Thranta Racing
Posted: Tue Aug 03, 2021 5:24 pm
Thranta Racing Rules
A thranta race is made up of sections called Legs, each section is composed of steps and completing each step takes one round and a successful skill check depending on the character's action.
The rules are for Thranta racing are somewhat complex but can be broken down into three aspects, managing the Thranta, completing Legs of a race, and trying to get the best time possible. At the start of the race the racer should choose their Thranta between three basic types: Good Thranta, Swift Thranta, and a Hardy Thranta
A succesful check completes one step. Extra successes have no effect on the roll, Triumph grants an additional step completed for the leg of the race. Every 2 Advantage can be used to grant a boost die to the next check, up to 3 boost dice; 4 Advantage can be used to grant a good event reducing the difficulty of the next roll by one. Otherwise Advantage can be used to recover thranta strain by 1 per Advantage.
Meanwhile if a roll is failed they do not complete a step, meaning they will have to try again. A Despair creates a catastrophic event, the Thranta suffers 6 strain, while every 2 threat grants a setback to the next roll, up to a maximum of 3 setback dice. Otherwise the Thranta can suffer 1 strain for 1 threat.
For each leg an action can be completed only once, a successful check, besides Basic Control which can be done as much as needed, or if noted otherwise.
Basic Control: The most standard check this is a Survival (Cunning) check and a successful check completes 1 step in a leg of the race. This causes 1 strain to the thranta.
Swooping Dive: This action urges the thranta into a swooping dive that is swift but dangerous and requires great body control of the pilot. This is a Coordination (Agility) check and causes the thranta 2 strain. If successful grants 1 additional step completed in the leg of the race.
Glide: This action allows the thranta to rest, no check is made but cannot be done in Aggressive or Brutal stance. Complete 1 step of the leg of the race and recover 2 strain. This can be done a maximum of twice per leg of the race.
Focus: This action is a Discipline (Willpower) at Average check and if successful grants a reduction of Difficulty equal to successes rolled, to a minimum of Easy and must be used on the next check. This costs the thranta 1 strain. Completing this check does not complete a step, but a Triumph still applies.
Aerial Drift: This takes a great deal of strength to pull off but can be very advantageous. This is an Athletics (Brawn) check and if successful grants 1 step towards completing the leg. This costs the thranta 1 strain.
Cold as Ice: The thranta feeds off the confidence of the rider, make a Cool (Presence) check and if successful complete 1 step of the leg of the race and each additional success regains strain for the thranta, one per success. This action costs no strain.
We are One: Understanding how thranta fly and work is important make a Xenology (Intellect) check and if successful complete 1 step of the leg of the race, this action costs no strain.
Force Powers: There is too much to concentrate on at the start to have Force Powers active, if one wishes to activate or commit Force dice, they must use the Glide action. Force powers work as listed otherwise on one roll they can add Force dice to the roll and grant success or advantage per Force pip used.
The Race: Each step of a Leg takes a round to complete, success or fail, so if Leg has three steps and one completes two steps fails the last step twice before completing it on the third try it took 5 rounds to complete that leg. Keep track of how many rounds it takes to complete each leg, the racer that completes the race in the last amount of rounds is the winner in case of ties compare number of successes and then Triumphs and then Advantages.
In the Thranta Race one can be competitive or just having fun, if Competitive all difficulties are Hard and if just having fun the Difficulty is Average and ignore all hazards for each leg of the race. Hazards can affect the difficulty in varying ways so please read them carefully.
If your thranta runs out of strain it is out of the race. The beast is exhausted.
OOC: Feel free to post questions in GM Questions or give feedback.
A thranta race is made up of sections called Legs, each section is composed of steps and completing each step takes one round and a successful skill check depending on the character's action.
The rules are for Thranta racing are somewhat complex but can be broken down into three aspects, managing the Thranta, completing Legs of a race, and trying to get the best time possible. At the start of the race the racer should choose their Thranta between three basic types: Good Thranta, Swift Thranta, and a Hardy Thranta
- Good Thranta: This is an all around well trained racing thranta, they have 14 strain and provide a boost die to any one roll per Leg of the race.
