Difference between revisions of "Event: Midnight Run/Mechanics"

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(Created page with "To run the bike race event, each participant will need to reach 20 successes in order to win. Each round consists of two parts: resolving a complication and advancing based on...")
 
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To run the bike race event, each participant will need to reach 20 successes in order to win. Each round consists of two parts: resolving a complication and advancing based on their successes.
 
To run the bike race event, each participant will need to reach 20 successes in order to win. Each round consists of two parts: resolving a complication and advancing based on their successes.
  
-- **Overview of the Race** --
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==Overview of the Race==
 
Each rider aims to accumulate a total of 20 successes to win the race. At the start of each round, players will roll on a Complication Table to determine any obstacles or hazards they must overcome. Once they navigate the complication, they will make a second roll to see how far they advance that round.  
 
Each rider aims to accumulate a total of 20 successes to win the race. At the start of each round, players will roll on a Complication Table to determine any obstacles or hazards they must overcome. Once they navigate the complication, they will make a second roll to see how far they advance that round.  
  
**General Steps for Each Round:**
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==General Steps for Each Round:==
1.**Roll for Complication:**
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<b>1. Roll for Complication</b>
Every round, each player rolls on the Complication Table (below) to see if there is any obstacle that affects their progress.
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Every round, each player rolls on the Complication Table (below) to see if there is any obstacle that affects their progress.
* If no complication is encountered, the player can proceed to the next step and roll to advance.
 
* If a complication is rolled, they must successfully navigate the complication before advancing.
 
  
2. **Resolve Complication:**
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*If no complication is encountered, the player can proceed to the next step and roll to advance.
 +
*If a complication is rolled, they must successfully navigate the complication before advancing.
 +
<b>2. Resolve Complication</b>
 
The player must roll the relevant stat + skill (depending on the complication) to determine if they successfully overcome the obstacle.
 
The player must roll the relevant stat + skill (depending on the complication) to determine if they successfully overcome the obstacle.
* If successful: The player continues to the advancement roll.
 
* If failed: The player may lose positions, speed, or take damage (depending on the complication).
 
* If botched: The player crashes or suffers severe consequences, often resulting in being knocked out of the race or requiring additional rolls to recover.
 
  
3. **Roll to Advance:**
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* <b>If successful:</b> The player continues to the advancement roll.
 +
* <b>If failed:</b> The player may lose positions, speed, or take damage (depending on the complication).
 +
* <b>If botched:</b> The player crashes or suffers severe consequences, often resulting in being knocked out of the race or requiring additional rolls to recover.
 +
<b>3. Roll to Advance</b>
 
Once the complication is resolved (or if none is rolled), the player rolls Dexterity + Drive to advance in the race. They will accumulate successes each round until someone reaches the goal of 20.
 
Once the complication is resolved (or if none is rolled), the player rolls Dexterity + Drive to advance in the race. They will accumulate successes each round until someone reaches the goal of 20.
**Dexterity + Drive (Difficulty 6):**
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<b>Dexterity + Drive (Difficulty 6):</b>
- Roll successes will be tallied toward their total goal of 20.
 
- 1-2 Successes: Slight advance but behind the pack.
 
- 3-4 Successes: Moderate advance, staying competitive.
 
- 5+ Successes: Great advance, pulling ahead.
 
  
 +
* <b>1-2 Successes: Slight advance but behind the pack.</b>
 +
* <b>3-4 Successes: Moderate advance, staying competitive.</b>
 +
* <b>5+ Successes: Great advance, pulling ahead.</b>
  
-- **Complication Table (1d10)** --
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==Complication Table (1d10)==
 
On each round, players will roll 1d10 to determine if they encounter a complication or not.
 
On each round, players will roll 1d10 to determine if they encounter a complication or not.
  
1-3: **No Complication**
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{| class="wikitable"
Player proceeds directly to the advancement roll.
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! Roll !! Complication !! Effect
 
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|-
4-5: **Loose Gravel or Sand**
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| 1-3 || <b>No Complication</b> ||
Player must roll Dexterity + Drive (Difficulty 7).
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* Player proceeds directly to the advancement roll.
* Success: The player navigates the terrain without losing speed.
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|-
* Failure: The bike loses control slightly, losing speed. The player advances but loses 1 success.
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| 4-5 || <b>Loose Gravel or Sand</b> ||
* 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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* Player must roll Dexterity + Drive (Difficulty 7).
 
