F-Zero RPG/F-Zero RPG version 2
What started as silly little homebrew quickly grew out of control with sperglords joining in. Races were held, rules were discussed, vreem was had. Over time system changed and mutated into new horrifying forms, and now it got enough rules revisions to...
elegan/tg/entlemen, we proudly present you, F-ZERO RPG: THE SECOND VREEM!Edit
That's right! The second edition of a game nobody will play because lolhomebrewbettergoplayD&D. So, dear reader, if you clicked through random pages in a fit of boredom and are reading this (WHY are you reading this, i wonder), you better gather your friends, hot-blooded rivals or best enemies (since game is PvP, enemies probably work the best) and give this shit a try.
Drive as swift as a wind
On curves be still as a forest
Ram those fuckers as fierce as fire
If when they ram you, stay steady like a mountain
and DON'T YOU DARE FORGET YOUR SHADES, PUNK!
-FINISH. THE. FUCKING. COPYPASTA.
-Ranking system is lacking. Overhaul it. (my god...)
-Completely rewrite track featres section
-List features common for specific tracks
LOTS OF COPYPASTED TEXT AND MEAGER FIXES BECAUSE THAT IDIOT HOOTINGS IS A LAZY IDIOT AND CANNOT INTO PDF ALSO MY CAPS LOCK IS STUCK PLEASE HELPEdit
In the latter half of the 20th century, Mankind was gripped by the fear of being invaded by extraterrestrials. They referred to extraterrestrial spacecraft as UFOs (Unidentified Flying Objects). Now, to those of us in this day and age, this sounds like a fairy tale.
It is now the year 2560, and due to the human race’s countless encounters with alien life forms throughout the Universe, Earth’s social framework has expanded to cosmic proportions. Now, trade, technology transfer and cultural interchange are carried out on an interplanetary basis.
The multibillionaires who earned their enormous wealth through intergalactic trade, while satisfied with their rich lifestyles, also yearned for a new entertainment to stimulate their lazy lives. Their wishes were met by a call for a new project based upon a seemingly simple premise-"Why not hold, on a galactic scale, some competition like the F-1 races once held on Earth centuries ago?”
At once, everyone jumped at this idea. Rich merchants from cities in the clouds or asteroids with almost uninhabitable environments invested their wealth in the construction of racing circuits. These racing circuits were located as high up as 300 feet above grounds and held in place by anti-gravitational guide beams on both sides of the course.
The racing machines developed for these tracks used the very latest in super-magnetic technology and were designed to travel without wheels, hovering one foot above the course track.
When the first Grand Prix race was held, people were angered at the brutality of the competition. The organizers had, during construction, placed various obstacles and traps along the raceway. But as time passed, and people grew to these dangers, they soon demanded even more excitement in the race. In time, winning this race meant earning the highest honor that could be bestowed on anyone in the Universe.
In a very short time, people came to call this Grand Prix simply, “F-ZERO”.
the f-zero rpg 2012 viral games F-ZERO © 1990, 2012 Nintendo
Chapter 1:Start your machines!Edit
To create your pilot, determine their name, age, species (Human, Takoraian, etc.), appearance and background.
Your pilot has four attributes that distinguish their character: Aim, Nerve, Brain and Flair. Choose a rating set from the Character Attributes table and arrange them as you wish.
Character Ratings sets: AACE AADD BBCC BBBD ABBE ABCD ACCC
Character Rating bonus: A: +2 B: +1 C: +0 D: -1 E: -2
Most F-Zero pilots have Aim A or B. Your Aim must be at least C to compete in the F-Zero tournament.
Each attribute has four key skills. The skill's dice is rolled whenever a skill is attempted. If a character has any modifiers (from attribute rating or other source)to a skill they are added to the roll. For example, a character with Flair A (+2) and skill dice of d10 is rolls a d10 and adds 2 to the result for all Influence rolls.
At the beginning of the game your character has a d6 dice for all skills. You may upgrade three skills to d8 dice at the cost of reducing three dice to d4. Every time you finish a game session (or episode) you gain one skill point that can be spent to increase the die for a specific skill. Bonuses cost a number of points equal to the total bonus after purchase. Each increase must be paid for separately. For example, increasing a bonus from d4 to d10 costs 6 points (from d4 to d6, d6 to d8, and finally d8 to d10). Your pilot may have a maximum die of d12 in each skill.
