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Tunnel Snakes Rule! [Day 7, MA, Event]
Posted: Wed May 26, 2021 7:14 am
by Meiyokashi
Event Type: Encounter Based
Participants: 4 [Qar Offee, Korvin Hikarrin, and Claymore Wren have reserved places in this Event.]
Timeslot: Middle Afternoon
The Tunnel Snakes, the local Lower City swoop gang, have set up a dangerous race for those itching down here in the ruins of their ancient city. This race will be a short race through the territories marked out within the Lower City, including the Gonk controlled areas. Given the disturbance later a number of other racers have already bowed out citing the dangers of going through such a problematic zone. Though- for those braving the dangers they're promised the reward of the collected pot and for the top 3 placing racing an opportunity to join into the Tunnel Snakes themselves.
With a few spectator stations set up in safe locations within the ruins the majority of spectators are given a nice place to watch just outside the Tunnel Snake clubhouse. All along the course cameras have been set up to catch the action as the racers rush through marked areas and pass by special beacons to track their progress along the track.
Event:
Joining costs 300 credits.
Basic Racing Mechanics: First, this operates on the rules as detailed for vehicles in the corebooks.
Initiative will determine placement at the start of the race as all ships accelerate from 0. After the beginning of the race, positioning is determined by top speed and those going the highest speed are jockeying for first. While those 1 speed lower are jockeying for second. The winner of the check (most success') is the first among all other racers going his speed. Failure means you fall behind by 1 speed.
At each leg of the race (round) a Piloting check will be called for, with additional locational modifiers. This check's difficulty will be upgraded by the racers Speed combined with half their Vehicle Sil. Whichever number is lower will be decreased further by the Vehicles handling for the purposes of Upgrade the difficulty.
Example:
Jockeying for 3 Speed a racer with a Sil 4 Speeder and a Handling of 1 would be rolling: 3 Difficulty Dice (3 Speed being the highest) with 2 Upgrades (derived from half Sil) that are reduced by 1 (due to Handling). Thus the final Difficulty roll would be 1eC + 2eD.
Players should join this event and post Initiative (Cool) as well as basic stats of their vehicle for what will be important come determining difficulties within the race.
[Note: This is mostly just a reskin adoption of rules found in Suns of Fortune with some personal modifications for this location, it's not perfect, but it's what I got!]
Re: Tunnel Snakes Rule! [Day 7, MA, Event]
Posted: Wed May 26, 2021 10:34 am
by Qar Offee
610-AvA "Dart"
Armour 0
Hull Trauma 2
System Strain 5
Silhouette 2
Speed 2
Handling 2
Attachments: Manoeuvring Thrusters, Repulsorlift Enhancement, Reinforced Engine Cowlings
MA7. Initiative. Cool.:
1eP+2eA 2 successes, 1 advantage, 1 Triumph
Re: Tunnel Snakes Rule! [Day 7, MA, Event]
Posted: Wed May 26, 2021 4:04 pm
by Korvin Hikarrin
Ruby the Joben 85:
Silhouette 2
Speed 2
Handling +0
Hull Trauma
Threshold. 4
System Strain
Threshold. 6
Armor. 0
D7 race initiative Cool/Pres. Pres 3, Cool 2:
2eP+1eA 1 success, 4 advantage
Re: Tunnel Snakes Rule! [Day 7, MA, Event]
Posted: Wed May 26, 2021 11:23 pm
by Claymore Wren
Aratech 74-Z Speeder Bike
Armor: 0
Hull Trauma: 2
System Stain: 4
Silhouette: 2
Speed: 3
Handling: +1
Tunnel Snakes Rule! [Day 7, MA, Event]:
2eA 1 success, 2 advantage
Re: Tunnel Snakes Rule! [Day 7, MA, Event]
Posted: Thu May 27, 2021 6:12 am
by Meiyokashi
[Encounter will start tomorrow when I wake.]
Re: Tunnel Snakes Rule! [Day 7, MA, Event]
Posted: Fri May 28, 2021 12:35 am
by Meiyokashi
[Entries Closed]
Re: Tunnel Snakes Rule! [Day 7, MA, Event]
Posted: Fri May 28, 2021 12:42 am
by Meiyokashi
Plenty of others whom wish to make their mark on these streets have come to participate as well. As the competitors put in their credits, get to their speeders, and wait for the starting chime the anticipation in the air is thick. Tunnel Snakes make their last checks as they walk through what crowd they've gathered and set up the start of the race.
A solid, "Good luck," is given to the racers from the leader of the Tunnel Snakes himself.
