The Most Legendary (and first) Nakahama Speedboat Race
Parts of the the easternmost end of Nishi beach and the westernmost part of Azuma beaches have been prepared with impromptu grandstands facing the waterfront, stands with typical Crab clan finger food and local drinks - obviously including 10-zeni stands and Tian Bubble Tea - were set up for those who chose to watch in person - unsurprisingly with a noticeable presence from both KINSENKA BREWERIES
The suffocating heat of the day, which gives no signs of subsiding throughout the afternoon, is a boon to the stands and vendors selling KINSENKA BREWERIES
Flyers for the Wherever are found in many booths, and a sizable banner shows it as a supporter of the event, alongside the Nakahama City Government and some other sponsors.
Other banners and signs around invite the public to visit not only the Wherever, but also other local businesses after the race - obviously those that are racing-adjacent or related to vehicles, such as the Flying Battle Carps, the Steel Claw and Tetsuo Auto Repair, but also others like Feather your Nest, the Crabkaku, and of course the Azure Dragon - which is visible from a large part of the grandstands at Nishi Beach.
At some of the kiosks in Nishi Beach, those who prefer more comfort (but less emotion!) will find big screens ready to transmit the competition as well.
Those who decide to participate in the race may do so in teams of up to 3 people. The teams can decide freely who will make each roll, and not all those involved in a team must necessarily make a roll. Sometimes a rich friend wants a thrill, and the organisers wouldn't want to get in their way!
For this event, each team will need to choose a boat, then go through 3 Stages, each one consisting of Steering and Navigation rolls. Navigation rolls are optional for Stage 1, but obligatory for Stage 2 and 3. The first stage involves two Steering rolls, while the 2nd and 3rd stages involves one Steering roll each.
Depending on how things go, the team's boat may suffer Failures. If the team wants, they may also use some time to make quick fixes to get their boat in working order.
The rules for the competition are detailed below:
RESULTSStage 0: Choose your boat!Optional Action: Fix-me-up!
- Jet boat: Easier to manoeuvre and beginner-friendly, these boats allow their users' rolls to be treated as skilled (allowing 10s to explode and Raises to be called) even if they don't have the skill used for the roll. This applies to all Steering and Navigation rolls.
- Catamaran: Very stable with their dual hulls, these boats grant a +3 to all Steering rolls.
- Fast Centre-Console: These boats are equipped with improved on-board computers, granting a +3 to all Navigation rolls.
- Go-fast: These long narrow boats are less stable, but can be considerably faster for those who know how to maneuvre them. At the end of the race, increase your total Speed Points by 10% if you succeeded on at least 3 Steering rolls.
At any point during the race, you can use 5 speed points to roll Engineeering/Intelligence or Strength at a TN of 15. On a success, you can remove the effect of any one 'Failure' you've suffered during the race (see below!), plus one per Raise called. Failing this roll has no effect other than you losing time! This action cannot be used to fix the Failures Wait... where? (Stage 2) and Control? What? (Stage 3).
Magic: is allowed, but all spells must have a duration of at least 30 minutes for it to be used, and casting must happen after the start of the race, which costs Speed Points equal to three times the Casting Time in actions.
Casting before the race is not allowed unless the character rolls contested Agility/Stealth (Spellcasting) against the crowd (the emphasis is needed to make the roll). Needless to say, getting caught has consequences. The Soshi Shugenja school technique can be used to bypass this restriction
Stage 1: Beachside Shallows
The first stage of the race involves a series of turns and weaving paths around buoys placed around shallower areas and sand banks in the parts of Nishi and Azuma beach which were closed off for the occasion.
1 A) Navigation (Optional)
Before each Steering roll for Stage 1, you may (optionally) spend 3 Speed Points to make a Navigation roll, checking nautical charts to find the best paths through the shallows. This can take you into negative Speed Points (and in fact it will if you do it before the first Steering roll!)
This Navigation roll is made against a base TN of 17, with success granting a bonus of +2k0 to the next Steering roll, +1k0 for each Raise called.
Nothing happens on a failure without Raises, but a failure with Raises uses up 2 additional Speed Points per Raise called.
Navigation rolls for this stage can be done with the following combinations:1 B) Steering
- Sailing (Navigation) or Spellcraft (Navigation)/Intelligence or Perception - Base TN (17).
- Sailing (Navigation) or Spellcraft (Navigation)/Willpower - Must call 1 Raise for no effect.
- Skill substitution: Craft: Fishing, Lore: Nature or another appropriate lore may be used instead of the skills above. If you use one of those skills, you must call 1 Raise for no effect or suffer a penalty of -2k0 to your roll. (Raises for no effect stack in this event, so if you use Craft: Fishng/Willpower, for example, you may need to call 2 Raises for no effect)
Stage 1 involves two steering rolls, each at a base TN of 20.
