Friday, September 4, 2015

Chariots of Rubbish Part 9: Making Maps

ON MAKING MAPS

First, get some idea of the geography you're going to be racing through*. Make each different type of environment a Zone. Draw these Zones out on a piece of paper. Number and name them, starting from zero.

Place a dot on the start of the course, at the end, and at every Zone transition. Place anywhere from 1 to 5 more dots inside each Zone**. Connect these dots with lines: each one is a Sector. Starting from zero, number the Sectors on the left side of the line. On the right side, write down what type of terrain this is.

In this same manner, go back and add a side track or two. Try to differentiate them: perhaps one path is shorter but goes through difficult terrain, or maybe the longer path stops by an interesting location. Remember, the more paths there are through the course, the less the racers will see each of each other. Hence, less glorious violence.

*Consider the shape of the track. A short straight track might be good if you're short on time. A short looped track will have players dealing with the consequences of their actions in the second and third laps. A long straight track can offer a lot of variety, but slower players may have trouble catching up. One solution is to put some single use traps towards the middle and end of the course. In a very Mario Cart way, screwing up the leaders can help even the playing field.

**I'm personally a fan of having the first and final Zones having only one Sector. I call them the 'Start Zone' and 'End Zone' respectively. As an aside: don't be afraid of starting the race in medias res! As the racers enter the last third of the track the competition is so far behind we can't even see them!


ON MAKING MAPS HORRIBLE

Here's some ideas on how to make the race a little more interesting. For extra points, have things that happen in one Sector trigger or effect something in another Sector.

Two caveats. First, remember to write down the exact Zone, Sector, and Position of this stuff. Second, it's fine to keep these hidden from the players, but do at least allude to them. It doesn't feel very fun to get sandbagged by random shit you could have never seen coming.



Terrains
Name
Rules
1
Forest
The trees are hard to avoid. -1 AC while driving here, and roll CO or GET REKT, D: -2
2
Magma
Game over if you fall in it dude. Place under fragile bridges and next to
3
Steam Vents
Number them, then roll randomly to see which one blows. D: 3
4
Fragile Bridge
It only has 5 HP. If blown up, fall down, GET REKT, D: 3, and get shunted onto a slower path.
5
Boulders
Vehicles with legs or vehicles that hover are fine. Everyone else GETS REKT, D: 2 if they fail a ST roll.
6
Collapsing Bridge
Crumbles and crashes after the turn after someone passes it.
Locals
Name
Rules
7
Marines
REPAIR 3, SHOOT 5, MELEE 4, HANG ON 3, SURVIVE 3. Jump you in teams of 6, try to get your car.
8
Sand Raiders
Hidden up on the cliffs, they take pot shots at anyone who drives by. SHOOT 4/6.
9
Monkeys
Drop from above. HANG ON 5, SURVIVE 1, and if there's any left next round they fire your gun.
10
The Cops
They'll set up road blocks. Cops SHOOT 3/6, other stats 2. They drive CR 2, CO 2, AC 3, RA 2, ST 0 police cars.
11
Wraiths
Fly, MELEE 3, SURVIVE 5, can possess people. They only wake up if you drive through their moldering tombs..
12
Bombers
CR 0, CO 1, AC 3, RA 1, ST 0. Fly high above and drop R: 0 S, A: 3, D: 5 bombs.
Traps
Name
Rules
13
Rockslide
Driving on the higher up path has a 50/50 chance of triggering a D: 6 rock slide below.
14
Net
Falls on top of you. Skip your Action Phase as you wrestle the damn thing off.
15
Swinging Tree Trunk
A: 8, D: 4, smacks you to the side, possibly shunting you to a different section of the track.
16
Swinging Blades
If you move only 3 positions each round, you can avoid them. Other wise 50/50 to GET REKT, D: 5.
17
Trip Wire, Spike Pit
Flip over once, car upside down, skip Movement Phases until you flip it. Everyone needs to SURVIVE.
18
Backwards Travolator
Takes up 7 Positions. Ending your Movement Phase on any of them takes you back to the start.
 Beasts
Name
Rules
19
Glass Worms
Like a see-through molten tunnel drill. Leaves molten glass that hardens into smooth terrain next turn. Loves eating gasoline.
20
Four Golden Lions
CO 1, AC 2, RA 3, HP 100. The shortest route is sacred to them, and they'll try to chase you away.
21
Mammoths
CO -4, AC -2, RA 5, HP 10. Herds sleep on the road, blocking the entire sector. Will stampede if shot, 50/50 forwards or backwards.
22
Engine Vines
Latch onto your car and grow larger by drinking it's fluids. +5 HP every turn, -1 AC as it grows bigger. Likes fresh cars, so it prefers to switch to adjacent vehicles.
23
Mega Raptors
Like the feathery sports version of a T Rex. CO 3, AC 3, HP 5. Packs of three looking for meat. R: 3, A: 7, D: 1 claws, MELEE 5/6 for eating dudes, no SURVIVE roll.
24
Giant Flying Eyeball
CO 5, AC 8, HP 10. It floats around, watching the race. Killing it summons Cthulhu.
Hazards
Name
Rules
25
Falling Boulders
They fall (D: 6), bounce 1d6 Positions forward, and then stop (D: 4). Either way, roll CO or crash into one.
26
Bomb
Crash into one and the whole Sector GETS REKT, D: 10.
27
Wriggling Brown Tail
Crashing into it awakens the giant hag fish. CO 0, AC 3, RA 5, HP 40. Will thrash if shot: whole Sector GETS REKT, D: 6.
28
One Way Teleporter
Teleports you to another part of the course.
29
Launch Pad
Supercharges your car: +5 AC for three turns. Also sets you on fire for seven turns.
30
Glass Pillar
Crash into one and every sector in the Glass Road Zone breaks, changing from Smooth to Rough terrain.

