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Hyper-Neon Racing: A 3025 Adventure

In the year 3025, Hyper-Neon fuels a dystopian world where youth engage in high-speed races in the industrial city of Peninsula, amidst the threat of mechanized police known as the Ghouls. The racing culture thrives despite the dangers, with crews competing for clout and freedom, while navigating various car classes and stats that influence their performance. The game mechanics involve racing strategies, character development, and the potential for glory or death on the streets of this neon-lit future.

Uploaded by

Tony Parker
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© All Rights Reserved
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0% found this document useful (0 votes)
8 views20 pages

Hyper-Neon Racing: A 3025 Adventure

In the year 3025, Hyper-Neon fuels a dystopian world where youth engage in high-speed races in the industrial city of Peninsula, amidst the threat of mechanized police known as the Ghouls. The racing culture thrives despite the dangers, with crews competing for clout and freedom, while navigating various car classes and stats that influence their performance. The game mechanics involve racing strategies, character development, and the potential for glory or death on the streets of this neon-lit future.

Uploaded by

Tony Parker
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

HYPER

-NEON
Racers

Albert Larose
Hyper-Neon
The year is 3025. Hyper-Neon now fuels the world at breakneck
speeds, dredged from the ground below the once-abundant pine trees
in Maine. Vacationland is no longer the peaceful place it once was
—it’s a grinding industrial pit, bleeding bright blue power into
the world. Out of that wound rose Peninsula: Neo-Caledonia’s pride
and joy, a ceaseless expanse of steel and glass. The earth that
was torn up for fuel was used to rebuild and expand an ancient
city in the south. Now it’s all that’s left habitable.
On the streets, the youth burn rubber and break hearts. Crews
formed of teens and their project cars go head-to-head in bone-
breaking, blood-splattering hyper-speed races around the skyways
and under alleys of Peninsula. Competing for clout, glory, and
freedom.
But freedom is a hard-fought trophy. The Ghouls, faceless
mechanized police, stalk the underground and tear through
hideouts, gutting the crews’ cars so the Neon races can’t spread.
But this only brings lightning to the black markets and passion to
the new crews. Every time one is burnt out, two more seem to pop
up. Because Neon-Racing isn’t just a sport, it’s a fever, a curse,
a dare to die free and drive fast.
Cars and Racers

Cars. Racers.
Each class of car has a dice pool that Every Neon Racer runs on three
determines its effectiveness in a Stats.
race.
Control – Muscle on the wheel. Keep
Drift Cars - High maneuverability, the car where it belongs, force it
lower speeds have a dice pool of where it doesn’t. Power slides, brutal
5d4. maneuvers, shoving rivals off their
line. Off the track: raw strength, lifting,
Sports Cars - Balanced speed and breaking, holding steady.
maneuverability have a pool of 3d6.
Reflex – Eyes wide, nerves wired.
Muscle Cars - High Speeds and low See it coming, dodge it faster. Thread
maneuverability have a pool of 2d8. the needle, swerve the crash, dance
through chaos. Off the track: quick
Each car has a Durability (DUR). hands, fast feet, never caught
This represents how much damage sleeping.
you can take before breaking down.
Durability can be repaired at your Swagger – Guts, grin, and
hideout after a race. recklessness. Laugh at death, bet it
all, rise from the wreck with a smirk.
To create a racer, determine a Off the track: silver tongue, bad
starting car class, roll d6 for attitude, walking trouble with a smile.
durability, and then roll 3d6 for each
of the following Stats.
New
Caledonia
Hyper-Neon Mines

The Fort

The Heights

Back Cove Bayside

East End

The Park The Strip


Rose Town

The District
West End
Old Port

Libbytown
Little Island

Big Island

The Cape
Peninsula
Pop. 4,208,342,123
West End. The Park.
Old money, old mansions, old feuds. Once a peaceful park, now dredged
Many crime families operate from for an open pit Hyper-Neon mine.
here, the ghouls are largely paid off. This area is now a colossal industrial
But the leading race crew doesn’t park. Fumes blot out the sun and
afford this luxury. snuff vision on the ground.

