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Orbit Race

Orbit races are contests where spaceships maximize the use of gravity assist techniques/maneuvers to speed up, slow down or change direction as part of a racing circuit. All crafts are equipped with engines and thrusters to make corrections or for emergencies but their use will result in a loss of points.   The first ship to cross the finish line usually wins, but bonus are also rewarded for the ship that uses the least amount of fuel.

History

Time Trials

Solo races against the clock.

Head-to-Head

Two ships race side by side.

Endurance Races

Longer courses with multiple slingshots.
A race is divided into 6-second rounds, and initiative rolls are unnecessary. Each ship can cover roughly 40-60 ft per round by itself.

Execution

  1. Pilots can improve their performance once per round via a WIS (Insight) check to sense the quickest path and handle the ship effectively.

    ManeuverInitial SpeedDC
    Blue Nose40ft for 1 round10
    Bumblebee45ft for 1 round10
    Navigator50ft for 1 round12
    Monarch55ft for 1 round15
    Cyclone60ft for 1 round16
    Silver Arrow60ft for 1 round14
    Specter65ft for 1 round18
    • Success if DC passes by 5 or more; whereby the ship also moves away from the gravity well
    • Fails if DC is under 5 or more; whereby the ship slows down and fall deeper into the gravity well
  2. Pilots can burn their engines hard during close passes near planets (using the Oberth Effect) to maximize the final speed. On a successful DC 18 Piloting, Navigation or Engineering check:
    • For 1d4 rounds, the ship gains a bonus to its speed or acceleration for evasive maneuvers, escaping pursuit or catching up to another vessel.

      Option to Roll ZoneSpeed Boost
      InstantOuter+5ft speed
      1-3Middle+10ft speed
      4-6Inner+20ft speed
    • After the speed boost, the character must make a DC 12 CON saving throw. On a fail, they suffer 1d6 bludgeoning damage from the intense acceleration.
    • If the player decides to expend fuel, then they take 2x the boost plus their current velocity
  3. On a fail, roll on Complications:

    d20 NameDescription
    1-5CrowdedForced to take a slower path due to opponents (15ft of difficult terrain)
    6-10Visual ObstructionDC 10 WIS (Perception) check to navigate an obscured area (10ft of difficult terrain)
    11-15SwarmCloud of micro-meteorites ( 4d4 piercing damage)
    16-20ImpedimentDC10 STR (Athletics) or DEX (Acrobatics) check to singular obstacles like asteroids or other ships or stations
Alternative Name
  • Oberth Racing
  • Slingshotting
    Primary Related Location
    Related Organizations
    Related Ethnicities
  • Acceleration Fluid
    Technology / Science | Jul 20, 2024

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