[M&M 3e] Star Racers

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Ysariel
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Joined: Sun Nov 06, 2016 2:14 pm

[M&M 3e] Star Racers

Post by Ysariel »

"Race me through the galaxy
Find your dreams in the starry sea
Wondrous treasure, heart's desire
Come on, reach a little higher!

Now's the time to spread your wings
Listen to your heart, it sings
Go and seize your destiny!
Onward to infinity!"

-- Galactic Star League Season 462, opening jingle (Terran translation)


Table of Contents
1. "Star Racers, Blast Off!" (Initiative)
2. Overtaking
3. Attacks
4. Moving, Passing for free & Conditions
5. Attacking From Behind
6. Hazards
7. Scoring
8. Team Races
9. Character Creation

Sample Builds
  • The Ace - Superior piloting skills overcome opponents.
  • The Brute - Heavy weapons and armor destroy all opposition.
  • The Engineer - Mechanical skills defeat obstacles and weapons.
  • The Rocket - Souped-up ship to seize and maintain lead.
  • The Scientist/Wizard - Manipulates racecourse with knowledge and gadgets.
  • The Warrior - Disables other vehicles with skillful attacks.
Last edited by Ysariel on Mon Apr 24, 2023 2:32 am, edited 15 times in total.
Ysariel
Posts: 788
Joined: Sun Nov 06, 2016 2:14 pm

Re: [M&M 3e] Star Racers

Post by Ysariel »

Year 2650 C.E.
Sol System
The Rings of Saturn

"Welcome, Ladies, Gents and Others, to the Galactic Star League - the Milky Way's most-watched sporting event!"

The hull of the pleasure cruiser
Safe At Any Speed is folded open, separated from the vacuum of space by only a transparent forcefield, allowing 20,000 spectators from hundreds of sapient races a full view of the starting line. There, six small ships, starfighter-sized, hover before the holographic start line projected in space from GSL referee ships. Before them, thousands of blinking space beacons trace the racecourse's path through space, a long, winding route that vanishes within Saturn's rings below.

"Once per cycle, Star Racers from across the spiral join an epic tournament across dozens of systems. At the end of their long journey across the sea of stars awaits nothing less than..."

"The treasure of a million worlds!" countless voices scream back.

"But this year," continues the announcer, "the Beyonders, mysterious star gods who indwell the Galactic Core, have announced that they shall also bestow upon the champion of this cycle's race a reward beyond all imagining: their heart's desire!"

"Ooooooooooooooooooooh," gasps the crowd.

"The stakes are higher than ever," booms the announcer, raising his voice above the din of the crowd. "And the prize greater than ever! Who shall be the champion of the 462nd Galactic Star League? It's time to find out!" A three-mile-tall holographic "10" appears before the start line and begins ticking down: 9... 8... 7...

A great rumble rises from the crowd, steadily growing in volume. As the countdown strikes zero and the GSL referee cruiser fires its laser cannons to begin the race, the thousands of spectators erupt and in one voice scream:


"Star Racers, Blast Off!"

* * *

Star Racers is a PL 10, 160pp, player versus player game where you compete against both other human players and NPC racers in a space racing tournament.

Races are resolved using a modified version of combat.

At the start of a race, instead of initiative, the GM will roll 1d6 + movement rank. The racer with the highest score is in the lead, and the rest are arranged in descending order of the results.

1d6 is used instead of 1d20 to allow the ship's movement rank to have more influence over the starting position.

The racers then act in descending order of their roll results, with the lead racer going first. Hence, the "initiative" list is also your position in the race, and you may move up and down in it as you pass or are passed by other racers.

There are two main ways to advance in the race: hamper racers by attacking them, or use the Overtake action to pass them.

* * *

At the start line, the six ships thrum with power. Impulse drives, hyperdrives, chemical rockets, even exotic stutterwarp engines glow with energy or vent steam and assorted gasses into the void of space. Before them, the giant holographic numbers count down: 3... 2... 1... 0!

Wild cheers erupt from within the spectating pleasure cruisers, and six comets of light burst forth from the start line, winding and weaving their way towards the planetary rings below.


Round 1
-----------------------------------------
ASTRONAV SCANNERS: ALL CLEAR
-----------------------------------------
First
01 Revar Isha-Vaan / "Dauntless"
02 Hiro / "Mona Lisa Overdrive"
03 Kaylee / "Rainbow Road"
04 K'Tharr / "Five Rounds Rapid"
05 Princess Céleste / "Téméraire"
06 Liria / "Hydrogen Sonata"
Last
Last edited by Ysariel on Tue Jan 10, 2023 1:56 am, edited 3 times in total.
Ysariel
Posts: 788
Joined: Sun Nov 06, 2016 2:14 pm

Re: [M&M 3e] Star Racers

Post by Ysariel »

Overtaking

Inside the hull of the Dauntless, Revan clacks his mandibles in pleasure, guiding his ship along the twists and turns of the course. The ships of the primitive races have been left behind, and he has easily seized the lead, as expected.

The chlorine atmosphere of his cockpit thrums with his voice. "Varanian technology: superior. Varanian engines: peerless. Victory: imminent, assured! Har: Har: Har!" he tilts his spade-shaped head back in open laughter.

Suddenly the commlink crackes to life with a transmission over the open frequency. "Sorry, pal," cackles a Terran voice as a rag-tag, beaten-up ship momentarily draws up next to the starboard window. The badly scuffed-paint under the cockpit features a crude drawing of a barely-clothed, horribly ugly Terran female with hideous, scale-less skin, above the letters
"MONA LISA OVERDRIVE". "The years I spent as a pizza delivery driver are about to pay off. I've seen badder m********** than YOU in the skyways of Trantor. Seeya, sucker!"

The racecourse takes a tight bend, and Terran ship, hugging the inner radius of the turn, slips by the powerful Varanian warbird into first place.

