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For those interesting, Mississippi Steel

PostPosted: Wed Jun 14, 2006 1:17 am
by JenniferS
New, Improved, and in production...

Here's my rules changes

MISSISSIPPI STEEL

Back Blurb
Roleplaying at 60 MPH!

Mississippi Steel is all about the racetrack. It combines the fun of roleplaying with the thrills of high-speed competition all in a setting that begs to become a terbacker-spewing, trailer trash-talking, cliché-ridden battle royale if’n I ever seed one. With a simplified rules system and plenty of information even for the most invalid of car connoisseurs, Mississippi Steel puts you on the road to asphalt glory!

Introduction

Trash-talking, backwoods mentalities, and redneck racing: that’s what Mississippi Steel (MS) is all about. Combining the best of roleplaying games and automotive competition, this game was designed to be played over ten one-hour sessions—the first session to create your racing team, the other nine as races in a single season. Each race lasts approximately one half-hour, allowing your team fifteen minutes before and after the race to interact with the other teams and outside influences. Using a competitive-racing point system, a grand prize winner will be determined at the end of the last race.

As a Player, you control at least one racing team consisting of a Driver, Pit Crew, and Car. The gamemaster, or Announcer, controls the track conditions, the scoring, the actions of any Non-Player Teams or People, and the Crashes. And, oh…there will be lots o’ crashing.

Important Note: With all the rules that have developed over the last few years for the safety of everyone involved…well, we’re going to go back in time a bit to make it even more risky. Figure it’s around 1985. There are no disqualification rules against fighting, obscenities, or what takes place off-track. The only basic driving rule we always have on the track is that there is no driving under the influence.

NECESSARY FOR PLAY: eight-sided dice and this book.

FUN TO ADD: Toy cars and a drawn-out race track. Following the map below, sketch out on a large piece of paper a track that is at all points three toy cars wide with a bit of room between each. Trophies for the end of the season are really cool too. If you can pull it off, get a hold of some green, red, yellow, black and checkered flags.

THE RACE

All races will take place at the Dirty Water Raceway, which consists of an oval asphalt track with an “X” in the middle. The type of racing we’re focusing on is figure-eight car racing. It’s also been called “Demolition Racing” or “Playing Chicken at 60 Miles per Hour.” This is high-risk car racing that uses standard cars that have the barest minimum of modifications. We’re working here with 15 laps in about 30 minutes.

(((INSERT GRAPHIC OF FIGURE-EIGHT LAYOUT RIGHT HERE)))

PLAYER’S SECTION

This game can be played with as few as 2 characters, so long as they each play two teams. There can be as many as 15 cars in a race. The GM will have to play all other drivers (Don’t panic, GM… look in your section!).

1. Included in this game is a character sheet. Take a look at it. It has three attributes and an equipment list. You have your DRIVER, the PIT CREW, and the CAR. The equipment list is basically your spare parts availability, bought by the money you make in each race. At the top put your name and the name and number of your team (all Players choose their numbers ahead of time so they don’t double up on a number).
2. Your Attributes are very rudimentary. Whichever one you put at the top is your best stat. First Stat gets a “6” in it; it only fails on a “7” or “8.” The second Attribute you list starts at a “5,” then the third starts at a “4.” Most racing will just involve rolling for the Driver and the Car, but the Crew will also be involved in maintaining the Car, supporting the Driver, and obtaining parts.
3. For each attribute, you get to choose a High Skill and a Low Skill. The High Skill works as a +1 for just that particular skill and the Low Skill is a -1 in that skill. All others sit at the Attribute’s base score. The skills to choose from for each Attribute are below.
4. Put down your Driver’s name (make it hokey if you wish), choose your car, and name off the members of your pit crew if you’re feeling ambitious.
5. It is generally accepted that you have at least one car to start the race, along with four tires, an engine, a fire-retardant suit, and some gas. This is to get you racing as quickly as possible. We have a list of acceptable cars (page XX) included for your perusal as well as a bona fide rules list (page XX) for cars in figure-eight track racing in case you want to come up with your own car. The car list includes top speed and how fast the car accelerates.

