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.
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<font style="color=black: black; font-family: Garamond;font-size: 16pt; ">
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__NOTOC__
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[[file:Black-cat-race.png|thumb|400px]]
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===Notes===
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* The character with the highest number of successes wins the race wins the race.
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* 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).  
  
-- **Overview of the Race** --
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===Total Rolls Per Character===
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.  
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All rolls should be made privately to the ST prior to the start of the event. +roll/page (ST)=stats vs diff.
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<br>'''*''' Willpower can be spent on each Acceleration
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<br>'''*''' Characters will have their dice pool for acceleration maxed at 8 dice (to adjust for different types of bikes, max speeds and maneuverability, etc.)
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* <b>Roll 1:</b> '''''First Acceleration.''''' Dexterity + Drive vs 6
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* <b>Roll 2:</b> (First turn:) Roll 1 vs 6 for Complications. See individual Complications for necessary rolls.
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*  <b>Roll 3:</b> '''''Roll to Accelerate.''''' Dexterity + Drive vs 6'''
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*  <b>Roll 4:</b> (Second turn:) Roll 1 vs 6 for Complications.  See individual Complications for necessary rolls.
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*  <b>Roll 5:</b> '''''Roll to Accelerate.''''' Dexterity + Drive vs 6'''
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*  <b>Roll 6:</b> (Third turn:) Roll 1 vs 6 for Complications. See individual Complications for necessary rolls.  
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*  <b>Roll 7:</b> '''''Roll to Accelerate.''''' Dexterity + Drive vs 6'''
  
**General Steps for Each Round:**
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====Example====
1.**Roll for Complication:**
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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:  
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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<li> Billy types +roll/page (ST)=Dexterity+Drive vs 6
* If no complication is encountered, the player can proceed to the next step and roll to advance.
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<br>'''(Turn 1)'''<br>
* If a complication is rolled, they must successfully navigate the complication before advancing.
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<li> Billy types +roll/page (ST)=1 vs 6 (for complications)
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<li> Billy checks the Complications table for the result
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<li> Billy makes a roll based on the Complication result.
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<li> Billy types +roll/page (ST)=Dexterity+Drive vs 6
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<br>'''(Turn 2)'''<br>
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<li> Billy types +roll/page (ST)=1 vs 6 (for complications)  
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<li> Billy checks the Complications table for the result
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<li> Billy makes a roll based on the Complication result.
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<li> Billy types +roll/page (ST)=Dexterity+Drive vs 6
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<br>'''(Turn 3)'''<br>
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<li>  Billy types +roll/page (ST)=1 vs 6 (for complications)
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<li> Billy checks the Complications table for the result
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<li>Billy makes a roll based on the Complication result.
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<br>'''(Home Stretch)'''<br>
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<li> Billy types +roll/page (ST)=Dexterity+Drive vs 6
  
2. **Resolve Complication:**
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===Poses===
The player must roll the relevant stat + skill (depending on the complication) to determine if they successfully overcome the obstacle.
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Once the races begin (and all rolls have been made privately), the storyteller will announce:
* If successful: The player continues to the advancement roll.
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<li>'''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.  
* If failed: The player may lose positions, speed, or take damage (depending on the complication).
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<li>'''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.  
* If botched: The player crashes or suffers severe consequences, often resulting in being knocked out of the race or requiring additional rolls to recover.
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<li>'''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.
 
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<li>'''Second Turn Pose:''' Same idea as the first.  
3. **Roll to Advance:**
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<li>'''Third Turn Pose:''' This is the last possible complication and how well one handles it.  
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.
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<li>'''Home Stretch:''' This will be the "finishing Pose" of who wins the race, how well others did, etc.
**Dexterity + Drive (Difficulty 6):**
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==Complication Table (1d10)==
- 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.
 
 
 
 
 
-- **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).
 
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* <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).
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* <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.
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|-
* 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.
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|-
* 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.
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|-
* 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.
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* <b>Botch:</b> The player is caught up in the ambush or roadblock, missing 1 round.
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|}

Latest revision as of 02:21, 19 October 2024

Black-cat-race.png

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
    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.