Revan pounds his controls so hard all the lights flicker momentarily, and his bulbous eyes swell with fury. "Terran: Impudence! Engine power: maximum!"


* * *

Attempting to overtake another racer is a standard action.

Overtake: Roll 1d20 + your Vehicles score vs a DC of 10 + the defending racer's Vehicles rank. If you pass the check, the defending racer then rolls 1d20 + movement rank vs a DC of 10 + your movement rank. If they fail, you and the target racer swap places.

In other words, overtaking is an attack, with your Vehicles score acting as attack and defense, and your Movement rank acting as effect rank and resistance.

Because overtaking is a kind of attack, it is PL-capped. The sum of your Vehicles skill and your ship's movement rank cannot be more than 20.
  • You can only overtake the racer immediately ahead of you.
  • You can use extra effort or extraordinary effort for additional overtake attempts. This potentially allows you to overtake multiple racers in the same turn.
  • You can't use the overtake action if you are unable to also take your move action, due to a condition such as Dazed, Stunned, etc. because your ship is unable to accelerate.
  • A crit on your Vehicles check is an automatically successful overtake, but only if your Vehicles skill is higher than the defending racer's.
Because overtaking is a kind of attack, you can buy feats and features for it similar to the ones for attacks. Almost any feat applicable to other attacks can have a version that applies to overtaking, as long as you flavor them appropriately.

Examples:
  • Ace Pilot: Improved Critical [Overtake] • 1pp
  • Improved Maneuverability: Accurate Attack [Overtake] • 1pp
  • Obstructive Flying: Defensive Attack [Overtake] • 1pp
  • Miracle Comeback: Luck 1 [Extra effort, limited to overtaking when in last place] • 1pp
Use your imagination and develop your racer's unique piloting style!

Round 1
-----------------------------------------
ASTRONAV SCANNERS: ALL CLEAR
-----------------------------------------
First
01 Hiro / "Mona Lisa Overdrive" (acted)
02 Revar Isha-Vaan / "Dauntless" (acted)
03 Kaylee / "Rainbow Road"
04 K'Tharr / "Five Rounds Rapid"
05 Princess Céleste / "Téméraire"
06 Liria / "Hydrogen Sonata"
Last
Last edited by Ysariel on Wed Jan 04, 2023 2:35 pm, edited 1 time in total.
Ysariel
Posts: 788
Joined: Sun Nov 06, 2016 2:14 pm

Re: [M&M 3e] Star Racers

Post by Ysariel »

Attacks

K'Tharr's ship follows closely in the wake of the Rainbow Road's prismatic drive, its black hull starkly visible against the multicolored light. "Heard you Kel-Morians are mean negotiators," he sneers over the open frequency, breath heavy and eye-stalks quivering from the combat drugs being pumped into his flightsuit. He lines up the ship ahead in his targeting cursors as he has lined up many a hapless target before. "Negotiate with THIS!"

The Five Rounds Rapid opens up with its armor-piercing autocannons, and explosive shells burst and shatter all over the Rainbow Road. The shells badly chip the ship's ceramite plating, but fail to score a penetrating hit.

Inside the
Rainbow Road, Kaylee wipes sweat from her brow as she shuts off alarms and checks the flow of regenerative nanite-repair paste to the armor repairers. "Kel-Morian mining ships are are tougher than you realize," she seizes the commlink and growls. "Now for a taste of your own medicine, sellsword!"

The stocky miner stabs a button on the controls. The three crystals of the
Rainbow Road's prismatic engines glow brightly, then emit three beams of light that converge into a single, devastating, multicolored beam of destruction.

"Mining laser! Mining laser! Evasive maneuvers!" K'Tharr shrieks as the beam weapon scores a deep gash in the
Five Rounds Rapid's reactive armor. The seasoned mercenary is struck by a profound sense of injustice. How on earth are civilians allowed to have firepower comparable to professional private military contractors?

* * *

You can attack other racers! Racers roll attack and defenses as normal. Weapons may be vehicle-mounted or pilot-wielded.

Every ship must have at least one PL-capped weapon. "Pacifist" ships with no weapons are not allowed.

Weapons are limited to a per-rank cost of 2pp/rank. The Ranged 1pp/rank extra does not count against this limit, but Perception does.

Weapon range:
  • Close weapons can only attack the racer immediately in front or behind you in the race.
  • Ranged weapons may attack any racer you can accurately perceive.
  • Perception weapons are capped at PL-2 and not allowed unless sense-dependent.
Note that "close" range in ship-to-ship combat is dogfighting range, and does not necessarily mean melee weapons. Short-ranged blasters would count as close weapons.

Area weapons:
Weapons with any Area extra are capped at PL-2.
  • Cone/Line/other: 2 adjacent racers on the same side (i.e., both in front of you or both behind you)
  • Burst: 2 adjacent racers on the same side. (If close range: the racer immediately in front and behind you)
  • Selective: any 2 racers, need not be adjacent or on the same side
Weapons may be limited to forward only (can only attack those ahead of you in the race) or rear only (the reverse). However, if the same array contains both weapons limited to forward or back, then these limits are only a -1pp quirk.

Examples
  • Weapon limited to forward only: Battering ram, Prow-mounted cannon
  • Weapon limited to rear only: Weaponized exhaust, Anti-Ship mines

Round 1
-----------------------------------------
ASTRONAV SCANNERS: ALL CLEAR
-----------------------------------------
First
01 Hiro / "Mona Lisa Overdrive" (acted)
02 Revar Isha-Vaan / "Dauntless" (acted)
03 Kaylee / "Rainbow Road" (acted) (-1)
04 K'Tharr / "Five Rounds Rapid" (acted) (-1, Dazed till next turn)
05 Princess Céleste / "Téméraire"
06 Liria / "Hydrogen Sonata"
Last
Last edited by Ysariel on Mon Apr 24, 2023 7:07 am, edited 6 times in total.
Ysariel
Posts: 788
Joined: Sun Nov 06, 2016 2:14 pm

Re: [M&M 3e] Star Racers

Post by Ysariel »

Moving, Passing for free & Conditions

Bright fire blossoms in space as the mining laser detonates something deep inside the ship ahead. "Téméraire," Céleste thinks through her mindlink with her dragon. "The war-dogs are hindered. Now is our chance!"