East End. The Heights.


There’s a timeless feud between the Modern development, for
East and West, nobody know how it conforming young people. Often a
started or how it will end. It’s new hot spot for races sponsored by
money vs. old, with the racers wealthy kids.
caught in between.
Rose Town.
The Strip. Real heart of the city for lowlifes.
Skyscrapers and layers of roads Everyone knows each other despite
douse any light that may hit the strip. the size and everyone has a grudge.
But everyone knows the strip thrives The Ghouls only come here when
in the darkness. At night all the things get out of hand.
freaks come out.
Libbytown.
Old Port. A labyrinth of factories. This is where
An industrial port, constantly cars are built and more. Some
offloading Hyper-Neon to cities suspect the factory that builds
around the world. As such it’s a Ghouls is among the stacks, but it
prized treasure. hasn’t been confirmed yet.

The District. The Cape.


Order demands compliance. The The Elites. This is where everyone
district is the central hub of who ever wronged found their
Peninsula’s government and where employer to do it. Massive gaudy
the Ghouls rise from each day in mansions and super yachts the size
greater number. Crews struggle to of small cities. Racers here are all the
hold this territory. more thrilling with the risk of
massive attention.
Bayside.
Slums shadowed by New Age The Fort.
skyscrapers. There’s a lot of energy Peninsula’s military base. High
here, and a lot of racing. security. Legends tell of a race that
took place here. everyone was blown
Back Cove. up. Legends.
Mostly residential, but with an
infamous black market running in an The Islands.
abandoned grocery store, known as One builds ships, the other strips
“The Night Market”. Crews here know what little life remains from the sea.
the importance of protecting The You can ferry your car over for a race,
Night Market for racing culture to the locals don’t seem to mind much.
survive. The crews on each island are
constantly at odds.
Neon Racing

Start Your Maneuvers.


Engines. Each racer has access to the same
basic Maneuvers that can be used
Races have differing numbers of laps
with a die of 3+ from the start of your
depending on their significance;
turn. Each Maneuver can only be
typically, there are 3 laps.
used once on your turn. The effects
At the start of the race, each
of a Maneuver last until the end of the
participant rolls their dice pool. The
round.
first round goes in order from
highest single die to lowest. In every
Accelerate forward, gain +1
round after, turns go from last place
Speed.
to first place, based on the race
Drift around a corner, allowing
position at the beginning of that
you to move after you turn if you
round.
pass a Swagger save.
Swipe a car in front or on your
On your turn. side, you take a Control save, or
Racers will roll their dice pools, lose 1 DUR; they take a Reflex
choosing one die to be their Speed. save or lose 1 movement on their
Any roll of 3+ on a die can be used for next turn.
a Maneuver. Then you can make an Block a car behind you, they take
amount of moves equal to your a Reflex save, or their movement
Speed. cost is doubled around you.

Movement. Your Zone.


Forward: Move the back tires of your For the purpose of tracking the
car to where the front tires were, no position of things relative to a Racer,
less. Use a pen or your finger to track refer to The Zone. The area within 1
the spot. inch of your car is used if something
is said to be in front, behind, or to
Sideways: Shift the car left or right your sides.
by the car’s own width.

