Pod Racing Event

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Pod racing

● Qualifying and betting (separate course, 1d20)


○ determines the racers odd's or advantage for placing bets, for example they roll
20-16 the odds would be 4:1, so if someone bet on that racer they'd get 4x their
bet
■ 20-16 x4
■ 15-11 x3
■ 10-6 x2
■ 5-1 x1
○ John takes % of all profits: 1d20 deception(cha)/2 plus bonuses
○ John needs to think of something to wager for adolescent rancor (johns racer just
needs to beat cousins racer)
● Racing rules
○ Racers do not know the course till after the first lap
○ 3 rolls per turn
■ Piloting, perception, reflex (optional)
○ Course divided into 4 sections, 1 piloting roll (int) must be passed to complete
each section in current position, fail sets you back 2 positions, crit fail sets you
back 4 positions, hard success grants 1 position gained, crit success grants 2
positions gained.
○ Perception roll (wis) to find shortcuts/look for obstacles
■ Once a shortcut or obstacle is recognized you gain +2 to reflex bonus for
the rest of the race against shortcuts and ramps. Every player will have
observed the all of the native obstacles after the first lap, however it is
required that you continue to roll perception every turn to look for
shortcuts, ramps, and new debris on track.
● Shortcuts vary in length and can increase your position by up to 4
(dm rolls 1d4)
● Ramps increase your position by 1
■ Success locates an obstacle, hard success locates a ramp, critical
success locates a shortcut
○ Reflex (dex save throw) to navigate through shortcut/avoid obstacles/use
ramps/ram players
■ You do not need to make a reflex roll every turn. Previously seen
obstacles are automatically avoided on consecutive laps.
■ Failing a reflex roll causes 1d10 damage roll to pod. If the pod receives
critical damage, player must roll 1d8 damage, if player receives more than
50% damage in 1 roll they become unconscious and roll 1d10 for
carnage. If pod drops to 0 health, roll 1d10 for carnage.
● Carnage table
○ 1-2 pod ricochets off obstacle, takes out 1d3 racers within
3 positions
○ 3-4 pod explodes on impact of obstacle, scattering debris
on field. Racers roll reflex to dodge debris
○ 5-6 pod both pod engines fail, stranding racer in middle of
course. If this happens in the narrow section, all racers
behind your position must roll perception or reflex to dodge
○ 7-8 your pod crashes into the closest racer to you within 3
positions
○ 9 you skid uneventfully off course, no repercussions
○ 10 your pod flips end over end and sends you flying, roll
luck to land on closest players pod (within 4 positions), if
successful, roll vs strength to take over that players pod
and continue the race. (if player succeeds luck but is
unconscious, the player driving the pod they fall on must
roll reflex to avoid crashing)
■ Players may attempt to ram each other if they are within one position of
one another. Ram attempts require both players involved to make a reflex
roll. If the player making the attempt fails, they roll luck. A fail causes
1d10 damage and they keep their current position. If the attempt
succeeds, they take 1d4 damage and gain a position. If the player who
was rammed succeeds, they take 1d4 damage and drop a position, if they
fail they roll luck, and if that fails they take 1d10 damage.
○ Player may pit each lap to repair 1d6 damage. Roll 1d4 for positions dropped
during repair.
○ Positions: a player’s podium position may not necessarily indicate their relative
position within the race. For our purposes, 1 position=1 pod length. Eg. a player
in 1st podium position may be 3-4 pod positions away from the player in the 2nd
podium position.
● John can have 1 racers pod sabotaged pre race or 1 trap placed on course to be used at
his discretion.
○ Sabotaged racers must roll luck each lap until damage is taken. If luck roll fails
you must roll 1d10 damage
○ Traps may only be used once
■ Traps can consist of falling objects, raiders, pitfalls, energy shields,
explosives, stun traps
● raiders remain active for the rest of the duration of the race and
target every racer
● Stun traps disable the racers pod and turn them into a course
obstacle until their pod is restarted (see carnage table roll 5-6).
Player must succeed pilot roll to restart their pod and continue.
Each failed roll = 1 position dropped.
● Pit crew chief (joe) may choose to either roll at the beginning of each lap and raise
perception bonus by 2 for arins character, or may reroll a perception test for arin twice
per lap (base 10).
● Roll for sponsor spots (1d4)
○ Sponsors influence how competitive your pod is and determines many points you
can add to your piloting, perception, and reflex bonus. 1 sponsor = 1 point
■ You may only add 2 points max to any one skill

Racers
● Arin - human
● Wojack - human 14 Hp, +2 Piloting 5 Str, 11 Dex, 11 Con,
+1 Perception 9 Int, 12 Wis, 14 Char

● Laazee Pike - pike 7 Hp, +2 Piloting 14 Str, 15 Dex, 14 Con,


+4 Perception 15 int, 11 Wis, 8 Char

● Keegall - twailek 12 Hp, +2 Piloting 11 Str, 7 Dex, 11 Con,


+2 Perception 17 int, 10 Wis, 14 Char

● Warvey Heinstein - human 5 Hp, +3 Piloting 13 Str, 5 Dex, 15 Con,


+3 Perception 17 int, 14 Wis, 10 Char

● Geundle - trandoshan 14 Hp, +3 Pilloting 18 Str, 14 Dex, 12 Con,


+2 Perception 11 int, 11 Wis, 14 Char

Pod base stats


2d8+sponsor roll for HP
+1 to piloting, reflex

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