Contracts: Allowed
On Sunday morning, the harvest is delayed for worship, with many of the farmers and their families filing into the village’s two main churches for worship. For the irreligious of Maize, they have their own gathering on Sunday mornings: an amateur race track about a mile out of town. The younger generation bring the cars they’ve been working on in their spare time and compete for each other’s recognition.
Step 1: Borrow a Vehicle
Unless you have your own car suitable for the race, you’ll need to borrow one. The various owners can be a bit precious about letting anyone else drive their cars, roll Manipulation + (Intimidation or Persuasion) to convince them to let you race.
- Success: You’ve secured a vehicle, move on to the next step of the Event.
- Exceptional Success: You’ve secured a pretty good car, continue with the Event, and gain +1 die to your first roll in Step 3.
- Failure: You managed to convince someone to loan you a clunker. Continue the Event, but take -1 die to your pool in Step 3.
- Dramatic Failure: You weren’t able to convince anyone, and cannot complete the Event.
Using Intimidation will impose -1 die to Social rolls involving the residents of Maize for the remainder of the Session, unless you achieved an Exceptional Success on your roll.
You may choose to pay someone for their car instead. Reduce your dots in Resources by 1 for the remainder of the session to skip Step 1 as if you had rolled a Success.
Step 2: Last Minute Adjustments
This step is optional. Roll Intelligence + Crafts to pop the hood and tinker with the engine a little. Exceptional Success grants +1 die to your first roll in Step 3, while a Dramatic Failure imposes -1 die to your pool in Step 3. A proper mechanic’s tool kit is needed for this roll, imposing a -2 penalty if you have no tools, or -1 if you have a Multitool.
Step 3: Race!
This step utilises the Chase rules.
Pool: Dexterity + Drive
Target: 10 Successes (cannot be modified)
Exceptional Success: Subtracts a Success from highest-rolling NPC.
Failure: Subtracts a Success from your total.
Dramatic Failure: Subtract a Success from your total, and gain the Competitive Condition (-2 to all rolls, spend Willpower to ignore the penalty for one roll, resolved by completing the race).
The race is won by the driver who made the fewest rolls to complete the Chase. Tie-breakers will be decided by the number of Successes accrued.
Third Place: Gain the respect of the other drivers, a round of high-fives, and a few free beers next time you’re at the Scratch Bar.
Second Place: As third place, but also gain +1 die to Social rolls involving the residents of Maize for the next Session.
First Place: As second place, but also gain a temporary dot in Resources, this dot will vanish at the end of the game.