troika tuesday: The City Limit Dash
Idea spawned by Unturned Hovel's vehicle rules. Link here!:
Entry is a 200p contribution to the prize pot. Winner takes all, and the glory and admiration of Troika's lower classes.
Contestants
City Morgue.
This is their favourite day of the year. Their souped-up hearse won last year's race. In return for free entry, they take care of the post-race body cleanup.
Vehicle: Supersonic Hearse.
Size: Modest
Stamina: 21
Luck: 12
Armour: 2
- LEAD COFFINS. +2 Armour
- PLASMIC TURBO. Consumes 1 PLASMIC CORE to multiply Speed by 1D6 for 1 Round. On a 6, an explosion causes a Collision with additional damage to the vehicle as FUSIL.
Pilot: Junior Flenser Pritkett.
Skill: 7
Stamina: 10
Initiative: 2
Armour: 0
Damage: As KNIFE (flensing tool)
Smallest, lightest member of the Mortuary Guild. Wears a bandolier of 6 PLASMIC CORES. Promised a promotion if he wins.
Flue Street Runners
Turns out those gamins weren't just muckraking for fun. For their debut, the penniless urchins have eschewed speed in favour of lethality.
Vehicle: Box Car of DOOM.
Size: Large
Stamina: 22
Luck: 8
Armour: 3
- SCRAP CLADDING. +3 Armour, +6 Stamina
- GATLING GUN. x3 Attacks per Round, Damage as FUSIL.
- GRAPPLE. +3 Grappling. On a success, the two vehicles are joined. The total Speed of both vehicles is redistributed evenly between them. This lasts until the line is retracted or severed.
Pilot: 'Demon'.
Skill: 9
Stamina: 6
Initiative: 2
Armour: 0
Damage: As PISTOLET.
Eldest of the Runners, chief engineer. Does not aim to win; if he does, it will be because there are no other contestants left.
Gunner 1: 'Tess'.
Skill: 5
Stamina: 5
Initiative: 2
Armour: 1 (bin lid)
Damage: As CLUB.
'Demon's younger sister. Determined to keep him alive.
Gunner 2: 'Greenlad'.
Skill: 6
Stamina: 10
Initiative: 2
Armour: 0\
Damage: As CROSSBOW.
Gremlin, largely uncomprehending of the wider context, eager to cause chaos. Will jump to other vehicles at the earliest opportunity.
Slalom Kings
Masters of the hairpin turns on Temple Hill. Deeply honourable, they consider petty violence beneath them. The virtuous pursuit of Pure Slalom shall win the day.
Vehicle: Honda Civic
Size: Small
Stamina: 15
Luck: 12
Armour: 0
- OVERSIZED JEWEL ENCRUSTED HANDBRAKE LEVER. +3 Slalom
Pilot: The Slalom King
Skill: 8
Stamina: 9
Initiative: 2
Armour: 0
Damage: As UNARMED
An edifice of black leather and hair gel. Extremely prideful. Cedes his car to the winner of the race.
The Race
The race starts at the Plaza of St. Jude and ends at the Frog Gate. A race is handled in Initiative. When the end of Round token is pulled, all vehicles move up to their Speed. Pilots and passengers may use their turn to do whatever they want. The Pilot has the option to make a Test of Driving to push their vehicle a bit further (see below).
Act 1: Diverging Paths
Path 1: Flue River Flats. 100'
Encounters: Roll 1D6 at the top of each Round.
- Flash Flood: Test vehicle Luck or get swept up by a tide of mud and rubbish -- Take Collision damage, get swept back to the start line.
- Fishpeople: 5 Pisceans throw nets at vehicles, possibly halting them. Will relent if fed a Provision each.
- Flue Street Runners: 2D6 urchins fire down with Bows. They obviously avoid shooting their own racers.
- Muddy Ground: 1/2 Speed for vehicles Modest or smaller.
- Rubbish Mounds: Test of Driving vs. Collision.
- Nothing
Path 2: Temple Hill. 200'
Encounters: Roll 1D6 per Round.
- Shortcut: A monastery flings open its doors. Test Driving to pass through unscathed, cuts the path down to 100'.
- Incense haze: -2 to Driving skills.
- Slalom Kings: 3 Honda Civics each piloted by a Slalomer(as KNIGHT OF THE ROAD) run interference. Test Driving vs. 3 Collisions. 4-6: Nothing.
Act 2
Sewers. 300'
Both paths join at an open sewer entrance. The next portion is underground.
Encounters: Roll 1D6 per Round.
- Thinking Machine: An abandoned pilot-bot calls for help, its legs rusted away. Its weight subtracts 10' of Speed but adds a +3 to Driving Tests.
- Flooded tunnel: 1/2 Speed for vehicles Modest or larger.
- Troll Encampment: 5 Trolls operate a tollbooth, demand 100 Silver Pennies. Their makeshift road barrier has 20 Stamina.
- Goblin Labyrinth: Test Awareness. On a failure, get lost and make no progress this Round.
- Sewer gas: Flammable! Test Luck if near a lit torch or combustion engine. Damage as FIRE BOLT +2.
- Nothing.
Act 3. Police Blockade
City-Limit Slums. 200' Three police chase vehicles join the race, looking to make an arrest.
Vehicle: Watchman's Silver Chariot
Size: Modest
Stamina: 15
Luck: 6
Armour: 3
- ARMOUR PLATING: +3 Armour
- MAGNET: +3 Magnet-Pulling. Make an opposed Test; on a success, pulls the target in by up to 30'.
Pilot: Watchman
Skill: 6
Stamina: 13
Initiative: 2
Armour: 2(cuirass)
Damage: As PISTOLET or CLUB
The Frog Gate is obstructed by a barricade of Watchman vehicles. You can either bypass it with a Test of Driving, or by destroying one of them.
Appendix: driving rules draft
| Size/Crash Damage | Base Speed | Slots |
|---|---|---|
| Small | 100' | 1 |
| Modest | 80' | 2 |
| Large | 60' | 3 |
| Gigantic | 40' | 4 |
vehicle size
corresponds to Beastly Damage Types, rolled on collision, applied to all vehicles and personnages involved in the collision. Size also bestows a speed rating and a number of modification slots.
speed
Move that much when the End of Round token is pulled in Initiative.
pilot skill
On a pilot's turn, they may make a relevant Test of Skill to push the vehicle beyond its normal limits. On a success, the vehicle moves an extra number of feet equal to however much they succeeded by, times ten. On a failure, the vehicle experiences a Collision.
stamina
is rolled at creation: [slots]D6+12.
mods
A mod can add to any statistic, or give the pilot temporary ranks in an Advanced Skill. Those with pure heart and a quick wit may even concieve of a mod that isn't tied to the dice.
luck
Test vehicle Luck in the same manner as for PCs. Additionally:
- Whenever there is a crash, Test the Vehicle's Luck. On a failure, it spends the next round of Initiative stationary while it is being put upright or repaired.
- Luck can be used to boost Speed. For every Luck spent, Speed for that round is increased by 1. roll 1d6+6 to determine max. Luck. Restored by:
- Ritual cleaning in the waters of a sacred river (restores to max)
- Ornamenting with a trophy garnered in the last week (1d6 Luck)
- An hour polishing the chrome. Can be done once per day (1 Luck)