Skill die progression: 0 points: d4 1 point : d6 2 points: d8 3 points: d10 4 points: d12
Your pilot also starts with two pieces of useful equipment with their own ratings. Each piece of equipment is used with a specific skill. When you use a piece of personal equipment you roll your skill die and the equipment's die and keep the higher result.
You may design one piece of d10 equipment and one piece of d6 equipment at the beginning of the game. Other equipment may be purchased or constructed during the course of the game. You may have as much equipment as you like but you may only have three pieces at hand during a scene. You may not use personal equipment during an official F-Zero race. Equipment may be upgraded over the course of campaign, gaining flat bonus (up to +2) or increasing its die rating. More in-detail explanation is in "upgrades" chapter.
Equipment examples: Sidearm (Shooting) Armor (Blocking) Shock glove (Striking) Robot servant (Mechanics) Hacking kit (Larceny) Emotion detector (Savvy) Wardrobe (Influence) Cybernetics (Balance) Hologram disguise (Lying) The moon (Dropping on the planet)
To begin designing your machine decide on a suitable name and concept for it (ultralight racer, wrecking machine, etc).
Your machine has three essential attributes, Body, Boost and Grip, rated from A to E. Choose a set of ratings from the Machine Ratings table and arrange them in any order. Once your machine has ratings you may determine its other qualities.
Machine ratings: AAE ABD ACC BBC
Your machine's power bar has 12 boxes. Machines lose power from piloting failures, impacts, and boosts. To determine power loss from impact roll a die equal to machine's Body rating.
Impact damage table: Rolled: Boxes lost: 1-3 3 4-7 2 8+ 1
Pit areas restore 4 power when your machine passes through them. If your machine runs out of power due to an impact you are immediately disqualified.
Your machine's base weight affects its acceleration and max speed. You may decide how much your machine weighs in kilograms within the confines of its weight category.
Base Weight Body rating: Weight: A 1800-2000 kg B 1600-1800 C 1400-1600 D 1200-1400 E 1000-1200
Your machine's acceleration is determined by its Boost and Body. Look at the listed speeds for these two attributes on the Acceleration table and add them together. The result is your machine's acceleration before the first Piloting roll of each section. Note that the first value is for straightway track sections (More in-depth explanation is in "track" section).
Boost/Body rating Full/halved acceleration from Boost: from Body: A 50/30 km/h 10/10 km/h B 40/20 km/h 20/10 km/h C 30/20 km/h 30/20 km/h D 20/10 km/h 40/20 km/h E 10/10 km/h 50/30 km/h
For example, a machine with A rating in boost and C rating in body will have : A boost: 50/30 km/h C body : 30/20 km/h So, full acceleration of this machine will be 80 km/h on straightways and 50 km/h for other track sections.
Machines weighing less than 100 kg above the lowest weight in their rating increase their listed Acceleration by 20 km/h. Machines weighing more than 100 kg above the lowest weight in their rating increase their listed Max Speed by 20 km/h. Machines weighing exactly 100 kg above the lowest weight increase both Acceleration and Max Speed by 10 km/h.
Your machine's max speed is determined by its Body and Grip. Look at the listed speeds for these two attributes on the Max Speed table and add them together. The result is your machine's max speed. For example, a machine with Body A (240 km/h) and Grip E (200 km/h) has a max speed of 440 km/h.
Max Speed Body/Grip rating: Speed: A 240 km/h B 230 C 220 D 210 E 200
Your boost lasts for a number of actions equal to your machine's (Boost + Body) divided by 2 (round down) on the Boost Duration table. For example, a machine with Boost A (5) and Body D (4) has a boost duration of (5+4=9) / 2 = 4 actions: the action it is declared on and the next three actions.
Boost duration Rating Boost: Body: A 5 1 B 4 2 C 3 3 D 2 4 E 1 5
Your machine's maximum boosting speed is determined by its Body and Boost. Look at the Boost Max table. Add the speeds listed for your machine's Body and Boost to your normal max speed. For example, a machine with Body B and Boost C adds 30 km/h and 40 km/h to its normal max speed.
Boost max chart: Rating: Body bonus: Boost bonus: A 40 km/h 60 B 30 km/h 50 C 20 km/h 40 D 10 30 E 0 20
To determine your machine's boost accel, add the speed listed for your machine's Boost on the Boost Max table to its normal acceleration.