Turning: Costs one move. You can


only turn after moving forward. Each
turn pivots the car 90°.
Saves. Dying.
When confronted by danger, either When you risk dying, roll a D20
your fault or not. You may be asked against your Plot Armor. If you roll
to make a save. above it, you die; roll a new
Roll a d20 for the relevant Stat. If it’s character to join the crew. If you roll
under your current score, you pass. under, you miraculously stave off
If not, you face the consequences. death. Return to life with half of your
Plot Armor and take a Cool Scar.
Plot Armor.
You’re not the main character, yet. Cool Scars.
Each time you do something risky When you ward off death, you come
and/or badass, you gain 1 point of back much cooler. Roll a d6.
Plot Armor. This is used to avoid a 1. Nerves of Steel. Roll 3d6; if the
seemingly unavoidable death. result is higher than your Control,
take the higher score.
Dangers. 2. Ocular Blessing. Roll 3d6; if the
result is higher than your Reflex,
“There are many ways to die in a Neon- take the higher score.
Race. Each one is cooler than the 3. Dashing Rogue. Roll 3d6; if the
last.” — Crusher, legendary Neon-Racer result is higher than your
Swagger, take the higher score.
When your car reaches 0 DUR it is 4. Mind-Car-Connection. Your
out of commission, your ego is cars gets a permanent +1 to DUR.
bruised, but generally you are fine. 5. Fire-Start. Gain a permanent +1
to your initiative to start a race.
If any one of your Stats reach 0 6. Neon-Blood. Once per race, you
during a race, you lose can make one save an automatic
consciousness and risk a glorious success or a failure.
Neon Death.
Crews. Clout.
Groups of racers are called crews. Your fame and influence are
They act as a family unit, determined by how your crew
sometimes friendly rivals within, but performs in races. This is tracked
they always have each other's back with clout.
and don’t let anyone punk their crew.
Each player is a racer in your crew. 0 Clout - Newbie, brand new crew,
Decide on a crew name and nobody cares about you. You have a
aesthetic together. tiny hideout and are barely welcome
there, with barely enough space for
Hideouts. one car per crew member.
1 Clout - Officially a Racer, you're
Your crew lives and works on their
eligible to have a larger hideout in a
cars in your hideout. The hideout is a
bigger crew’s territory. You can store
reflection of the crew's style and skill,
one more car.
growing as they do. You start in the
3 Clout - Respected, you still live in
garage of a Crew member’s parent’s
another crew’s territory. But they
house. Lame.
don’t mind. You can have two cars
per crew member.
After the 6 Clout - Neon-Racer people start
to take you seriously. You can form
Race. your own small territory just for your
The victor of the race gains 1 point of crew. You can command a Hauler to
Clout for their crew. If the entire move up to four cars around.
crew is placed in the first three 10 Clout - Big Dogs, you’re a
places, then they gain an additional formidable crew. Your territory can
point of Clout (2 total). accommodate up to two smaller
crews under your protection, who
If the race is one of substantial size pay dues to you.
and notoriety, then the crew gains an 15 Clout - Legends, you’ve survived
additional point of clout (2 total), and this long after all. You can control a
one more again if they place in the large territory with up to 6 smaller
first three places (3 Total). crews. Your hideout can hold 3 cars
per crew member.
Additionally, the Crew is awarded
with 1d8 Cr for first, 1d6 Cr for
second, and 1d4 Cr for third place.
Doubling the dice if it’s a big race.

Races may also have a reward in the


form of a new car, rare car part, or
other similar treasure.
Off the Track. Weapons.
There will be times between races, Common.
during this time, you may encounter Fists 1d4
unique challenges that require Brass Knuckles 2d4 (4Cr)
delicate decisions. Rare.
Switchblade 1d6 (6Cr)
Stats. Tire-Iron 2d6 (8Cr)
Super Rare.
Control relates to your body. Your
Pistol 1d10 (15Cr) Fires at medium
strength and athleticism.
range
Shotgun 2d10 (20Cr) Fires at
Reflexes relate to your speed,
short range
stealth, and nimbleness.

Swagger is the power of your Credits.


personality and the weight your On Peninsula, goods and services
words hold. are bought with Credits (Cr). Cr is
transferred via a tablet embedded in
Conflict. everyone's arm at birth. Usually,
there is a Cr prize from winning
While most disputes are settled
races. Cr can be used for a variety of
behind the wheel. There will be times
things, including cars, car parts, new
when physical violence may be
digs, hiring services, and a night out.
necessary. In this case, whoever
starts the fight goes first.

Roll the dice related to your weapon,


or 1d4 if you're fighting with fists,
choose the highest die, and subtract Stunts.
that from the opponent's Control. Catching major air off a ramp is the
thrill we all seek, just don’t whiff it.
Everyone attacking the same target Racers can elect to pull stunts using
pools their dice together and various parts of a track. They must
chooses one to be damage. pass a save in each Stat.

