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Summary
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The Midnight Run is an underground race for those brave enough to push their limits. Racers start at the Black Cat Bar out on Highway 8 and will symbolically represent the dangers in a run between Phoenix and Prospect, battling through treacherous terrain, urban obstacles, and rival interference along the way. This event draws in street racers, gang affiliates, and adrenaline junkies looking to prove their skills and claim victory under the cover of night.
The Black Cat itself, known for its rough clientele and darker dealings, has long been a hub for those living on the edge. Tonight, the bar's parking lot serves as the starting line, packed with bikers revving their engines, spectators placing bets, and streetwise characters watching from the shadows. The crowd is a mix of gang members, thrill-seekers, and those simply drawn to the spectacle. The sharp smell of gasoline and burnt rubber fills the night as riders gear up, adjusting helmets, checking tires, and exchanging final words of warning or encouragement.
The race is more than just speed—it’s a test of nerves and skill. The course, kept secret until the last minute, snakes through abandoned industrial zones, across cracked pavement and gravel-strewn streets, where only the boldest dare to ride. Sabotage is a real threat, as rival gangs have their eyes on taking out key riders, and the law might be lurking just around the corner. Riders not only need to outpace their competitors, but survive the hazards laid in their path.
The race is not just for glory—there's $1,000 in prize money waiting for the first rider to cross the finish line. Speed and skill are essential, but surviving the sabotage and interference that comes with street racing is just as crucial. The event embraces the thrill of danger, and only the fastest, toughest rider will claim the cash and bragging rights that come with the title of champion.
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Mechanics
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Notes
- The character with the highest number of successes wins the race wins the race.
- All riders will have a geotag clipped to their bike and a body cam attached to their chest so that their positions and conditions can be tracked real time by the race officials and fans. (because otherwise no one watching the race could see anything until they come back around for the home stretch).
Total Rolls Per Character
All rolls should be made privately to the ST prior to the start of the event. +roll/page (ST)=stats vs diff.
* Willpower can be spent on each Acceleration
* Characters will have their dice pool for acceleration maxed at 8 dice (to adjust for different types of bikes, max speeds and maneuverability, etc.)
- Roll 1: First Acceleration. Dexterity + Drive vs 6
- Roll 2: (First turn:) Roll 1 vs 6 for Complications. See individual Complications for necessary rolls.
- Roll 3: Roll to Accelerate. Dexterity + Drive vs 6
- Roll 4: (Second turn:) Roll 1 vs 6 for Complications. See individual Complications for necessary rolls.
- Roll 5: Roll to Accelerate. Dexterity + Drive vs 6
- Roll 6: (Third turn:) Roll 1 vs 6 for Complications. See individual Complications for necessary rolls.
- Roll 7: Roll to Accelerate. Dexterity + Drive vs 6
Example
Billy wants to run in the race. He's contacted the ST prior to the start of the event and when paged should do the following:
Billy types +roll/page (ST)=Dexterity+Drive vs 6
(Turn 1)
Billy types +roll/page (ST)=1 vs 6 (for complications)
Billy checks the Complications table for the result
Billy makes a roll based on the Complication result.
Billy types +roll/page (ST)=Dexterity+Drive vs 6
(Turn 2)
Billy types +roll/page (ST)=1 vs 6 (for complications)
Billy checks the Complications table for the result
Billy makes a roll based on the Complication result.
Billy types +roll/page (ST)=Dexterity+Drive vs 6
(Turn 3)
Billy types +roll/page (ST)=1 vs 6 (for complications)
Billy checks the Complications table for the result
Billy makes a roll based on the Complication result.
(Home Stretch)
Billy types +roll/page (ST)=Dexterity+Drive vs 6
Poses
Once the races begin (and all rolls have been made privately), the storyteller will announce:
Racers to the mark. This should be the starting pose to set things up. When everyone has had their chance to establish themselves in a pose the ST will fire the pistol.
Launch Pose: This will be a reflection of how well you did on your first roll. Crowds are welcome to pose cheering, side-rp, etc.