Steering rolls for this stage can be made with the following skills/trait combinations:Success on each steering roll adds a number of Speed Points equal to the amount by which you succeeded (i.e, the difference to the TN).
- Sailing (Boat type chosen)/Agility - Base TN (20).
- Sailing (Boat type chosen)/Reflexes, Perception or Void - Must call 1 Raise for no effect.
- Skill substitution: Driving, Piloting or Investigation may be used instead of Sailing. If you use one of these skills, you must call 1 Raise for no effect or suffer a penalty of -2k0 to your roll, due to your inexperience dealing with the waves!
If you succeed with Raises, compare your roll to the 'original' TN to calculate your Speed Points (not the TN after Raises), and add 3 Speed Points per successful Raise. Raises for no effect (for using different skills/traits) also do not affect the TN to compare your roll against for generating Speed Points, but the increased TN must be met for the roll to count as a success.
On Failure, no Speed Points are gained, and you must roll on the 'Failures' table below once, plus once per Raise called (including those called for no effect!).
Beachside Shallows failures: Roll 1d4
1) Computer failure: increase the TN of all future 'Navigation' rolls by 4
2) Motor overheat: reduce all Speed Point gains from future stages by 3. This cannot make a Speed Point gain negative, although it can reduce a Speed Point gain to 0. Each additional time you get this result during the race, the Speed Point reduction due to this failure is increased by 2 (to 5 the second time, 7 the third time, and so on).
3) Beaching!: reduce your total Speed Points by 1k1 each time you get this result. This can send you into negatives.
4) Electrical failure: increase the TN of all future Navigation and Steering rolls by 4
Stage 2: Pushing to the islets!
The second stage starts with a winding trail around buoys leading away from Nishi beach, and continues with a straight, wide path towards a nearby islet. This allows ample manoeuvering room, but also makes it easier for unwary competitors to lose their way! To make things more complicated, the whole section is done against a headwind, and the area has strong currents.
2 A) Navigation
Stage 2 involves first making one Navigation roll at TN 21 to find the islet and the best path to it while taking into account currents and the wind.
The navigation roll for this stage can be done with the following combinations:Each Raise called on this roll grants a +2k0 to the Steering roll for this Stage.
- Sailing (Navigation) or Spellcraft (Navigation)/Intelligence or Void - Base TN (21).
- Sailing (Navigation) or Spellcraft (Navigation)/Willpower or Perception - Must call 1 Raise for no effect.
- Skill substitution: Investigation, Craft: Fishing, Lore: Nature or another appropriate lore may be used instead of the skills above. If you use one of these skills, you must call 1 Raise for no effect or suffer a penalty of -2k0 to your roll.
On failure, you must roll on the 'Failures' table below once, plus once per Raise called (including those called for no effect!).
Headwind Navigation failures: Roll 1d4
1) Computer failure: increase the difficulty of all future Navigation rolls by 4
2) Motor overheat: reduce all Speed Point gains from future stages by 3. This cannot make a Speed Point gain negative, although it can reduce a Speed Point gain to 0. Each additional time you get this result during the race, the Speed Point reduction due to this failure is increased by 2 (to 5 the second time, 7 the third time, and so on).
3) Electrical failure: increase the difficulty of all future Navigation and Steering rolls by 4
4) Wait... where?: reduce your total Speed Points by 4k2, and you must roll the Navigation section of 'Pushing to the islet' again. If you go into negatives due to this roll, you lose your way completely and must be rescued by the Safety Crew. This removes your team from the race. If you get this result twice or more due to the same failed roll, count all such results after the first as 'Motor Overheat' instead.
2 B) Steering
After the Navigation roll, you must make one Steering roll at TN 22 to steer the boat towards the islet as fast as possible, either braving the waves head on, or tacking to reduce their impact!
The Steering roll for this stage can be made with the following skills/traits:On success, you gain 1k1 Speed Points, plus half the difference between your roll and the TN of the roll.
- Sailing (Boat type chosen)/Agility or Perception - Base TN (22).
- Sailing (Boat type chosen)/Stamina - Must call 1 Raise for no effect if choosing this option.
- Skill substitution: Piloting, Lore: Nature or Driving may be used instead of Sailing. If you use one of these skills, you must call 1 Raise for no effect or suffer a penalty of -3k0 to your roll. The penalty is harsher here due to the difficult conditions!
If you succeed with Raises, compare your roll to the 'original' TN to calculate your Speed points (not the TN after Raises), and add +1k1 Speed Points per successful Raise. Raises for no effect (for using different skills/traits) also do not affect the TN to compare your roll against for generating Speed Points, but the increased TN must be met for the roll to count as a success.
On failure, you gain no Speed Points, and lose 1k1 Speed Points per Raise called.