Chariots of Rubbish Part 8: Rules Of Play

ON POSITIONS, ZONES, AND SECTORS

Races courses are pretty big. Here's the how big!

A Zone is the part of the map you are in. It might have anywhere from 1 to 6 Sectors.
A Sector has 10 Positions, from 0 to 9.
A Position is just a number.

So your car could be in Zone 3, Sector 2, Position 9. Go forward 1 Position and you're in Zone 3, Sector 3, Position 0.


ON THE WHAT HAPPENS IN A ROUND

From first to last, every car goes through the ACTION PHASE and the MOVEMENT PHASE. If two cars share a Position, they take their actions concurrently.*

Action Phase: Decide on which actions you take. You get one Driver action, and up to CR Crew actions. Execute these actions in any order you please.

Movement Phase: Roll 1d10 + AC. You can add this number or less to your Position**. If your Positions is now over 10, then move to the next Sector and subtract 10 from your position.

At this point, here we go again!

*As long they didn't roll the dice on it,  they can even change their action based on what the other guy just said! And the other guy can change it to! This shit can literally go back and forth.

**Why add less? Maybe you wanna nuzzle up to another car to unload on their ass! And avoiding hazards is a lot easier when you're moving slow.


ON THE ACTIONS YOU CAN TAKE

The following is not to be taken as a conclusive list, but rather as shit players keep asking me about, so I figure I'd develop rules for it.

Driver Actions (Pick 1)
  • Floor It: Get Advantage on your AC check in the Movement Phase.
  • Evade: Get Advantage on all opposed CO checks this round.
  • Bootlegger Turn or Rockford Turn: Roll CO. Make it and you car reverses direction while going full speed. Fail and you spin out, skipping your Movement Phase.
  • Block: At the end of her round, your target has to beat you in an opposed CO check, or her maximum Position is 1 behind you.
  • Ramming: Roll opposed CO checks. Win and he GETS REKT, D: RAd4, you GET REKT, D: Target's RA.
  • Grapple: Roll opposed CO checks. Beat her and your cars are stuck together. REPAIR can pry you apart. In the Movement Phase, add your AC rolls and divide by two to determine your mutual Position.
  • Use Weapon: For a target in range, roll a d10 plus accuracy vs their CO check. If you beat them they GET REKT, D: your weapon's damage.
  • Whatever you make up!

Crew Actions (Pick CR)
  • Use Weapon: As above!
  • Repair: Roll REPAIR. You do need to be on the vehicle you're repairing.
  • Shoot: You need to be in a Position adjacent to you target. Roll SHOOT. If you succeed, your target must roll SURVIVE.
  • Melee: You need to be on the same car as you target. Roll MELEE. If you succeed, your target must roll SURVIVE.
  • Some other shit you make up!

Free Actions (Doing these doesn't take up your action)
  • Trick: Play a dastardly trick!
  • Boarding: Get over on the other guys car! You need to be grappled to it.
  • Jump: Boarding for the ungrappled. Destination needs to be adjacent to you. Roll 1d10 on the jump table!

*Jump Table

10 - 6
You made it!
5
You made it, then tripped on your ass! You can't take any actions this round.
4
You're hanging on by your fingers! HANG ON or fall off.
3
You fall off, but manage to latch onto the next vehicle. HANG ON as above.
2
You fall off. Stuck in the Position until picked up (or run over).
1
You fall RIGHT INTO THE WHEELS OH GOD. Roll SURVIVE.