First Turn Pose: The ST will call out "First Turn" where you will pose the combined effects of any complication you had to deal with as well as how well you advanced in the race. Once everyone has had a chance to make their pose (as well as crowds, etc.) the ST will call out for the next turn's pose.
Second Turn Pose: Same idea as the first.
Third Turn Pose: This is the last possible complication and how well one handles it.
Home Stretch: This will be the "finishing Pose" of who wins the race, how well others did, etc.
Complication Table (1d10)
On each round, players will roll 1d10 to determine if they encounter a complication or not.
Roll |
Complication |
Effect
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1-3 |
No Complication |
- Player proceeds directly to the advancement roll.
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4-5 |
Loose Gravel or Sand |
- Player must roll Dexterity + Drive (Difficulty 7).
- Success: The player navigates the terrain without losing speed.
- Failure: The bike loses control slightly, losing speed. The player advances but loses 1 success.
- Botch: The bike skids badly, risking a crash. The player must make a second roll: Stamina + Athletics (Difficulty 6). Failure results in a crash (they must spend the next round recovering).
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6-7 |
Wild Animal on the Road |
- Player must roll Wits + Drive (Difficulty 8).
- Success: The player avoids the animal and continues.
- Failure: The player narrowly avoids it but loses 1 success.
- Botch: The player hits the animal, risking a crash. Roll Dexterity + Drive (Difficulty 6). Failure results in a crash or forced dismount, missing a round.
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8 |
Sudden Fog or Dust Storm |
- Player must roll Perception + Drive (Difficulty 8).
- Success: The player navigates the low visibility and continues.
- Failure: The player loses track of the road, losing 2 successes.
- Botch: The player gets completely disoriented, missing their turn or exit. They must roll Intelligence + Drive (Difficulty 7) to recover (losing another round if failed).
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9 |
Sabotaged Bike (Loose Chain or Cut Brake Line) |
- Player must roll Dexterity + Crafts (Difficulty 7) or Wits + Drive (Difficulty 8).
- Success: The player fixes the issue and proceeds.
- Failure: The bike loses power, and the player loses 2 successes.
- Botch: The bike breaks down entirely, and the player is forced to stop for repairs, missing 1 round.
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10 |
Police or Rival Gang Interference |
- Player must roll Intelligence + Streetwise (Difficulty 7) or Dexterity + Drive (Difficulty 8).
- Success: The player avoids the interference and escapes.
- Failure: The player is slowed by the interference and loses 2 successes.
- Botch: The player is caught up in the ambush or roadblock, missing 1 round.
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Information
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Event:
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Midnight Run
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Risk:
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Level 1
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Storyteller:
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Rando
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Spheres:
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Mortal / Mortal + / Some Supers
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Timeframe:
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Early Stages
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Status:
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IN DEVELOPMENT
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RP Hooks
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How to Get Involved:
If your character is looking for some excitement, has connections to street racing, or has a reason to be around the underground bike racing scene, here are a few ways to jump into the RP:
- Streetwise Characters: If your character is part of the local street scene, they might know about the race and want to participate, bet on the outcome, or even sabotage a rival.
- Criminal Underworld: Those connected to gangs or criminal organizations could be tasked with ensuring their gang’s rider wins the race or stopping a rival crew from claiming the prize.
- Thrill Seekers: Characters who enjoy adrenaline-pumping activities might be drawn to the race purely for the excitement, whether they're looking to compete or just watch from the sidelines.
- Bike Enthusiasts: Does your character know a thing or two about motorcycles? Maybe they’ve been called in to repair, modify, or even tamper with a bike involved in the race.
- Police or Legal Involvement: Characters with law enforcement ties might be assigned to crack down on the illegal race or use the event to gather intel on gang activities.
- Get Creative: Have a different idea for how your character might get involved? Feel free to pitch it to staff or @mail Rando!
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Application
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Interested parties should @mail Rando with the following information:
- Interest: Why are you jumping into this Event? What's your motive. Boredom doesn't count. Why -this- Event?
- Availability: When could you attend (day/time preferred)
- Hook: Based on the information posted about the plot how do you think your character would become involved? Do you know one of the principle characters? Familiar with the locations mentioned? Etc.
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