CODEX: RASKOLL 3000The Ultimate Rulebook for Urban Wasteland Motorsport Mayhem
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CODEX: RASKOLL 3000
The Ultimate Rulebook for Urban Wasteland Motorsport Mayhem
SECTION 1: CORE MECHANICS FRAMEWORK
The 2d6 Resolution System
When the engines roar and fists start flying, all checks boil down to this:
- Roll 2d6 + Attribute Modifier vs. Target Number (TN)
Difficulty Ratings:
- TN 6: Easy – hop a curb, cut through traffic.
- TN 8: Standard – outmaneuver a rival, pull a controlled drift.
- TN 10: Hard – thread a rig through flaming wreckage.
- TN 12: Extreme – Hollywood stunt bullshit.
Degrees of Success:
- Failure (below TN): You eat scrap. Complication or partial success with cost.
- Success (meet TN): You pull it off, no problem.
- Critical (exceed TN by 3+): Style points. Extra bonus or chain into another move.
- Critical Failure (snake eyes): Total disaster — something blows, breaks, or explodes.
- Critical Success (double 6s): The crowd goes wild. Over-the-top stunts, extra benefit.
Partial Success Bands (Optional Rule)
- Miss by 1–2 → You succeed, but at a price (damage, lost junk, worse position).
- Miss by 3+ → Full fail, no mercy.
The Five Core Attributes
Your crew’s DNA. Rated 1–5.
- SPEED: Reflexes, racing, gunplay. Linked: Driving, Reflexes, Shooting
- ARMOR: Health, toughness, staying in the fight. Linked: Toughness, Repair, Strength
- TECH: Mechanics, hacking, jerry-rigging. Linked: Engineering, Medicine, Hacking
- GRIT: Willpower, menace, survival instinct. Linked: Survival, Resolve, Intimidation
- STYLE: Swagger, leadership, crowd hype. Linked: Persuasion, Deception, Performance
Modifiers:
- Attribute 1 = -1
- Attribute 2 = +0
- Attribute 3 = +1
- Attribute 4 = +2
- Attribute 5 = +3
The Junk Token Economy
Scrap is life.
Junk Tokens represent:
- Health (rigs + drivers)
- Fuel & ammo
- Salvage cash
- Narrative “get out of jail” moves
Spending Junk Tokens:
- 1 = Reroll one die
- 2 = +2 on any roll
- 3 = Trigger faction ability
- 5 = Emergency repair (restore 3 health)
Overclock Rule (Optional): Burn 2 Junk Tokens to push beyond safety. +4 to roll, but take 1 self-damage after.
SECTION 2: CHARACTER CREATION
Step 1: Origin & Background
Origin Table (2d6):
- 2–3: Junkrat Nomad (+1 Tech, +1 Grit)
- 4–5: Towerblock Escapee (+1 Style, +1 Speed)
- 6–8: Street Native (+2 to distribute)
- 9–10: Old-World Bloodline (+1 any two)
- 11–12: Unknown History (choose any +2)
Starting Gear Packages:
- Scavver: Tool kit, scrap scanner, 3 Junk Tokens
- Brawler: Custom melee, armor plate, 2 Junk Tokens
- Hustler: Favor tokens, commlink, 4 Junk Tokens
- Grease Monkey: Portable workshop, spare parts, 3 Junk Tokens
Step 2: Attributes
Point Buy:
- Standard: 12 points (max 4)
- Heroic: 15 points (max 5)
- Gritty: 9 points (max 3)
Step 3: Faction Selection
Chrome Crusaders
- Skill: Re-roll movement once/turn
- Bonus: +2 Style, shiny rigs
- Ability: Showboat – bonus for flashy maneuvers
Torque Freaks
- Skill: Repair 1 damage next to wreck
- Bonus: +2 Tech, mod slot
- Ability: Improvisation – jury-rig gear from salvage
Dust Devils
- Skill: Ignore first hazard effect per encounter
- Bonus: +2 Grit, survival kit
- Ability: Ghost – stealth & tracking advantage
Ash Angels
- Skill: Explosive death (3" blast, 1 damage)
- Bonus: +2 Armor, sacrificial gear
- Ability: Martyrdom – power-up when near death
SECTION 3: VEHICLE SYSTEM
Chassis
-
Razorback (Light):
Health 3 | Speed 1d6+2 | Handling +2 | Slots: 1 weapon / 2 cargo
Special: Auto-disengage from combat -
Iron Hog (Heavy):
Health 5 | Speed 1d6 | Handling -1 | Slots: 2 weapon / 4 cargo
Special: Ramming deals +1 damage -
Hellcat (Balanced):
Health 4 | Speed 1d6+1 | Handling 0 | Slots: 2 weapon / 3 cargo
Special: +1 to hit with mounted weapons
Mods & Points
5 base + Tech score.
