[D10 - LATE AFTERNOON, NISHI BEACH] PLAYER SIDE EVENT: SKIPPER'S DREAM!

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Utaku Itsuka
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[D10 - LATE AFTERNOON, NISHI BEACH] PLAYER SIDE EVENT: SKIPPER'S DREAM!

Post by Utaku Itsuka »

Skipper's Dream!
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 🏡️ and UOMOTO CO. 🐟.

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 🏡️products, Crab-a-Cola and other cold drinks, which see a steady stream of customers queueing for some refreshment.

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.

Image

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:
Stage 0: Choose your boat!
  • 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.
Optional Action: Fix-me-up!
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:
  • 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)
1 B) Steering
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:
  • 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!
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).
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:
  • 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.
Each Raise called on this roll grants a +2k0 to the Steering roll for this Stage.
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:
  • 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!
On success, you gain 1k1 Speed Points, plus half the difference between your roll and the TN of the roll.
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:
  • 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.
Each Raise called on this roll grants a +2k0 to the Steering roll for this stage.
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:
  • 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 success, you gain Speed Points equal to the result of your roll. If you succeed with Raises, add 2k1 Speed Points per successful Raise.

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.
RESULTS
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 🏡️ Zero, a free meal for the whole team and 3 guests of their inviting at "Nishi's Best Kiosk!", sponsored by UOMOTO CO. 🐟, and a free trip with a vehicle of your choosing at the Wherever, to anywhere in Shiawase Island!

The runners-up gain +0.2 glory, as well as 2 bottles of KINSENKA 🏡️ Zero each, a serving of spicy diamond shrimp for 2 at "Nishi's Best Kiosk!" (must be ordered at most half an hour after the race!), sponsored by UOMOTO CO. 🐟, and a free trip with the String at the Wherever, to anywhere in Shiawase Island!

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!)
Last edited by Utaku Itsuka on Thu Dec 04, 2025 2:34 pm, edited 4 times in total.
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Utaku Itsuka
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Re: [D10 - LATE AFTERNOON, NISHI BEACH] PLAYER SIDE EVENT: SKIPPER'S DREAM!

Post by Utaku Itsuka »

This is a GM-approved and stamped event for D10 - please don't post here until day flip to avoid your actions going into the timeless void!

The event will be closed towards the end of the last night of D10 for tallying Points.

The Wherever, the Flying Battle Carps, KINSENKA 🏡️ BREWERIES, UOMOTO CO. 🐟 and all the other sponsors hope those who participate and come to watch the race have fun!

An RP thread will be posted after dayflip!
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Fiery heart | Empty gaze | Speed Freak | Knows the area
Status 1.0 | Glory 6.0 | Honour: Exceptional
Carries: Sidearm, comm, holorec, lighter, inhalator, lantern, glasses.
Style: Practical, but stylish. Warm colours. Faded smile.
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Yasuki Taraka
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Re: [D10 - LATE AFTERNOON, NISHI BEACH] PLAYER SIDE EVENT: SKIPPER'S DREAM!

Post by Yasuki Taraka »

Taraka knew the odds of her winning this particular wacky race were slim. But an excuse to take a boat out on the water in this heat? Yes please! So swimsuit clad she went to pick her boat out. The jet boats looked like an easy choice, but really built for recreation than racing. The Go Fasts did indeed look like they could go fast, but only if you knew what you were doing. In the end, she ended up taking out one of the catamarans. Sadly, this was not going to be a repeat of the rally.

As she started navigating the shallows, a rogue wave managed to hit the boat's navigation computer. Sparks started spreading as the readout started to seriously glitch out.

Taraka looked at the navigation output. She looked at the buoys. She looked at the navcomputer. She shrugged and took a hard turn into the buoys.

BASH! BASH! BASH!

They hadn't said anything about hitting targets with the boat, but the navcomputer had to be right, right?

The Navcomputer calculated the best route, and off she went....and went and went.....

She'd eventually be picked up by the safety crew, but it had been a nice time out on the ocean to beat the heat.

Skip 1A, I know where I'm going!
Step 1B: 15 Fails, 0 speed points and
Mafunction 1: Increase all navigation rolls by 4
Malfunction 2: Electrical Failure Steering and Navigation difficulty up 4
Steering 2: 26!Actually a fail, because I forgot to roll an extra malfunction for no effect raises
Loss
4th malfunction: Beaching 2 speed points lost
Navigation 29, Fail
Malfunction 4: And we're out of here!
Crab Clan * Jr. Manager Flying Battle Carp

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Moto Shiwahime
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Re: [D10 - LATE AFTERNOON, NISHI BEACH] PLAYER SIDE EVENT: SKIPPER'S DREAM!

