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Flickerfly Races

Tier
2
Type
Event
Difficulty
14
Impulses
Entertain Speed Up Overtake Intervene

Environment overview

A local town or village is hosting a Flickerfly race, and everyone is talking about it!

Potential adversaries

Juvenile Flickerfly

Features

Passives

passive
  • Talk of the town

    A PC can ask members of the public, guards, race staff, flickerfly jockeys or the tavernkeep for more information on the event with a Presence Roll. On a success, they can pick two of the details below to learn - or three if they criticall succeed. On a failure, they can pick one and mark a Stress as the local loses interest.

    - Crowd favourite flickerfly jockey expected to win.
    - Rising tensions between the local public and town leaders.
    - A flickerfly exhibiting strange behaviour since the morning.
    - A wealthy patron placing secretive bets on a newcomer.
    - Useful information about flickerfly tempraments (easily distracted by shiny things).

    Questions
    • What information do PCs give in return?
    • How is the overall atmosphere of the town leading up to the races?
    • Why is the flickerfly exhibiting odd behaviour?

Actions

action
  • Bets are on!

    A local bookie has set up a makeshift stand in the town square, and is surrounded by a crowd placing bets.

    PCs can place bets on a jockey of their choosing.

    When either countdown from To the Races! triggers, players who bet on the winning flickerfly recieve 1d4 + 1 x their bet in return.

  • Riders wanted

    The racetrack has room for 6 flickerfly jockies, but one hasn't turned up! The race co-ordinator announces that they are looking for a volunteer to replace them.

    Ask the party to nominate one PC to participate in the race.

  • Interference
    Fear 1

    Spend a Fear to interfere with the race, describing how another jockey attempts to slow down the participating PC.

    Pass the Spotlight to the participating PC. They must make an Agility Roll.

Reactions

reaction
  • Bucking Flickerfly

    When a PC rolls with fear during the race, the mount of the participating player becomes temporarily hostile and attempts to throw them off.

    To bring the mount back under their control, they must succeed on a Strength or Presence Roll. On a failure, add a hostile Juvenile Flickerfly to the field and immediately spotlight it.

  • To the races!

    Dynamic Countdown: Progress (12), Consequence (12).

    PCs may make any action roll that aligns with their approach of influencing the race.

    After resolving the roll’s outcome, tick the appropriate countdown(s).

    If the Consequence Countdown reaches 0 before the Progress Countdown, the PC loses the race.

    Questions
    • How does the crowd react to the winner of the race?

About this environment

Can be used as a tool to raise tensions in a settlement, or to raise morale at a low moment.

Flickerfly Races

Tier 2 Event

A local town or village is hosting a Flickerfly race, and everyone is talking about it!

Impulses: Entertain, Speed Up, Overtake, Intervene

Difficulty: 14

Potential Adversaries: Juvenile Flickerfly

Features

Talk of the town - Passive: A PC can ask members of the public, guards, race staff, flickerfly jockeys or the tavernkeep for more information on the event with a Presence Roll. On a success, they can pick two of the details below to learn - or three if they criticall succeed. On a failure, they can pick one and mark a Stress as the local loses interest. - Crowd favourite flickerfly jockey expected to win. - Rising tensions between the local public and town leaders. - A flickerfly exhibiting strange behaviour since the morning. - A wealthy patron placing secretive bets on a newcomer. - Useful information about flickerfly tempraments (easily distracted by shiny things).
  1. What information do PCs give in return?
  2. How is the overall atmosphere of the town leading up to the races?
  3. Why is the flickerfly exhibiting odd behaviour?
Bets are on! - Action: A local bookie has set up a makeshift stand in the town square, and is surrounded by a crowd placing bets. PCs can place bets on a jockey of their choosing. When either countdown from To the Races! triggers, players who bet on the winning flickerfly recieve 1d4 + 1 x their bet in return.
Riders wanted - Action: The racetrack has room for 6 flickerfly jockies, but one hasn't turned up! The race co-ordinator announces that they are looking for a volunteer to replace them. Ask the party to nominate one PC to participate in the race.
Interference - Action: Spend a Fear to interfere with the race, describing how another jockey attempts to slow down the participating PC. Pass the Spotlight to the participating PC. They must make an Agility Roll.
Bucking Flickerfly - Reaction: When a PC rolls with fear during the race, the mount of the participating player becomes temporarily hostile and attempts to throw them off. To bring the mount back under their control, they must succeed on a Strength or Presence Roll. On a failure, add a hostile Juvenile Flickerfly to the field and immediately spotlight it.
To the races! - Reaction: Dynamic Countdown: Progress (12), Consequence (12). PCs may make any action roll that aligns with their approach of influencing the race. After resolving the roll’s outcome, tick the appropriate countdown(s). If the Consequence Countdown reaches 0 before the Progress Countdown, the PC loses the race.
  1. How does the crowd react to the winner of the race?

Discussion

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