Your machine's handling affects your Piloting rolls. A machine's handling is determined by its Grip and Boost. Your Handling modifier is equal to your machine's (Grip + Boost) divided by 2 (round down) on the Handling table. The result is the modifier to any Piloting rolls made when piloting your machine.
Handling chart: Rating: Grip bonus: Boost bonus: A +2 -2 B +1 -1 C +0 +0 D -1 +1 E -2 +2
Your total weight is used to determine your starting rank in a first race. If two or more machines have identical weights the pilots may make Body rolls to determine which machine begins in the leading rank. The higher result begins in front of the other equally-heavy machine(s). Reroll any ties. Afterwards, machine who finished last in previous race starts in first, machine before it starts in second, and so on.
When a character attempts an action, roll the die for that skill rating and add attribute points. Most conflicts are either opposed rolls with other characters or a minimum needed result decided by the Announcer. If your result is at least equal to the minimum required you succeed. In the event of a tie the defending result wins.
Each character may normally attempt one action during their move. A character may attempt two actions during their move, but the first roll is penalized by 1 skill rating and the second roll is penalized by 2 ratings. For example, a character with attempts to dodge and shoot in one turn. His normal dodge and shoot skills are both at d10. So he rolls a d8 (d10 - 1 rank) for dodging and a d6 (d10 - 2 ranks) for shooting. This does not apply to equipment. You may not attempt the same action twice against the same target during your move.
If the rating is penalized below d4 the task is impossible for that character and they automatically fail.
The target may attempt to counter an action during the aggressor's move if it immediately affects them. If the target attempts to counter two actions, they may make the first roll with no penalty and the second roll with a 1-rating penalty. For example, a character with d10 in both dodging and blocking who attempts to dodge a Shooting attack and block a Striking attack in the same move rolls a d10 for Dodging and a d8 for Blocking. A character may use the same skill twice to counter two actions.
There are two types of conflict rules in the F-Zero RPG : character-scale (CS) and vehicle-scale (VS).
When two or more characters attempt to act first, everyone involved makes a d6 + Nerve rating roll. Move order is decided by the results, from highest to lowest. Reroll any ties to decide which roll acts first. For example, if four characters made rolls and the results are 3, 3, 4 and 6, the two characters with 3s reroll to decide which of them acts immediately before the character with the 4.
A character who fails to counter an attack either loses one piece of personal equipment or reduces their Aim or Nerve rating by one (player's choice). Equipment must be reacquired but your pilot's Aim or Nerve may be recovered by medical treatment. You may incur a 1000-point penalty to restore your Aim or Nerve by one rating, up to their normal maximums. If your Aim or Nerve rating ever falls below E you are incapacitated and unable to appear in the game until the next episode. If your pilot remains active until the episode is over they begin the next episode with their Nerve and Aim ratings reset to their normal maximums. A player character may attempt to influence or lie to another player character. The target may attempt to counter using Savvy. If the target fails they are susceptible to the other character's words. The Announcer is advised to forbid players from using the Influence skill against other players' pilots. The next page describes Character-Scale (CS) skills in more detail. The Announcer may decide that certain acts such as spotting a clue do not require skill rolls if success enhances the story.
Balance: Coordination and athletic ability. Use Balance to jump over obstacles, climb chains, outrun opponents, and cross narrow pathways. Balance is also used to escape inanimate dangers like exploding bombs.
Blocking: Parrying and shielding attacks. Use Blocking to counter Shooting and Striking. The Announcer may decide that certain attacks like nets cannot be countered with Blocking. Attempts to counter these attacks with Blocking always fail.
Dodging: Leaping and rolling to avoid attacks. Use Dodging to counter Shooting and Striking.
Influence: Personal magnetism and commanding presence. Use Influence to threaten authority figures and sway crowds. The target(s) may attempt to counter with Savvy. Crowds and mobs are generally assigned a collective minimum number required to persuade them to act.
Larceny: Theft and burglary. Use Larceny to steal a wallet or unlock a door without triggering alarms. The target may attempt to counter with Larceny.
Lying: Telling falsehoods and tricking others. Use Lying to bluff your way past guards and disguise your voice. The target(s) may attempt to counter with Savvy.
Mechanics: Creating improvements to your machine or personal equipment purchased with Winnings. Upgrades cannot be added during a race. The Announcer may decide that certain upgrades are not available through normal channels. Mechanics is also used to operate or repair unknown machinery.
