I was searching the forums for ideas on running the race from Speed Kills and - after developing my own - thought it might be worth sharing what I came up with. If your players want to focus solely on the narrative, I would run the race like a Skill Challenge, but this framework is based on the idea that my players will enjoy a granular, beat-by-beat race - and that we all love the podracing scene from Phantom Menace and the N64 game from which many of the ideas were drawn.
The course is divided into a number of zones (think Beggar’s Canyon, Canyon Dune Turn or Hutt Flats) and each zone subdivided into a number of lengths (usually 2-to-5.) Moving one length is CLOSE, two lengths is NEAR and three lengths is FAR. Each zone has unique features (something fixed you interact with/avoid on your turn) or complications (something that the next racer must deal with, like shooting Tusken Raiders or flaming methane geysers). Each zone and its table is written down on an index card for easy reference (see example card below).
For reference, my course has eight zones: Streets of Geytis (two lengths, TARGET 12), Alavast Pipelines (four lengths, TARGET 12), Karnevrion Scrap Refinery (two lengths, TARGET 12), The Demon Maws (three lengths, TARGET 13), Desolation Alley (two lengths, TARGET 13), Othlond Salt Flats (five lengths, TARGET 13), Labyrinth Canyon (three lengths, TARGET 14), Howler’s Gorge (four lengths, TARGET 14.)
On your turn, you:
1. CHOOSE SPEED. Based on the limitations of your racer’s engine, decide whether you move SLOW (move CLOSE, take 2 actions); FAST (move NEAR, take 1 action); or HYPERFAST (move FAR, take no actions)
2. CHOOSE ACTION. If your SPEED allows, take an action from the list below or think of how your character would react.
3. ROLL FOR FEATURE/COMPLICATION. Roll 1d8 for the current race zone to trigger a complication for the next racer in initiative/race standings.
Racer-specific actions include:
• JOCKEY. Make PILOTING ATTEMPT against TARGET. Overtake CLOSE racer and advance one place in standings.
• REPAIR. Make an INT/WIS ATTEMPT against TARGET to repair your racer. Fixes 1 + TOOLS modifier of damage or one SABOTAGE/CRITICAL FAILURES condition.
• SABOTAGE. Make ATTEMPT against TARGET. Force CLOSE enemy to roll on SABOTAGE/CRITICAL FAILURE table.
• RAM. Make STR ATTEMPT against TARGET. Does VEHICLE WEAPON damage to CLOSE enemy.
• SHOOT. Make DEX ATTEMPT against TARGET. Does VEHICLE GUNS damage to CLOSE or NEAR enemy.
• EJECT. Make DEX ATTEMPT to bail out of a wrecked racer before it explodes. Take ULTIMATE damage. (On a failed EJECTION attempt, take x4 ULTIMATE damage at the end of the round.)
Assuming that a racer can only hold one or two operators, create some NPC racers for your other players to control on their turns - an index card with relevant ROLLS, one or two SPECIAL ABILITIES and an AI chart to make their lives easier. That last bit will also keep your NPC’s from acting too kindly to their fellow players.
Let me know what you think or what you would change. I hope this has given you some inspiration - or that you can improve on this idea and make it your own!