Post by Moto Shiwahime »

What was that on the horizon? It was Moto Shiwahime on a Jet Boat

On fire

That was sinking

That was getting attacked by angry seagulls

Finding it in herself to conjure a new entire lexicon of swear words that future generation of sailors will tell the legends of

For the meantime she was rowing towards the sea. Perhaps on the hunt for a dreadful shark to sastisfy her vendetta against all of sharkdom

Lost at sea
----
Skipper's Dream! Compulsion: Speed roll | 3k3 β‡’ 12 (TN: 15)
Skipper's Dream! Jet boat, Beachside Shallows, 2 of the 5 mandatory raises | 4k3 β‡’ 16 (TN: 30)
Skipper's Dream! Jet boat, Beachside Shallows, 3d4 bad stuff | 3d4 β‡’ 7
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)
4) Electrical failure: increase the TN of all future Navigation and Steering rolls by 4
Stage 2: Pushing to the islets! Skipper's Dream! Jet boat, Sailing (Navigation) or Spellcraft (Navigation)/Intelligence or Void - Base TN (21) +8 to TN from bad stuff | 4k3 β‡’ 20 (TN: 29)
Stage 2: Pushing to the islets! Skipper's Dream! Jet boat, bad stuff | 1d4 β‡’ 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.
Stage 2: Pushing to the islets! Skipper's Dream! Jet boat, bad stuff, speed loss | 4k2 β‡’ 21-21 speed
Unicorn Clan | Rough | 'dat gun (singular, fuckin' shark) | doshin
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Tamori Kanna
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Re: [D10 - LATE AFTERNOON, NISHI BEACH] PLAYER SIDE EVENT: SKIPPER'S DREAM!

Post by Tamori Kanna »

"Let's go faster than fast, Shinjo-san!" Kanna saluted from her navigator spot, full of excitement. This was bound to go faster than her own attempt at a race the other day!

"Arr, there be reefs and rocks up ahead, cap'n!" Might as well play into the part of being in a boat-race, because that's how boaters talked, right?

"Hard to err... STARBOARD!" She called out, having placed a hand briefly in the water to feel the flow of the water kami.

-

They were gaining a lot of speed, to the point where she even dropped character. "Eeee! Faster!!! That way, that way!" Excitedly she pointed in the direction that the water kami told her it would help them go even faster.

-

"And then over there! Outside the shallows there! That's the shortest way to finish line without obstacles!"

----

D10 SKIPPER'S DREAM. Stage 1 Navigation. Spellcraft/Perception. | 4k3 β‡’ 17 (TN: 17)

D10 SKIPPER'S DREAM. Stage 2 Navigation. Spellcraft/Void. +1k1 Void. | 5k4 β‡’ 30 (TN: 21)

D10 SKIPPER'S DREAM. Stage 3. Navigation. Spellcraft/Perception. +1k1 Void. | 5k4 β‡’ 45 (TN: 15)

Kanna succeeds at all three Navigation rolls!
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Shinjo Suh-Hyun
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Re: [D10 - LATE AFTERNOON, NISHI BEACH] PLAYER SIDE EVENT: SKIPPER'S DREAM!

Post by Shinjo Suh-Hyun »

Clad in her bathing suit, shirt, ball cap, and yes aviators, Suh-Hyun grins. "Steady as she goes boatswain!" She pulled down on the throttle. Driving a boat was like flying a really lame plane right? How hard could it be. Especially with this stable boat giving an easier to control surface.

Following the Dragon's instructions, the boat slipped down the beach with ease. Maybe they could have gone faster, but the Unicorn was feeling out this whole sailing thing.

~~~~~~

"Rough seas ahead!" Suh-Hyun was struggling a little harder here. Which only incentivized her to push the throttle harder. Faster you go the faster you get through the rough patch!

~~~~~~

They were closing in on the finish line now. With her path directed by the skillful navigator, Suh-Hyun cried out, "FULL SPEED AHEAD AND DAMN THE TORPEDOES!" Which she was pretty sure some Admiral said that once. Probably while wearing badass sunglasses.