If someone's Control is reduced by Succeeding at all three gives them


half its current value, they are down an extra turn.
and will bleed out in an hour without
help. If someone's Control is Any save that fails will receive d8
brought to 0, they are dead. damage. You don’t pull off the stunt,
but you’re otherwise ok.

If you fail all three saves your car


flips, reduced to 0 DUR.
Running the Show
The game is run by the Game Hazards.
Marshal (GM); the rest of the
Races are filled with all kinds of
players at the table are Racers.
dangerous hazards that affect you in
The GM will set the scene, invoking
various ways. As a GM, it’s important
as many of the senses as is
to lay these on the track generously,
reasonable and giving as much
but with fair warning to the Racers.
information as possible. Then the
Racers interact with it as they wish,
Different caliber hazards will deal
with each decision dictating how the
differing damage. Minor hazards
GM will move the setting forward.
deal 1 damage; they scale up to
1d4, 1d6, 1d8, and 1d12 for extreme
If the racers attempt something that
hazards. Some Hazards can be
has a chance to go wrong, they
resisted. In these cases allow Racers
should take a relevant Save to
to make a save to avoid them.
succeed without risk. Failing saves
should still move the story forward;
Rough Track. Driving on
only the Racer suffers an appropriate
anything that isn’t a road is
loss.
considered rough, and all
movement costs are doubled.
Stat Loss. Fumes. The air is not fresh on
The most common loss is from a the Peninsula. Whenever a Driver
Racer’s Stat Scores. passes through any form of gas
or fumes, they take Reflex
Control - Lost if the Racer puts their damage.
body at risk. Projectiles. Seldom are Neon-
Reflex - Lost if the Racer puts their Racers armored. Falling debris
mind at risk. or even bullets deal Control
Swagger - Lost if the Racer puts damage.
their ego or social status at risk. Obstacles. The most predictable
of hazards, but dangerous. If you
When any stat is reduced to 0 end your turn facing an obstacle,
outside of a race, the Racer is you spin out. This embarrassing
incapacitated. During a race, they display will cause Swagger
will crash and probably die. damage. Make sure you turn on
time.
Stats can be recovered by staying Other Hazards. As a GM, bend
in for the night (potentially missing a and break any rule. Make any
race). Or by consuming an hazard you want and consider
experimental drink. the risk-reward.
Average Teens Neon-Racers
by Day. by Night.
During the daytime, the Racers live Each night, the crew hits the
the nightmare of being teenagers. pavement. Indulging in the high-
Dealing with Virtual School, real octane nightlife in Peninsula. If there
parents, and all the blood-boiling isn’t a big race planned or you
drama in between. otherwise need a prompt for
At the beginning of each day, the adventure, roll below.
crew is faced with TEENAGE
DRAMA.
Roll 1d10 below to see where the
Roll 1d10 below and have the crew night takes you.
resolve this so they can get racing. 1. Rivals Rule. Another crew is
1. School Sucks. Something bad trying to test your speed.
happened in virtual class today. 2. Streets Rule. The energy
2. Love Sucks. There’s a crush on downtown is electric, with
you or against you, and it’s parties, noise, and excitement.
getting bad. 3. Cops Rule. The Ghouls are out in
3. Parents Suck. Your parents full force tonight, and weaving
expect something of you, and through them is like a race in
you don’t like it. itself.
4. Work Sucks. The job you took to 4. Flames Rule. An old
pay for car parts is getting worse. acquaintance is back in town,
5. Cops Suck. The Ghouls caught and their whip has changed.
you doing something bad today, 5. Cars Rule. Racers are zipping
but it wasn't racing. through every street and
6. Bodies Suck. Your body picked alleyway; you’re hungry for
today to betray you in some speed.
small, humiliating way. 6. Danger Rules. You find a new
7. Rumors Suck. Someone started spot, which looks like it can be a
talking about you, and it’s dangerous new track.
spreading fast. 7. Tech Rules. Some crazy new
8. Clocks Suck. You forgot tech was just released. You've
something important until it’s got to get your hands on it.
already too late. 8. Fans Rule. Neon-Hypers are
9. Dreams Suck. You woke up dancing in the streets; they want
from a dream that still clings to to see you drive.
you, and it won’t let go. 9. Bosses Rule. The leading crew
10. You Suck. Something went of this turf is putting on a race.
wrong with something you 10. We Rule. There’s a fire burning in
actually enjoy. all of you; only a race can quell it.
Plotting The Course

The Track. The Racers.


