[D6 LA] The Great Wilderness Race!
Posted: Tue Jun 22, 2021 8:08 pm
Starting early in the morning, Susumu makes the rounds to a ring of the neighboring villages. A challenge is put out in court for the most athletically fit and nature savvy to prove their worth by working through a long trek through the surrounding wilderness, with the promise of drinks and cheers from those attending court upon their return.
RP Thread here: viewtopic.php?f=25&t=546
RP Thread here: viewtopic.php?f=25&t=546
This is the Way
The first step of the race is figuring out the ideal path to take. The racers must pass through multiple checkpoints before returning to the castle, with path unspecified. Is the direct path best, or will detours over steadier ground allow you to travel faster. Players must make a Hunting (Trailblazing)/Perception roll at TN 15. Success means that you find a solid course to take, putting you on a steady path. For each raise called on a successful roll, the character gains a free raise they may use later in the event.
My What Sharp Teeth You Have
The wilderness always holds dangers, even as settlement has begun to creep outwards. The countryside is home to plenty of predators, and a lone tired racer may look like an excellent snack. Defending yourself could be as simple as figuring out a way around, or it might be hands on steel., but snap judgements. Characters must roll Defense/Reflexes at TN 15. On a successful roll, the player gains a free raise to use later in the event, plus one for each raise. Failure with called raised raises means that characters are beset by predators. While not hurt, players lose time defending themselves and take a (-2) penalty on their final roll per called raise.
One Foot in Front of the Other
Most of all, the biggest challenge of all is the ability to keep running in face of such a challenge, withstanding the relentless barrage of aches and exhaustion. Runners are encouraged to make their own pace, and the achievement of the challenge itself is enough. Characters must roll Athletics (Running)/ Stamina at TN 15. Success grants one Race Point, plus one for every raise. Failure results in the loss of a Race Point per each raise called.
____
The participants are ranked by their point order. First place will net a favor from Susumu when it comes to accessing information from the Spider archives. The top three will win bottles of sake or soju (furnished by Susumu) and bragging rights will be yours in any question of physical endurance and woodland savvy.