And with one final zoom, the boat crossed the finish line. Lowering her sunglasses, Suh-Hyun grinned, "Hah, just like flying!"

--------
Choosing Catamaran

Stage 1:
D10 Steering Roll 1 Stage 1. Using Piloting/AGI. -2k0 for not sailing. +1k0 for Prodigy. +2k0 from successful navigation (THANKS KANNA). 1CR for effect | 10k4 β‡’ 28 (TN: 25) +3 Steering (Forgot to Add Catamaran Bonus)

D10 Steering Roll 2 Stage 1. Using Piloting/AGI. -2k0 for not sailing. +1k0 for Prodigy. 1CR for effect | 8k4 β‡’ 35 (TN: 25) +3 Steering (Forgot to Add Catamaran Bonus)

Stage 1: 32 Speed Points after -3 from Navigation

Stage 2:
D10 Steering Roll Stage 2. Using Piloting/AGI. -3k0 for not sailing. +1k0 for Prodigy. VP Spent for +1k1+4. +3 From Catamaran. 2 CRs | 8k5+7 β‡’ 38 (TN: 32)

3k3 Speed Points from passing with 2 CRs | 3k3 β‡’ 20

Stage 2: 28 Speed Points

Stage 3:
D10 Steering Roll Stage 3. Using Piloting/AGI. -3k0 for not sailing. +1k0 for Prodigy. VP Spent for +3k1+4 (YAY DAREDEVIL WORKING HERE). +3 From Catamaran. 3 CRs | 10k5+7 β‡’ 49 (TN: 32)

6k3 Speed Points Added from three CRs | 6k3 β‡’ 30

Stage 3: 62 Speed Points

Total: 122 Speed Points

(Accidentally copied and used the Stage 2 roll twice for calculations. Put in the proper roll and rechecked the math)
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Re: [D10 - LATE AFTERNOON, NISHI BEACH] PLAYER SIDE EVENT: SKIPPER'S DREAM!

Post by Kakita Haruhi »

Haruhi was excited to try more racing! She would have felt a little more confident with a partner. But trying it on her own was surely a good way to learn!

Clearly, a totally inexperienced sailor should pick the jet boat. So she did. She named it Water Blue. And said many encouraging words to the boat as important preparation.

And the race began!

She nervously checked the navigation before her steering in the beachside shallows.
She could follow the navigational direction. (Success, -3 speed points; https://sakkaku.org/r/21489 21 v 17)
And that helped with steering initially. (Success on 1st steering; https://sakkaku.org/r/21490 21 v 20 = +1 speed point)
And she definitely checked the navigational guidance again. (Success, -3 speed points; https://sakkaku.org/r/21491 19 v 17).
But still managed to steer into the beach. (Failure on steering. https://sakkaku.org/r/21492 14 v 20 despite bonus from navigation; failure type 3 https://sakkaku.org/r/21493)
But she could repair! She was a trained engineer! A little prodding and no harm done. (Engineering success mitigates failure, -5 speed points; https://sakkaku.org/r/21494 24 v 15)
Leaving shallows at -10 speed points.

Not so bad. The others were far ahead. But she could at least finish! Yes. Probably.

And maybe there would be some interesting birds out on the islets if she could get there.

Navigating against the head wind was much harder. (https://sakkaku.org/r/21495 19 v 21. Failure. https://sakkaku.org/r/21496; failure type 3 - electrical failure)
An electrical failure! Oh no! But she could fall back on her engineering to fix it before it caused too much trouble. (https://sakkaku.org/r/21497 29 v 15; issue mitigated -5 speed points)
Right, right. Stay calm. Focus on steering. She could still carry on. (https://sakkaku.org/r/21498 17 v 22. Failure!) But not maybe in the right direction. But this wasn't so bad. +0 speed points.
Leaving islets at cumulative -15 speed points

Far behind... Very far behind.

But the boat was still going, and this little crane was not giving up!

She could finish today. Maybe no one would still be watching to observe her lateness?

The final sprint. Yes, that sounded manageable!
Navigating home. This was something birds could do! It was the very basis of homing pigeon-ery. Focus. Focus. Home. Feel the magnetic lines. That's what birds did. Perhaps an engineering could do something similar?

Against all odds, she read the navigation correctly! (https://sakkaku.org/r/21499; 22 v 15)

Sail forward, Water Blue! Sail forward! (https://sakkaku.org/r/21500; 20 v 17) = +20 speed points!

Final result: +5 speed points

She made it!

