Black Cat/Races
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:
(Turn 1)
(Turn 2)
(Turn 3)
(Home Stretch)
Poses
Once the races begin (and all rolls have been made privately), the storyteller will announce:
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.