A character may attempt to construct their own equipment and upgrades using the Mechanics skill. See Equipment, Minions and Upgrades for more information.
Shooting: Firing and launching projectiles. Use Shooting with guns, bows and thrown rocks. The target may attempt to counter with Blocking or Dodging. An improvised projectile counts as E-rated equipment (Shooting). The Announcer may decide certain objects cannot be used with Shooting attempts. You must have Shooting equipment to use this skill.
Striking: Physical and closecombat attacks. Use Striking with swords, clubs, fists, and claws. The target may attempt to counter with Blocking or Dodging. An improvised hand weapon counts as E-rated equipment (Striking). The Announcer may decide certain objects cannot be used with Striking attempts.
Savvy: Detecting falsehoods and subterfuge. Use Savvy to counter Lying and Persuasion.
During racing scenes, Rank is used to indicate each machine's position on the track. The machine in Rank 1 is in the lead. Only one machine may be in each rank at a time. Starting rank is determined by machine weight. The heaviest vehicle begins the race in Rank 1 and the lightest machine is last. Move order is determined by the rank each machine is in at the beginning of the section: the pilot in the last rank acts first. Pilots maintain this move order for the entire section, even if machines change ranks during the section.
When the race begins, all machines immediately accelerate to 300 km/h. Each machine accelerates on its own at the beginning of each section before any Piloting rolls are made. If a machine's current speed falls below 300 km/h the pilot is automatically passed by the machine in the rank behind them and their machine accelerates back to 300 km/h.
At the beginning of every section (including the starting section), each pilot rolls their Piloting skill one at a time from Rank 1 backward. Pilots who roll below the minimum required suffer the listed failure effect. If the pilot rolls a 1 on the die they suffer the listed failure effect regardless of the roll's result.
Pilots must declare whether or not they are braking before this roll is made. See Braking and Boosting for more information.
After all Piloting rolls are made everyone still in the race begins making their moves. The move order for a section is determined by the positions of the pilots at the beginning of the section (before anyone has made their Piloting roll) from last rank to first rank. A pilot may choose to skip their move if they do not want to attempt any action during it.
A pilot may normally only target those in the ranks immediately ahead of or next to them. Any time a pilot rolls a 1 using their attribute die during a move they must immediately roll a d6 on the Accident table and suffer the resulting effects. Any actions or attempted actions that previously occurs during the move are ignored in favor of the Accident's result. Rolling a 1 on the Accident table does not incur an accident.
Accident table 1 Heavy failure: The machines in the two ranks behind you immediately pass you, and your machine takes Impact damage. This move is over. 2 Moderate failure: The machine in the rank behind you immediately passes you, and your machine loses 1 power box. This move is over. 3 Light failure: The machine in the rank behind you immediately passes you, and your machine loses 1 power box. This action is over. 4 Static: Your machine loses 1 power box. This action is over. 5 Accidental success: You immediately pass the machine in the rank ahead of you. Your machine loses 1 power box then accelerates by its full accel (up to its max speed, or boost max if boosting). This action is over. 6 Amazing success: You immediately pass the two machines ahead of you. Your machine takes Impact damage (with no speed loss associated) then accelerates by its full accel. This action is over.
Rolling a 1 using an Upgrade die degrades the upgrade by 1 rating instead. See Equipment, Minions and Upgrades for more information. Accidents incurred from certain obstacles during the section's Piloting phase occur before the first move in that section. In this case the last sentence of the result is ignored.
A boosting machine may be passed by a nonboosting machine if the boosting pilot rolls a 1,2,or 3 on the Accidents table. An action or move cut short by an accident counts as a full action or move for determining boost durations.
The next page describes Vehicle-Scale (VS) skills in greater detail.
Your pilot may only use certain skills during race scenes. These are Piloting, Passing, Ramming, Dodging, Blocking, Sideswiping, Cheating and Accolades. Your Savvy skill may also be used to counter certain rolls.
Accolades: Performing crowd-pleasing stunts. If you are within the current lap's Target Rank after your Piloting roll, you may attempt to garner accolades as an action during your move. If the result is at least equal to the required Piloting roll for the current section, you are awarded additional points at the end of the lap equal to the required Piloting roll for that section x100. These points are added onto your total Winnings. If your Accolades roll is less than the required Piloting roll for the current section you suffer the listed failure effect.
