Talk:VeloCITY
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May 9, 2011[edit]
After a year's hiatus, someone's updating the VeloCITY page and making more. {{brofist}} --NotBrandX
I figure that I've kept you all waiting long enough. I've had some great help from earthflame and a ragtag crew of fa/tg/uys on IRC.--Nothing Man
January 6, 2012[edit]
New blood popped up. Zunemi is helping out to create a playtestable version. Jesus christ, it sure as fuck has been long enough for us to get our shit together. --Nothing Man
19 May, 2014[edit]
So, what is the current status of project? Is this game officially dead, or just frozen for some time?
My Hero Zero[edit]
I didn't see this mentioned yet, but I am used to 10s, 20s and 0s as being the highest roll on a d10 or d20. So I will be running with rolling a 'zero' as adding 10 to the final result for the '0's.
Ex: 5,8,9,9,0,0 = 15, 18, 29, 30 3,4,4,6,8,0 = 13, 24, 16, 18, 20 2,2,4,7,8,0,0,0 = 22, 14,17,18, 40
I don't believe this skews the statistics appreciably, but will be much more satisfying. If this was the intent originally, please feel free to note that here and point me to where it covers that. If not, I'd like to add it to the doc if noone has any objections. (Not sure how strong a wiki this is yet.)
Energy Penalty After A Roll[edit]
What do you think?
I'm thinking of using Energy before rolling as pumping yourself up, focusing or otherwise devoting yourself in some measure to this action. In comparison if you allow adding Energy after rolling it can be more like the character noticing that something's not working right in the middle of the action, maybe the street is slicker than they thought or they are over-compensating for a roll, etc, and in that split-second they can push themselves to correct but it's going to cost them. The penalty would still allow the full amount to be spent per normal max for your game (10 for standard, for example) and would be in addition to that expense.
In short, spend before roll with no penalty. After roll, costs one extra energy point per five (or fraction thereof) used on a roll. I'm not sure if that's enough, maybe it will need to be a half again penalty or even double to be a real penalty. Any opinions from anyone that has played with or without it?
Ex 1: Rocket Red hits an oil slick as she turns past a large air conditioning unit on top of the Yontai building. She needs to beat a 30 DC to pull her bike out of the skid before she runs out of roof. Shouldn't be too hard with her six die pool so she just puts 2 Energy in for the roll.
Rocket rolls 1,1,3,5,5,7 = 25 + 2 Energy = 27, not enough.
Rocket feels the spin starting and leans in with to get control of the skid, putting in just an extra 3 energy to reach 30. It’s not pretty, but she gets her bike turned into the skid and pulls out before reaching the roof edge with some energy to spare for the jump to the next building.
Total Energy Cost = 2 before roll + 3 after roll + 1 per 5 after roll penalty = 6 Energy
Ex 2: Long John is in the end of a brutal battle against his rival Zero Down on the half-pipe. Long John pulls up high and tight to barrel down with enough speed to pull off his signature Porpoise Flip and realizes Zero Down is following his lead (Style contest). Long John can’t let Zero outperform him on his signature move so he puts his last 5 Energy into his roll to crush the trick’s 32 DC.
Long John rolls: 1,2,2,2,8,9,0 = 32 + 5 = 37 = one degree of success
Hitting the wall, Long John bulls his way through, burning health as energy to add 5 more to the roll and give him two degrees of success. Long John puts two degrees into Style with a hilarious porpoise call flourish that leaves the crowd laughing an applauding. Long John gets Zero Down’s one style point for his own, netting him three for the trick and a standing ovation. Sweat pouring and muscles burning, Long John heads into the finale with three style points to crush Zero Down.
Total Energy Cost = 5 Energy before roll + 5 Health as Energy after roll + 1 after roll penalty = 11 total. (5 Energy, 6 Health)