DRIVER Attribute Skills
Control
Temper
Reaction Time
Agility
Steering
Intelligence
Style
Charisma
Steering
Braking

THE PIT CREW’S Attribute Skills
Coordination
Car Knowledge
Speed
Procurement
Jury-rigging
Sabotage
Concentration
Temper

THE CAR’S Attribute Skills
Speed
Brakes
Handling
Steering
Acceleration
Condition

(((INCLUDE STANDARD CHARACTER SHEET HERE AND BLANK ONE AT END OF BOOK)))

RACING

We’re going to run through the Die System rolls for racing first, just so you know what’s coming. Then go pick up the sequence of events at “Pre-Race”

The race is 15 laps long. There can be up to 15 cars on the track at once. Therefore, if there are four Players, the Announcer will be in control of eleven other cars. If there are eight Players, there will only be seven cars with the Announcer. If you like racing, you can play out the race more and if you like the other bits, shorten the race up. We don’t mind.

Simple but dirty version:

In fast racing (no variables present), you are assumed to be rolling under your skills at all times; there are no crashes and you are only rolling for position. You all just have to roll the TRACK DIE. Non-Player Cars are assumed to be rolling at an average of 5 at the beginning of the race, allowing players to readily pass NPCs and get into the real nitty-gritty of playing against each other. For each lap you roll; you roll an 8, you move up. You roll a 1, you move back. You roll anything in between you stay the same; everyone else moves around you. If the Announcer rolls a 5 or below, one of his cars moves back. If he rolls an 8, one car moves up. Sixes and sevens stay the same. On a 1, an NPC car crashes and is out of the race. After 15 laps, the points are tallied and the winner goes to the winner’s circle.

Note: You may want to roll the final lap as though it were very detailed.

Race includes Crashes Version
This takes a little longer, but is ideal for those people who like a little competition. Each Player now rolls twice, once for the track position and once for the Danger Zone (The point where the figure-eight crosses itself). You are no longer assumed to be rolling under your Attributes and skills; now you have to avoid rolling over them. There is no TRACK DIE. Roll for position using your skills: rolling under means moving up and a failed roll equals moving back, but if you roll an 8, you crash. If the GM rolls an 8, one of his car crashes. Fifteen laps later and sum up the damage.

Race is very detailed Version.
Everyone rolls four times: once for each outside loop and twice for the Danger Zone. Proceed as above. Whenever someone crashes, everyone else has to make a Driver or Car roll to stay in the game.

Things to remember in very detailed versions:
Avoiding Accidents: Roll for Car Handling, Car Brakes, and Driver Steering
Passing: Roll for Car Acceleration and Driver Control
Getting knocked off line: Roll for Car Brakes, Car Handling, and Driver Steering
Repairing any part of the car: Pit Crew Car Knowledge and Jury-Rigging
Obtaining missing spare parts for the car: Pit Crew Procurement

PRE-RACE
You have 1500 dollars left from your uncle’s inheritance. He told you to use it to race.
You have a car, possibly also from your uncle (convenient, eh?).
You have your crew (No, they’re not from your uncle… but they’ve probably been buddies with you for years).

Your car is functional for the start of the first race. After that, parts, tires, gas, and oil will have to be obtained. If your car wrecks in the first race and you do not have spare parts, you’re out of the race. It may be wise to pick up a few “just in cases.”

(((BEGIN LIST)))
Choose Your Car
Car choices listed by age of car

1970 Chevrolet Nova
1971 Dodge Charger
1972 Chevrolet Corvette
1972 Ford Ranchero
1973 Dodge Dart
1974 Chevrolet El Camino
1974 Ford Thunderbird
1975 Chevrolet Malibu Chevelle
1976 Ford Mustang
1977 Oldsmobile Hurst Cutlass
1978 Pontiac Ventura
1979 Pontiac Trans Am
1980 Chevrolet Monte Carlo
1981Chevrolet Camaro
1982 Cadillac Seville
1983 Cadillac Eldorado
1984 Pontiac Firebird
1985 Plymouth Laser
(((END LIST)))

