[X] Channel 2 Dot Principle (Costs One Willpower. Uses one of your Principle (Abhas is Hilarious) channels. Adds 2 dice to your roll)

You've got few enough people you don't actively hate, and Abhas is on that list. Plus, the cyborg and the saboteur are being assholes. This is a righteous jam, and probably good karma.
We drop down low, aiming for a big heap of slag. Aiming right for it, in fact. Pulling back on the throttle, we drop on a course to land right on the peak of the pile. At the last second, we pull the nose up and ram to full throttle, directing the blast of our engines right into the slag as we sail back vertical. The blast throws a huge cloud of dust, slag, and assorted crap into the air right behind us, cloaking Abhas and hopefully choking his pursuers' engines as well as sight.
Hmm...needs more. Wait, I've got a really stupid idea!
We roll over at the top of our parabola and head back towards the next big pile. We level out in front of it, still flying inverted, carefully lining up and bracing for impact. Our tailfin drags right through the top of the pile as we push into a 'dive', repeating the engine blast trick, this time with even more crap we've physically thrown into the air. That's some nice cloud of debris!
 
6 successes. 6 successes. You're killing me, dice.

By the way: You've finished the leg, despite your penalty and giving up successes, without channeling anything. You only get a limited amount of channels per Principle/Virtue, so you may want to save those up.
 
havocfett said:
8 successes. 8 successes. You're killing me, dice.

By the way: You've finished the leg, despite your penalty and giving up successes, without channeling anything. You only get a limited amount of channels per Principle/Virtue, so you may want to save those up.
Where are the two extra successes coming from? The 10x2 mean that rolz is counting the 10 as two successes, not that we rolled 2 tens.
 
[X] No Channel (You keep all channels and don't add any more dice on top of any theoretical stunts)
Just seconds ago, Ravana was flying high on audacity and adrenaline (and, yeah, thrusters set to full). Now guilt's like a heavy stone, dragging his thoughts back to the twisted wreckage of Abhas' ship. This wasn't how things were supposed to turn out. The stakes meant he'd been prepared to overlook the sabotage. Abhas is such a tough bastard that it'd take more than a nasty crash to kill him even if he weren't some kind of superhuman genetic experiment, and a quick end to his participation would have been... well, it would have been pretty helpful. Instead, one of his only friends is running for his life far below, a psychotic cyborg strafing the ground with blaster fire like a child with a magnifying glass and a grudge against ants. Ravana entered this race to save someone he cared about, and now he might be condemning another of them to death in the process. What the hell kind of trade is that?

Harmeet's gasp of horror brings him back to reality, and a decision is made. Cursing under his breath - mostly - he leans forward and flicks a few relevant switches, including one that he's almost certain isn't actually connected to anything. He ended up labeling both its positions "Awesome" a while back. No sense taking chances. With these scanty preparations complete, he grasps the flight stick with both hands and pulls.

Up. Up. Up. The viewport fills with sky for a moment, and a warning pops up about leaving the boundaries of the race, before sheepishly closing itself as he starts to loop back down.

There's a sudden rush of gravity as the ground makes a reappearance from above, and Ravana finds himself just where he wanted to be - gunning it, full speed, swooping down at the two aggressors like an eagle with a plasma-thruster up his ass. He can all but hear the wail of their proximity alerts as he comes within a heartbeat of scraping their hulls, and they scatter like startled fish, desperately trying to avoid both the natural obstacles of the course and whatever maniac almost rammed them from above.

Seems like the cyber-bitch had a heat-seeker primed and ready to go, because in the panic something flies out of her craft and swerves straight into a river of churning molten metal. The unexpected shockwave sending her spinning even further off-course, droplets of slag ruining her sensors and damaging her intakes. Ravana, on the other hand, never needed augmentation - he was born with nerves of steel, and a dip of the wing just so lets him rides the explosion for a breathtaking boost.

Abhas is nowhere to be seen. Ravana can only imagine the license to tease he's just earned.
 
Odd question what is the opposite of a dragon blooded?

[X] No Channel (You keep all channels and don't add any more dice on top of any theoretical stunts.
 
God, I'm going to have to raise the stakes for 3 die stunts at this point.

The consequences of having multiple writer-y types participating, I guess.

3 die stunt, so roll 2d10. Since you're full on Willpower, I'll go with rules I normally ignore and grant you 1 exps.
Ridiculously Average Guy said:
Odd question what is the opposite of a dragon blooded?
No such thing.

I'm going to an Eagle Scout Project, and then working on Psych Essays (And petitioning my professor to let me electro-shock freshmen), so the update will be late tonight, probably concurrent with a Hathihul Nahayah or For Mine is an Evil Laugh update.
 
