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RP (non-canon) The SARP Canon-Ball Run

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Luca

The Ultimate Badass
🎖️ Game Master
THIS IS ALL A WORK IN PROGRESS! THE RACE WILL START WHEN I'VE THIS FINALISED! I WILL TAKE INPUT!

It is the 70's on Earth, in the country known as America.

Due to some hole in the time/space/canon continuum, the inhabitants of the Kikyo Sector have found their way to this country, in the city known as New York.

They have also been presented with the power of Automobiles and motorcycles, and have been interested in learning how to use these things properly. What's most intriguing is that they bear similarities to their own designs - and yet they're familiar.

And what better way to get familiar than a no-holds-barred race across the country?
How to Play said:
This game uses a D10 System, not unlike the Storyteller system. Characters have the following ratings.

Doing
Speed - How willing a character is to push the envelope in the name of speed, and keep it under control.
Handling - How well your character weaves through crowds of cars, or to evade obstacles.
Combat - Use your vehicle as a weapon, and your own devices and make sure the poor sap on the other end comes out worse.

Thinking
Navigation - Those long roads can get difficult to navigate. This ensures that you're going the right way or finding the right turnoff.
Engineering - In case the car suffers damage, this is so you can repair it, and do it quickly so you don't lose time in the race.
Charisma - Your ability to weasel your way out of a fine, or police remanding.

Balls
Nuts - Your characters willingness to push the envelope and forget about fear, and keep in control of a hectic situation.
Stunts - Your characters ability to find the right tools to set up an insane stunt and pull it off with the car intact.
Wits - Your ability to notice advantageous situations in a hurry, and take advantage of them before someone else does.

Pick a Category, and pick that as your Primary. You can assign 8 points worth of dice-pool to it. Then pick your secondary, you assign 6 points of dice pool, whilst whatever is left allows you to assign 4 points. Every attribute starts at one point, with 2 being the average.

And now for your car. This is the most important thing on the track, since it's your ticket to winning this race.
Car Statistics said:
Similar to Character Statistics, your car is the driving factor in the race. Each statistic starts at 1, and can be increased.

Distribution Pool
Primary: 8
Secondary 1: 6
Secondary 2: 6
Tertiary: 4

Essentials
Engine - Hear those revolutions!
Brakes - Smell that brake fluid!
Tires - Inhale that burning rubber!

Comforts
Mirrors - Check your flanks and blind spot.
Windows - Keep the mud out of your face.
Durability - Keeping it together.

Make
Chassis - How tough your chassis is, and how much punishment the car can take before folding.
Suspension - How well the car handles bumps.
Simplicity - How easy it is to repair.

Fuel
Fueltank - How much fuel the car holds.
Economy - How much is consumed. Generally, the hotter an engine, the higher the consumption.
Method - Check below...

Carborated - Uses lots of gas, not that powerful, but very familiar and easy to repair. (1 Point to have) (-1 Engine, -1 Economy, +2 Simplicity)
Throttle Body Injection - Normal economy, normal power, somewhat complicated but can be fixed. (3 Points to have) (No Change)
Direct Injection - The best of the best, and a prototype too! Least gas, Most Powerful, and the hardest to fix. (5 Points to have) (+1 Engine, +1 Economy, -2 Simplicity)

Weight Class
This is not something you put points into, rather you pick a class of weight.

Ultralight (+2 Engine, +2 Tires, +2 Suspension, -2 Durability, -2 Fueltank, -2 Chassis)
Light (+1 Engine, +1 Tires, +1 Suspension, -1 Durability, -1 Fueltank, -1 Chassis)
Medium (No Changes)
Heavy (+1 Durability, +1 Fueltank, +1 Chassis, -1 Engine, -1 Tires, -1 Suspension)
Super-Heavy (+2 Durability, +2 Fueltank, +2 Chassis, -2 Engine, -2 Tires, -2 Suspension)

Car Health = Durability + Chassis times 5
Car's Fuel Range = Fueltank + Economy times 5

For example, a roll to evade a cow in the road and keep his pace would be the Driver's Handling + the Car's Tires in a dice-pool.

Let's say Luca has 2 Handling, and his ride's tires have a rating of 3. He can roll 5d10 dice to evade.

For each die, he needs to roll a 7 or higher to succeed. If he rolls a 10, that counts as two successes.
However, if he doesn't roll any successes, and at least one of the dice comes up with a 1, he's made a botch, and the worst of the worst happens.

He gets the following results: 1, 4, 7, 8, 6.
He swerves past the cow, and manages to keep his speed reasonable. Someone else behind him is affronted by the same danger, has 2 Handling, 2 tires, so he rolls 4d10.

he gets the following results: 1, 2, 6, 5.

Uh oh. He now needs to make a Nuts roll to make sure he doesn't completely freak out and total the car. He has a Nuts score of 2, so he rolls 2D10 and gets the following: 10, 3
He manages to keep his cool. He can slam down on the brakes and make the hit easier. His car's Brakes have a rating of 3, as does his Wits.

The car takes damage equal to his current speed rating, minus the amount of successes he gets on his brakes times two.
He scores a pair of success, so the accident could've been worse. Should he have made a botch, he would've stepped on the gas by accident and got hurt HARDER!
 
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