WHAT’S BEEN DONE TO YOUR CAR SO FAR:
Any American automobile body made between 1970 and 1985 with a factory-manufactured steel roof is eligible. A fiberglass aftermarket roof is permitted. Your first car is probably from 1980 or earlier.
The body must be neatly installed on the frame.
No excess chopping or cutting of the body is permitted.
All cars must have complete bodies, hood, fenders, and bumpers in top-quality condition
All doors must be welded shut.
All interior hardware must be removed.
All flammable material must be removed.
All cars must run complete stock fenders. Fenders may be cut and rolled for tire clearance only.
No cutting of doors or rear window opening permitted.
The minimum wheelbase is 105 inches.
Rubber or fiberglass front nose permitted.
No car is to be painted more than 50% black, for visibility reasons.
All six-cylinder engines will require a minimum weight of 2,900 pounds with the Driver after the race. All V-8 engines will require a minimum weight of 3,200 pounds with the Driver. All engines will have a maximum rear-weight percentage of 47.5%.
No overhead cam engines allowed. All figure 8 cars must have the engine, carburetor, and side cover sealed within the first two races of the season. After that you may be disqualified is the car is inspected and any seal is broken. No coatings of any type permitted on engine. The engine may be set back for exhaust clearance only. The engine must remain forward to the fire wall.
A team may add weight to their car to meet the minimum requirements in the form of five-pound blocks painted white with the car number and division clearly marked. Added weight must be securely fashioned with a minimum of two bolts. Dislodged weight cannot be returned to the car after the race with the exception of body parts and bumpers. No weight can be fastened in the Driver’s compartment or mounted behind the rear wheels or in front of the front wheels.
A factory-type rear spoiler may be used, but must meet approval of the officials and be 4 inches in height and 60 inches in length.
A full front windshield, made of lexan or equivalent, is required.
A rearview mirror is mandatory. Must be at maximum 2 1/8 x 17 3/4 in size and must not extend outside car. No side mirrors allowed.
A full hood is mandatory. Hood scoop permitted but not over three inches in height. Air cleaner cannot protrude more than two inches through the hood. Hood must be fastened with two fasteners in the front and either two hinges or fasteners in the rear.
The rear deck lid must be in operating condition and fastened with four fasteners.
An OEM-type front bumper is mandatory. No homemade bumpers allowed. Front bumper may not be reinforced. Center line of front bumper will measure 14 inches to the ground. Front bumper may not extend out past the fenders. No jagged edges permitted.
Rear bumper may be either stock OEM or aluminum channel. Rear bumper may be reinforced to protect the back of the car using maximum 1 ¾ .095 maximum tubing on outside of bumper and quarter panel. The center line of the rear bumper must measure 14 inches to the ground. No jagged edges permitted.
Nerf bars are required and must be mounted at center hub height. Single diameter, straight nerf bars only. Round tubing only. No double nerf bars or jagged edges permitted. The maximum diameter will be 1 ¾ .095 maximum tubing. Nerf bars may not extend past the outside of the tires.

ROLEPLAYING THE RACE
“Drivers… Start your engines.”

Pre-qualifying laps
In most cases the positions for the start of the official race are determined by a pre-qualifying run of two laps by each individual Driver. Since there are no other cars out during the qualifying laps, the player rolls 3D8 for his Driver’s Steering + Pit Crew’s Car Knowledge + Car’s Speed. The GM rolls the TRACK DIE and adds the number to the total. The highest number total is in first, second highest in second, etc. In case of a tie among Drivers, have them each roll one die for a tie breaker.

Optional Rule: The GM/Announcer rolls the positions for as many NPC Cars as there are Players and includes them in the top positions.

Optional Rule: If the GM rolls a “1” on the TRACK DIE, something happened during qualifying and the Driver now must start at the back of the player pack.

Once the cars have been inspected, the Drivers are called to set up in two rows at the track’s start/finish line. If you do not come to your position when the Official calls you, you will have to come in at the end of the pack. You’re fine for the first race, but as the season wears on, if a number is called and the player or Driver is in the bathroom, on the phone, or makin’ music with a trailer park beauty queen in the back of her van, this will count. The player must announce that his Driver drives the car to its starting position within 5 minutes of the Official’s announcement or will have to go to the back of the field. The race will never be held up for any players or teams.
This leaves at the very beginning of the race 7 rows of two cars each and one straggler.

At the start of the race, the green flag will come down and the race begins.