- SwiftThranta: These are bred for speed, sacrificing some of their endurance and hardiness. They have 12 strain and once per Race enter a Brutal Stance which reduces the amount of steps needed to complete the Leg by 3, to a minimum of 1, but upgrade the difficulty of all rolls by one. This also increases all strain losses for the thranta by 2 for that leg of the race.
- Hardy Thranta: This racing thranta is bred for sturdiness and longevity, they have 18 strain but provide no other bonuses or abilities.
- Defensive Stance: The basic standard stance, no modifications to any of the rolls.
- Aggressive Stance: This stance pushes the thranta, reducing the successful checks needed to complete the leg by 1 and increases the strain loss by 1 for the duration of the leg.
- Cautious Stance: This stance edges on the side of caution, this increases the steps needed by 1 and reduces the difficulty by 1.
A succesful check completes one step. Extra successes have no effect on the roll, Triumph grants an additional step completed for the leg of the race. Every 2 Advantage can be used to grant a boost die to the next check, up to 3 boost dice; 4 Advantage can be used to grant a good event reducing the difficulty of the next roll by one. Otherwise Advantage can be used to recover thranta strain by 1 per Advantage.
Meanwhile if a roll is failed they do not complete a step, meaning they will have to try again. A Despair creates a catastrophic event, the Thranta suffers 6 strain, while every 2 threat grants a setback to the next roll, up to a maximum of 3 setback dice. Otherwise the Thranta can suffer 1 strain for 1 threat.
For each leg an action can be completed only once, a successful check, besides Basic Control which can be done as much as needed, or if noted otherwise.
Basic Control: The most standard check this is a Survival (Cunning) check and a successful check completes 1 step in a leg of the race. This causes 1 strain to the thranta.
Swooping Dive: This action urges the thranta into a swooping dive that is swift but dangerous and requires great body control of the pilot. This is a Coordination (Agility) check and causes the thranta 2 strain. If successful grants 1 additional step completed in the leg of the race.
Glide: This action allows the thranta to rest, no check is made but cannot be done in Aggressive or Brutal stance. Complete 1 step of the leg of the race and recover 2 strain. This can be done a maximum of twice per leg of the race.
Focus: This action is a Discipline (Willpower) at Average check and if successful grants a reduction of Difficulty equal to successes rolled, to a minimum of Easy and must be used on the next check. This costs the thranta 1 strain. Completing this check does not complete a step, but a Triumph still applies.
Aerial Drift: This takes a great deal of strength to pull off but can be very advantageous. This is an Athletics (Brawn) check and if successful grants 1 step towards completing the leg. This costs the thranta 1 strain.
Cold as Ice: The thranta feeds off the confidence of the rider, make a Cool (Presence) check and if successful complete 1 step of the leg of the race and each additional success regains strain for the thranta, one per success. This action costs no strain.
We are One: Understanding how thranta fly and work is important make a Xenology (Intellect) check and if successful complete 1 step of the leg of the race, this action costs no strain.
Force Powers: There is too much to concentrate on at the start to have Force Powers active, if one wishes to activate or commit Force dice, they must use the Glide action. Force powers work as listed otherwise on one roll they can add Force dice to the roll and grant success or advantage per Force pip used.
The Race: Each step of a Leg takes a round to complete, success or fail, so if Leg has three steps and one completes two steps fails the last step twice before completing it on the third try it took 5 rounds to complete that leg. Keep track of how many rounds it takes to complete each leg, the racer that completes the race in the last amount of rounds is the winner in case of ties compare number of successes and then Triumphs and then Advantages.
In the Thranta Race one can be competitive or just having fun, if Competitive all difficulties are Hard and if just having fun the Difficulty is Average and ignore all hazards for each leg of the race. Hazards can affect the difficulty in varying ways so please read them carefully.
If your thranta runs out of strain it is out of the race. The beast is exhausted.
OOC: Feel free to post questions in GM Questions or give feedback.