VeloCITY - The Wind in Your Hair

Merry Christmas, folks. This is Mr. Blue Sky, lead developer for VeloCITY: The Wind in Your Hair, the Jet Set Radio-inspired homebrew about flying through the air with the greatest of ease, turning anything you see into a flying trapeze.

1d4chan.org/wiki/VeloCITY

Hope you guys are enjoying your holiday break. I don't have a new update this month, and you can credit that to last month's update. I'm reposting it here for those who may have missed the big update to the game, as it's a monster of a change. Version 1.3 has the most substantial changes to the rules yet, so I want to make sure everyone is on the same page. To recap, here's the short version of the big core change, which has rammifications across the entire document:
>Strength, Agility, Balance and Grit are now known as movement stats and are directly tied and synchronized to their respective core stat (Body, Speed, Mind, and Soul respectively). Upgrading the core stat automatically upgrades the movement stat.
>With the new substat vacancies, there are four new substats to take their place.
>>BODY - Resilience: The damage resistance stat, separate from Stamina
>>BODY - Brawl: The dedicated melee to-hit stat, separate from Coordination
>>SPEED - Stealth: Self-explanatory
>>SPEED - Larceny: Less-than-legal skills, like breaking-and-entering, pickpocketing, sleight-of-hand, etc.

On top of the change above, other changes have been made to both reflect the new statline and to make the rules cleaner and more specific overall.

There was another thread around here talking about a tabletop adaptation of Warframe (), and a mod of VeloCITY was one of the most talked-about options, since it's been done in the past. For those who are curious about the system, here is your opportunity to learn all you want about it. Any characters, stories, logs, suggestions, questions, or mods to the game are all welcome. Enjoy the game, and happy holidays!

Other urls found in this thread:

jetsetradio.live/
soundcloud.com/hideki-naganuma
youtu.be/BW4LlAtNENc
1d4chan.org/wiki/VeloCITY
twitter.com/NSFWRedditGif

And I post this after realizing there were a couple errant mentions of Stamina where Resilience should be. I'll make sure that's properly in order for the next update.

For the record, in mentioning that Warframe thread in the OP, this is how one user described how they modded VeloCITY to handle Warframe, a video game about biomechanical space super ninjas who are warrior-monks and one-man armies of destruction across the solar system. Note that this game was run a couple years ago, so it doesn't fully reflect the current rules, although you can still apply everything here.

>Assuming you mean how we used the system. Blue Sky was also skeptical when I said the system worked pretty much as-is.

>The stats pretty much cover everything a Tenno would need, except for computers and hacking. We ended up rolling it into Acumen, because as it's presented by the game it's a rapid-paced puzzle, and we weren't sure much how to use it otherwise. Still not sure about the validity of that from a balance/design point of view.

>For Movement and stuff like that, rather than giving Tenno ridiculous numbers and risk breaking the system, we gave everyone else really low numbers, and just accepted in our mental pictures that the scale was simply different.

>Finally, where guns are concerned, on page 61 it says:
>>(except for guns and the like – those attacks not influenced directly by stats will have a flat result value attached to them instead of a stat to roll)
>Sooo we just statted out the guns everyone built against a baseline damage (which we typically gave to the enemies). And then as it says in Equipment you just give them Perks and Penalties, like a machine gun having really low damage but every consecutive round it ramps up significantly.

Yo, quoted user here with a little bit of an aside I wish I mentioned earlier.

I checked the new rulebook, and it's page 39 now, not 61. My book, obviously, was old.

Anyway, Blue Sky, is there a page I'm not finding here where you statted out said static-damage weapons like guns? I understand they should probably be fuck-you powerful in the base setting, and as a GM I can always just make it up, but it's useful to have a developer-decided base to work off.

There's actually no mention of guns or similar weapons being specifically statted out. There's only the one sample listed in the combat writeup that's similar to the line you posted. I know there should be at least cursory mention of similar weapons, like a pistol or a taser or even some mace. It's just that guns come up so rarely that the option didn't seem to warrant excess elaboration. As long as the rule is in place that guns and the like use a flat result value instead of a dice roll for the base damage dealt, that would be fine. For example, I imagine for a couple nonlethal weapons, you could stat it like --
>Taser: Deals 15 electric damage and forces a Stamina 25 test; if the target fails, they are momentarily paralyzed and forced prone. The damage ignores armor resistance.
>Mace: Deals 5 damage and renders the target blind. Requires a Coordination vs. Reaction test to hit. Target makes a Willpower 15 test to avoid being incapacitated momentarily.

The current line that addresses this, for the record, goes as follows:
>The aggressor rolls his damaging stat; for virtually all melee attacks and most ranged attacks (except for guns and the like – those attacks not influenced directly by stats will have a flat result value attached to them instead of a stat to roll, like a gunshot doing 30 damage), that stat is Strength.

That being said, I will most likely go back and provide a bit more to work with when it comes to ranged weapons.

...

merry christmas mr. big sky!!

At least get my pseudonym right.

Merry Christmas, Mr. Red Sun.