Blocking: Stopping another machine from passing you. If you succeed you block the other machine, your machine accelerates by its listed Acceleration up to its normal max speed and the other machine decelerates by 20 km/h. If you fail you are passed by the other machine.
Cheating: Exploiting flaws in the course for your own benefit. Any curved section with a Jump Plate or guide rails is vulnerable to cheating. The pilot may decide to cheat as an action during their move. Instead of any other action during their move the pilot makes a Cheating roll.
Jump Plates: If the result is at least equal to the required Piloting roll for that section +2 the pilot immediately passes the two machines in front of them. If not, the pilot incurs a foul and is manually moved back 2 ranks to a minimum rank equal to the Target Rank for that lap. Guide rails: If the result is at least equal to the required Piloting roll for that section your machine loses 1 power box and immediately passes the machine in front of it. If you fail your machine loses 1 power box and falls back one rank.
Dodging: Avoiding a collision with another machine. If you succeed you avoid the other machine. If you fail you suffer the consequence of the attempt.
Passing: Switching ranks with the machine in front of you. A slower pilot may attempt to pass but the Passing roll is penalized by -1 for every 10 km/h below the target's speed. You may not attempt to pass a machine if its current speed is more than 20 km/h above yours. The target may attempt to counter using Blocking, Ramming or Sideswiping. You may also choose to brake below 300 km/h as an action during your move to force the machine behind you to pass. The target may attempt to counter with Blocking. If you succeed you switch ranks. If you fail your machine accelerates to the other machine's current speed.
Piloting: Navigating the course effectively. You may choose to make a Piloting attempt as an action during your move, separate from your Piloting roll at the beginning of the section. If the result is at least equal to the required Piloting roll for that section your machine's speed increases by its listed Acceleration up to its listed max speed. If you fail your machine loses 1 power box.
Ramming: Illegally hitting another machine. The target may attempt to counter using Dodging. If you succeed the target takes Impact damage +1 extra box. If you fail the target avoids you. You may not attempt to ram a machine if its current speed is more than 50 km/h above yours. Rammings carry a 200-point penalty per attempt, even if unsuccessful. You may also use Ramming to counter a Passing attempt. If your Ramming result is higher than the other pilot's Passing result you successfully ram them. If their speed decreases to more than 20 km/h below yours because of this ramming the passing attempt fails. If you fail the other pilot passes you.
Savvy: Using inherent knowledge to your advantage. You may use your Brain die (without skill points) to reroll one of your actions. You may do this once per race plus once per point of Savvy. You may not use Savvy to reroll rolls on the Accidents table but rolling a 1 with a Savvy reroll causes an accident.
Sideswiping: Covertly forcing an opponent into obstacles or off the track. The target may attempt to counter using Dodging. If you succeed the target incurs the same consequences as a failed Piloting roll for that section. If you fail you incur the consequences instead. You do not incur a penalty for attempted or successful sideswipings. You may also use Sideswiping to counter a Passing attempt. If your sideswiping result is higher than the other pilot's Passing result you successfully sideswipe them. If you fail you incur the consequences of a failed Sideswiping attempt. If their speed decreases to more than 20 km/h below yours because of this sideswipe the passing attempt fails.
Braking and BoostingEdit
You may choose to brake while passing through a section, but you must declare if you are doing so before you make your initial Piloting roll. Braking gives you a bonus to your Piloting roll for that section: +1 per 20 km/h of deceleration. The maximum bonus for braking is +2.
You may also choose to brake below 300 km/h as an action during your move to force the machine behind you to pass. See VS Skills for more information.
You may use your machine's boost after the first lap. You may declare that you are boosting during your own move as well as the moves immediately before and after it. When you boost your machine immediately accelerates by its Boost Accel that action and every successive action up to its listed Boost Max or until its boost duration ends. You may not use successive boosts until the current boost ends. You may not end a boost early.
Each time you boost your machine loses 3 power boxes. If you have fewer than 3 boxes you may not use your boost. If you lose speed while boosting (from impact damage, etc.) you accelerate every successive action according to your machine's listed Boost Accel up to its Boost Max.
A non-boosting pilot has a -4 penalty to all Blocking, Ramming and Sideswiping rolls against boosting pilots. If a boosting machine is successfully blocked by a nonboosting machine the blocking machine loses 1 power box.
If your machine is currently at its Boost Max you may attempt to pass other machines regardless of their speed.