Oh, bah, since I forgot to do it, after this turn the standings are:

1st Place: Ravana, 12/10 Threshold Successes. First Leg Completed.
2nd Place: Chandra. 8/10 Threshold Successes.
3rd Place: Blando and Marcelina. 6/10 Threshold Successes.
4th Place: Harmeet and Rax? 5/10 Threshold Successes.
5th Place: Ilana. 4/10 Threshold Successes
6th Place: Cyborg. 3/10 Threshold Successes. One Racer Elimination.

Eliminated Racers: Abhas
Dead Racers: Saboteur
 
Dang, I keep missing votes. Ah, well, the winning ones are what I would have voted anyway, so all's good.
 
I know, Rav. I'm not going to stop.
I know, Rav. I'm not going to stop.

Just seconds ago, You were flying high on audacity and adrenaline (and, yeah, thrusters set to full). Now guilt's like a heavy stone, dragging your thoughts back to the twisted wreckage of Abhas' ship. This wasn't how things were supposed to turn out. The stakes meant he'd been prepared to overlook the sabotage. Abhas is such a tough bastard that it'd take more than a nasty crash to kill him even if he weren't some kind of superhuman genetic experiment, and a quick end to his participation would have been... well, it would have been pretty helpful. Instead, one of your only friends is running for his life far below, a psychotic cyborg strafing the ground with blaster fire like a child with a magnifying glass and a grudge against ants. You entered this race to save someone you cared about, and now you might be condemning another of them to death in the process. What the hell kind of trade is that?

Harmeet's gasp of horror brings you out of your reverie, and you make a decision. Cursing under your breath - mostly - you lean forward and flick a few relevant switches, including one that you're almost certain isn't actually connected to anything. You ended up labeling both its positions "Awesome" a while back. No sense taking chances. With these scanty preparations complete, you grasp the flight stick with both hands and pulls.

Up. Up. Up. The viewport fills with sky for a moment, and a warning pops up about leaving the boundaries of the race, before sheepishly closing itself as your to loop back down.

There's a sudden rush of gravity as the ground makes a reappearance from above, and you finds yourself just where you want to be - gunning it, full speed, swooping down at the two aggressors like an eagle with a plasma-thruster up his ass. You can all but hear the wail of their proximity alerts as you come within a heartbeat of scraping their hulls, and they scatter like startled fish, desperately trying to avoid both the natural obstacles of the course and whatever maniac almost rammed them from above.

Seems like the cyber-bitch had a heat-seeker primed and ready to go, because in the panic something flies out of her craft and swerves straight into a river of churning molten metal. The unexpected shockwave sending her spinning even further off-course, droplets of slag ruining her sensors and damaging her intakes. You never needed augmentation - you were born with nerves of steel, and a dip of the wing just so lets you ride the explosion for a breathtaking boost back to your rightful place in front of the pack.

Abhas is nowhere to be seen. You imagine the license to tease you've earned, and then you see him, a corona of flame and anger on top of the Saboteurs ship. You see an armored, flame-wreathed fist burst into the Saboteurs viewscreen, and then the screen goes dark as Abhas leaps clear from the now-crashing starfighter.

The announcer calls the death. There're cheers. First blood goes to Abhas. Theoretically you should disapprove.

You know, theoretically.

It's another ten minutes, roughly, to the fork. Three routes to continue the race, ranging from 'boring as shit' to 'why would you even do this' to 'home'. You've got plenty of time to make the choice, you can afford to take your time.

Allocate Hazard Conversion:

You have three intervals before the important racers catch up to you. You can therefore allocate all three Hazard you have gained for advantages over your opponents. This is not weighted.

[ ] Gain Successes. (Takes one Hazard/Success)
[ ] Give an enemy a point of Hazard (Takes three Hazard to give on enemy a point of Hazard. Pick an enemy)

Pick One

[ ] To be perfectly honest you're not sure if this thing is physically possible. You know one guy who completed it, and his ship was so badly wrecked it detonated during the final leg. It's theoretically a massive leg over the enemy, if you complete it, since it cuts five hundred miles to about thirty. But between the gas pockets, the near-impossible confines of the valley, the wrecks of previous racers, and at least one live munitions dump, it's probably not worth it. Once that might have just made it more appealing, but not today.(Difficulty 5, 7 threshold successes to complete. 2 Hazard/turn, on top of any other Hazard gained. If you fail to breach 5 successes, your ship takes 1 lethal health level per success failed by (minimum 1). This is doubled on a Botch. .9x)
[ ] You grew up in the confines of the Hailax Manufactory. It's been officially abandoned for close to half a century now, turned into an option for a leg of the race, but that never stopped Slum-Dwellers. You lived wherever you could, whenever you could, doing what you had to. You watched the ships fly through the manufactory, warring with each other brutally, as you grew up. It was dangerous, auto-cannon and plasma and missile fire could rip into a crowd or a home at any moment, and no-one cared if the racers killed slum-dwellers in their fight, but watching those flights...it inspired you. It's a good route, dangerous, but relatively short and not utterly suicidal. (Difficulty 3, 14 threshold Successes to complete. Gain 1 Hazard if you fail to breach 3 successes. Using the Attack/Strife option or the Take Cover options while in the Hailax Manufactory are treated as violations of your 4 dot principle 'Indrajit'. 1.2x)
[ ] The third, and technically the standard, option is to hit the Dustbowl. Five hundred miles of safe, unlittered, boring as fuck canyon. Ignoring the fact that it's absurdly long and will probably have lots of people trying to shoot you, it is boring as fuck. (Difficulty 1. 20 threshold successes to complete. .6x)