"Certainly," growls the dragon's voice, replying in Elvish out of respect for the princess. His wings beat heavily in the bubble of ionized air that Céleste's spells project about them both, protecting dragon and rider from the harsh void of space, but it is not the moving air that propels them. Charged with mana, Téméraire's wings push against the very fabric of space itself, making speed at a rate comparable to any starfighter. He flexes his shoulders, and with a mighty sweep of both wings the princess and her dragon soar past the stricken
Five Rounds Rapid.

* * *

The ships in a race are constantly trying to outpace each other. Every round, racers must use a move action in order to at least maintain their position in the race. This represents their ship moving at its standard acceleration. If a racer for any reason is unable to take their move action or unable to move due to a condition such as Stunned, etc. then the player immediately behind them can pass them as a free action. (A racer already in last place suffers no further disadvantage.)

This mechanic is the main way attacking other racers helps you advance. Even without destroying their ships, by inflicting conditions such as Dazed, Immobilized, Stunned, etc. you prevent them from being able to move and allow yourself to pass them without contesting their Vehicles skill.

Any racer can only be passed for free like this once per round, because even ships that have lost primary engine power continue to coast in the frictionless environment of space. This is a balancing mechanic that prevents a player immediately falling to last place which would make many conditions too punishing. There is no such limit on being overtaken through the overtake standard action.

Examples
  • Dazed: A racer who is Dazed may spend their standard action to move instead, to avoid being passed for free.
  • Immobilized: A racer who is Immobilized cannot move at all, so the racer behind them can pass them for free.
  • Compelled: A racer who is Compelled has only a standard action that is determined by someone else. Unless ordered to move by the controller, the racer behind them can pass them for free.
House Rule
  • Hindered: This condition now inflicts -2 speed rank (increased from -1) to make it more punishing. A Hindered racer is hence easier to overtake, and has a harder time overtaking others.

Round 1
-----------------------------------------
ASTRONAV SCANNERS: ALL CLEAR
-----------------------------------------
First
01 Hiro / "Mona Lisa Overdrive" (acted)
02 Revar Isha-Vaan / "Dauntless" (acted)
03 Kaylee / "Rainbow Road" (acted) (-1)
04 Princess Céleste / "Téméraire"
05 K'Tharr / "Five Rounds Rapid" (acted) (-1, Dazed till next turn, Passed for free)
06 Liria / "Hydrogen Sonata"
Last
Last edited by Ysariel on Thu Jan 05, 2023 9:39 pm, edited 1 time in total.
Ysariel
Posts: 788
Joined: Sun Nov 06, 2016 2:14 pm

Re: [M&M 3e] Star Racers

Post by Ysariel »

Attacking From Behind

The dragon Téméraire soars right into the multicolored wake of the Rainbow Road. As he does, Princess Céleste stands upright on her saddle, draws an arrow from her quiver, notches it to her bow, and draws it back all the way to her shoulder. The bodkin arrowhead glows fierce cerulean blue against the void.

She lets it fly, and the arrow vanishes into a weak spot between two armor plates split apart by earlier blaster fire. A moment later, an internal explosion blows the plating outward and leaves a long tail of smoke and flame trailing behind the ship. One of the three arkenstone crystals of the ship's prismatic drive fade, and the
Rainbow Road starts to lose acceleration.

"What now?!" Kaylee groans inside her ship. A quick look at power diagnostics showed that something had hit the power feed to the #2 crystal. Another quick look at the forward cameras shows a space elf on a dragon zooming ahead of her ship. "Stay in those crosshairs," she wags a finger at the monitor. "I'll deal with you once I'm done rerouting power!"


* * *

Attacks against a racer in front have a +2 bonus to either attack or effect DC (you choose), because attacking from behind is easier.

In practice, this acts as a comeback mechanic - it is easier for those who are behind to sabotage those in the lead, rather than vice versa.

Round 1
-----------------------------------------
ASTRONAV SCANNERS: ALL CLEAR
-----------------------------------------
First
01 Hiro / "Mona Lisa Overdrive" (acted)
02 Revar Isha-Vaan / "Dauntless" (acted)
03 Princess Céleste / "Téméraire" (acted)
04 Kaylee / "Rainbow Road" (acted) (-2, Dazed till next turn, Passed for free)
05 K'Tharr / "Five Rounds Rapid" (acted) (-1, Dazed till next turn, Passed for free)
06 Liria / "Hydrogen Sonata"
Last
Ysariel
Posts: 788
Joined: Sun Nov 06, 2016 2:14 pm

Re: [M&M 3e] Star Racers

Post by Ysariel »

Hazards

Inside the fluid-filled cockpit of the Hydrogen Sonata, controls blink at beep at the dolphin-like pilot's telekinetic command. Liria's exotic stutterwarp drive, which teleports her craft forward by minute distances millions of times a second, has poor acceleration by galactic standards. But she can be patient. Astronav scanners are showing a dense asteroid field incoming, millions of chunks of frozen ice that make up the rings of the planet Terrans call "Saturn", and while the other ships will have to blast or duck through the hazard, she can simply program her engines to teleport past them.

But first, to help Nature along a little... she centers crosshairs on the Terran ship in the lead, and as her graviton beam exerts its inexorable pull, the
Hydrogen Sonata's cockpit fills with her melodious laughter.

* * *

Space is a hazardous place. At the start of a turn, a Hazard may be declared, representing various dangerous conditions the racers may encounter.