Crane clan

Artisan & Performer
Honor: What is Expected β€’ Glory: 3.0 β€’ Status: 1.0

She is often followed by a trio of drones crafted to look precisely like three different songbirds native to Golden Mirror.

Notable advantages: Fame, Voice, Prestigious Line (Kakita)
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Kitsune Soratoshi
Posts: 86
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Re: [D10 - LATE AFTERNOON, NISHI BEACH] PLAYER SIDE EVENT: SKIPPER'S DREAM!

Post by Kitsune Soratoshi »

Odd couple that they might appear, Kitsune Soratoshi and Bayushi Senshuken had their game faces on, navigation charts clutched tightly in the Fox's hands and... Well, catamarans don't have keys, so the Scorpion's hands weren't full to start with. While he hurriedly tried to establish a work desk on a catamaran, she plucked a heavy black marker from amid the Kitsune's navigation supplies and quickly scrawled Team Hot Tails on both hulls of the boat.

And off they go!

Bayushi Senshuken steers the catamaran like she’s trying to bend the ocean to her will, red bikini top flashing between sprays of water, black shorts soaked, sneakers pounding for balance as she wrestles the wheel. Determination hardens every line of her face. She pushes the boat far past what a cautious pilot would dare, skimming so close to the rocks a few times that Soratoshi’s frantic navigation becomes a duet of trust and adrenaline. The gamble pays off. They burst ahead in a final surge, slicing through the last stretch with reckless grace.

As they rocket across the finish line, Senshuken throws one fist skyward, grin feral and victorious, shouting over the engine roar: β€œHOT TAILS!”

In the background, Soratoshi is laughing like a maniacal speed demon, his super stylish shirt plastered against him by the sea spray and wind and his navigation charts tossed exuberantly into the wind part way through the final sprint.

The Fox continues to giggle gleefully as the Scorpion brings them in toward shore, trying to dance in celebration but having no coordination to do so even on a slowing boat in calmer waters. "We did great Senshuken-san!" he exults, both fists in the air and smiling like a sugared-up child.

------
OOC:
Boats boats boats! But we pick a cat! -amaran

Nav 1.1 succeeds for +2k0 but -3 speed points
Steer 1.1 succeeds w/3CR, so 27 speed points
Nav 1.2 succeeds w/1 CR for +3k0 but -3 speed points
Steer 1.2 succeeds w/2 CR, so 20 speed points
Total through Stage 1: 41 speed points

Nav 2: succeeds , no drama.
Steer 2: succeeds for 11, 6, 14 = 31 speed points
Total through Stage 2: 72

Nav 3: succeeds so no drama.
Steer 3: succeeds for 74 speed points
Total through Stage 3: 145 speed points. ZOOM!!!
Fox Clan * Engineer * Investment consultant * Slightly intense * Acts kinda Crab-y
Honor: What's expected | Status: 1 | Glory: 2
Carries: wakizashi, sidearm, densai and communicator.
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Kitsune Kiyoshi
Posts: 416
Joined: Sun Oct 26, 2025 4:20 pm

Re: [D10 - LATE AFTERNOON, NISHI BEACH] PLAYER SIDE EVENT: SKIPPER'S DREAM!

Post by Kitsune Kiyoshi »

Corrections made with guidance from Utaku Itsuka-sama.

Image

"Alright, Detective. Sit over here. I don't think they'll appreciate it if I let you drive."

With some guidance from the kami, Kiyoshi plotted their course. The Shallows were deceptively treacherous. He managed to throttle off of one sand bar, only to ram fully into another. The small Fox had to get out and push the boat back into the water, a feat that surprised even himself. The engine was was running hot as they made their way to the islets. Kiyoshi managed to navigate the shifting currents and heavy waves as the engine struggled. When, they finally made the turn back to the beach, the Detective leapt into his lap and pushed the throttle forward. The boat surged forward with a burst of speed caryng them to the finish.

"You're right. Next time, you drive."

