their characters and the GM helps guide them through plot arcs and such.

BATTLE

This whole section is going to be a mess until I get my shit in order and fix it up.


If it wasn't obvious already, Battle is an incredibly important aspect of this game. Battling is kind of all you can do with these silly toys. There are more complex rules involved in certain parts of Battle, but let's stick to the basics for now.

First and foremost, ditch any ideas about spin and movement direction and all of that. In this game, Beyblades move exactly as you command them, so there's no rules for Beyblades automatically moving around in a certain way. They move where you tell them to move.

So, the short version of how Battles work goes like this:

  • You figure out who is battling and where.
    • More participants means more opponents to deal with, though team battles are a possibility as well.
    • Different arenas can mean different obstacles and hazards to avoid.


  • Each participant in the battle starts off by making their Launch Roll to determine their starting Spin.
    • Spin = (Launch Skill + Equipment) x Endurance
      • Ex: You roll 3 and 5 on 2d6, plus 2 for Launcher gear, then multiplied by your Beyblade's Endurance of 4, giving you a total of 40 Spin for the match. (3+5+2)*4 = 40


  • Each Battle starts with the Toy with the highest Speed attribute taking their turn first then continuing in descending order until everyone in the Battle has gone before starting again at the top of the order. For instances where players have equal Speed stats, just flip a coin or roll a die for the tie breaker and keep that order throughout the rest of the battle.
    • At the Start of each Round, every participant loses 1 Spin and gains 1 Specialty Point which they can put on Guts, Brains, or Heart.
      • Specialty points used during battles to activate your special attacks and maneuvers which cannot be used until that character has enough of the right type of points to spend.
    • Participants in a battle are allowed to take 3 actions during their turn.. A Turn automatically ends once a character has used and resolved all 3 actions, though they may decide to end their turn without using all 3 if they wish.
    • The actions participants can take during their turn at Movement, Attacking, Defending, and using Special Maneuvers.
      • Movement - Costs 1 Spin - You must up to your Speed score in spaces in any direction. Not through obstacles or through squares occupied by other Beyblades.
      • Attacking - Costs 3 Spin -
      • Defending - Costs 0 Spin - You end your turn and receive a +1 bonus to Defend roll against incoming attacks until the start of your next turn for each action and an additional +1 for each action you did not take during your turn. (Max of +3)
      • Special maneuvers - Costs Variable -


  • Battle keeps going round by round until the is only one participant left who becomes the winner. Other battlers are removed from the fight when they reach 0 Spin (or less), if they are destroyed, or if they are pushed out of the arena.

For use later

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