Racing
On many worlds, racing is a popular local pastime. For the accomplished pilot, racing is a great way to make credits and a name for yourself. However, racing is not for the faint of heart.
Resources
This activity requires one workweek of effort and a 250 cr entry fee. If the character does not own an appropriate vehicle, they can rent one for 1,000 cr.
Resolution
The character must make at least one, but up to three checks, and then consult the Racing Roll Modifier table below. If the character makes more than one check, they can choose the highest value amongst all checks made. However, for each check made beyond the first, the DC for each tier increases by 5. The player can choose to make an Intelligence (mechanic's kit), Intelligence (Piloting), or Intelligence (Technology) check. If the character is not proficient in Piloting, they can not make an Intelligence (mechanic's kit) or Intelligence (Technology) check. Each check can only be made once.
Racing Roll Modifier
| Ability Check DC | d100 Roll Modifier |
|---|---|
| 10 | +5 |
| 15 | +10 |
| 20 | +15 |
| 25 | +20 |
| 30 | +25 |
The d100 Roll Modifier is added to the percentile dice rolled for the Racing Results table, which is discussed below.
For instance, if the character makes an Intelligence (Piloting) check, and the result is a 17, they can elect to keep that check, resulting in a +10 racing roll modifier. If the result of the check was only 7, however, they can choose to then make a Intelligence (mechanic's kit) check. If the result of that check is a 24, and the character elects to keep it, they receive a +10 racing roll modifier, since the DC for each tier increased by 5 after the first check. If the character makes an Intelligence (Technology) check with a result of 9, an Intelligence (Piloting) check with a result of 9, and finally a Intelligence (mechanic's kit) check, with a result of 9, they fail to meet a DC, since the DC for each tier increased by 5 for each subsequent check. In this instance, they lose all of their races and crash their vehicle, requiring at least 1,000 cr in repairs to fix.
Once the player has determined their racing roll modifier, they then roll percentile dice and consult the Racing Results table below.
Racing Results
| d100 | Result |
|---|---|
| 40 or lower | You lose all of your races. |
| 41-70 | You win some of your races, earning 500 cr. |
| 71-100 | You win half of your races, earning 1,000 cr. |
| 101-110 | You win most of your races, earning 2,500 cr. |
| 111 or higher | You go undefeated, earning 10,000 cr and a title recognized by the people of this town. |
Complications
Racing attracts many different kinds of individuals: from arrogant racers to manipulative managers, adoring fans to obsessive critics. The potential complications can vary from vehicular trouble to perceived slights. Every workweek spent racing brings a 10 percent chance of a triggering a complication. They have an additional 10 percent chance of triggering a complication for each check made during Resolution beyond the first.
This is a great opportunity to create a rival to the party, or involve a previous rival.
Racing Complications
| d6 | Complication |
|---|---|
| 1 | You side-swipe another racer, earning their ire. |
| 2 | A crime boss approaches you and offers to pay you to intentionally lose a few races. |
| 3 | You are accused of cheating. Whether the allegation is true or not, your reputation is tarnished. |
| 4 | You beat a low-ranking member of a nefarious guild, and the guild isn't happy. |
| 5 | A local crime boss insists you start racing for them, and no others. |
| 6 | A renowned racer comes to town and insists on a race. |
Variant: Animal Racing
You may encounter an arena in which they race animals instead of vehicles. In this instance, you'll want to substitute Intelligence (Nature), Wisdom (Animal Handling), and Wisdom (Survival) for Intelligence (mechanic's kit), Intelligence (Piloting), and Intelligence (Technology), respectively.
Uptime
Players can actively engage in racing using the following rules.
Resources
This activity requires a 50 cr entry fee. If the character does not own an appropriate vehicle, they can rent one for 200 cr.
Resolution
The character must make five checks.
If racing against a time, the player makes a DC 20 Intelligence (Piloting) check. Once you've resolved all five checks, consult the Racing Results (Uptime) table below.
If racing against an opponent, the player can choose to make an Intelligence (mechanic's kit), Intelligence (Piloting), or Intelligence (Technology) check contested by the opponent. If there are multiple opponents, use the ability scores and relevant proficiencies for the most skilled amongst them. For each check the character makes, the opponent also makes a check, with an additional effect based on what choices were made.
- If the character chooses to make an Intelligence (mechanic's kit) check, they have advantage on the check if the opponent makes an Intelligence (Piloting) check, and disadvantage on the check if the opponent makes an Intelligence (Technology) check. If the opponent also makes an Intelligence (mechanic's kit) check, both checks are made normally.
- If the character chooses to make an Intelligence (Piloting) check, they have advantage on the check if the opponent makes an Intelligence (Technology) check, and disadvantage on the check if the opponent makes an Intelligence (mechanic's kit) check. If the opponent also makes an Intelligence (Piloting) check, both checks are made normally.
- If the character chooses to make an Intelligence (Technology) check, they have advantage on the check if the opponent makes an Intelligence (mechanic's kit) check, and disadvantage on the check if the opponent makes an Intelligence (Piloting) check. If the opponent also makes an Intelligence (Technology) check, both checks are made normally.
This advantage and disadvantage occurs for both the character and the opponent. For instance, if the character chooses to make an Intelligence (mechanic's kit) check, and the opponent choose to make an Intelligence (Piloting) check, the character has advantage on their check, while the opponent has disadvantage on theirs. In the event of a tie, the character and opponent should reroll the contest. If the character is not proficient Piloting, they can not make an Intelligence (mechanic's kit) or Intelligence (Technology) check. Once you've resolved all five checks, consult the Racing Results (Uptime) table below.
When determining what action the opponent takes, the GM can choose or determine the choice randomly.
Racing Results (Uptime)
| Successes | Result |
|---|---|
| 0 successes | You lose your race and crash your vehicle, requiring at least 1,000 cr in repairs to fix. |
| 1 success | You lose your race. |
| 2 successes | You just fail to place, but manage to earn 100 cr. |
| 3 successes | You take 3rd place, earning 200 cr. |
| 4 successes | You take 2nd place, earning 500 cr. |
| 5 successes | You take 1st place, earning 2,000 cr. |
Complications
Racing attracts many different kinds of individuals: from arrogant racers to manipulative managers, adoring fans to obsessive critics. The potential complications can vary from vehicular trouble to perceived slights. For each success during Resolution, you have a 10 percent chance of triggering a complication.
This is a great opportunity to create a rival to the party, or involve a previous rival.
Racing Complications (Uptime)
| d6 | Complication |
|---|---|
| 1 | You side-swipe another racer, earning their ire. |
| 2 | A crime boss approaches you and offers to pay you to intentionally lose a few races. |
| 3 | You are accused of cheating. Whether the allegation is true or not, your reputation is tarnished. |
| 4 | You beat a low-ranking member of a nefarious guild, and the guild isn't happy. |
| 5 | A local crime boss insists you start racing for them, and no others. |
| 6 | A renowned racer insists on a race. |