- - -
Stage 0: Choose your boat!
Jet boat

Stage 1: Beachside Shallows
Navigation 1 | 4k3 β‡’ 20 (TN: 17)-3 Speed, +2k0 Steering
Steering 1 | 5k3 β‡’ 18 (TN: 25)
Missed Die 4 Replaces 3
19 Still Fails
Failure 1 | 1d4 β‡’ 3 Beached! | 1k1 β‡’ 5-5 Speed
Failure 2 | 1d4 β‡’ 3 Beached! | 1k1 β‡’ 17
Fix It! 3k3 β‡’ 24 (TN: 15)
Failure Negated for -5 Seed

Navigation 2 | 4k3 β‡’ 23 (TN: 17)-3 Speed, +2k0 Steering
Steering 2 | 5k3 β‡’ 20 (TN: 25) Missed Die 6 replaces 6 20 Still Fails
Failure 1 | 1d4 β‡’ 3 Beached! | 1k1 β‡’ 3 -3 Speed
Failure 2 | 1d4 β‡’ 2 Reduce Future Speed Gains by 3

Results after Stage 1:
Speed: -19
4 Failures total
Motor Overheat: future Speed gains reduced by 3


Stage 2: Pushing to the islets!
Navigation | 4k3 β‡’ 31 (TN: 26)
Steerring | 4k3 β‡’ 30 (TN: 22) +4 Speed
Speed Points | 1k1 β‡’ 9 +9 Speed - 3 (0verheated)

Results after Stage 2:
Speed: 10-19= -9
4 Failures total
Motor Overheat: future Speed gains reduced by 3


Stage 3: The Final Sprint!
Navigation | 4k3 β‡’ 16 (TN: 15)
Steering 3k3 β‡’ 20 (TN: 17) Missing Die | 1k1 β‡’ 16 replaces 6+30 Speed - 3 (0verheated)

Results after Stage 3:
Speed: 27-9=18
4 Failures total
Last edited by Kitsune Kiyoshi on Fri Dec 05, 2025 12:29 pm, edited 1 time in total.
Fox Clan Idol and Shugenja πŸ’Actor πŸ’Singer πŸ’Famous πŸ’Wealthy πŸ’Small πŸ’Animal Lover πŸ’Meddler πŸ’ Drake Trainer
Honor: What is Expected - Glory: 9 - Status: 1


Carries: Communicator, Densai, Holorecorder - Accompanied By: The Dectective
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Utaku Itsuka
Posts: 343
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Re: [D10 - LATE AFTERNOON, NISHI BEACH] PLAYER SIDE EVENT: SKIPPER'S DREAM!

Post by Utaku Itsuka »

(OOC Note: Keeping this open until the D10 fight is done or close to done so people (especially those in the fight) have a chance to participate if they wish. But please get any last-minute efforts going ASAP!)
Unicorn Clan | Bushi | Owner of the "Wherever"
Fiery heart | Empty gaze | Speed Freak | Knows the area
Status 1.0 | Glory 6.0 | Honour: Exceptional
Carries: Sidearm, comm, holorec, lighter, inhalator, lantern, glasses.
Style: Practical, but stylish. Warm colours. Faded smile.
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Yoritomo Ochiba
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Re: [D10 - LATE AFTERNOON, NISHI BEACH] PLAYER SIDE EVENT: SKIPPER'S DREAM!

Post by Yoritomo Ochiba »

Ochiba gazed longinly at the jet boat option...the raw speed, the power, it even had a watermark. But, despite sweating the Mantis eventually settled for the catamarin explaining "2 hulls are better than one" to a nonplussed heimin.

((Selecting Catamaran))

Step 1A, Navigation!
Day 10 LA Player Event, Nishi Beach, Step 1A navigation, TN 17 sailing/perception | 5k3 β‡’ 20 (TN: 17)

"Huh...so do....not sailing directly onto the reef. Oh fortunes this race is so boring"
Ochiba rolls her eyes and plots a course that won't immediately destroy her boat.
Day 10 LA Player Event, Nishi Beach, Step 1B Steering roll with navigation bonus, sailing/reflexes, TN 25 for the no effect raise | 7k3 β‡’ 42 (TN: 25)

Day 10 Nishi beach player event, navigation roll 2, Sailing/perception TN 17 | 5k3 β‡’ 18 (TN: 17)

Day 10 Nishi beach player event, stage 1B sailing roll 2, Sailing/reflexes, TN 25 with raise for no effect, catamaran + navigation success | 7k3+3 β‡’ 24 (TN: 25)

Day 10 Nishi beach player event, stage 1 beashside shallows failures 1d4 | 1d4 β‡’ 1
Day 10 player event nishi beach Beachside Shallows failures roll 2 : Roll 1d4 | 1d4 β‡’ 3

Day 10 player event nishi beach Beachside Shallows failures sidebank -1k1 speed | 1k1 β‡’ 1

The nimble catamarn slams into a sand bank even as it responds readily to the Mantis, flying over the waves at speed.
((+ 13 speed, forgot the whole point of the catamaran))

Day 10 LA Player Event, Nishi Beach, Step 2A, Navigation, sailing/void, TN 21 | 5k3 β‡’ 34 (TN: 21)

Next was a narrow inlet, Ochiba peers down at her map before hearing a faint voice in the back of her mind.
"Fuck it, we ball"
She nods with a grin, her ancestors were rise. Balling they would go!