Hazards in play are displayed at the top of the initiative list, like this:
Round 2
-----------------------------------------
ASTRONAV SCANNERS: ENTERING ASTEROID FIELD
-----------------------------------------
First
01 Hiro / "Mona Lisa Overdrive" (Hindered)
02 Revar Isha-Vaan / "Dauntless"
03 Princess Céleste / "Téméraire"
04 Kaylee / "Rainbow Road" (-2, Dazed till next turn, Passed for free)
05 K'Tharr / "Five Rounds Rapid" (-1, Dazed till next turn, Passed for free)
06 Liria / "Hydrogen Sonata"
Last
Hazards are generally harmful, though some obstacles may benefit certain checks, actions, powers, or ship types.

Hazards are determined by the GM before the race, based on the theme of the racecourse. A DC 10 Expertise: Astronavigation check allows you to gain knowledge of course obstacles. For each degree of success on the check, the GM will reveal one obstacle.

The first round of a race is always "all clear", i.e. has no hazards.

Here are some examples of hazards.
  • Asteroid field: At the beginning of your turn, make either a DC 20 Vehicles or Damage rank check (whichever is higher). If you fail, you suffer an equivalent degree of failure on the damage table.
  • Tight corners: At the beginning of your turn, make a DC 20 Vehicles check. For each degree you fail by, suffer an equivalent degree of failure on the damage table. If you pass by 1 degree, gain a +2 bonus to your Vehicles check when overtaking an enemy racer. If you pass by 3 degrees, the bonus increases to +5.
  • Approaching Event Horizon: For this turn, racers attempting to overtake others add +2 to their Movement rank.
  • Leaving Event Horizon:
  • Dense Nebula: For this turn, all racers benefit from partial visual concealment: attacks against them are made at a -5 penalty.
  • Dimensional Wormhole: All ships re-roll initiative.
  • Solar Flare: At the beginning of your turn, make a DC 20 Expertise: Science check. If you pass the check, gain +5 movement rank for this round. If
  • you fail the check or do not have the required skill, you suffer a hit from a rank 10 area Damage effect.
  • Graveyard of Starships:
  • Forgotten Minefield:
  • Electromagnetic Storm:
Last edited by Ysariel on Mon Apr 24, 2023 7:06 am, edited 3 times in total.
Ysariel
Posts: 788
Joined: Sun Nov 06, 2016 2:14 pm

Re: [M&M 3e] Star Racers

Post by Ysariel »

Scoring

At the end of the race, each racer is awarded a number of points equal to:

(Number of racers + 1) − racer's position

In other words, if there are 6 racers,
  • The first racer is awarded 6 points
  • The second racer is awarded 5 points
  • The third racer is awarded 4 points
  • ...
  • The last racer is awarded 1 point
You begin your next race with HP equivalent to half the number of points won in the last race, rounded down, with a minimum of 1.
Last edited by Ysariel on Thu Jan 05, 2023 11:08 pm, edited 1 time in total.
Ysariel
Posts: 788
Joined: Sun Nov 06, 2016 2:14 pm

Re: [M&M 3e] Star Racers

Post by Ysariel »

Team Races

Team races are an option for games with no PvP element.

Team races may be 4v4, 3v3 or 2v2, and pit a player racing team against an NPC racing team.

The rules are identical except for one difference: player ships from the same team can exchange their positions without needing to make any checks. This can be used, for example, to boost ships who are bad at overtaking to the front of the race, or to protect vulnerable ships from attacks by adjacent enemy ships.

At the end of a team race, the ships are awarded points as normal (see "scoring", above). The team with more total points is the victor. In the event of a tie, the team with a ship in the #1 position is the victor.
Ysariel
Posts: 788
Joined: Sun Nov 06, 2016 2:14 pm

Re: [M&M 3e] Star Racers

Post by Ysariel »

Character Creation

General
Character sheets should represent the Star Racer in their ship as a single character (as though piloting a battlesuit). Do not use vehicle (equipment) rules.
  • PL 10, 160pp
  • Tradeoffs limited to +/-2
  • At least half (rounded DOWN) the value of your skill bonus, attack bonus or resistance rank (except Toughness) should come from the base ability.
    Examples
    Hiro, an Ace, decides that he wants to be really good at piloting, so he wants a Vehicles skill of 12 (the maximum tradeoffs permit). This means he needs at least Dexterity 6.

    Liria, a Scientist, wants her ship to have Dodge 9 and Parry 9. This means she needs at least Agility 4 and Fighting 4 (9 / 2 = 4.5, rounded down to 4).

    K'Tharr, a Brute needs an attack bonus of +8 for his Close range weapons. This means he needs at least Fighting 4, with the remainder coming from Advantage: Close attack (he's not allowed to have the skill Close attack, since he only has 1 weapon array). K'Tharr decides to buy Fighting 8 since he needs parry defense anyway.
  • Actions: You can use extra effort to get a Standard action for as long as you are not under the effect of a 3rd degree condition. This is intended to make conditions such as Stunned less punishing in the absence of teammates to help you and provide room for counterplay.
    Examples
    Kaylee, an Engineer, is stunned after her ship has been hit by a concussive Shock Cannon. A stunned target normally has no actions, so on her turn Kaylee uses extra effort to gain a standard action. This allows her to jury-rig repairs to her ship and break free of the condition (see Skill: Technology below).

    Revan, a Rocket, is under the effect of Liriel's Hypno-Beam and compelled to take no action. A compelled target normally has only a standard action determined by the controller. Revan surges for a standard action which he uses to attack Liriel in an attempt to disrupt her control over him.
  • All racers are affected by Affects Objects powers. If your racer has no mechanical parts (e.g. a bio-ship, or riding a living creature) you need Immunity: Affects Constructs for 5pp.

