Crimson Skies inspiration?


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Screw Crimson Skies, I'd love to play a d20 Modern game based around those races. I've seem a bunch of videos and it looks just amazing. Throw in some intrigue and mystery in the background and make a game based on a group of acrobatic aircraft racers who have to decipher a plot while they travel from location to location and race kick-ass planes in breathtaking locations.
 

Bobitron said:
Screw Crimson Skies, I'd love to play a d20 Modern game based around those races....Throw in some intrigue and mystery in the background and make a game based on a group of acrobatic aircraft racers who have to decipher a plot while they travel from location to location and race kick-ass planes in breathtaking locations.
Ooooooooooohhhh, that could be fun! :D

Know of any kick-ass aerobatics rules we could port in?
 

Spycraft's chase rules have some considerations for air chases, which I assume would work just fine for an air race with some changes. I don't know if you have seen the rules, but here's a quick step-by-step synopsis.

1: Choose Maneuver.
There's a list of moves you can make, and each vehicle chooses a maneuver. The maneuvers have names like Redline, Force Down, Roll Out, Afterburn, all sorts of goodness.
2: Maneuver checks
Opposed skill checks from all pilots.
3: Spend Action Dice
Spend action dice if you got 'em.
4: Resolve maneuvers and adjust lead
The winner of the role resolves the chosen maneuver.
5: Leads and Obstacles
Add in obstacles, intended as spice. This would represent the pylons in a race, and getting around them is determined by a Reflex save. I think in a race those who miss the save would get a speed penalty, or have those who make it extend their lead.
6: Other Actions
This would be the pilot's other actions, more important in a game where you are firing out a window/etc.
7: Crashes
Apply damage to the vehicle if needed and crash if needed.


In an Aircraft chase, Crash DC's are drastically reduced. I would also re-work the rules for a race so that some of the Maneuvers didn't automatically end the chase if successful, but gave a lead or speed penalty instead. You could also use Critical Failure rules; if you push the plane hard or roll 1's on your checks, the plane risks damage. Add in some ejection seat rules, and you are ready to rock. :D
 

I just picked up a huge load of old Wizkids minis from their now-defunct Crimson Skies game. The Wizkids rules are the pits, but the original FASA Crimson SKies boardgame supposedly had great aerial combat rules, and extensive source material for a campaign setting. Unfortunately the FASA game is now well into collectible status. Few copies show up on ebay. I'm still trying to grab a copy.
 

I'm familiar with the Chase rules from Spycraft Lite, and that was my first inspiration. However, I think it could be even easier.

Since the maneuvers in a air race are prescribed by the course, all a GM has to do is assign a DC to each maneuver and require a Pilot check to complete it safely. Success adds points to the character's race score equal to the margin over the DC, so a 19 roll on a DC 15 maneuver nets the character 4 points. The highest number of points at the end of the race is the winner.
Bobitron said:
I would also re-work the rules for a race so that some of the Maneuvers didn't automatically end the chase if successful, but gave a lead or speed penalty instead. You could also use Critical Failure rules; if you push the plane hard or roll 1's on your checks, the plane risks damage.
Yep - depending on the maneuver and the margin by which you miss the check, you can drift off course, lose time, hit a pylon, or even crash. Then there could be saves to avoid disorientation due to G-forces (a -2 on all subsequent pilot checks), or the risk of mechanicals due to stresses on the engine or airframe. Wind could affect DCs, with gusting wind being a variable force.

Each aircraft offers different attributes - some offer a better maneuver bonus but are slower, some faster but less aerobatic, others are in the middle.

As far as roleplaying, there's promoters and sponsors, fans and groupies, mechanics and engineers, young hotshots and wiley veterans, saboteurs, gamblers...it's Driven, The Fast and the Furious, and Days of Thunder, but with planes!
 

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