The rest of the race is as quick as the players and GM make it.
ENDING THE RACE: You checker-flag the lead car at the end of 15 laps.

THE LAWS OF CRASHES
This is how these commonly referred-to laws affect your gaming experience.

Law of Averages: Your car will crash eventually. It doesn’t matter how good your Driver, car, parts, or pit crew are, sooner or later everyone crashes. Don’t feel bad if you get put out of the race. You still get points and you maybe able to hook up with some cute ambulance driver in the mean time.

Law of Entropy: Your car will break down. It’s not exactly a new car and it’s a helluva track so the longer you go without replacing parts, the more likely something will just break down on you. As the season progresses, the GM will help you keep track of the replacement parts you’ve bought… if you let something ride for too long, the GM is allowed to take off a point from your Car’s stats. Two, if you are really negligent.

Law of Motion: A body continues in its state of constant velocity (which may be zero) unless it is acted upon by an external force. If you clip something doing 60 mph, the Car and the Driver are still going to try to continue going 60, in either a different direction or separate from the pieces that have successfully stopped. This will change the position of you car, incurring more rolls for your Driver to straighten it out and accelerate back up to normal speeds.

Law of Thermodynamics: The change in internal energy of a system is the sum of the heat transferred to or from the system and the work done on or by the system. Your engine is doing a lot of work. It is getting hot in there. Both the Driver and the Car need fluids at all time to run. Don’t forget your fluids. The GM won’t. And nearer to the end of the race the GM has the right to reduce one of your car’s stats by one if you’ve been pushing it hard.

Law of Infernal Dynamics: An object at rest will be in the wrong place. This is very similar to the Law of Selective Gravity: An object will fall so as to do the most damage. If a car crashes, it will inevitably end up on the track somewhere in front of you. The second the GM announces there is a crash on the track, roll for dodging it, no matter where you are on said track.

Murphy’s Law: Everything takes longer than you think. Don’t talk everything to death and don’t argue.

SITUATIONS, i.e. CRASHES
When someone rolls a 1, The announcer rolls a D8 and refers to the Situation Chart.
(((BEGIN CHART)))
1 = Crash, Driver heads to pit road under own power, need repairs or out of race
2, 3 = Cut Tire (right), Lose a lap
4, 5 = Mild touch/skid, close call, lose 1D8 seconds
6, 7 = Major skid out, but no/superficial damage, but lose 2D8 seconds
8 = Bad Crash, car can’t start under own power, towed, need repairs
(((END CHART)))

GAMEMASTER GUIDE
The GM is responsible for a lot of things. Well, the GM appears responsible for a lot of things, but in actuality, the Players will make their own fun and the GM just has to keep track of what is happening.

Your best bet is to either have a sheet of paper with the Drivers’ numbers from top to bottom (first to last), and mark things off throughout the laps.

Your cars are more likely to get into situations than the players’ cars, simply because there are more of them. This is fine; you want the players to place higher. Otherwise you’d be keeping the trophies for yourself and that would make them hate you.

IF YOU WANT…
In the event the GM rolls a 8 for the NPC drivers performing standard driving maneuvers around the track, the GM rolls the die a second time to determine where on the track the situation is occurring.
1 and 2 – Turn One
3 and 4 – Straightaway 1 through the Danger Zone
5 and 6 Turn Two
7 and 8 – Straightaway 2 through the Danger Zone

Then the GM refers to the SITUATION CHART to determine whether it’s a minor accident or a major one. If a Player Driver is near the accident, the Player will have to roll to dodge, using the combinations listed above. A failed roll means the maneuver was not smooth and is treated like a 8. Roll on the Situation Chart.

Of course, in As Fast as Possible Racing, just take off a car at random or label you cars (1 through whatever) and roll a die to pick on off.