Free traits
All racers receive the following at a cost of 0pp. You can't buy alternate effects for these traits, nor stunt off them.
  • Spaceworthy: Immunity [environmental cold, environmental radiation, vacuum, all suffocation]
  • Comm systems: Communication 3 [radio]
  • Languages: Galactic Standard and 1 other free language.
  • Background skills: Up to 10 ranks of the following skills: Acrobatics, Investigate, Sleight of Hand, any expertise except for Magic, Science, expertises used for invention or ritualist, and skills that you find some way to consistently get game mechanical advantage out of (such as being used for the check required flaw).

Required traits
  • Defenses: Will and fort defense are required, even if the pilot is a construct.
    Wait, a spaceship with Fortitude?
    Yes. Attacks targeting Fort represent attacks on the ship's engineering, power and computing systems.
    Examples: Corrosive acid, Hyperdrive jammer, EMP blast, Capacitor drainer, Nano-virus

    Attacks targeting Will represent attacks on the racer's mind, soul or morale.
    Examples: Mirage projector, Psychic blast, Fearsome roar
  • Combat: At least one PL-capped attack.
  • Racing: The sum of your vehicles rank and movement power rank must be 20, and are subject to tradeoff limits of no more than +/-2.
  • Movement: Your ship must have either Flight or Teleport as its movement power.

Limited traits
Combat attacks are limited to a maximum per-rank cost of 2pp/rank. Exception: The Increased Range: Ranged extra does not count against this limit, but Increased Range: Perception does.
But why?
  • Counters point-accounting by restricting the single largest source of arrayable points in most builds.
  • Encourages powerful (linked, perception, multiattack, etc.) but specialized attacks that are forced to take flaws to afford the point cost, making them more situational and increasing tactical diversity.
  • Extra: Increased Range (Perception): Perception attacks are capped at rank = PL-2.
  • Extra: Area: Area attacks are capped at rank = PL-2.
  • Advantage: Improved Critical: Limited to 2 ranks.
  • Advantage: Luck: Limited to 1 rank and must have the limited flaw.
    Example: Luck 1 [limited to recovering 1 level of fatigue when in the last position] • 1pp

Banned traits
  • Advantage: Equipment : Too point-efficient; 27th century technology indistinguishable from Devices.
  • Effect: Concealment [visual]: Invisible ships are lousy contestants in a spectator sport.
    Exception: Partial visual concealment is allowed. Non-visual concealment is always allowed.
  • Effect: Immunities more than 10 ranks (Example: Immunity to Fortitude): reduces the diversity of attacks in play.
  • Effect: Summon/Sidekick/Minion: Extra action and damage track are too advantageous in racing. Summons or minions as a descriptor (e.g. attack drones) are fine.
  • Flaw: Removable: Not a significant disadvantage in racing.
    Easily Removable is still allowed, to represent pilot-wielded weapons. Weapons lost in space are lost for the duration of the race.
    The new flaw Easily Destructible is added. On inflicting a 2nd degree or higher toughness failure, an attacker may choose instead to remove an Easily Destructible power for the remainder of the race. Use this to represent things such as turrets that can be shot off.

Traits that function or are priced differently
  • Skill: Treatment/Technology: As a standard action, these skills can be used to remove conditions (from Affliction, Damage etc.) caused by harm to the racer and damage to the ship respectively. DC is 10 + rank of the effect that caused the condition.
  • Advantage: Artificer/Inventor/Ritualist: Once per scene, you can spend 1 HP and immediately produce a power with a power point cost equivalent to your skill bonus, representing an invention or ritual that you prepared before the race. This power lasts until the end of the race, like a long-lasting power stunt. This can be used to produce a backup power in event you encounter a racecourse your ship is poorly suited to, or your primary array is nullified. You can buy advantages that function similarly but use skills other than Technology/Expertise: Magic, as long as they are flavored appropriately.
  • Effect: Healing: By default, range is Self and Affects Objects. Only restores 1 damage condition per use; DC is 10 + rank of the attack that inflicted that condition.
  • Effect: Transform: Costs 3pp/rank for any to any. Apply Limited flaws for more restricted versions.
  • Extra: Selective Area: Selective, when applied to area attacks, is now its own shape, at a cost of +2pp/rank.

Create
You can no longer trap enemy ships with Create. Instead, you can create obstacles to hinder their progress.

Cover only lasts 1 round by default, because your created objects are left behind in the vastness of space as the racers accelerate onwards. You must re-create your objects every round as a standard action to maintain the effect. For cover that persists for as long as you wish, buy the Movable extra for 1pp/r. This is equivalent to Sustained duration cover.

Create Obstacle
You create an obstacle in front of a single enemy ship.

Create Cover
You can create total cover around a target ship, protecting it from attacks; this replaces the use of a "create bubble" that surrounds a character to protect it. Total cover provides a +5 circumstance bonus to defense and +5 on resistance checks against area effects.

Cover applies in both directions, i.e. shooting from behind cover has the same penalty as shooting into it. Use Selective Create for cover that only applies in one direction.

By default, your cover surrounds the target ship in all directions. For cover that only applies in certain directions (e.g. Limited to attacks from front), apply the limited flaw.

Dropping Objects


Grab
Grab behaves differently depending on range. Grab usually can't have the area extra.

Close Grab
Two ships in a Close range Grab are considered a single ship for the purposes of overtaking, passing for free, and scoring. The ship with the higher speed rank is considered the maneuvering ship, regardless of whether it is the owner or target of the Grab power. Only it can attempt to overtake for as long as the Grab is maintained; if it overtakes other ships, the ship with the lower speed rank piggy-backs along with it. When other ships attempt to overtake the pair, the ship with the higher speed rank resists the attempt.