[First Roll Only, others on Roll Log]
Initiative:
2eA 2 successes, 2 advantage
Placements: [First 2 in the initiative Order start with their Speed at 1, as well as Qar who rolled a Triumph.]
NPC
NPC...
[First Roll Shortly]
Re: Tunnel Snakes Rule! [Day 7, MA, Event]
Posted: Fri May 28, 2021 6:34 am
by Meiyokashi
[First Leg: Running Mile]
This first leg of the race is a straight shot ahead meant to allow the racers to get up to speed for the other three major sections of the race, it brings them deep into the ruins territory and onto the marked paths. Despite the straight shot this first leg isn't completely without perils. As the signals given the racers are all off! With Qar, and two of the other ganger aspirants quickly racing to the head of the pack!
[Setback on all Jockeying rolls.]
R.
R. Jockeying Roll, Speed 2, Sil 2, Handling 2:
3eA+2eD+2eB 1 failure, 2 advantage
1 Advantage.
Uses maneuver to accelerate to 2.
Action unused.
Fails jockeying roll, falls back 1 Speed.
N.
R. Jockeying Roll, Speed 2, Sil 2, Handling 2:
3eA+2eD+2eB 2 successes, 1 advantage
No Advantage.
Uses maneuver to accelerate to 2.
Action unused.
Jockeying roll succeeds.
S.
R. Jockeying Roll, Speed 2, Sil 2, Handling 2:
3eA+1eD+2eB 4 successes
1 Threat.
Uses maneuver to accelerate to 1.
Action unused.
Succeeds Jockeying roll.
T.
T. Jockeying Roll, Speed 1, Sil 2, Handling 2:
3eA+1eD+2eB 1 success, 5 advantage
0 Success' 5 Advantage
Uses maneuver to accelerate to 1.
Action unused.
Fails Jockeying Roll, fall back to Speed 0.
U.
U. Jockeying Roll, Speed 1, Sil 2, Handling 2:
3eA+1eD+2eB 2 failures, 6 advantage
3 Failures, 6 Advantage.
Uses maneuver to accelerate to 1.
Action unused.
Fails Jockeying roll, falls back to Speed 0.
I goofed and forgot everyone's setback, doing it in one major roll.
Full Cast Jockeying Roll Setback, Forgotten:
5eS 2 failures, 3 threat
Re: Tunnel Snakes Rule! [Day 7, MA, Event]
Posted: Sat May 29, 2021 4:45 am
by Meiyokashi
[PC Racers are free to take their turns if there's confusion. You get your standard turn as if in combat that ends with an extra Jockeying Roll as detailed above.]
Re: Tunnel Snakes Rule! [Day 7, MA, Event]
Posted: Sat May 29, 2021 5:56 am
by Korvin Hikarrin
As time ticked down to race start, Korvin closed his eyes and inhaled deeply, seeming to commune for a few moments with Ruby. He probably looked like he was meditating -- or perhaps had somehow frozen in the saddle -- but slow, steady breaths still escaped him, and his eyes opened and he was highly alert as the final countdown to race start began.
At the start signal, Korvin took the initiative and punched his throttle, jumping ahead of some racers and deftly dodging around an early leader who was already drifting back as they responded to hazards...
-------
OOC:
Pre-race action to commit 1 Force die to Sense for defensive purposes.
Round 1:
Maneuver: Punch it. Goes to Speed 2, taking 2 system strain (2/6)
Action: Plot Course (if allowed, see p237 of EotE)
D7 race Rd1 action: Plot Course (Hard Perception roll). Cunning 3:
3eA+3eD 1 failure, 2 threat
Required piloting check:
D7 race Rd1 piloting/Agi. Speed 2, Sil2 (1 upgrade). Skill 2, Agi 4, Shortcut 2, Skilled Jockey to remove setback:
2eA+2eP+2eB+1eC+1eD 4 successes, 2 threat, 1 Triumph
Re: Tunnel Snakes Rule! [Day 7, MA, Event]
Posted: Sat May 29, 2021 6:58 am
by Qar Offee
Qar experienced immediate calm once speed engulfed him, and he only wanted more of it. This was his natural world, not the realm of the slow, everything around - competing racers, obstacles, pathways, audiences - flowed easily into his hyperawareness in which there was no angst, no jealousy, no anxiety about the result. For all he felt, he could be going like this for eternity, or even faster. His Dart had to somehow accommodate it.
