Turn 2
Note: If anyone wants to change their actions because of rule clarifications, please do so.
Name contestant: Luke Prowler (Original, right? )
Reason: His family has a long history of racers, but after a legal dispute over thr rights of a logo, he could not afford the fancy speeders than have become common place. The AFWRC, on the other hand, allows for a lower standard.
Name vehicle: Red Wrecker Supreme
Stats:
-Ground
-Speed +5
-Cheap fuel(+2 to searching rolls, -100 fuel price)
Fuel: 8/8
-Cargo size: 50
-Crew:1
The Red Wrecker
Cargo Hold:[4] Size 50
Fuel tanks: [2] : Your first fuel tanks aren't very big.
Crew Fueltanks: [4]: That's why you spent some extra time on them, seriously increasing their size(fuel 8 )
Name: Toaster
Reason: Toaster enjoys speed, money, women, and booze. Since this race will cover two of the four, it's got his attention- and surely it'll impress the ladies, right?
Vehicle Name: Darkling Shadow
First Turn: Stats:
-Ground/water
Speed: +3
-Very expensive fuel: (-2 to searching rolls, +100 price, fuel is highly explosive)
-Cargo: 30
-Crew 1/4
-Fuel: 6/6
Roll 1 [Cargo]: [3] You cargo's rather small, mainly because you wanted to increase speed.(30 cargo +1 speed)
Roll 2 [Crew]:[4] You have space for 4 crew members, including yourself
Roll 3 [Fuel Tanks]:[2] Your fuel tanks are rather small
Name contestant: Dariush the Mad;
Reason: This world has gone for far too long without a suitable dictatorship to stir it's reins! But, barging there headfirst would be silly. So, I can use this race to test out my primary method of achieving world domination! They called me mad, they did! But I'll show them... Wait, I am mad. Well, I'll show them HOW mad I am! MUAHAHAHA!
Name vehicle: WorldConq Mk.1;
-Stats:
-Ground
-+1 armour
-+3 speed
-Very Cheap fuel:(+2 to searching rolls,-100 price)
20 cargo space
6/6 fuel
Robopincer:(melee,d2 damage)
Roll 1: [1] The cargo space is in fact definitly to small(20 cargo space)
Roll 2: [2] There isn't much fuel storage either(6/6 fuel)
Roll 3: [ 1] Your robotic pincer are a big disappointement, it seems you can't get further then a rotating stick
Name contestant: Connor Hasbin
Reason: Connor had a dream he did! A wonderful, beautiful dream! But that's not important! What's important is that in that dream he saw an awesome vehicle of awesome, and he knew he had to make it and race it! KNEW IT! Problem was, it was armed, which immediately put him in this death-race. Oh well.
His dream may or may not be the result of telepathy, alien tinkering or magical faries that are bored.
Name vehicle: Armadillo
First turn:
Type: Vehicle (tank) part boat.
Propulsion: Internal Combustion Engine! Antiques, yay!
Fuel: Diesal. NO WAIT! HYPER DIESAL. Lasts 8 times as long as regular diesal! I dunno, it's the future! Make it diesal of awesome, but it's diesal! It's slower but more power. DIESAL! (I can't look at the word diesal anymore and see it as a word)
Stats:
-Boat/ground
-+2 speed, Functions until Heavy damage
- Cheap fuel( +1 to searching rolls, -50 price)
-40 cargo
-7/7 fuel
1/2 crew.
1: Cargo [3] 40 cargo storage
2: Fuel [2] The fuel tank turns out to be rather small.(6/6 fuel)
3: Crew:[3] There's space for 2 crewmembers, including you(+1 fuel, 1/2 crew)
Name contestant: Tyrin Ferric
Reason: {Awaiting Plot!}
Name vehicle: Valkyrie
Stats:
Air/ground
Speed: 1(-1 but 1 is the minimum)
+1 dodge
Fragile engines
Cheap fuel: +1 to finding rolls, -50 price
50 cargo
6/6 fuel tanks
1/1 crew
Roll 1: Place the cargo hold in the midsection of the craft. Of smaller size to help with speed/mobility of the transport.[6] Your cargo hold turns out to be larger then expected. While you did decrease the size for increased mobility and speed, it comes at cost fuel storage.(50 cargo storage, +1 speed, +1 dodging, -1 fuel storage)
Roll 2: Crew Quarters (Including own) stretch from the fore to nearly half of the midsection of the craft, at the middle parts. Cockpit included. Small and cramped, but with amenities for comfort. To help with shifting from land-air and vice-versa.[1] Sadly, you doubt you'll be able to fit more than one person in here.(1/1 crew quarters)
Roll 3: Fuel tanks are mostly for the gasoline, the solar power seems easily supplied. The gasoline could be used at night or in emergencies. So the inner linings of the rear of the transport would carry the tanks, and maybe solar batteries to store power for night if possible.([3]You get 7/7 fuel tanks)
Name contestant: Jack Dendy
Reason: An adrenaline junky, Jack is currently trying to raise money to create a planet dedicated to a massive deathmatch.
Name vehicle: Starrunnner
First turn: A flat plane, the Starrunner is powered by three massive liquid fuel engines, running on hydrogen and oxygen. Fuel tanks occupy most of the ship's bulk, the rest is mostly weapon systems.
Stats:
Plane
+1 Dodge
+2 Speed
Very cheap fuel(+2 to finding things, -100 price)
40 cargo bay
1/4 crew
9/9 fuel
Roll 1: The cargo bay is in the bottom of the ship, near the center. It is optimized for speed, resulting in a small space with a low ceiling.[3] You're already small cargobay is made even smaller by the nescicity for speed(30 cargo bay, +1 speed
Roll 2: The crew quarters are in the wings, tiny rooms designed to take up as little space as possible. There is also a small kitchen above the cargo bay.[5] You crew quarters are excellently designed, providing excellent lodgings for 4 crewmembers and extre cargo space(+10 cargo, 1/4 crew)
Roll 3: The fuel is held in two spheres near the middle of the plane, they hold a moderate amount of fuel.[5]Your fuel tanks are hypercooled, allowing them to store a lot of fuel.(9/9 fuel)
Name contestant: Monk
Reason: (Pending plot, presumably for loot and or lulz.)
Name vehicle: The Zephyr Cathedral
Stats:
Air
Speed +3
Very cheap fuel( +2 finding rolls, -100 price)
Explosive fuel
20 cargo bay
1/2 crew members
6/6 fuel
Roll 1: The cargo bay is a large space near the fore of the ship, to support a great supply of whatever I roll at that step.[1] Your cargo bay is indeed quite large, sadly it's littered with supports, resulting in very few usable space(20 cargo bay)
Roll 2: The crew quarters are a small space near the engines, designed submarine style to house many crewmembers in a tiny area to insure prompt arrival of emergency crews.([2]You can only hope to get 2 crewmembers in here)
Roll 3: The fuel tanks are also large and located between the crew quarters and the as-yet empty midsection of the zeppelin([2]6/6 fuel)
Now on to turn 3, which determines Weaponry. Be creative and descriptive
You can still join if you want just post for turn 1 and 2 and 3
Also remember please structurize your post:
roll1: component 1
roll2: component 2
roll3: component 3
Also I'm doubting werether to continue the plot in the 2 sport-commentators-talking way or just in a standard third person description.