04-20-2021, 09:32 AM
You know, this whole time I've been assuming it's night, with firelight flickering and illuminating the horrible events of the story thus far. But I guess I should have asked beforehand. So... is it night?
(8[d10]) Yes
Well, there you have it. So Ness has torn off with the slavers in hot pursuit. A desperate race by headlights, because if the cars don't have lights we wouldn't be able to see what's going on. Maybe not all the vehicles here have lights, but enough to make up the difference. I don't know why it's bothering me enough to belabor the point. There's light enough to see, okay?
Moving on. We have the unskilled driver, Ness, behind the wheel of a slaver vehicle. We don't know much about it, so we should figure that out now. Like, for example, is this one of the slavers' interceptors, which attack helpless victims like hounds setting on a fox?
(10[d10]) Yes, and...
It's their BEST interceptor. As we've noted before, Ness is "in the right place." The rightest place is in the top-performing car. Whether this offsets the disadvantage of being an unskilled driver, we'll see. Right now she's going flat out like a lizard drinking, jamming the accelerator and grinding through the gears to upshift. She's seen it done, but she's never done it herself. Sometimes that and fear are enough.
And there is much to fear, because the Slicing Crew is on her tail, as we mentioned. But how many vehicles are we talking about? Two?
(7[d10]) Yes
Three?
(7[d10]) Yes, but...
The third vehicle isn't really set up for pursuit. It's the one that hauls the mobile slave cage, so it's not going to catch up to Ness's car any time soon. However, if she were to slip up and that truck — because it'd have to be a truck, wouldn't it? — slammed into her, it's game over. Inertia is a helluva thing.
I figure at least one slaver to a vehicle, but because some might have two, we'll use 1.5 as the multiplier. But first we have to see if there are four vehicles following Ness. We never did establish how large this slaver gang is, so this is critical information. Show me four vehicles, oracle!
(1[d10]) No, and...
With an abrupt suddenness, the slavers are short a car. I see this taking place in that trackless flatland where the classic George Miller films take place, so there's not a whole lot to wrap your car around, but driving fast at night is never a good idea even in the best of conditions, so an ill-timed dip in the road, combined with some slipshod handling and one of the pursuit cars spins out, leaving Ness with only two vehicles with which to contend. This is objectively good, but she's a long way from safe. The chase is on, and these guys are a lot better at running down prey than Ness is at avoiding capture.
The brawn of these vehicles is probably not too different, and mechanically Furious Roads draws no distinction between cars, trucks or anything in between. Two traits for a vehicle need to pull from a provided example list, or one could come up with something original. I'll pull from the list for expediency's sake.
So Ness is driving an interceptor, which we established. Actually, that can count as a trait, don't you think? And it has tire armor, sheets of metal welded over the wheel wells to protect against sharp objects wielded with bad intentions. So at least the Slicing Crew won't be taking out her tires during this chase, unless they get lucky.
It doesn't take much imagination to see the vehicles Count Eater and Imperator Chain are using. I see Count Eater on the prison hauler, raging at the escaping girl. Meanwhile, Chain pursues in a sidecar-equipped bike, a great wobbling attack pole like one of those old whip antennas you'd see on cars back in the day. Powerful machines well-suited to their roles as slaver tools. They're fast, but we've established that Ness is driving their best car. The question is: can she take advantage of what she's got?
Ness uses all the cunning she can muster in an attempt to outrun and outmaneuver her captors. Engine roaring, dust spraying through metal mesh where the windshield used to be. Chains howls, audible even over the gasoline-fueled racket.
8 = 2[d6]+6[d6]
6 = 6[d6]
Incredible luck. Ness couldn't save Sprog, but she may very well succeed in saving herself. A success, and a six on the Fortune Die, indicating another phenomenal achievement.
Ness doesn't just get an edge, she gets AWAY. The engine under that hood is a powerful beast, and it car outpaces anything else the slavers have. Clinging to the wheel like it's a life-preserver, Ness grits her teeth and squints her eyes and shouts to the RPM accompaniment. Fast, faster and, ultimately, fastest. She tears away from them and plunges into the night. When she figures out how to douse the headlights, she is even more of a ghost.
Now she needs to know where to go and what to do. She's a wanderer, and it's not like there are any go-to destinations anymore. Did Ness have something in mind before the slavers wrecked the caravan of which she and Sprog were a part?
(1[d10]) No, and...
... what's more there are some places that really wouldn't want to see Ness again. She's a thieving soul who fights dirty and doles out nasty surprises from that bag of tricks she carries. No wonder no one wants her around. So her options are limited by her past experiences.
So let's generate three potential spots and see which strikes our fancy.
7 = 6[d6]+1[d6]
4 = 1[d6]+3[d6]
4 = 2[d6]+2[d6]
• a cracked mountain
• a smoking fort
or
• a ruined factory
None of these sound particularly appealing, but a ruined factory might prove to be the right kind of hiding place. Getting her bearings by moonlight and starlight, Ness heads for this safe haven, hoping that's what it'll be when she gets there.
Is it?
(4[d10]) No
Uh-oh. So let's see what she has to contend with here.
6 = 1[d6]+5[d6]
9 = 4[d6]+5[d6]
9 = 3[d6]+6[d6]
9 = 3[d6]+6[d6]
Disfigured nomads who want to butcher people! They wear filthy robes and they're making weapons.