The Track should be setup in a way This game is envisioned as being
that is chaotic and quick. You could played with the common diecast toy
have a diagram pre-planned before car. You know the brands. These are
play, but often times you will find typically 3 inches long and 1.25
yourself needing to improvise. inches wide. That hardly matters,
whatever tokens you use as Racers
The course shouldn’t be terribly should just be roughly similar in size.
large, unless the race in particular
deserves the extra attention. The Place the cars at the designated
space in the center of your table starting line, if they don’t all fit in a
should be plenty adequate. straight line then stagger them as
you see fit.
Gather objects around you, rocks,
books, boxes, a sleeping cat. NPCs are controlled by the GM and
Whatever you have can be used, should provide an adequate
players are encouraged to challenge without taking up too
participate in the initial course much time. For simple races, have
construction. one NPC Racer per Player Racer.
Adding more if the nature of the race
Scatter obstacles and hazards calls for it. Avoid having too many
around the course, placing them in a NPCs.
way that encourages risk taking.
For example, put a fire pit in the way If the race calls for it, have one car act
of the fastest path, put a shortcut as a “boss,” give them an ability or
through a firing range, or put a two such as what’s on the Car
leaking sewage vent near a tight Shop/Upgrades page. Play them
corner. little smarter, as for the others, play
Using index cards is a good way to them quick, roll and go make
note the dangers without blocking mistakes and random choices. Let
the game. the players shine.

Rearrange a few objects to create a Generally the NPCs will have a 10 in


variety of narrow and wide avenues. each stat, where bosses may have a
Have a few spots where a few turns 10+d6.
would be needed, if players aren’t
being creative. If you’re having trouble tracking the
cars based on appearance, use a
label or tape with numbers on it.
Race Generator

Not all races need you to cross the Opposition.


finish line. But no matter what, drive Roll 1d10.
fast and go hard. - Simone “Lightning” 1. Rival crew.
Phillipe, Legendary Neon-Racer 2. Friendly crew.
3. Strange crew.
4. Ghouls.
Objective.
5. Each other.
Roll 1d10. 6. Busy traffic.
1. Destroy a car. 7. Mechanized racers.
2. Outrun opponents. 8. Mutant creatures.
3. Cross the finish line. 9. The Military.
4. Pull off a stunt. 10. Unidentifiable racers.
5. Make a shortcut.
6. Mobile heist.
7. Protect a vehicle. Dangers.
8. Reach goal in time. Roll 1d10.
9. Test out new tech. 1. Bullets.
10. Impress the crowd. 2. Pedestrians.
3. Toxic materials.
4. Uneasy ground.
Setting.
5. Shoddy construction.
Roll 1d10. 6. Authority.
1. Snaking highways. 7. Clout is on the line.
2. Crowded strip. 8. Debt.
3. Drag Strip 9. Inclement weather.
4. Government facility. 10. Barrage of obstacles.
5. Narrow alleys.
6. Sewers.
7. Construction site. Rewards.
8. Working port. Roll 1d10.
9. Quiet neighborhood. 1. Credits.
10. Closed circuit. 2. New car part.
3. Clout.
4. Your life.
5. New car.
6. An ally.
7. A cool trinket.
8. Weird Tech.
9. Invitation to a big race.
10. Babes are watching.
Hyper Hydration

Peninsula has a slew of Professor X.


experimental, and mildly narcotic,
This rich and sweet drink is made
beverages advertised with bright
from data infused grapes. Designed
colors and cute mascots.
to enhance one’s mental acuity.
Neon-Racers often drink these to get
Warning: Do not consume if brain still
an edge on the track, coming with
developing.
unscreened side effects.