Stage 3: The Final Sprint!
The last part of the race is a straight path from the Islet back to Nishi beach, this time with a tailwind and *helped* by the currents, making for a return at breakneck speeds (for boats, at least!). That doesn't mean the waves can't play tricks here as well, and experienced skippers will know to look at the sea for the best way to make use of the wind and the currents.
3 A) Navigation
For Stage 3, you must also first make one Navigation roll at TN 15, to find the best path to follow.
The navigation roll for this stage can be done with the following combinations:Each Raise called on this roll grants a +2k0 to the Steering roll for this stage.
- Sailing (Navigation) or Spellcraft (Navigation)/Intelligence or Perception - Base TN (15).
- Sailing (Navigation) or Spellcraft (Navigation)/Void - Must call 1 Raise for no effect.
- Skill substitution: Piloting, Investigation, Lore: Nature or another appropriate lore may be used instead of the skills above. If you use one of these skills, you must call 1 Raise for no effect or suffer a penalty of -2k0 to your roll.
On failure, you must roll on the 'Failures' table below once, plus once per Raise called (including those called for no effect!).
Tailwind Navigation failures: Roll 1d3
1) Serious motor overheat: increase the difficulty of the last Steering roll by 3, and reduce any Speed Points gained in the last stage by 2k1. This cannot send you into negatives, and it stacks with any other Speed Point reductions you may have due to previous Motor Overheat failures.
2) Serious electrical failure: increase the difficulty of the last Steering roll by 6.
3) Control? What?: roll 3k1, plus +3k1 for each additional time you get this result during this phase (using the 10-dice rule as usual). Gain that number of Speed Points, but increase the difficulty of the last Steering roll by the same number. If you fail your last Steering Roll, you do something *very* wrong - roll around, run aground, maybe even capsize. This doesn't result in damage to anyone involved, as the boat and everyone inside are quickly rescued by the organisation, but it does disqualify the team from the race and leads to a -0.1 glory hit.
3 B) Steering
After the Navigation roll, make one Steering roll at TN 17 to steer the boat back towards the coast as fast as possible while making sure you don't lose control as you cut through the waves!
The Steering roll for this stage can be made with the following skills/traits:On success, you gain Speed Points equal to the result of your roll. If you succeed with Raises, add 2k1 Speed Points per successful Raise.
- Sailing (Boat type chosen)/Agility or Reflexes - Base TN (17).
- Sailing (Boat type chosen)/Void or Strength - Must call 1 Raise for no effect.
- Skill substitution: Athletics, Piloting, Lore: Nature or Driving may be used instead of Sailing; if you use one of these skills, you must call 2 Raises for no effect or suffer a penalty of -3k0 to your roll. The penalty is harsher here, as the environment can easily become a burden instead of a boon if you don't know what you're doing!
On failure, gain Speed Points equal to half your roll, then lose 1k1 Speed Points per Raise called. This can lead you into negatives.
Advantages and Disadvantages
The following advantages and disadvantages are activated during the race:
Advantages:
Absolute Direction, Way of the Land (Tango Province or other applicable options): grant +2k0 to all Navigation rolls here. These bonuses stack.
Precise Memory: grants +1k1 to *one* Navigation roll here.
Daredevil: applies to the Steering roll for Stage 3 (even if not using Athletics for the roll).
Elemental Blessing and Friend of the Elements (Water): grant a +1k1 that can be used once at any point during the event.
Ocular Fleshcraft: applies to rolls made using Perception (which still must call Raises for no effect if needed, as described above)
Disadvantages:
Blind gives a -2k2 penalty to all rolls *except* those made using Void.
Compulsion: Speed (or any similar) and Overconfident: trigger at the start of the race. If you fail the relevant roll, you must call at least a total of 5 Raises on all Steering rolls during the event. These Raises may be distributed as you wish among the 4 Steering rolls for the event.
Wrath of the Kami (Water): gives a +3 TN to all rolls during the event.
At the end of the event, placement will be decided by the number of Speed Points accrued by each team during the course of the event. Ties will be decided by the number of active Failures (i.e., those not repaired with "Fix-me-up!"), then by the total number of Failures accumulated during the event.
The winners of the first Skipper's Dream! gain +0.3 glory, as well as a 12-pack of KINSENKA
The runners-up gain +0.2 glory, as well as 2 bottles of KINSENKA
Those coming in third will gain +0.1 glory, and will each gain a package of Spicy Tango Tuna-flavoured chips, sponsored by UOMOTO CO.
All those who complete the race (regardless of placing) receive their choice of one small plushie of the Wherever's Float, String, or Double, in real-life colours.
All who participate in the race (regardless of whether they complete it) receive one can of Pure GOLD Lager to quell their thirst (don't drink and steer!)