Ranged or Perception Grab
Two ships in a Grab that is Ranged or Perception in range maneuver independently and are not overtaken or passed as a unit (even if there are no other racers between them). Instead, the owner of the Grab can "reel in" the effect as a standard action:
  • If the owner of the Grab power has a higher Speed rank than the target, then the target is moved 1 position closer to the owner. This can be used by a high Speed rank ship to prevent an enemy ship from accelerating away from them even if the enemy ship is better at overtaking.
  • If the owner of the Grab power has a lower Speed rank than the target, then owner is moved 1 position closer to the target. This can be used by a low Speed rank ship to advance in the race without needing to make overtake checks.
  • If both ships have the same speed rank, the owner of the Grab power decides which effect they want.
Environment
The environment effect creates hazards (see Hazards, below). Each time you use Environment, you spend 1 HP. The hazard appears at the start of the next turn. This means there may be more than one hazard in play, if the next turn already had a GM-designated hazard.

Your environment effect creates one of the following hazards. To create more than one, add alternate effects.
  • Asteroid Field
  • Dense Nebula: All ships benefit from concealment. Rolls to attack have a -5 penalty on the attack check. Perception attacks need a successful Perception check vs a DC of 10 + target ship's stealth.
  • Electromagnetic Storm:
  • Cosmic Radiation:
  • High Gravity:
Hazards affect all racers, including yourself. If you don't want to be affected by your own hazard, you need Immunity 1 (your own powers).

You generally aren't allowed to have Favored Environment of a hazard you can create.
Last edited by Ysariel on Sun Apr 16, 2023 9:26 am, edited 6 times in total.
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Gilliam
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Location: New Zealand

Re: [M&M 3e] Star Racers

Post by Gilliam »

Very nice, a lot to digest and I like the idea of a space race.
Ysariel
Posts: 788
Joined: Sun Nov 06, 2016 2:14 pm

Re: [M&M 3e] Star Racers

Post by Ysariel »

Gilliam wrote: Sun Jan 08, 2023 3:50 am Very nice, a lot to digest and I like the idea of a space race.
Thank you. I intend to try and trim down the houserules to a more manageable level at some point.
Ysariel
Posts: 788
Joined: Sun Nov 06, 2016 2:14 pm

Re: [M&M 3e] Star Racers

Post by Ysariel »

Quickstart character generator
The Ace
Superior piloting skills overcome opponents.
Attack +2/Effect -2, Will & Fort balanced, Vehicles +2/Speed -2

Chose ONE background for free:
  • The Deliverator: Whether you deliver tofu or pizza, years of dodging cops and beating traffic has given you superlative flying skills.
    Expertise: Streetwise or Delivery flyer 5 [awareness] • 0pp
  • The Maverick: A hotshot pilot from the military infamous for insubordination, you've found a home in the high-stakes world of star racing.
    Expertise: Soldier 4 [fighting] • 0pp
  • The Stig: You have lived and breathed racing for as long as you remember; your training and experience are second to none.
    Expertise: Celebrity 5 • 0pp (pick the "Charismatic" option under Skills)
Abilities (58pp): Strength 0, Stamina 2, Agility 6, Dexterity 6, Fighting 8, Intellect 0, Awareness 5, Presence 2

Powers (39pp):

"Fast and Furious" Enhanced Extra 8: Multiattack 8 [applies to Speed rank] • 8pp
Add an Alternate Effect for 1pp
Choose ONE option:
  • The Deliverator: "Rush Hour Special" Luck Control 8: (Limited to force reroll -1pp/r, Limited to rerolling Speed rank -1pp/r, Reduced Range: Close -2pp/r, Secondary Effect +1pp/r) • 1pp
  • The Maverick: "Dogfighting" Enhanced Extra 8: Reaction 8 [applies to Laser Blasters, condition: when attacked] (Limited to successfully dodged attacks -1pp/r) • 1pp
  • The Stig: "Analyze Technique" Weaken Vehicles 8 (Alternate Resistance: Vehicles or Int +1pp/r, Limited to checks against you -1pp/r) • 1pp

Star Racer (Suggested names: Mona Lisa Overdrive, Sugar Rush, Racing in the 90's, Stellar Drift, Initial Dream, Double Dash, Whizzing Arrow)
"Impulse Drive" Flight 8 • 16pp
"Laser Blasters" Damage 8 • 8pp
"Lightweight Spaceframe" Protection 6 • 6pp
"Spaceworthy" Immunity 5 [environmental cold, environmental radiation, vacuum, all suffocation] • 0pp
"Comm Systems" Communication 3 [radio] • 0pp

Skills (17pp): Insight 5 (+10), Perception 5 (+10), Vehicles 6 (+12)
Add additional abilities and skills for 9pp
Chose ONE option:
  • Charismatic: Attractive, Presence 3, Persuasion 2, Deception 2 • 9pp
  • Clever: Intellect 4, Jack of all Trades • 9pp
  • Cocky: Presence 3, Deception 4, Taunt • 9pp
  • Intimidating: Presence 3, Intimidate 4, Fearless • 9pp

Advantages (16pp): Benefit 6: Full Throttle [PA: Overtaking], Blocking Maneuvers [DA: Overtaking], Thrust Vectoring [AA: Overtaking], Close Pursuit [AOA: Overtaking], Ace Flyer 2 [Improved Critical 2: Overtaking], Close Attack 4, Languages 1 (Galactic Standard, Base: Native tongue) • 10pp
Add additional advantages for 6pp

Choose up to THREE options:
  • Agile: Benefit: Aerobatics [as Agile Feint, but uses Vehicles; opposed by Vehicles or Insight], Evasion • 2pp
  • Confident: Benefit: Second to None [+2 circumstance bonus when overtaking the lead racer], Benefit: Calculated Maneuver [Improved Aim: Overtaking] • 2pp
  • Determined: Benefit: Miracle Comeback [Luck, limited to 1 free overtake attempt when you are in last place], Extraordinary Effort • 2pp
  • Experienced: Favored Environment: 2 obstacles of your choice • 2pp
  • Knowledgeable: Assessment, Well-Informed • 2pp
  • Resourceful: Jack-of-all-Trades, Benefit: Emergency Repairs [Luck, limited to 1 free reroll when suffering a 2nd degree or worse Toughness failure] • 2pp
  • Talented: Skill Mastery: Vehicles, Ultimate Skill: Vehicles • 2pp

