Lucent Echo
NPC Account
Welcome to the Macross Grand Prix! A [SIZE=11.5pt]long-standing[/SIZE] tradition and exciting event where speed and chaos go hand in hand. Pilot and airspeeder cutting through the track as one. The rules are very simple and totally “safe”. First, you must have an airspeeder of your own design, you may have sponsorship from a company or a wealthy investor. Each speeder has a string of different stats, please divide the points accordingly - each stat has a use that will help you along the track.
You are allowed to [SIZE=11.5pt]ram[/SIZE] and try and throw other racers off, you will obtain special unique items along the way to help you win the race. Each leg of the race along with combat will be decided by dice rolls. Each dice roll sequence will be posted when everything is resolved for the round.
Good luck!
((Special thanks to [member="Charlie Nooran"] for the intro and fleshing out the dice roll system. She'll be handling the dicerolls and DMing, so you can all focus on the writing.))
OOC Information:
In the wake of the collapse of the CSA, local Jump pirateshttp://starwars.wikia.com/wiki/Jump_pirates calling themselves the "Mud Devils" have taken advantage of the ensuing chaos to seize control of a large Hyperbaride mining complex seized from local government control. Previously, they would simply hijack outgoing shuttles right as they neared the [SIZE=11pt]topcloud[/SIZE] layer where deadly energy storms often rage, but the lack of the security has emboldened them to finally take over the whole operation.
Hyperbarides[SIZE=11pt] are part of a class of extremely rare elements critical for [/SIZE]turbolaser production and some other high-energy applications, making them incredibly valuable. Already, the pirates have made a small fortune off the illegal sales, one of their largest buyers being the Thalian Hegemony, busy building up their war machine.
Without the means to take on the powerful pirate group, several Mibanite municipalities have requested the aid of the SJO and ISAF to help them remove the Mud Devils and help regain control of the mining complex with minimal damage
A turbulent atmosphere, low visibility, and a high signal interference created by [SIZE=11pt]the constant[/SIZE] planetary energy storms make large-scale deployments difficult, so the SJO and allies will instead have to rely on smaller strike teams to take the mining complex on the ground with very limited air coverage.
The opposition is fierce, the Mud Devils having already operated on Mimban for years now. They know the [SIZE=11pt]terrain[/SIZE] and are quite skilled with the use of rocket packs and personal electronic masking systems for ambush tactics. Biots are used quite liberally for perimeter defense, small and large Fire Breathershttp://starwars.wikia.com/wiki/Fire_Breather being most common. Finally, expect traps like repulsor mines and claymores all through the jungle leading into the mining complex.
((Characters should start by establishing a landing zone, then gradually move through the jungle and work their way to the mining complex. Feel free to NPC opposition, and I may toss some wrenches here and there.))
You are allowed to [SIZE=11.5pt]ram[/SIZE] and try and throw other racers off, you will obtain special unique items along the way to help you win the race. Each leg of the race along with combat will be decided by dice rolls. Each dice roll sequence will be posted when everything is resolved for the round.
Good luck!
((Special thanks to [member="Charlie Nooran"] for the intro and fleshing out the dice roll system. She'll be handling the dicerolls and DMing, so you can all focus on the writing.))
OOC Information:
Airspeeder Template
Racer: Can be a PC or NPC
Sponsor: Company / Investors
Airspeeder name: The name of your craft
Power: Strength
Speed: How fast you gonna go
Maneuverability: Hazard modifier
Shields: Defense
20 points to spread over stats however you like.
Each hazard lasts the entire race. They cannot be repaired or fixed so they continue to stack. You risk a hazard roll when:
Although, upon completing a lap (if you do :3) you are allowed 1 roll of a d6, roll a 4 or higher and you may remove one of your hazards. There are no rerolls.
*** Effects of the [SIZE=11pt]Phobis[/SIZE] Bomb on User cannot be removed
**You only obtain an “item” by having a movement roll land on a [SIZE=11pt]non[/SIZE] hazard roll number. You can only have one item at a time and the item expires after 2 rounds. So plan your moves accordingly!
Racer: Can be a PC or NPC
Sponsor: Company / Investors
Airspeeder name: The name of your craft
Power: Strength
Speed: How fast you gonna go
Maneuverability: Hazard modifier
Shields: Defense
20 points to spread over stats however you like.
Each hazard lasts the entire race. They cannot be repaired or fixed so they continue to stack. You risk a hazard roll when:
A low movement roll (1-3)
A high movement roll (12)
Being attacked by an opponent
Although, upon completing a lap (if you do :3) you are allowed 1 roll of a d6, roll a 4 or higher and you may remove one of your hazards. There are no rerolls.
*** Effects of the [SIZE=11pt]Phobis[/SIZE] Bomb on User cannot be removed
**You only obtain an “item” by having a movement roll land on a [SIZE=11pt]non[/SIZE] hazard roll number. You can only have one item at a time and the item expires after 2 rounds. So plan your moves accordingly!
In the wake of the collapse of the CSA, local Jump pirateshttp://starwars.wikia.com/wiki/Jump_pirates calling themselves the "Mud Devils" have taken advantage of the ensuing chaos to seize control of a large Hyperbaride mining complex seized from local government control. Previously, they would simply hijack outgoing shuttles right as they neared the [SIZE=11pt]topcloud[/SIZE] layer where deadly energy storms often rage, but the lack of the security has emboldened them to finally take over the whole operation.
Hyperbarides[SIZE=11pt] are part of a class of extremely rare elements critical for [/SIZE]turbolaser production and some other high-energy applications, making them incredibly valuable. Already, the pirates have made a small fortune off the illegal sales, one of their largest buyers being the Thalian Hegemony, busy building up their war machine.
Without the means to take on the powerful pirate group, several Mibanite municipalities have requested the aid of the SJO and ISAF to help them remove the Mud Devils and help regain control of the mining complex with minimal damage
A turbulent atmosphere, low visibility, and a high signal interference created by [SIZE=11pt]the constant[/SIZE] planetary energy storms make large-scale deployments difficult, so the SJO and allies will instead have to rely on smaller strike teams to take the mining complex on the ground with very limited air coverage.
The opposition is fierce, the Mud Devils having already operated on Mimban for years now. They know the [SIZE=11pt]terrain[/SIZE] and are quite skilled with the use of rocket packs and personal electronic masking systems for ambush tactics. Biots are used quite liberally for perimeter defense, small and large Fire Breathershttp://starwars.wikia.com/wiki/Fire_Breather being most common. Finally, expect traps like repulsor mines and claymores all through the jungle leading into the mining complex.
((Characters should start by establishing a landing zone, then gradually move through the jungle and work their way to the mining complex. Feel free to NPC opposition, and I may toss some wrenches here and there.))