- Minor = 1 point
- Standard = 2
- Major = 3
- Faction = 2
Weaponry:
- Street Sweeper: Range 8", 1 dmg, Rapid Fire (2 shots), 2 pts
- Scrapshot: Range 12", 2 dmg, One-use, 3 pts
- Meat Hook: Range 6", 1 dmg, pulls target 3", 2 pts
- Firebombs: Range 4", 1 dmg + hazard, 1 pt
Melee Mods:
- Ram Spike (+1 ram dmg, 1 pt)
- Buzz Saw (adjacent 1 dmg, 2 pts)
- Oil Slick (hazard, 1 pt consumable)
Utility Mods:
- Reinforced Plating: +1 HP, 2 pts
- Smoke Launchers: 3 uses concealment, 1 pt
- Emergency Kit: Heal 1 once, 2 pts
- Redline (Nitro): +3" once, 2 pts
- Gravehopper (Jump Jets): Leap obstacles, 3 pts
- Radar Eye: Reveal enemies, 2 pts
- Comm Jammer: Block comms, 3 pts
SECTION 4: COMBAT & RACING
Turn Order: Roll 2d6 + Speed, highest first.
Phases per Vehicle:
- Movement (declare + roll 1d6+Speed)
- Action (attack, stunt, repair, scan, prep)
Combat Resolution:
- Target Defense = 8 + Handling + cover
- Attack roll = 2d6 + relevant Attribute
- Success = hit, apply dmg
Damage Effects:
- Light (1–2): Cosmetic
- Moderate (3): -1 handling/speed
- Heavy (4+): Critical system failure
Critical Hits (1d6):
- Engine Stall
- Weapon Jam
- Fuel Leak
- Driver Stunned
- System Overload
- Catastrophic Failure
SECTION 5: PROGRESSION
XP Gains:
- Survival: 1
- Victory: 2
- Style: 1
- Discovery: 1
- Faction: 1
Costs:
- Attribute = Current x 3
- Skill New = 2, Skill +1 = 3 (max +3)
- Faction Ability = 5
- Major Faction Rank = 10
Vehicle Upgrades:
- Engine Tune: +1 move die (3 XP)
- Armor: +1 health (4 XP)
- Targeting: ignore cover (4 XP)
- Ammo Types: 3 XP
SECTION 6: SKIRMISH MODE
Points:
- Small = 15
- Standard = 25
- Large = 40
Costs:
- Vehicle = 5 + mods
- Veteran Crew = +2 (all +1)
- Elite Crew = +5 (all +2 + special)
Victory:
- Annihilation, Control, Scavenge, Assassination
SECTION 7: CAMPAIGN PLAY
Campaign Types:
- Circuit: urban motorsport championship
- Territory: turf war over city blocks
- Story: narrative arcs with personal stakes
Downtime: repair, scavenge, network, train
Milestones: XP, new mods, faction standing
SECTION 8: GM TOOLS
Encounters (2d6):
2. Hostile patrol
3. Hazard
4. Stranded ally
5. Resource stash
6–8. Quiet ride
9. Scavenge site
10. Weird signal
11. Rival gang
12. Major faction op
Loot (1d6):
- Junk Tokens (1d6)
- Basic mod/weapon
- Rare component
- Map/info
- Faction favor
- Unique artifact
SECTION 9: QUICK REFERENCE
- TN 6 easy, 8 standard, 10 hard, 12 extreme
- Defense = 8 + handling + cover
- Junk Tokens: reroll (1), +2 (2), faction ability (3), repair (5)
- XP: 1 survive, 2 victory, 1 style, 1 discovery, 1 faction
That’s the Codex: Raskoll 3000 — full, gung-ho, over-the-top urban motorsport mayhem system.
👉 Next up, I can build the Quickstart (Crash Course) with pregen rigs/crews and simplified rules so you can sit down and play tonight.
Want me to jump straight into writing that Quickstart?
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