FLAGS
The GM has access to the following flags and can announce them to let people know what’s going on.
GREEN: The signal to start racing, used at the beginning of the race and after any restarts.
YELLOW: Caution, used in case of accident or debris on the track, though not normally used for when a car stalls or spins out. The first Drivers to see the yellow are required to start slowing. All cars must line up into a single file until they are lined up in order and given a double-up sign (crossed arms). Cars may exit to the pit area once it is officially opened, and any cars exiting to the pit area will return to the end of the field.
RED: Stops the race. When the red flag is displayed, all cars must reduce speed and stop in a safe and timely manner with regards to the other cars around them. All Cars must remain stopped and Drivers must remain in their cars until directed by officials, unless it is a danger to remain in the car. The exception is “on the hook” towed vehicles.
RED/YELLOW Flag: Complete restart. Can only be utilized if an accident occurs on the first lap after the original green and can only be used once per event.
BLACK: Used for singling out individual cars. A car will be black-flagged for unsafe or unsportsmanlike driving to receive disciplinary action. The Driver must pull into the infield immediately to the designated place for consultation with an Official. A second black flag will eject the car and driver from the race. A black flag with an ORANGE DOT is displayed for a mechanical problem, used when officials deem a car has become mechanically unsafe or environmentally hazardous. The car must exit the track immediately and head to the pit area.
WHITE FLAG: Displayed for one lap remaining. If for any reason the red flag is displayed after the white flag, the race is terminated. There is no restarting once the white flag has been displayed.
CHECKERED FLAG: Displayed for the finish of the race. Once the checkered flag has been displayed, the track conditions after the start/finish line are under caution. The cars may not exit the racetrack until they have completed a cool-down lap and crossed the finish line again. If a Driver finishes in the top four positions of the event, the Driver stops in the infield, near the start/finish line, and waits for the Official’s direction.

REASONS TO BLACK FLAG
Mechanical reasons are most likely as it is doubtful the Players will actually think of incurring some disciplinary action. It’s up to the GM if he wants to keep track of said damage that would cause a black flag, like if the bumper is loose, a right tire or both left tires are down, or there is body damage on the driver’s side, it must be checked to ensure the Driver hasn’t been exposed.

OUT OF THE RACE
This is only a 15-lap race; any car that is towed off the race-course is out of the race. A car with a downed tire can exit and re-enter within one lap depending on the skills of the Pit Crew. Other problems (hood up, bumper loose, etc) can also be fixed with a lap penalty.

AMAZING WEATHER WE’RE HAVING
Unlike the real world, no race will ever be delayed or cancelled because of inclement bad weather. No Drivers will be killed either, no matter how bad the crash. Welcome to my world.

WINNING THE RACE:
A lap before the end of the race, the GM displays the White Flag. If any lap of a race should be played out, it’s this one. Encourage bold maneuvers as everyone fights for first.

The checkered flag comes down on the winner one lap later. List their order as season points will be scored later.

Purse:
First place gets 5,000.00
Second gets 2,500.00
Third gets 1000.00
Fourth gets 500.00
Fifth gets 400.00
Sixth gets 300.00
Seventh gets 200.00
Eighth gets 100.00

POINTS
Points are awarded in the following manner:
1st – 50
2nd – 48
3rd – 46
4th – 44
5th – 42
Dropping two points until the end.

Alternative Scoring
Eight Positions at the end of the race receive points
1st 8 points
2nd 7
3rd 6
4th 5
5th 4
6th 3
7th 2
8th 1

Points will be kept on Drivers and trophies will be rewarded at the end of the season, from first to fifth place. At the end of the season, $10,000.00 will be awarded to the points leader.

LEVELING UP: Any Player Team that successfully places in the top five in two races in a row may add +1 to any two skills under any Attribute or +2 to one skill. The GM may also decide to add +1 to any skill in any one Attribute of any ONE NPC team that successfully finishes three races. This becomes the “adversary” for the remaining races. This will be the team Driver that makes the most trouble for the other player.

DAMAGE
I made the light-handed comment about the Rule of Entropy up there somewhere. Well, it’s no joke. Keep notes on how many times a Car is hit in one side or another. If they don’t go out of their way to fix said damage, you may want to tell them that their Car’s performance is at a -1 for that race. If they cut a left tire and don’t leave the race, their Car is also at a -1. Cars are inspected at the beginning of each race. If the Driver doesn’t bother fixing something from the last race, have the Official call him or her on it and tell them if they don’t fix it immediately, they can’t race that day.

END OF THE SEASON
At the end of the season the points are totaled and the awards/trophies/cash is handed out. By all means have a large banquet of candy and soda available for after the last session. You all have earned it.