+
* <b>Success:</b> The player navigates the terrain without losing speed.
6-7: **Wild Animal on the Road**
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* <b>Failure:</b> The bike loses control slightly, losing speed. The player advances but loses 1 success.
Player must roll Wits + Drive (Difficulty 8).
+
* <b>Botch:</b> 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).
* Success: The player avoids the animal and continues.
+
|-
* Failure: The player narrowly avoids it but loses 1 success.
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| 6-7 || <b>Wild Animal on the Road</b> ||
* 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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* Player must roll Wits + Drive (Difficulty 8).
 
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* <b>Success:</b> The player avoids the animal and continues.
8: **Sudden Fog or Dust Storm**
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* <b>Failure:</b> The player narrowly avoids it but loses 1 success.
Player must roll Perception + Drive (Difficulty 8).
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* <b>Botch:</b> The player hits the animal, risking a crash. Roll Dexterity + Drive (Difficulty 6). Failure results in a crash or forced dismount, missing a round.
* Success: The player navigates the low visibility and continues.
+
|-
* Failure: The player loses track of the road, losing 2 successes.
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| 8 || <b>Sudden Fog or Dust Storm</b> ||
* 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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* Player must roll Perception + Drive (Difficulty 8).
9: **Sabotaged Bike (Loose Chain or Cut Brake Line)**
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* <b>Success:</b> The player navigates the low visibility and continues.
Player must roll Dexterity + Crafts (Difficulty 7) or Wits + Drive (Difficulty 8).
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* <b>Failure:</b> The player loses track of the road, losing 2 successes.
* Success: The player fixes the issue and proceeds.
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* <b>Botch:</b> The player gets completely disoriented, missing their turn or exit. They must roll Intelligence + Drive (Difficulty 7) to recover (losing another round if failed).
* Failure: The bike loses power, and the player loses 2 successes.
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|-
* Botch: The bike breaks down entirely, and the player is forced to stop for repairs, missing 1 round.
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| 9 || <b>Sabotaged Bike (Loose Chain or Cut Brake Line)</b> ||
 
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* Player must roll Dexterity + Crafts (Difficulty 7) or Wits + Drive (Difficulty 8).
10: **Police or Rival Gang Interference**
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* <b>Success:</b> The player fixes the issue and proceeds.
Player must roll Intelligence + Streetwise (Difficulty 7) or Dexterity + Drive (Difficulty 8).
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* <b>Failure:</b> The bike loses power, and the player loses 2 successes.
* Success: The player avoids the interference and escapes.
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* <b>Botch:</b> The bike breaks down entirely, and the player is forced to stop for repairs, missing 1 round.
* 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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| 10 || <b>Police or Rival Gang Interference</b> ||
 
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* Player must roll Intelligence + Streetwise (Difficulty 7) or Dexterity + Drive (Difficulty 8).
 
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* <b>Success:</b> The player avoids the interference and escapes.
-- **Winning the Race** --
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* <b>Failure:</b> The player is slowed by the interference and loses 2 successes.
The first player to accumulate 20 successes (without crashing) wins the race! Depending on how far others have advanced, they may roll for placement in second or third.
+
* <b>Botch:</b> The player is caught up in the ambush or roadblock, missing 1 round.
 +
|}

Revision as of 02:33, 19 October 2024

To run the bike race event, each participant will need to reach 20 successes in order to win. Each round consists of two parts: resolving a complication and advancing based on their successes.

Overview of the Race

Each rider aims to accumulate a total of 20 successes to win the race. At the start of each round, players will roll on a Complication Table to determine any obstacles or hazards they must overcome. Once they navigate the complication, they will make a second roll to see how far they advance that round.

General Steps for Each Round:

1. Roll for Complication Every round, each player rolls on the Complication Table (below) to see if there is any obstacle that affects their progress.

  • If no complication is encountered, the player can proceed to the next step and roll to advance.
  • If a complication is rolled, they must successfully navigate the complication before advancing.

2. Resolve Complication The player must roll the relevant stat + skill (depending on the complication) to determine if they successfully overcome the obstacle.

  • If successful: The player continues to the advancement roll.
  • If failed: The player may lose positions, speed, or take damage (depending on the complication).
  • If botched: The player crashes or suffers severe consequences, often resulting in being knocked out of the race or requiring additional rolls to recover.

3. Roll to Advance Once the complication is resolved (or if none is rolled), the player rolls Dexterity + Drive to advance in the race. They will accumulate successes each round until someone reaches the goal of 20. Dexterity + Drive (Difficulty 6):

  • 1-2 Successes: Slight advance but behind the pack.
  • 3-4 Successes: Moderate advance, staying competitive.
  • 5+ Successes: Great advance, pulling ahead.

Complication Table (1d10)

On each round, players will roll 1d10 to determine if they encounter a complication or not.

Roll Complication Effect
1-3 No Complication
  • Player proceeds directly to the advancement roll.
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).
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.
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).
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.
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.