Difference between revisions of "Black Cat/Races"

From City of Hope MUSH
Jump to navigation Jump to search
 
(4 intermediate revisions by the same user not shown)
Line 18: Line 18:
  
 
===Goal===
 
===Goal===
The first racer to accumulate **20 total successes** (without crashing) wins the race.  
+
The character with the highest number of successes wins the race wins the race.
  
 
===Total Rolls Per Character===
 
===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.  
 
All rolls should be made privately to the ST prior to the start of the event. +roll/page (ST)=stats vs diff.  
* Roll 1: '''Start of the race. Dexterity + Drive vs 6'''
+
<br>'''*''' Willpower can be spent on each Acceleration
* Roll 2: First turn: Roll d10 for Complications. See individual Complications for necessary rolls.  
+
<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.)
* Roll 3: '''Roll to Advance. Dexterity + Drive vs 6'''
+
* Roll 1: '''First Acceleration. Dexterity + Drive vs 6'''
* Roll 4: Second turn: Roll d10 for Complications.  See individual Complications for necessary rolls.  
+
* Roll 2: First turn: Roll 1 vs 6 for Complications. See individual Complications for necessary rolls.  
* Roll 5: '''Roll to Advance. Dexterity + Drive vs 6'''
+
* Roll 3: '''Roll to Accelerate. Dexterity + Drive vs 6'''
* Roll 6: Third turn: Roll d10 for Complications.  See individual Complications for necessary rolls.  
+
* Roll 4: Second turn: Roll 1 vs 6 for Complications.  See individual Complications for necessary rolls.  
* Roll 7: '''Roll to Advance. Dexterity + Drive vs 6'''
+
* 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====
 
====Example====
Line 69: Line 71:
  
 
*Complication Table +roll 1 vs 6 and check total # of successes below*
 
*Complication Table +roll 1 vs 6 and check total # of successes below*
 +
* '''Botch: All botches for Complications are considered a 1.'''
 
* '''0-3: No Complication**: The racer proceeds directly to the next step (Roll to Advance).
 
* '''0-3: No Complication**: The racer proceeds directly to the next step (Roll to Advance).
 
* '''4-5: Loose Gravel or Sand**: '''Roll Dexterity + Drive (Difficulty 7)'''to navigate the uneven terrain.  
 
* '''4-5: Loose Gravel or Sand**: '''Roll Dexterity + Drive (Difficulty 7)'''to navigate the uneven terrain.  

Latest revision as of 16:49, 18 September 2024


Black-cat-race.png

Night Run Bike Race
The Night Run Bike Race is a dangerous, high-stakes event held on a deserted stretch of road in the desert. With the desert heat unbearable during the day, the race takes place at night, attracting bikers, thrill-seekers, and those reckless enough to take part.
(WORK IN PROGRESS)

Goal

The character with the highest number of successes wins the race wins the race.

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.

    Race Mechanics

    All rolls will be made prior to the start of the race so that people can already be working on their poses based upon what happens.

    1. Roll to Start

    Participants roll a standard Dexterity + Drive to see how well they launch from the starting line by the bar. The person with the most successes is in the lead followed by the next highest number of success, etc.

    2. Roll for first Turn

    At the start of this and successive rounds,

    **1d10** on the Complication Table to determine if they encounter a hazard or obstacle that could affect their progress.
    

    Roll for Complications

    • Complication Table +roll 1 vs 6 and check total # of successes below*
    • Botch: All botches for Complications are considered a 1.
    • 0-3: No Complication**: The racer proceeds directly to the next step (Roll to Advance).
    • 4-5: Loose Gravel or Sand**: Roll Dexterity + Drive (Difficulty 7)to navigate the uneven terrain.
     * **Success**: The player continues without issue.
     * **Failure**: The player loses 1 success.
     * **Botch**: The player must roll Stamina + Athletics (Difficulty 6) to avoid crashing (lose next round).
    
    • 6-7: Wild Animal on the Road**: Roll Wits + Drive (Difficulty 8) to avoid the animal.
     * **Success**: The player continues without issue.
     * **Failure**: The player loses 1 success.
     * **Botch**: Roll **Dexterity + Drive (Difficulty 6)** to avoid crashing. Failure results in a crash or forced stop (lose next round).
    
    • 8: Sudden Fog or Dust Storm**: Roll **Perception + Drive (Difficulty 8)** to navigate the low visibility.
     * **Success**: The player continues.
     * **Failure**: The player loses 2 successes.
     * **Botch**: The player must roll **Intelligence + Drive (Difficulty 7)** or get disoriented, losing another round.
    
    • 9: Sabotaged Bike (Loose Chain or Cut Brake Line)**: Roll Dexterity + Crafts (Difficulty 7) or **Wits + Drive (Difficulty 8)** to fix the bike. Secondary skills such as Repair / Mechanic would also be applicable.
     * **Success**: The player continues.
     * **Failure**: The player loses 2 successes.
     * **Botch**: The bike breaks down, causing the player to miss 1 round.
    
    • 10: Police or Rival Gang Interference**: Roll Intelligence + Streetwise (Difficulty 7) or **Dexterity + Drive (Difficulty 8)** to evade interference.
     * **Success**: The player escapes and continues.
     * **Failure**: The player loses 2 successes.
     * **Botch**: The player is caught up, losing 1 round.
    

    3. Roll to Advance

    Once a complication is resolved (or if no complication was rolled), the participant rolls **Dexterity + Drive (Difficulty 6)** to determine their progress. The successes from this roll are added toward their total of 20 successes.

    • **1-2 successes**: The player advances slightly.
    • **3-4 successes**: The player advances moderately.
    • **5+ successes**: The player makes a significant leap forward.

    4. Additional Turns

    Once the player has successfully negotiated the first turn, they will need to do two additional turns (3 total) before they return to the Black Cat and the Finish line.

    5. Winning the Race

    The first player to accumulate **20 total successes** wins the race.

    Other Notes

    • **Crashing**: Players who crash due to a botched complication roll are out for 1 round as they recover or repair their bike.
    • **Disqualification**: Players who fail to recover after multiple crashes or severe failures may be forced out of the race completely.
    • **Team Play**: Sabotage or interference by rival gangs could affect the race, and players might need allies to succeed.