And Ness is driving right into their lair.
(8[d10]) Yes
Well, there you have it. So Ness has torn off with the slavers in hot pursuit. A desperate race by headlights, because if the cars don't have lights we wouldn't be able to see what's going on. Maybe not all the vehicles here have lights, but enough to make up the difference. I don't know why it's bothering me enough to belabor the point. There's light enough to see, okay?
Moving on. We have the unskilled driver, Ness, behind the wheel of a slaver vehicle. We don't know much about it, so we should figure that out now. Like, for example, is this one of the slavers' interceptors, which attack helpless victims like hounds setting on a fox?
(10[d10]) Yes, and...
It's their BEST interceptor. As we've noted before, Ness is "in the right place." The rightest place is in the top-performing car. Whether this offsets the disadvantage of being an unskilled driver, we'll see. Right now she's going flat out like a lizard drinking, jamming the accelerator and grinding through the gears to upshift. She's seen it done, but she's never done it herself. Sometimes that and fear are enough.
And there is much to fear, because the Slicing Crew is on her tail, as we mentioned. But how many vehicles are we talking about? Two?
(7[d10]) Yes
Three?
(7[d10]) Yes, but...
The third vehicle isn't really set up for pursuit. It's the one that hauls the mobile slave cage, so it's not going to catch up to Ness's car any time soon. However, if she were to slip up and that truck — because it'd have to be a truck, wouldn't it? — slammed into her, it's game over. Inertia is a helluva thing.
I figure at least one slaver to a vehicle, but because some might have two, we'll use 1.5 as the multiplier. But first we have to see if there are four vehicles following Ness. We never did establish how large this slaver gang is, so this is critical information. Show me four vehicles, oracle!
(1[d10]) No, and...
With an abrupt suddenness, the slavers are short a car. I see this taking place in that trackless flatland where the classic George Miller films take place, so there's not a whole lot to wrap your car around, but driving fast at night is never a good idea even in the best of conditions, so an ill-timed dip in the road, combined with some slipshod handling and one of the pursuit cars spins out, leaving Ness with only two vehicles with which to contend. This is objectively good, but she's a long way from safe. The chase is on, and these guys are a lot better at running down prey than Ness is at avoiding capture.
The brawn of these vehicles is probably not too different, and mechanically Furious Roads draws no distinction between cars, trucks or anything in between. Two traits for a vehicle need to pull from a provided example list, or one could come up with something original. I'll pull from the list for expediency's sake.
So Ness is driving an interceptor, which we established. Actually, that can count as a trait, don't you think? And it has tire armor, sheets of metal welded over the wheel wells to protect against sharp objects wielded with bad intentions. So at least the Slicing Crew won't be taking out her tires during this chase, unless they get lucky.
It doesn't take much imagination to see the vehicles Count Eater and Imperator Chain are using. I see Count Eater on the prison hauler, raging at the escaping girl. Meanwhile, Chain pursues in a sidecar-equipped bike, a great wobbling attack pole like one of those old whip antennas you'd see on cars back in the day. Powerful machines well-suited to their roles as slaver tools. They're fast, but we've established that Ness is driving their best car. The question is: can she take advantage of what she's got?
Ness uses all the cunning she can muster in an attempt to outrun and outmaneuver her captors. Engine roaring, dust spraying through metal mesh where the windshield used to be. Chains howls, audible even over the gasoline-fueled racket.
8 = 2[d6]+6[d6]
6 = 6[d6]
Incredible luck. Ness couldn't save Sprog, but she may very well succeed in saving herself. A success, and a six on the Fortune Die, indicating another phenomenal achievement.
Ness doesn't just get an edge, she gets AWAY. The engine under that hood is a powerful beast, and it car outpaces anything else the slavers have. Clinging to the wheel like it's a life-preserver, Ness grits her teeth and squints her eyes and shouts to the RPM accompaniment. Fast, faster and, ultimately, fastest. She tears away from them and plunges into the night. When she figures out how to douse the headlights, she is even more of a ghost.
Now she needs to know where to go and what to do. She's a wanderer, and it's not like there are any go-to destinations anymore. Did Ness have something in mind before the slavers wrecked the caravan of which she and Sprog were a part?
(1[d10]) No, and...
... what's more there are some places that really wouldn't want to see Ness again. She's a thieving soul who fights dirty and doles out nasty surprises from that bag of tricks she carries. No wonder no one wants her around. So her options are limited by her past experiences.
So let's generate three potential spots and see which strikes our fancy.
7 = 6[d6]+1[d6]
4 = 1[d6]+3[d6]
4 = 2[d6]+2[d6]
• a cracked mountain
• a smoking fort
or
• a ruined factory
None of these sound particularly appealing, but a ruined factory might prove to be the right kind of hiding place. Getting her bearings by moonlight and starlight, Ness heads for this safe haven, hoping that's what it'll be when she gets there.
Is it?
(4[d10]) No
Uh-oh. So let's see what she has to contend with here.
6 = 1[d6]+5[d6]
9 = 4[d6]+5[d6]
9 = 3[d6]+6[d6]
9 = 3[d6]+6[d6]
Disfigured nomads who want to butcher people! They wear filthy robes and they're making weapons.
And Ness is driving right into their lair.