---
MA7. Race. Full Throttle as Action. 1 Setback Cancelled.:
3eP+1eA+2eF+2eD 4 successes, 1 Triumph, 2 Light Side
[Light Pips for fluff, Triumph to mitigate the following system strain by 2 on GM's Call, effective speed 4 for 3 Rounds.]
[Punch It Manoeuvre, 3 System Strain to be at speed 4, down to 1 Strain due to Triumph]
[Jockeying, 2 Strain because of Improved Shortcut]
MA7. Race. Jockeying. 1 Setback Cancelled. 3 Shortcuts & Improved for 3 More Successes. 2 Handling. Enhance. Speed 4.:
3eP+1eA+2eF+4eD+5eB 5 successes, 4 advantage, 4 Light Side
[2 Advantages to mitigate own Strain 2 Advantages to impose a Setback on the next roll against me, 4 Pips to Advantages for 2 Boost on my next roll]
End Result:
Going speed 4 w/ 8 successes
System Strain 1/5
No own Strain
2 Boost for Next Roll
1 Setback for opponent's Next Roll
Re: Tunnel Snakes Rule! [Day 7, MA, Event]
Posted: Sun May 30, 2021 3:17 am
by Claymore Wren
Re: Tunnel Snakes Rule! [Day 7, MA, Event]
Posted: Sun May 30, 2021 8:55 am
by Meiyokashi
With the racers starting off Qar quickly bounds around one of those to his side, the individual in the seat yelling out in Huttese, "Adtahia fa! Keheoue kung," while shaking a fist at him as he loses concentration and speed. Rushing past the whole pack as he darted straight for the front! While Claymore unfortunately had his engine sputter on him at the gate he quickly worked with the machine to try and get it working like it was supposed to. With the other racers all taking off a fair number of them quickly fall behind as little hazards of rubble got in their way and forced them to swerve and dive. Leaving Korvin to quickly catch up to one of the former leaders behind Qar, locking eyes with one another as they rode side by side for a moment but Korvin quickly coming up ahead into second place! Meanwhile back at the gate Claymore managed to figure his engine out and it blasted up into action allowing him to quickly make the ground he lost! Though he swerved and dove he got up into the meat of the pack, right in the middle!
All together the group veered wildly as the track takes a sudden turn out of the edge of the residential district and into the ruins portion of the race proper!
Round 1 Frontrunners:
Qar Offee 1st Place!
Korvin Hikarrin 2nd Place!
Nartino 3rd place!
[Next round incoming]
[Special Note: For this race while I'm learning the ruleset better, I'm offering Triumph on most checks to reduce System Strain by 2. This is powerful enough to very likely be removed later but it should be cool for now.]
Re: Tunnel Snakes Rule! [Day 7, MA, Event]
Posted: Sun May 30, 2021 6:09 pm
by Meiyokashi
[Leg 2 of the Race: Ruins of Potential]
Entering into the ruins they're confronted with a lot of extra debris in the way, with all the Gonk activity the past while the streets are an utter mess! However, this has left opportunity abound for those who might spot it.
[::]
Special Action: Check out the Ruins: Spotting a really good shortcut in the Ruins could be just the gamble you're looking for.
Perception vs Hard, 1 Challenge Dice. [1eC + 2eD]
If successful, gain 1 Speed.
If Failed, lose 1 Speed.
Triumph gives a +1 Speed Modifier.
Despair gives a -1 Speed modifier on Success- but you're out of the race on a Failure + Despair as you have a catastrophic mishap!
(If you are already made to Max Speed, these transfer over toward Upgrades/Downgrades on your next Jockeying Check for this section.)
Other Modifiers:
2 Setback from the dangerous ruins!
NPC racers will take their turns later!
[Edit: Made it clearer this was the second leg/round of the race!]
Re: Tunnel Snakes Rule! [Day 7, MA, Event]
Posted: Sun May 30, 2021 6:52 pm
by Qar Offee
Qar was generally good at that, though the area was only vaguely familiar and there was a chance something truly unpredictable may happen. Even with perfect swerving, risks aren't certainties. But he was in the right mindset, attuned to the path ahead, reaching out with his senses beyond various obstacles, or at least trying to. And it looked like he could get out of this without serious mishaps.
MA7. Race. Perception. 2 Boost from previous roll.:
1eP+2eA+2eB+1eC+2eD+2eS 1 success
[Max Speed, so Upgrade instead of +1]
And still, some nervousness factored in, disturbing his focus. It didn't affect his ability to zoom through the ruins as if he was doing it daily, but his judgement about what came next wasn't as crystal clear.
