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House Ruled Racing System - swoop, pod or other

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I needed a streamlined system that I could consistently apply to a track with minimal notes, but could be modifiable track to track.

Baseline difficulty will be determined by the type of race/vehicle.
Baseline will be determined also by the intended speed in any section.
Cautious (1/8 of max speed of vehicle) 5
Cruising (1/4 of max speed of vehicle) 10
High Spd (1/2 of max speed of vehicle) 15
Racing spd (3/4 of max speed of vehicle) 20 this speed rating only relevant for swoops and podracers
All out (full max speed of vehicle) 30 (for swoops 25 for others) (podracers top speed diff 40)

NB:- Using a swoop or podracer with repulsor operation skill is not advised, will increase all difficulties by 20

Break the track into sections, each section with a dominant feature (examples to follow)
Each section will have a difficulty number to add to the baseline determined by how difficult or challenging the feature is.
Each segment will have specific event(s) that may coincide with a complication by a racer.
The difficulty number for a section will be increased dependant on speed levels and actions taken during the segment.
Results for segment, for each character with successful rolls, take the baseline, segment and maneuver difficulty (not including speed maneuvers), off their roll, the overage is compared to others to determine place. (speed maneuver amount adds to this number rather than subtracts.)
Apply complication effects as per GM discretion before final rankings.

NB:- complications in intense races like Podracer or Swoop may take characters or compeditors out of the race even with a successful roll. Random events can still happen to those at the head of the pack to take them out or loose them their place. Success at racing has an element of luck as well as skill.


Team Racing:-
Each team is given one roll based on the best skill/roll in the team. Or if there is one PC per team, use PC's skill/rolls.
Failures or complications that would take out the racer, loose the team a team member randomly. (team member is killed, crashes, or has to drop out for other reason.)
Teams final placing is to be modified by the rules of the race that may require a certain number of the team members finishing to place or similar rules.



== Examples:- ==
Swoop and Podrace tracks in Walrus Campaign
Professional competition swoop track, Garang, Dantooine. (Walrus; ongoing Campaign Feel free to use this in your game/campaign as desired. )

Description:-
The track starts with a spiraling climb up the inside of a building, designed to quickly weed out the timid riders, or those without the necessary powered vehicles or skill levels. At the top, there is an emergency ramp a racer can take if they realise they don't have the required speed, this washes them out of the race.
This is called "The Corkscrew".

The Corkscrew opens to a jump to another building across a freeway, about 20 stories up. Those without enough speed exiting this point, cannot make the jump. The target area is a hole/gateway into the next building that racers need to hit as a target to keep on the track.
This is called "Leap of Faith".

Those racers that make it into the target point, find themselves facing an almost straight down drop in an ovoid tunnel, with a very steep pull up at the bottom of the building (underground) requiring what is essentially a tightly controlled fall.
This is called "Death Drop".

Racers then weave their way through tunnels under the city to an exit onto a beach through a tunnel in an embankment. There are many ways to get to the tunnel, many racers get lost or loose their place by taking a wrong turn.
This is called "The Labyrinth"

Racers here must whip down a length of beach, at the end of this section, ducking into another tunnel in the same embankments leading under the city. Some racers have found ways to swerve into the shallows to splash walls of water at competitors behind them, this can disable other swoops.
This is called "Beach".

The Beach is followed by a straight that leads back to the start-point. Riders can truly open up their swoops on this segment.
This is called "The Straightaway".


Mechanics:-
The Corkscrew:-
Difficulty Modifier:- +30
Failure:- Characters who succeed at baseline but fail beyond this, have a chance to make a snap decision to use emergency ramp, or they enter the Leap of Faith without the required speed, not taking the emergency ramp will result in a likely fatal crash as the rider falls 20 stories, or collides with the other building in the wrong place.
Complications:- Swoop engine overstrained and blows out. Jockeying for position leaves rider in a bad jumping position, increase jump difficulty by +5. Other issue as GM sees appropriate.

The Leap of Faith:-
Difficulty Modifier:- +35
Failure:- Racers who fail at this point are very likely to die. They don't make the distance or fail to hit the target opening. GM discression as to actions or rolls that might save lives, but without extraordinary intervention, racer is out of race.
Complications:- Racer ends up at a bad angle entering Death Drop - increase difficulty of next section by 10, Another racer drops in on or cuts off the racer - racer must roll heroic swoop op or crash against wall if that roll is under 45 increase difficulty of Death Drop by 15, rider cuts off another rider (maybe by accident or done to an ally) causing them to crash or nearly crash, if racer has had a complication on previous section - they crash here.

Death Drop:-
Difficulty Modifier:- +40
Failure:- Almost universally crash and death, GM discretion.
Complications:- If this is second or third complication in a row - racer crashes and likely dies, solo complication - racer pulls up stalls swoop - has to drop out of race, racer cut off by another racer - heroic swoop op roll to keep control of swoop coming out of pull-up.

The Labyrinth:-
Difficulty Modifier:- +10
Failure:- lost - out of race, turn down dead end at high speed - crash, find way to end but end up at very back of racers.
Complications:- Engine failure - gm discretion either out of race or pit-stop with penalty.

The Beach:-
Difficulty Modifier:- +15
Failure:- Out of race - GM discretion as to reason (went into too deep a water, engine aspirated seawater and failed, missread signage and turn off beach in wrong place.)
Complications:- Rider splashed seawater on character - engine stalled restart in last place or out of race, accidentally splashed another rider and washes them out (maybe ally), engine failure - out of race or pit-stop with GM discretion on penalty.

The Straightaway:-
Difficulty Modifier:- 0
Failure:- Lost control of swoop - crash.
Complications:- Engine failure - out of race or pit-stop with GM discretion on penalty, Engine blow-out - character has overdone acceleration or something has flicked up into cooling vents damaging cooling system - racer out of race.