Offense
  • Attack: Close +12, Ranged +6
  • Racing: Vehicles +12
Defense (25pp): Dodge 6 (+12), Parry 6 (+12), Toughness 0 (+8), Fort 8 (+10), Will 5 (+10)

Abilities 58 + Powers 39 + Skills 17 + Advantages 16 + Defense 25 + 5 unspent = 160pp

Suggested Complications
  • Traumatic experience: A past event (being attacked by a certain weapon or encountering a certain obstacle, such as a solar flare) left deep mental scars on you. When you encounter the event again, you may choose to be stunned at the start of your round for 1 round. At the start of your next round, receive 2 HP.
  • Injury : An old injury or disease still haunts you. At the start of a round you choose, your wounds flare up, giving you -5 to all checks for 1 round. At the start of your next round, receive 2 HP.
  • Rival : You and another racer are sworn rivals. Before a race, you can choose to declare a particular NPC racer as your rival. (You must only have 1 rival at a time.) Your rival has a +1 circumstance bonus on all checks against you. If you score fewer points than your rival when you next race together, receive 2 HP. If you score more points than your rival, they acknowledge their defeat and are no longer your rival, but you gain no HP.
Ysariel
Posts: 788
Joined: Sun Nov 06, 2016 2:14 pm

Re: [M&M 3e] Star Racers

Post by Ysariel »

Quickstart character generator
The Brute
Heavy weapons and armor destroy all opposition.
Attack -2/Effect +2, Will-2/Fort +2, Vehicles -2/Speed +2

Chose ONE background for 9pp:
  • The Mercenary: A veteran hired gun, you're armed to the teeth and know how to get your way without even firing a shot.
    PRE 3, Intimidate 6, Expertise: Mercenary 4 [FGT] • 9pp
  • The Bounty Hunter: You used to track your quarry across the starry sea; now, your sights are set on the champion's cup.
    AWE 3, Perception 2, Favored Foe 2* Expertise: Bounty Hunter 5 [AWE] • 9pp
    * choose from: Terrans, Varanians, Kel-Morians, Criminals, Military, Megacorps
Abilities (56pp): Strength 0, Stamina 6, Agility 4, Dexterity 4, Fighting 8, Intellect 0, Awareness 4, Presence 2

Powers (68pp):

"Turbolaser Battery" Damage 12 (Multiattack +1pp/r) • 24pp
Chose TWO Alternate Effects for 2pp
REMINDER If the same array contains weapons limited to both forward and rear, these limits are worth only a -1pp quirk (which will make the costs listed below inaccurate).

"Battering Ram" Damage 12 (Improved Critical 2, Penetrating +1pp/r, Limited to Forward -1pp/r) • 1pp
Powerful anti-armor forward weapon.

"Death Blossom" Damage 8 (Area: Burst +1pp/r, Distracting -1pp/r, Penetrating +1pp/r) • 1pp
Area weapon hits the ship immediately in front and behind you.

"Disruptor Cannon" Damage 12 linked to Weaken Toughness 12 (Instant Recovery -1pp/r) • 1pp
Bypasses enemy armor to inflict heavy damage.

"Grappling Claws" Enhanced STR 12 • 1pp
Prevent lighter ships accelerating away from you.

"Graviton Mines" Damage 12 (Limited to Rear -1pp/r, Ranged +1pp/r, Penetrating +1pp/r) • 1pp
Powerful anti-armor rearward weapon.

"Plasma Caster" Damage 12 (Improved Critical 2, Incurable) • 1pp
Inflicts damage that can't be healed or regenerated.

"Proton Torpedoes" Damage 12 (Accurate 2, Homing, Indirect 2, Limited to Forward -1pp/r, Ranged +1pp/r) • 1pp
Long-range homing missile bypasses cover.

"Swarm Missiles" Damage 8 (Area: Burst +1pp/r, Ranged +1pp/r) • 1pp
Area weapon damages multiple foes.
Star Racer (Suggested names: Five Rounds Rapid, Attitude Adjuster, The Moon is a Harsh Mistress, Gunship Diplomacy, There is Only War, Negotiate With This, Ultima Ratio, Forever War)
"Plasma Drive" Flight 12 • 24pp
"NeoSteel Plating" Protection 12 • 12pp
"Spaceworthy" Immunity 5 [environmental cold, environmental radiation, vacuum, all suffocation] • 0pp
"Comm Systems" Communication 3 [radio] • 0pp
Choose ONE PL-breaking defense for 6pp
"Armored Prow" Impervious Toughness 12 (Limited to attacks from front -1pp/r) • 6pp
"Reactive Armor" Impervious Toughness 12 (Decreases by 1 rank upon every hit -1pp/r) • 6pp
"Repair Nanites" Regeneration 6 • 6pp
"Stealth Field" Concealment 3 (All Radio senses, Infravision) • 6pp
Skills (6pp): Insight 4 (+8), Perception 4 (+8), Vehicles 4 (+8)

Advantages (2pp): Archetype Advantage: Vengeance**, Languages 1 (Galactic Standard, Base: Native tongue), Power Attack
** Archetype Advantage: Vengeance
Once per race, when you are Staggered, you can make a free attack against the racer that inflicted the staggered condition on you.
Enhanced Luck 1 (Surge instead of reroll +0, Limited to attacking -1pp/r, Limited to enemy that inflicted staggered condition on self -1pp/r) • 1pp

Offense
  • Attack: Close +8, Ranged +4
  • Racing: Vehicles +8
Defense (14pp): Dodge 4 (+8), Parry 0 (+8), Toughness 0 (+12), Fort 6 (+12), Will 4 (+8)

