The party sign up as last-minute entrants in the legendary 'Thunda Circuit', and are given their pick of Skimmer Teams to join for the notoriously chaotic race. So, strap yourself in, try to stay inside the Skimmer, and prepare for a thrilling ride.
"In the midst of the scorching Thunda Sands sits an unlikely tourist destination. Decades ago, thrill-seekers began using the flat, rocky expanse for an annual race of crazy spell-engine-loaded platforms known as 'Skimmers'. They can hover, drive, crawl; doesn't matter as long as they're wicked-looking and engine-powered. As the years went on, the event grew into a spectacle that racing enthusiasts and inventors spend all year looking forward to. When you heard some of the racers were still looking for volunteers to join their teams, you rushed to sign up."
Arriving at the garages, the party can ally themselves with either Cutt, Soobi or Risky. However, each Skimmer only has space for three individuals, including its owner, so the party may have to distribute themselves across multiple vehicles. There are three roles on each Skimmer: a Driver to steer the vehicle, an Engine Cranker to keep the spell-engine churning, and a Gunner to weaken the competition. All Skimmers start with a 17 Defense Rating and 5 Hearts.
Set the scene, have the three Owners introduce themselves and their vehicles, then continue:
"Blinding sunlight beats off the white, stone track in the middle of this makeshift sandstone town. The smell of burnt Mana, electricity and molten metal fills the air."
Strategies need to be discussed before the race, because all racers gain the Deafened Ailment when they enter this area.
The first section of track is wide enough for three Skimmers. It runs for 1000ft before the Shale Canyon starts.
"The dusty cobbles descend into a careful drive through an enclosed, rocky valley. Jagged boulders and loose stones litter the parched ground."
This is a narrow passage through a bumpy chasm. Rocks in the road need to be expertly maneuvered between to get to the other side.
The track here is wide enough for two Skimmers, and continues for 2000 ft before reaching the Arid Trail.
"The valley road climbs into a fenced-off route through the sand. Flags make a spectacle of an upcoming, steep jump."
Racers must test their strength in the form of Deftness or Might Checks to stay in control during the 'Leap of Faith' jump. Skimmers receive a -2 to their next Cranking Roll for each racer who fails.
This road is wide enough for five Skimmers, and continues for 2000 ft before reaching the finish line.
The Team who finish in first place receive 100C each. The racers on the Skimmers who finish in second and third places receive 50C and 25C each, respectively.
If an Owner wins with the party, they will consider gifting the group their Skimmer [Source, pg. 198] as a thank you. Consider giving a Social Bond with the relevant Owner too.
Storybeats & layout inspired from No-Horse Race by One-Shot Wonders. Some writing blocks used directly.
Story, mechanics, setting, characters, and vibes reworked to fit BREAK!!'s universe.