Effects: Restore Swagger allows


Hyper-Muscle you to read one person’s thoughts
Max. for 10 seconds.
Side-Effects: -1 Control and -1
This acidic drink made with the
Reflex. Intense headaches.
enzymes of adult male gorillas is
designed to rejuvenate and
empower your muscle building Pre-Racer.
abilities. Warning: Do not consume if This drink is traditionally consumed
you are not 30% Gorilla. before each race begins. Giving the
Racer an enhanced connection with
Effects: Restore Control and their vehicle and a slower time-
doubles melee damage dice rolled. perception needed for hyper speed
Side-Effects: -1 Reflex and -1 races.
Swagger. Profuse sweating. It has no effects besides this, but
trying to Hyper-Neon Race without
Eye of the Pre-Racer takes immeasurable skill
and luck.
Tiger.
This sweet citrusy drink is made with
a precursor chemical for machine
lubricant. Designed to speed up
movement and enhance perception.
Warning: May cause heart
mutations.

Effects: Restore Reflex and gain +1


to starting initiative.
Side-Effects: -2 Swagger. Prone to
rambling.
Tech

Fire Finger. Lithium Lungs.


Your index finger is modified to act Once installed, cannot be removed
like a lighter, producing a small flame without killing the wearer. Allows one
on demand. You can launch it short to breathe under water for 15
distances. minutes. Gives a resistance to
fumes, roll a save twice and take the
False Eyeball. better result. But installation scars
Lose 3 Reflex permanently. But you your voice, take a permanent -2
can hold up to three images that you Swagger.
can capture with the eye.
Universal Key.
Mechanical Arm. Installed on your chest is a long,
You gain a permanent +1 Control and tentacle-like, wire that is able to pick
deal 1d6 melee damage. Just don’t any physical lock that is not high-end
get it wet. military tech.

Prehensile Tail. Bio-Pouch.


You gain a flexible titanium tail that By removing a few unneeded organs
can be used to hold an object as if you can have a seamless pouch that
with two fingers. can effortlessly hide one item of
reasonable size on your body.
Pulse Grenade.
Throw this to disrupt electronic Face-Gun.
signals for 5 seconds to everything By removing the unnecessary frontal
in the area. Including the systems lobe you can install a gun on your
that allow Hyper speeds to be forehead. Lose a permanent 3 Reflex,
achieved. but gain a gun that deals 1d8
damage. Comes with three bullets.
Nano-Locator. Additional ammo sold separately.
This microscopic tracking device will
show you the approximate location
of whatever it’s attached to up to two
districts away. Beyond that it can tell
you what district it’s in. Once placed
it can’t be removed, only destroyed.

Meter-Skimmer.
Installed on the forceps, near your
Credit tablet, this device can hack
parking meters giving you free
parking anywhere. You can also
spend some time to get a small
amount of credits from the area.
Caution, being caught is a death
sentence.
Car Shop
All basic versions cost 10 Cr. Upon acquiring a new car, roll 3d4 for DUR.
If it’s higher than your current, that’s the new cars DUR. If not, it stays the same

Drifters 5d4 Muscle 2d8


Razorliner (15Cr) Titan (25Cr)
Two-Wheel Grind. Cannot be Indominable. Cannot be
Blocked. Swiped. +1 DUR.
Street Hopper (35Cr) Hyperjet (40Cr)
Super-Suspension. Can Neon-Burn. Spend a 1 to
spend a 4+ and two Speed to double Speed. -1 movement
jump ahead two spaces. next turn.
Slipstream (50Cr) Overburner (50Cr)
Microform. Can spend a 4+ to Hibachi. Spend a 1 to leave a
move between obstacles you trail of fire for the rest of the
normally couldn’t. You crash race. Any car that drives in it
if you end your turn there. loses 1 DUR.