Unspent (10pp): 10pp to finish customizing the character

Background 9 + Abilities 56 + Powers 68 + Skills 5 + Advantages 2 + Defense 14 + 10 unspent = 160pp

Suggested Complications
  • Overheat!: You push your weapons to the limits of their design tolerances causing them to overheat, jam, or run out of ammo. Once per race, when you make an attack against another racer and successfully roll a hit, you may choose to have your weapons overheat instead. You gain 1 HP and your weapons have no effect.
  • Weakness: Your ship's defenses have a critical flaw. Choose one of the following descriptors: Laser, Plasma, Homing missile, Kinetic, Gravity, Magic, or another descriptor approved by the GM. You suffer either a -5 or -2 penalty (your choice) on resistance checks against weapons of that descriptor. For a -5 penalty, you gain 1 HP the first time in a race such a weapon is used against you. For a -2 penalty, you gain 1 HP the first time in a race you fail a resistance check against weapons of that descriptor.
  • Enemy: At the start of a race, you designate an NPC racer as an enemy. This enemy has a +5 circumstance bonus on attack checks against you. The first time they successfully hit you, you gain 1 HP and the enemy loses the circumstance bonus.
Ysariel
Posts: 788
Joined: Sun Nov 06, 2016 2:14 pm

Re: [M&M 3e] Star Racers

Post by Ysariel »

Quickstart character generator
The Engineer
Mechanical skills defeat obstacles and weapons.
Attack -2/Effect +2, Will-2/Fort +2, Vehicles -2/Speed +2

Chose ONE background for 2pp:
  • The Asteroid Miner: A former rough-and-tumble prospector, you're well-equipped to deal the hazards of space.
    Favored Environment: Asteroid Field, Improved Smash, Expertise: Mining 5 [INT] • 2pp
  • The Engine Whisperer: You feel a natural connection with machines, and understand them better you do people.
    Favored Foe: A.I., Machine Empathy • 2pp
  • The Junkyarder: Your combination of homebrew ingenuity and jury-rigged brilliance is a match for any military prototype.
    Favored Environment: Graveyard of Starships, Ultimate Technology, Expertise: Scavenger 5 [INT or AWE] • 2pp
Abilities (66pp): Strength 0, Stamina 6, Agility 4, Dexterity 4, Fighting 4, Intellect 10, Awareness 5, Presence 0

Powers (58pp):

Chose ONE primary weapon for 27pp:
  • The Asteroid Miner: "Mining Laser" Damage 12 (Accurate 2, Limited to Rear -1pp/r, Multiattack +1pp/r, Penetrating +1pp/r) • 26pp
    Alternate effect: "Tractor Beam" Move Object 12 (Accurate 2) • 1pp
  • The Engine Whisperer: "Weaponized Exhaust" Damage 12 (Accurate 2, Limited to Rear -1pp/r, Multiattack +1pp/r, Secondary Effect +1pp/r) • 26pp
    Alternate effect: "Cyberattack" Affliction 8 [Fort vs Dazed/Hindered/Controlled] (Perception +2pp/r, Sense-dependent -1pp/r) • 1pp
  • The Junkyarder: "Robotic Crane" Enhanced STR 12 (Accurate 2, Improved Grab) • 27pp
Chose ONE healing Alternate Effect for 1pp:
  • The Asteroid Miner: "Jury-Rig" Healing 12 (Restorative +1pp/r, Temporary [3 rounds] -1pp/r) • 1pp
    Temporary repairs last only 3 rounds, but may be sufficient to finish a race.
  • The Engine Whisperer: "Mr. Fixit / Wrench Wench" Healing 12 (Distracting -1pp/r, Restorative +1pp/r) • 1pp
    Your repairs are comprehensive, but you are distracted while performing them.
  • The Junkyarder: "Scavenge Parts" Damage 12 linked to Healing 12 (Limited to degrees inflicted by linked damage -1pp/r) • 1pp
    Rip parts off enemy ships and use them to fix your own!
How about healing Afflictions?
Use your Technology skill to remove conditions inflicted by Affliction. DC is 15 + the power rank of the Affliction power.
You can only remove conditions inflicted by powers whose descriptor inflicts harm to the ship.
Star Racer (Suggested names: Rainbow Road, Breath of Arrakis, Jupiter V, Nightfall, And The Rock Cried Out: No Hiding Place, MULTIVAC, Lagrange 5, Gravitas Free Zone, Serenity, Mortal Engine, A Fall of Moondust)
"Prismatic Photon Drive" Flight 12 • 24pp
"Reinforced Hull" Protection 6 • 6pp
"Spaceworthy" Immunity 5 [environmental cold, environmental radiation, vacuum, all suffocation] • 0pp
"Comm Systems" Communication 3 [radio] • 0pp


Skills (10pp): Insight 3 (+8), Perception 3 (+8), Vehicles 4 (+8), Technology 10 (+20)

Advantages (3pp): Archetype Advantage: Emergency Repairs**, Inventor, Languages 1 (Galactic Standard, Base: Native tongue), Skill Mastery: Technology
** Archetype Advantage: Emergency Repairs
Once per race, when you suffer a 3rd degree or worse condition, you can choose to reroll that check, adding 10 if your roll is less than 11 on the d20.
Enhanced Luck 1 (Limited to rerolling 3rd degree or worse failures on resistance checks -2pp/r) • 1pp

Offense
  • Attack: Close +8, Ranged +4
  • Racing: Vehicles +8; Speed DC 22
Defense (18pp): Dodge 4 (+8), Parry 4 (+8), Toughness 0 (+12), Fort 6 (+12), Will 4 (+8)

Unspent (10pp): 10pp to finish customizing the character

Background 2 + Abilities 66 + Powers 58 + Skills 10 + Advantages 3 + Defense 18 + unspent 10 = 167pp

Suggested Complications
Last edited by Ysariel on Mon Apr 24, 2023 5:45 am, edited 1 time in total.
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