Nevertheless, this has brought some local spectacle for both the visitors and locals to observe. Uomoto Co. have put forward some higher stakes on the line to make up for their quick publicity stunt, opening their coffers to provide a substantial prize that will contribute to the bidding process.
Magic: Yes, but all spells will need to have at least an hour duration to be used.
Choose Your Racer!
Each team, made up of a Driver and any others they wish to take with them, such as a co-driver or an engineer. They will be loaned one stock rally car with three upgrades of their choice. Please list all upgrades with every skill roll made, whether they were relevant in the roll or not, for event records.
They may choose from the following:
- Sponsorship Support: No bonuses. The team (but not each team member) receives 1 Bid Point if they manage to achieve at least third place.
- Improved Handling: Receive +3 to all rolls made with Drive(Car)/Agility.
- Durable Engine: Receive a Free Raise to all rolls made with Engineering/Intelligence.
- Energy-Efficient Transmission ("EET"): If 3 out of the 5 skill rolls using Drive(Car)/Agility are successful consecutively, reduce the total Time Units by 2. Please note that this cannot reduce the total Time Units to complete all 5 Stages of the rally to less than 5.
- Nitro Boost: Once per event, gain +1k1+X to a skill roll using Drive(Car)/Agility. X is equal to their Drive skill.
- Driver Assist Sensors ("DAS"): Once per event, the driver may choose to add +3 to their roll after the results are rolled.
- Rugged Suspension: A vehicle hold a maximum of 6 Wear Points. The passengers will not suffer any damage in the race. See the stage on Mount Nakahama for relevance.
- Kamipower Boost: The driver of the vehicle may call an additional Raise beyond their Void limit.
The Driver and any of their passengers may perform either a Drive action or a Repair action, each costing 1 Time Unit to perform. While the Repair action may be repeated as many times as the team wishes, each time costing 1 Time Unit, the Drive action will be spent traversing the next stage. Once a stage is traversed, it cannot be attempted again, and the team must move on to the next stage on the list.
Action: Drive (1 Time Unit): This action costs 1 Time Unit to perform, using the skill roll Drive(Car)/Agility. In order to determine the TN required for the roll, there are two factors to consider before making the roll. First, the number of Wear Points accumulated by the car. Second, is the base TN set by each Stage.
The formula of each TN is a follows:
- Stage Base TN + (3 X Current Wear Point) = Total TN
Wear Points will be accumulated during the course of the race. Failing a Drive action could potentially accumulate further Wear Points.
If a character has Complusion: Speed, this triggers once prior to the start of the event. If they do not pass their roll, they must call at least 2 Raises every roll this action is performed.
Action: Repair/Prep (1 Time Unit): Driving in the rally can easily put some wear on the car, potentially costing valuable time in the face if there isn't any proper maintenance performed. The racer can take a moment to perform some quick maintenance, swap tires, prep for conditions ahead and/or rebalance some elemental equilibrium in their car's engine. This action costs 1 Time Unit to perform, using the skill roll Engineering/Intelligence at TN15. On success, this removes 1 Wear Point and an additional 1 Wear Point for each Called Raise. If there are no further Wear Points to remove, instead, the next roll made with Drive(Car)/Agility made in this event will gain +3 to the roll for each Called Raise in this manner (to a maximum of +9).
Stages
The rally is made up of five stages that must be cleared to determine placement. Each stage will offer a variety of environments, elevation and road conditions to test each driver and mechanic to put their vehicle to the test of endurance.
- Coastline Highway
There is a well-maintained paved road that surrounds the coastline of Shiawase Island. Typically, used by local buses and transport trucks every day, as well as visitors who wish to take a picturesque route around the island.
Base TN: 10
Time Unit to clear: 3
Effects: On a failed Drive(Car)/Agility check at this stage, the vehicle gains 1 Wear Point. - Rural Farmland
The rural regions of Tenjin Town are quiet and peaceful, but the roads are less than smooth. There is the occasional unassumed roads that might provide some unease to the typical urban dweller.
Base TN: 15
Time Unit to clear: 4
Effects: On a failed Drive(Car)/Agility check at this stage, the vehicle gains 1 Wear Point for each Called Raise (if any were made). Either pass or fail, the vehicle gains (an additional) 1 Wear Point. - Mount Jinsei
The roads here are typically reserved for off-roading vehicles and hiking. The elevation is gradual but offers some tight turns.
Base TN: 15
Time Unit to clear: 5
Effects: On a failed Drive(Car)/Agility check at this stage, the vehicle gains 1 Wear Point and an additional 1 Wear Point for each Called Raise. Either pass or fail, the vehicle gains (an additional) 1 Wear Point. - Jungle
Untamed and wild, there are only dirt roads here and unpleasant surprises.
Base TN: 20
Time Unit to clear: 5
Effects: On a failed Drive(Car)/Agility check at this stage, gain 1 Time Unit for each Called Raise (if any were made). Furthermore, on failure, the vehicle gains 1 Wear Point and an additional 1 Wear Point for each Called Raise. Either pass or fail, the vehicle gains (an additional) 2 Wear Points. - Mount Nakahama:
Steep and treacherous, the roads circling around the island are dangerous. Veering off the tight roads may do more than just slow anyone down.
Base TN: 20
Time Unit to clear: 4
Effects: On a failed Drive(Car)/Agility check at this stage, gain 1 Time Unit and an additional 1 Time Unit for each Called Raise (if any were made). Furthermore, on failure, gain 1 Time Unit for each Wear Point currently held by the vehicle. If the vehicle has 3 or more Wear Points on failure, it is lost and the vehicle does not finish the race, all passengers suffer 3k1 Wounds from their vehicle suffering a mishap.
At the end of the race, placement will be determined for each vehicle and its team who have completed the race. This placement will be judged by the least amount of Time Units taken to complete the race. Ties will be broken by vehicles with the least amount of Wear Points remaining. If there is still a tie, ties will be broken by vehicles that have incurred the least amount of Wear Points in the progress of the race (whether or not they have been removed with Repair actions).
The winning first-place team of the tournament will be awarded +0.5 Glory. Furthermore, the first-place team will be granted 5 Bid Points in total (not each) from a Uomoto Co. sponsorship. The second-place team will be granted 3 Bid Points in total (not each) from a Uomoto Co. sponsorship and +0.3 Glory. The third-place team will be granted 1 Bid Points (not each) and +0.3 Glory each.
All winners get a voucher for 5 Koku worth of prepared food, sweets, snacks, and confectionery from Uomoto Co.