Sports 3d6
Striker (15Cr) Non-Racers
Tire-spikes. When you
Hauler (60Cr)
successfully swipe a car, they
Can carry 4 racers in the back.
also lose 1 movement next
Mobile Hideout (100Cr)
turn.
Replaces hideout, controls a
Roadster (50Cr)
parking lot’s worth of
Reliable. When you first roll on
territory. Has a workshop for
your turn, reroll a 1.
repairing cars, and can tow
Pulsebreaker (70Cr)
one racer.
Time-Shift. Spend two
Electronic Billboard Truck
matching dice to swap places
(40Cr)
with the racer in front of you if
Can quickly broadcast
you can see them.
messages to the entire racing
community.
Upgrades
Small selection of what’s possible on Peninsula.

Body. Engine.
Reinforced Body. Quick-Start Engine.
+2 DUR. +1 Initiative when starting the
Reflective Paint. race.
When a car tries to Block you, Volatile Engine.
roll your save twice and take When your car is reduced to 0
the better result. DUR, it will explode next turn.
Bullet-Proof Glass. Dealing 5 damage to all other
Projectiles can’t hurt the cars on its half of the track.
Racer, only the car. When Extra Loud Engine.
failing a save against When you start your first lap,
projectiles your car takes every other driver loses 1
damage instead of your Reflex. Even your own crew.
Control. 43,000 Nano-Cylinder Engine.
Wrap-around Advertisement. High-Tech. Your Car has +1
Whenever you place in the Speed but if it reaches 0 DUR
top three in a race you the engine cannot be
receive a bonus d6 Cr from repaired.
your sponsor.

Wheels. Special.
Monkey Sidekick.
Race Tires.
If you are incapacitated, the
+1 Speed.
monkey takes over. It has 1 in
Claw Tires.
all Stats.
Can spend one Speed to
Subwoofers.
attach to a wall; it costs one
Once per race you can boost
Speed to detach.
your bass to recover +1 in
Off-Road Tires.
each Stat.
Unaffected by Rough Track.
Fuzzy Dice.
-1 Speed otherwise.
Two uses, you can add +/- d6
Spinner Rims.
to one of your dice’s value,
When you Swipe or Block
once both dice are used they
someone use Swagger for
are gone for good.
the Save.
Spark Plug Tables
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d20 – Concepts d20 – Connection


d20 – Objects
1. Betrayal 1. Rivalry
1. Fuse
2. Ritual 2. Debt
2. Mirror
3. Hunger 3. Possession
3. Computer
4. Greed 4. Memory
4. Lantern
5. Reverence 5. Scar
5. Circuit
6. Excess 6. Obsession
6. Chain
7. Control 7. Betrayal
7. Ashtray
8. Anonymity 8. Family
8. Flask
9. Fear 9. Secret
9. Mask
10. Chaos 10. Pact
10. Blade
11. Obsession 11. Vehicle
11. Dice
12. Silence 12. Inheritance
12. Lighter
13. Authority 13. Loss
13. Banner
14. Pride 14. Witness
14. Skull
15. Desperation 15. Silence
15. Speaker
16. Hope 16. Burden
16. Cufflink
17. Corruption 17. Gift
17. Magnet
18. Escape 18. Safety
18. Watch
19. Violence 19. Chain
19. Glasses
20. Faith 20. Data
20. Brick

d20 - People d20 - Names


d20 – Places
1. Rude 1. Juno
1. Overpass
2. Loud 2. Orrin
2. Dockyard
3. Kindly 3. Keziah
3. Foundry
4. Sketchy 4. Silas
4. Bazaar
5. Calm 5. Mireille
5. Cathedral
6. Aggressive 6. Lazaro
6. Tunnel
7. Flirty 7. Calla
7. Rooftop
8. Dirty 8. Baxter
8. Slum
9. Clever 9. Alex
9. Arcade
10. Crooked 10. Calder
10. Graveyard
11. Modified 11. Nova
11. Reservoir
12. Humble 12. Renée
12. Junkyard
13. Shy 13. Maddox
13. Lighthouse
14. Greasy 14. Sybil
14. Stadium
15. Welcoming 15. Tobias
15. Quarry
16. Coward 16. Sable
16. Power plant
17. Injured 17. Corin
17. Sewers
18. Affluent 18. Nadia
18. Gardens
19. Famous 19. Mako
19. Observatory
20. Infamous 20. Juniper
20. Casino
control

reflex
Car Fax
swagger

name age

Car Name

Car Class

Car DUR

Car Mods

am e :
Crew N

ers:
M em b

Abilities t:
Hideou

Clout:

Maneuvers
Accelerate forward, gain +1
Speed.
Drift around a corner,
allowing you to move after
Possessions
you turn if you pass a
Swagger save.
Swipe a car in front or on
your side, you take a Control
save, or lose 1 DUR; they
take a Reflex save or lose 1
movement on their next
turn.
Block a car behind you, they
take a Reflex save, or cannot
get in front of you on their
next turn.
Love you

Common questions

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Daytime teenage drama events, such as virtual school challenges or social pressures, can affect racers’ morale and performance, subtending the narratives of night racing. For instance, unresolved issues can manifest as distractions or stress during races, influencing focus and decision-making. Thus, the interconnection between daily challenges and racing dynamics enrich the storytelling and provides depth to character arcs in the game world .

The Hauler, capable of moving up to four cars, and the Mobile Hideout, which provides a workshop and controls a sizable territory, offer critical logistics support. Their strategic value lies in their ability to reposition resources efficiently and maintain operational secrecy and resilience. This setup allows a crew to maximize resource allocation, manage vehicle maintenance effectively, and expand or defend territorial claims, illustrating their importance in broader strategic planning off the track .

If a racer's Stats reach 0 during a race, the racer crashes and faces a probable death. Recovery involves staying in for the night or consuming an experimental drink to regain Stats. This system highlights the balance between participating in frequent races and taking breaks for recovery, affecting strategy and long-term character development .

Plot Armor acts as a defensive mechanism in the game. When a player performs a risky or badass act, they earn a point of Plot Armor, which is used to avoid a seemingly unavoidable death. If a character is at risk of dying, they roll a D20 against their Plot Armor. Rolling above this number results in death; if under, the character avoids death, retains half of their Plot Armor, and gains a Cool Scar .

Failing a save during a race stunt results in d8 damage, although the stunt attempt continues to move the story forward without successful execution. If all saves are failed, the car flips, reducing its DUR to 0. This high-risk, high-reward mechanism encourages players to weigh the potential benefits of attempting stunts against the potential costs, thus influencing risk-taking behavior and decision-making during races .

The Game Marshal (GM) sets the scene by using sensory details to describe the environment and potential hazards, moving the setting forward based on player decisions. Responsible for creating challenges and maintaining the narrative flow, the GM ensures consistent player engagement, adapts gameplay to player actions, and introduces story elements that encourage decision-making, thus driving the game’s immersive experience .

In the first race turn, turn order is determined by the highest single die roll to the lowest, establishing initial positioning. In subsequent rounds, turns proceed from last place to first place based on the race position at the start of each round, emphasizing the fluid nature of race dynamics based on performance .

Track hazards, varying from minor to extreme damages, challenge players to adjust their strategies. Racers must consciously navigate or risk engagement, such as taking Reflex damage from fumes or Control damage from projectiles. The GM can create diverse hazards, encouraging racers to strategize risk-reward scenarios, thus dynamically influencing race outcomes and pace .

Clout determines a crew's operational reach and influence. At 10 Clout, a crew can control territory supporting smaller crews who pay for protection. At 15 Clout, the crew manages a larger territory accommodating up to six smaller crews, highlighting its dominance and stability in the area. Clout thus shapes power dynamics and resource management by defining how much authority a crew exerts over surrounding crews and territories .

The choice of car and its modifications significantly impact a player’s strategic approach. Different car classes, such as the Roadster's ability to reroll a 1 or the Titan's immunity to being Swiped, can influence race tactics. Upgrades like reinforced bodies for increased durability or various tire options that alter speed and maneuverability offer strategic advantages by tailoring cars to specific race conditions and track hazards, thus impacting how players strategize their movements and interactions with opponents .

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