Day 10 LA Player Event, Nishi Beach, Step 2B, Sailing with navigation bonus and Cat bonus, sailing/perception, TN 22 | 7k3+3 β‡’ 50 (TN: 21)

((And balling they went, 14+ Day 10 LA Player Event, Nishi Beach, Step 2 +1k1 speed points for successful steering | 1k1 β‡’ 1 = 15 speed points))


Day 10 LA Player Event, Nishi Beach, Step 3A navigation, sailing/perception, call a raise for TN 20 | 5k3 β‡’ 15 (TN: 20)
But then, disaster!

Day 10 LA Player Event, Nishi Beach, Step 3Anavigation, sailing/perception, tailwind navigation failure 1 | 1d3 β‡’ 2
Day 10 LA Player Event, Nishi Beach, Step 3Anavigation, sailing/perception, tailwind navigation failure 2 | 1d3 β‡’ 2

All the electronics in her ship die...twice!

"Fuuuuuuuuck"
Day 10 Nishi beach player event, steering roll 3B. Sailing/reflexes, TN 29 with the navigation failures. | 5k3 β‡’ 19 (TN: 29)

(( gain 9 speed points then lose 4 for 5 total Day 10 Nishi beach player event, steering roll 3B losing speed points from failed sailing | 1k1 β‡’ 4))

Still....it just meant that there was lots of time lost as the Mantis has to do everything manually herself, with the catamaran drifting over the finish line))

((Total speed points 33 ))
Mantis| Bushi | Mildly Infamous | Rich | Tattooed | Here to Party
Honor: As Expected (not great)| Infamy 1.0/Glory 2.0 | Status: 2.0
Equipment: Daisho, Sidearms, Communicator, Miscellaneous gear
Art Credit: MedievalKite
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Utaku Itsuka
Posts: 343
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Re: [D10 - LATE AFTERNOON, NISHI BEACH] PLAYER SIDE EVENT: SKIPPER'S DREAM!

Post by Utaku Itsuka »

Event closed!

Going to bed soon, so will triple check the maths and post the results tomorrow morning!
Unicorn Clan | Bushi | Owner of the "Wherever"
Fiery heart | Empty gaze | Speed Freak | Knows the area
Status 1.0 | Glory 6.0 | Honour: Exceptional
Carries: Sidearm, comm, holorec, lighter, inhalator, lantern, glasses.
Style: Practical, but stylish. Warm colours. Faded smile.
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Utaku Itsuka
Posts: 343
Joined: Mon Nov 03, 2025 1:53 am

Re: [D10 - LATE AFTERNOON, NISHI BEACH] PLAYER SIDE EVENT: SKIPPER'S DREAM!

Post by Utaku Itsuka »

As the race starts and the competitors cut through the waters, big screens in kioks and at one end of the grandstands show drone holo-recorded highlights recorded from above and sometimes closer to the boats, a ground announcer narrating chosen scenes as they happen.

The greatest highlight are the two catamarans gliding through the waves at high speed at the front, although holo-images of other boats hitting sandbanks, some striving to get through the treacherous currents that lead to the islet, a well-known Mantis doing her best to bring back to shore a catamaran shrouded in smoke and sparks and emitting worrying electric crackles after it got hit by a rogue wave. At one point, the screen shows a catamaran and a jet boat going wide of the islet, maybe homing on a different island that could be seen in the distance, and rescue and towing boats ready to bring them back.

When the last teams come back to shore and it's confirmed that all inscribed competitors are back and safe, Itsuka and other organisers climb to the makeshift podium erected at the beach at one end of the grandstands to announce the winners.

Highlights
The Beachside Shallows see Kitsune Soratoshi/Bayushi Senshuken (24 +17 = 41 Speed Points!) dart forward right at the start, keeping ahead regardless of a fierce chase by Tamori Kanna/Shinjo Suh-Hyun (11+21 = 32 Speed Points). Yoritomo Ochiba (19-4 = 15 Speed Points) starts strong, but hits a sandbank and seems to have some trouble later, as do all other competitors.