ON RUNNING THE RACE

Before the race, the GM shows everyone the map, describing the zones and general hazards found in them. The players then take turns telling the GM their course tricks, and the GM adds these to her secret list of hazards.

Everyone starts at Zone 0, Sector 0, Position 0. Get your best announcer voice on and introduce all the vehicles and drivers. The race begins with fanfare, cheering, and the Movement Phase.

The race is won by the first team member to cross the finish line, by any means possible. This means:

You can steal someone else's car and win in it.
By keeping your old car, you can then finish in both first AND third place.
Two teams can win by sharing the same car.
If a car crosses the finish line with a melee happening on it, everyone on it ties.

You're only out of the race if your entire Crew dies.

Chariots of Rubbish Part 7: Mooks

ON MOOKS

During the course of a turn, your mooks (and crew) can perform up to your CR number of actions. This is regardless of how many mooks you have left: the less mooks you have, the more competent they become. Thus Mooks only roll once for every REPAIR, SHOOT, or MELEE action, regardless of how many mooks you commit. However,  HANG ON and SURVIVE are rolled individually.


ON FIELD PROMOTIONS

If your car ever ends up with ONLY mooks, promote one to a full fledged Racer and give 'em a name!


#
Name
Repair
Shoot
Melee
Hang On
Survive
Ability
1
War Boys
3
2
2
4
2
WITNESS ME! If an adjacent car kills a War Boy, he kamikazes them with a D: 4 grenade spear.
2
Roman Legionnaires
1
2
3
2
3

3
Fremen
2
2
4
3
2
Can board and ride giant animals like vehicles.
4
Jaguar Warriors
1
2
3
3
2

5
Ninjas
2
2
2
2
2
Ninjas start hidden. At any point you can declare where a ninja is: he snuck there before the race.
6
Storm Troopers
3
1
2
2
4

#
Name
Repair
Shoot
Melee
Hang On
Survive
Ability
7
Doctors
3
2
3
2
2
They can REPAIR people.
8
Mechanics
4
2
2
2
2

9
Police Officers
2
3
2
2
3
This is police business! The feds won't touch you.
10
Marching Band
2
2
2
2
2
Catchy! Enemy mooks have a 3/6 chance to just dance along instead of taking actions.
11
Circus Performers
2
2
2
5
2
They auto succeed any Jump checks.
12
Drugged Up Ravers
2
2
2
2
2
They got the good stuff, and they're sharing: your driver gets TWO driver actions each round.
#
Name
Repair
Shoot
Melee
Hang On
Survive
Ability
13
Guys In Clown Masks
2
3
2
2
3

14
Cultists
2
2
2
2
2
If your cultists spend two uninterrupted rounds chanting, you can summon a terrible thing.
15
Creepy Ass Marionettes
2
-
3
3
2
Targets who SURVIVE are still entangled in the strings, wasting their next turn.
16
Ghosts
-
-
-
-
-
Can permanently posses enemy mooks. Useless and incorporeal until then.
17
Skeletons
2
2
2
2
2
If they kill a guy, his skeleton pops out. It's on your side.
18
Demons
2
2
5
2
5
Magical: repelled by anti-magic stuff.
#
Name
Repair
Shoot
Melee
Hang On
Survive
Ability
19
Stuffed Animals
2
-
-
2
2
AWWHH: Mooks cuddle, wasting their actions. Racers can throw them overboard for an action.
20
Elves
2
4
2
3
2

21
Goblins
4
2
1
3
2

22
Orcs
1
1
4
2
4

23
Winged Monkeys
1
2
3
3
3
Fly. MELEE means picking up the other guy and throwing him off: no rolling HANG ON or SURVIVE.
24
Barnacle Men
2
2
2
Auto
5
Can't Jump.
#
Name
Repair
Shoot
Melee
Hang On
Survive
Ability
25
Mobile Land Mines
2
2
2
4
2
Creepy doll robots from Ghost in the Shell. While boarding, they can blow up, D: 3.
26
Clones Of You
Yours
Yours
Yours
Yours
Yours
Will kill you (and each other) about once per round.  You take over playing one of them.
27
Astromech Droids
5
-
-
4
2
Can be repaired if killed.
28
Red Shirts
3
3
2
2
1

29
Chappie Robo Gangsters
2
4
2
2
4
Can be repaired if killed.
30
_____ Alien Locals
2
2
2
2
2
They'll tell you about one upcoming hazard before the race, and give good advice.*

*Roll for an Adjective


#
Adjective
Effect
1
Terrified
+2 Hang On
2
Oily
+2 Repair
3
Xenophobic
+2 Shoot
4
Vicious
+2 Melee
5
Tenacious
+2 Survive
6
Stoned
One free very stupid trick.