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Star Race

Star racing is a playground game conceptualized to subconsciously familiarize orbital mechanics into young children. Two teams, under the age of 14, attempt to maneuver one of their own through the other side's gate.

Components and tools

Field

Diamond shaped obstacles, called stars, float within a zero-gravity room to act as cover and pivot points.  
Generate a Map
From the perspective of each side, teams are aiming to go down in the direction of their feet. Therefore, in generating the playground space requires 6 cross sections with players on both sides rolling for 3 cross sections.   The first represents the obstacles closest to their gate with the next two approaching each other. Place d6+4 stars (10 ft. radius each) at random coordinates, where the dice land, before each match. Smart players can slingshot around stars at surprise angles.
 

Flash Gun

This is a laser toy that directs an invisible beam to trigger the restraining feature of the suit.

Target Suit

Padded safety suit integrated with special light sensors that restrain the accompanying body part when triggered. They tend to have an AC of 12 + DEX.

Participants

Children

Players spend most their time in the sled position to shield themselves from total paralysis. This involves taking a lie down position while pulling ones legs up like a wall to hide behind. Their arms wrap around their shins to present only their forelegs to the enemy. By tucking in - a player makes themselves a smaller target. With their feet positioned forward, shots that hit usually freeze only the legs; rather than vital torso or arm functions.  
d6 Body Part Effect
1 Right Arm Disadvantage on Attacks
2 Left Arm Disadvantage on Attacks
3 Right Leg Half speed for pushes and vector changes
4 Left Leg Half speed for pushes and vector changes
5 Torso Entire body freezes
6 Head Entire body freezes
Players, in taking this position, simulate a personal ship and must then steer themselves forward using zero G principles. They can:
  • Grab (Action): Stop momentum by grabbing a star, wall or frozen opponent.
  • Spin (Bonus Action): Change orientation and grants advantage on the next ranged attack if used after pushing off.
  • Human Shield: A frozen ally/enemy can be held in front; attacks that miss you hit the shield

Primary Related Location
Related Organizations
Related Ethnicities
Orbit Race
Tradition / Ritual | Dec 1, 2024
Use a square or hex grid representing a cube in space: 1 square = 5 ft. The playground is a 20 × 20 × 20 cube (100 ft. per side). Each unit’s position is tracked in 3D coordinates: (ΔX, ΔY, ΔZ) represented by (± d6 , ± d6 , ± d6 ). By default, all players start with (0, 0, 0).  
  1. Push Off (Action): You may push off a star, wall or enemy; setting up your vector squares per round (30 ft.).
  2. Drift: At the start of each turn, add your momentum vector to your position.
  3. Stopping: If adjacent to a star, wall, or frozen body, you can grab it (Action) to set your vector back to (0,0,0).
  4. Course Correction: With suit thrusters (generally not allowed), you may adjust your vector by up to ±2 each round (Bonus Action).
  5. If two bodies occupy the same square, both roll DC 13 DEX Save:
    • On a fail, become Prone (disoriented and floating). Disadvantage on next attack, can’t change vector next turn.
    • If one is frozen, the moving body bounces off, halving their momentum.

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