The Push to the Islets see team Soratoshi/Senshuken (+31 Speed points, total 72) widen their lead over Kanna/Suh-Hyun (+28 Speed points, total 60), if only slightly. Yoritomo Ochiba (+15 Speed Points, total 30) recovers well, but poses no risk to the lead pack. Team Kiyoshi/Detective also recover, while Kakita Haruhi still seems to be having trouble. Moto Shiwahime and Yasuki Taraka get lost and must be rescued!

The Final Sprint sees Kanna/Suh-Hyun (+79 Speed Points, total 139) putting on a lot of pressure and gradually closing the gap on Soratoshi/Senshuken (+74 Speed Points, total 146), but the leaders make no mistake, and cross the finish line just 7 Speed Points ahead! Yoritomo Ochiba (+9 Speed Points, total 39) has some serious trouble with a rogue wave, faltering for a moment. Team Detective/Kiyoshi (+30 Speed Points, total 21). seems up for some monkey business, and for a moment there it seemed like they might take the third place from the Mantis - but she holds steady regardless of the smoke and sparks coming from the ship, and finishes third! Kakita Haruhi (+20 Speed Points, total 5) similarly speeds up a good deal at the final sprint, but comes back a bit after the second pack.

And so, the winners of the first Skipper's Dream! aaaaaare....

1st Place
Kitsune Soratoshi (Navigator) and Bayushi Senshuken, coming in at a blistering 146 Speed Points, gain:
+0.3 glory, a 12-pack of KINSENKA 🏡️ Zero, a free meal for the team and 3 guests of their inviting at "Nishi's Best Kiosk!", sponsored by UOMOTO CO. 🐟, and a free trip with a vehicle of your choosing at the Wherever, to anywhere in Shiawase Island! Each of them also gain one can each of Pure GOLD Lager to quell their thirst, and their choice of one small plushie of the Wherever's Float, String, or Double, in real-life colours.

2nd Place
Tamori Kanna and Shinjo Suh-Hyun, close behind at 139 Speed Points after a fierce chase, gain
+0.2 glory, as well as 2 bottles of KINSENKA 🏡️ Zero each, a serving of spicy diamond shrimp for 2 at "Nishi's Best Kiosk!" (must be ordered at most half an hour after the race!), sponsored by UOMOTO CO. 🐟, and a free trip with the String at the Wherever, to anywhere in Shiawase Island! Each of them also gain one can each of Pure GOLD Lager to quell their thirst, and their choice of one small plushie of the Wherever's Float, String, or Double, in real-life colours.

3rd Place
Yoritomo Ochiba, coming back with 36 Speed points despite serious electrical issues (4 active Failures, 4 total Failures), gains
+0.1 glory, a package of Spicy Tango Tuna-flavoured chips, sponsored by UOMOTO CO. 🐟, one can of Pure GOLD Lager to quell their thirst, and her choice of one small plushie of the Wherever's Float, String, or Double, in real-life colours.

Kitsuki Kiyoshi and The Detective each gain one can of Pure GOLD Lager to quell their thirst (wait... should we hold on that for the Detective??), and their choice of one small plushie of the Wherever's Float, String, or Double, in real-life colours.

Kakita Haruhi also gains one can of Pure GOLD Lager to quell their thirst (wait... should we hold on that for the Detective??), and their choice of one small plushie of the Wherever's Float, String, or Double, in real-life colours.

After being rescued and brought back to the beach, Yasuki Taraka and Moto Shiwahime also receive one can of Pure GOLD Lager each to quell their thirst.

After the prize-giving ceremony, the stands keep open for a long while, the podium receives a couple local bands, and that is followed by some more time of electronic beats for the public to enjoy the occasion.

Remember!
The best parties end as fun as they start. The best parties start and end with a good sip of KINSENKA 🏡️

And don't forget!
A good drink is always better with a good meal. A good party is always better with UOMOTO CO. 🐟. products!
Unicorn Clan | Bushi | Owner of the "Wherever"
Fiery heart | Empty gaze | Speed Freak | Knows the area
Status 1.0 | Glory 6.0 | Honour: Exceptional
Carries: Sidearm, comm, holorec, lighter, inhalator, lantern, glasses.
Style: Practical, but stylish. Warm colours. Faded smile.
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