MA7. Jockeying. Handling, Upgrade. Shortcuts & Improved (+3 Successes):
4eP+5eB+2eF+4eD 3 successes, 2 advantage, 2 Dark Side
MA7. Add-rolling one setback (the other is cancelled):
1eS 0 successes
[Advantages to Boost next own roll.]
[Speed 4 with 6 Successes
2 Strain
1 System Strain
1 Boost to next roll
Dark Pips left unused.]
Re: Tunnel Snakes Rule! [Day 7, MA, Event]
Posted: Sun May 30, 2021 9:21 pm
by Korvin Hikarrin
Having made it to about the position he wanted, he pushes Ruby to her highest speed, getting ready to settle in and draft off Qar as much as possible.
"Right, girl," he says pleasantly to Ruby. "We're just gonna sit in his back pocket til our moment."
-------
OOC:
Action: As Maneuver, Improved Full Throttle.
D7 race Rd1 action (as maneuver): Imp. Full Throttle (Avg piloting roll). Agi 4, skill 2:
2eA+2eP+2eD 3 successes, 1 advantage
Max speed now 3 for 3 rounds. 1 personal strain.
Maneuver: Accelerate to Speed 3.
Piloting check:
D7 race Rd2 piloting/Agi. Speed 3, Sil2 (1 upgrade). Skill 2, Agi 4, Shortcut 2, Skilled Jockey to remove 1 setback:
2eA+2eP+2eB+1eC+2eD+1eS 3 successes, 3 threat, 1 Triumph
Maintains speed 3. Triumph to avoid whatever badness the threat could create? If not needed, Triumph => Upgrade next piloting check.
Re: Tunnel Snakes Rule! [Day 7, MA, Event]
Posted: Mon May 31, 2021 12:07 am
by Claymore Wren
Re: Tunnel Snakes Rule! [Day 7, MA, Event]
Posted: Tue Jun 01, 2021 9:06 pm
by Meiyokashi
As the leaders take off into the ruins the pack isn't slow behind!
R. Jockeying Roll, Sil 2, Handling 2, Speed 2:
3eA+2eD+2eB 1 success
R.
Maneuvers to increase speed to 2.
Action skipped.
Jockeying roll succeeds by 1.
N. Jockeying Roll, Sil 2, Handling 2, Speed 3:
3eA+3eD+2eB 1 failure, 2 advantage
N.
Maneuvers to Increase Speed to 3.
Action skipped.
Jockeying roll fails, pushing them back to Speed 2.
S. Jockeying Roll, Sil 2, Handling 2, Speed 2:
3eA+2eD+2eB 1 failure, 2 advantage
S.
Maneuver to Increase Speed to 2.
Action skipped.
Jockeying roll fails, pushing them back to Speed 1.
T. Jockeying Roll, Sil 2, Handling 2, Speed 1:
3eA+1eD+2eB 1 success, 3 advantage
T.
Maneuver to Increase Speed to 1.
Jockeying Roll succeeds by 1.
U. Jockeying Roll, Sil 2, Handling 2, Speed 1:
3eA+1eD+2eB 1 success, 7 advantage
U.
Maneuver to Increase Speed to 1.
Jockeying Roll succeeds by 1.
Full Cast, Forgotten Setback:
10eS 3 failures, 4 threat
Re: Tunnel Snakes Rule! [Day 7, MA, Event]
Posted: Tue Jun 01, 2021 9:10 pm
by Meiyokashi
[General Notice: Threat, for now, will just go into Strain as the forces acting on your body take their toll. Saves me from spending too much time in the book.]
Re: Tunnel Snakes Rule! [Day 7, MA, Event]
Posted: Tue Jun 01, 2021 9:31 pm
by Meiyokashi
At the head of the pack Qar is quick to find himself a route through the ruins that should get him quicker to the marker, disappearing into it from view of the rest of the pack! With the audience gasping in surprise! Korvin Hikkarin is quick behind him and elects to stay on the beaten path gaining ground in the race and whipping around just a bit of distance behind Qar as he passes the marker. With the head of the pack some ways behind even him the jockeying and jostling of speeders threatens those around! Claymore, unfortunately, is still having a hard time in the middle as he tries to find his own shortcut but it comes up bust and forces him onto a bit of a longer path. Despite this setback he's managing to keep up!
[Leg 2, Positions]
First: Qar Offee
Second: Korvin Hikarrin
Third: Rialo
[Claymore, your rolls were out of order a little but it works out. So just to make sure you know, jockeying roll comes last. Action, the perception, would come first or after the maneuver (1-1, maneuver to 1) or (maneuver to 2 - 1), and then jockeying roll at 1.]