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Very Different Places RPG

Iron Legion

Tripocalypse

Left Beyond

Waylights

Photon Knights

Discs! Brethren! Pie! (Under construction)

Paint It Green (Under construction)


Board Games

What Goes Up

Dolly Wars

Spirit Plumbers


Hosted Work by PurityTheKitty

Emlia, the War Game - how this whole project started.

Monster Hunter Boardgame

The Kingdom Of Muscletonia

Streets of 2040

Hosted Work by DeeNoir

Dee's RPG Wiki


Finished Campaigns

Enemy Unsure

Antaeus Rising

Rise of the Uncertainity Lich (Uncategorized)

Space Princess Quest

XCom Academy

Left Beyond Quest


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TeamTypes

What Goes Up is a race between teams. To add flavor, a team may pick any one advantage and any one weaknesss. Serious games should avoid this in order to keep the playing field level.

ADVANTAGES:

  • Tinkerer: Prototypes cost 2*mass instead of 3*mass.
  • Clever: Spacederps start at 1/1/2 instead of 0/0/2.
  • Industrious: Payloads must be researched like normal, but are bought 2 for 1.
  • Lucky: Start with one extra luck point.
  • Loaded: Start with one extra budget dot.

WEAKNESSES:

  • Large: Spacederps mass 2. At least they're not eating for two...
  • Clumsy: Spacederps suffer a -1 penalty for jury-rigging.
  • Undisciplined: Spacederps must spend at least one turn in boot camp and cannot go to space immediately.
  • Jinxed: Components can never get better than 18/19 instead of 19/20.
  • Poor: Start with one less budget dot.

For example, Rabitians might be clever but clumsy; Goblins can be flavored as undisciplined tinkerers.

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Page last modified on March 31, 2013, at 05:55 PM