Pick One

[ ] Get Dangerous (2 Auto-Sux, gain 2 Hazard. 1.3x)
[ ] Get Clever (+1 Difficulty, +3 dice on next turn's roll. 1.2x)
[ ] Aggress (+1 Difficulty, pick a target. If you roll more threshold successes, they take three hazard, if they roll more, you take three hazard. 1x)
->[ ] Aggress Cybitch (As above, 1.3x)
[ ] Strife! (+1 Difficult, gain 1 Hazard, pick a target. Open fire on that target. .8x)
->[ ] Strife Cybitch (As above, 1.1x)
[ ] Take Cover (+1 Difficulty, +3 to all Defense Values this turn)


You can stunt for what you vote for, even before I declare dice totals and the winning option.
 
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[X] Gain Successes. (Takes one Hazard/Success)
[X] To be perfectly honest you're not sure if this thing is physically possible. You know one guy who completed it, and his ship was so badly wrecked it detonated during the final leg. It's theoretically a massive leg over the enemy, if you complete it, since it cuts five hundred miles to about thirty. But between the gas pockets, the near-impossible confines of the valley, the wrecks of previous racers, and at least one live munitions dump, it's probably not worth it. Once that might have just made it more appealing, but not today.(Difficulty 5, 7 threshold successes to complete. 2 Hazard/turn, on top of any other Hazard gained. If you fail to breach 5 successes, your ship takes 1 lethal health level per success failed by (minimum 1). This is doubled on a Botch. .9x)
[X] Get Dangerous (2 Auto-Sux, gain 2 Hazard. 1.3x)
 
So if we Get Dangerous and convert all our hazard to auto-sux, we get 5/7 needed to complete the nearly impossible section. We automatically won't take the lethal health levels, and we have a 6-hazard buffer to survive even after that turn. Assuming we don't do anything else overly dangerous, that's 4 turns total to get just 2 successes. I think that's quite easily doable.

[X] Gain Successes. (Takes one Hazard/Success)
[X] To be perfectly honest you're not sure if this thing is physically possible. You know one guy who completed it, and his ship was so badly wrecked it detonated during the final leg. It's theoretically a massive leg over the enemy, if you complete it, since it cuts five hundred miles to about thirty. But between the gas pockets, the near-impossible confines of the valley, the wrecks of previous racers, and at least one live munitions dump, it's probably not worth it. Once that might have just made it more appealing, but not today.(Difficulty 5, 7 threshold successes to complete. 2 Hazard/turn, on top of any other Hazard gained. If you fail to breach 5 successes, your ship takes 1 lethal health level per success failed by (minimum 1). This is doubled on a Botch. .9x)
[X] Get Dangerous (2 Auto-Sux, gain 2 Hazard. 1.3x)

We'll get a lot of Hazard, but we'll finish so fast we'll be positively bored. It'll give us a huge bonus on the next leg of the race.

Here's hoping that our opponents don't follow the predefined story... (Unless I'm misunderstanding, this is the background for a character havocfett ran where an opponent exalted in the middle of the race, letting him win)
 
[X] Gain Successes. (Takes one Hazard/Success)
[X] You grew up in the confines of the Hailax Manufactory. It's been officially abandoned for close to half a century now, turned into an option for a leg of the race, but that never stopped Slum-Dwellers. You lived wherever you could, whenever you could, doing what you had to. You watched the ships fly through the manufactory, warring with each other brutally, as you grew up. It was dangerous, auto-cannon and plasma and missile fire could rip into a crowd or a home at any moment, and no-one cared if the racers killed slum-dwellers in their fight, but watching those flights...it inspired you. It's a good route, dangerous, but relatively short and not utterly suicidal. (Difficulty 3, 14 threshold Successes to complete. Gain 1 Hazard if you fail to breach 3 successes. Using the Attack/Strife option or the Take Cover options while in the Hailax Manufactory are treated as violations of your 4 dot principle 'Indrajit'. 1.2x)
[X] Get Dangerous (2 Auto-Sux, gain 2 Hazard. 1.3x)

With this permutation, we're starting the next round with 5 autosucceses, reducing it to effectively 9 successes for us to complete it. It's almost enough to make the hard one tempting, but I'm not sure we can reliably roll that high, and a few failures makes it rather too probable that we'll Hazard-crash.
 
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