Damage and RepairEdit
Every time your machine is damaged from impact damage or an obstacle your current speed drops by 20 km/h per box lost. This is cumulative with any other speed lost. Power lost from boosting does not reduce your machine's current speed. If your machine loses its last power box from anything other than a boost you are immediately disqualified. If your machine loses its last power box because of a boost, any further damage will result in disqualification.
Pit Areas: Pit areas restore your machine's power boxes when you drive through them. Your machine automatically regains 4 boxes if you successfully maneuver through the pit area.
Lap Points: You are awarded points for crossing the finish line each lap. The amount of points earned depends on the number of stars a track is rated at. A one-star track is designed for beginning pilots, while a five-star track is only survivable by the best of the best. You may also gain additional points through use of the Accolades skill during the race. These points are added to your final tally to determine Winnings, etc.
Winnings: You are rewarded with cash prizes, endorsements, or other monetary rewards called Winnings by performing well. These take many forms, but for simplicity's sake they are referred to collectively. Winnings may be used to fund upgrades or equipment. You receive a Winning every time you accumulate 5,000 points during your racing career. You also receive multiple Winnings for placing first overall in F-Zero tournaments.
The Announcer may also award you with Winnings for other actions outside of the track.
Points depending on star rating chartEdit
|RANK||1 STAR||2 STARS||3 STARS||4 STARS||5 STARS|
For the final lap the value is doubled.
A Death race is vastly different from standard race. First, there are no ranks (therefore anyone could ram/swipe anyone), but using passing or cheating against track difficulty you may gain "distance", protecting you from cars that didn't gain equal distance. You gain one point of distance every time you would normally advance one rank (passing, cheating, positive accidents...). You lose one point of distance at the beginning of each section. You can ram cars that have fewer distance points, but this reduces your distance to theirs. Second, there is no section award, but you are awarded 2000 points every time you destroy the car (or are the person who hit the car last before it collided with border and turned into a fireball). If you destroy the most cars during the race, you are awarded extra 5000 points. If there's a tie, everyone who tied gains 1000 points.
Equipment, Minions and UpgradesEdit
Purchasing equipment New equipment costs a number of Winnings equal to half its rating die. For example, a new piece of d10 equipment costs 5 Winnings to purchase. You may also add a +1 bonus to a piece of personal equipment's rating that is added to the die's result in a manner similar to skill points. This costs a number of Winnings equal to twice the total bonus after purchase. Each increase must be paid for separately. For example, increasing a bonus from +0 (the default bonus) to +2 costs 6 Winnings (2 winnings from +0 to +1, then 4 winnings from +1 to +2). A piece of equipment may not have a bonus higher than +2.
Chapter 2: The AnnouncerEdit
Before the raceEdit
Not all action happens on track - a lot can happen before machines assume their positions at the starting line.
Before the race players are given roughly 5 minutes in hangar. While there, PC may attempt any actions that are possible in Character Scale scenes, talk to fellow pilots, meddle with your car or play the crowd.
-If one chooses to upgrade a car he is exempt from the rest of the scene and must pass the mechanics check equal to (track's star rating +3). If he succeeds, he can increase either Max speed by 20 , Acceleration by 10/10 , or Handling by +1.
-Playing the crowd nets you additional points depending on accolade roll over (track's star rating +3). No, you can't go into negatives. Depending on how (and if) playing the crowd is roleplayed, Announcer may add a bonus to roll.
-You, of course, can brawl with fellow racers, trying to decrease their stats - however this incurs 500-point penalty.
Racing Step by StepEdit
0: Starting line
The pilots' machines are lined up at the starting line in order by weight with the heaviest machine in Rank 1. The machines accelerate from the starting line to 300 km/h.
1: Beginning of a section
At the beginning of the section every machine accelerates according to its Acceleration listing (whether it's full or half-acceleration depends on a specific section) to the machine's max speed.
2: Piloting roll
Every pilot rolls their Piloting skill, starting with the pilot in Rank 1. Each pilot must specify if they are braking through the current section before they roll. The Announcer decides if they successfully navigate the section.
If pilot is successful pilot's machine contacts or avoids features as determined by Piloting roll.
If result is failure pilot's machine suffers the listed Failure effect for the current section. If the machine is still in the race it decelerates by 20 km/h per box of power lost. He still contacts or avoids features as determined by Piloting roll.