A Need for Speed: Racing and Chasing
You may be running from Spire cops or racing other punks for Gizmos, but regardless of your situation or how you got yourself in this mess a "win" condition is necessary. These rules should help facilitate that.
These rules were largely inspired by the chase rules presented in Nowhere City Nights by Julian Bernick.
Races:
1. A race usually lasts 6 rounds.
2. Add up each Punk's Spirit + Agility and apply the appropriate modifier this is the character’s “Gnar Score”. (For NPCs, a Gnar score of 14 (+1) is the average.)
3. Each driver rolls a d20 (larger vehicles roll lower on the dice chain i.e., A hydroboard rolls a d20 and a Small ship would roll a d16) and adds the Gnar Modifier of the driver. The highest total wins that round.
4. The winner is declared when the first punk reaches 4 consecutive wins or whoever wins the most rounds after the 6th round.
Chases:
1. Win conditions are the same as races, except the prize is violence!
2. If at any point a Punk has 2 consecutive wins, they may make an attack against an opposing team at -4 (Hitting fast-moving stuff is hard).
3. On the 6th round whoever is the loser is caught up to or left in the dust, the winner may force them to engage in combat (-4 to attack for everyone) for 2 rounds, afterwards the loser can attempt to escape again. If the winner chooses to leave the loser "in the dust" then the chase is over.
Gnarly Waves and Blood in the Water:
If a Critical is rolled on a Gnar check the Punk automatically wins the Rase or Chase miraculously pulling ahead with style!
If a Fumble is rolled on a Gnar check the Punk automatically loses the Rase or Chase either by losing control of their craft or running face-first into an obstacle. Have the Punk who rolled a fumble make a Spirit test (roll under Spirit) if failed their craft is broken or suffers a malfunction.
Danger can happen anywhere! If both Punks roll the same on a Gnar check, roll on the Danger! table.