VARIATIONS ON TRACK RACING

We’ve got nine races for the season, in order to make it an even eight, at the halfway points of the season you could offer the players an exhibition race. There’re no points involved, the players don’t use their own cars, and the prize money remains the same.

Chain-Train Racing: Three cars are chained together, the first car has an engine and a Driver, the second has neither and the last in the chain has just a Driver (use a Pit Crew Member with no bonuses or minuses to the Driver’s Attribute) to help steer. Twelve laps and only cars that finish still chained together count as winners. Drop the Car Attribute to 4, no matter what order the rest of the attributes are.

Gauntlet Racing: A bus consisting of a Driver and a five-person team must drive 12 laps around the track. Five cars (“The Bad Guys”) have to stop it. The bus is armed with fire extinguishers full of flour, balloons of whipped cream and other hazards. You could either have the players play the good guys all together on the bus, or the bad guys in the cars. Bus Attribute is 4. Crashes don’t kill the bus no matter what. Use the Pit Crew Attribute for aiming fire extinguishers and balloons. The bad guys have to roll Driver’s Steering, Car’s Speed, and Car’s Acceleration to get up to the side of the bus, it takes another successful Car Acceleration to get in front of the bus. A successful Extinguisher or balloon attack means the car Driver can’t see and must roll again for Driver Handling.

Bus/Semi Racing: Twelve laps of figure-eight racing with five to eight large scary vehicles. Hilarity ensues. All Bus States at 4 except one +1 skill (Player’s choice. Player’s must roll twice per lap for the Danger Zone, on a 1 or a 2, bus gets hit by someone else…with only 8 buses, the Announcer can keep basic track of where everyone is in the lap and figure out who hit who.

Optional Whacky Races
Throw out all the rules and turn it into a cartoon. As they race, the players are allowed to sabotage each other and the cars, digging out pitfalls in 15 seconds flat, changing the lines on the road to direct the other Drivers off the field and into walls, and so on. Have less NPCs in this case (maybe equal the amount of players. Do the best you can with rolling, depending on what the Players state their characters are doing. Give them each a passenger (pit crew) who does all the weird stuff.

OFF-TRACK
This is where the GM will shine, so make the most of it. In the time before and after the race there will be the opportunity for all sorts of mayhem, including arguments, brawls, challenges, betting, romance, obtaining endorsements, and otherwise the legal and illegal activities that can make or break the Player Teams.
Off track you also roll for the NPC drivers/teams at a average of 5 for all Attributes when interacting with the players, except for the one guy who’s at a 6 after three races. He’ll continue to be annoying for them on and off the track.

EVENTS YOU CAN ROLEPLAY
Friendly Competition and Betting
The players probably won’t start betting on the races themselves until the third or fourth race. Friendly competition is a way to get them into betting. An NPC driver or pit crew engineer starts it up by stating how much better they are at something. Player reciprocates. NPC challenges the Player’s statement and says, “Yeah, I’ll make you eat my dust on the track.” It’s for bragging rights. If the Player loses, be sure to have the other NPC re-approach his with the “in your face” dance. Eventually this steps up to “Yeah, put your money where your mouth is, punk.” Betting is not illegal, as far as the players know.

“Hey, you’re pretty cute”
Any female Drivers will be subject to traditional catcalls and remarks about their girl-dom. All guys will have groupies. So what if it’s cliché, it’s entertaining. Guys and gals have ample opportunity to score off the race-track. By all means play up such fun. Hell, make them roll for it using their handling and control. A “1” means… well, the track conditions just aren’t that good.

Sabotage
There are all sorts of ways for the Drivers to sabotage each other in this game. There’s a reason why the official rules below state always have someone near the car at all times. If someone can mess with car, they might, especially after a few races of friendly competition. They could also jeopardize the Driver, distracting him from hearing the call to position from the officials or putting ex-lax in his drink. By all means, encourage this.

Fights
Fights are strictly Driver or Pit Crew Stat rolls versus NPCs’ rolls, typically 8 against 6 plus 1 extra die each, unless the bonus point has been added somewhere in their stats. Cars don’t get into fights.

Scrounging Parts
If something happens to the car and the Pit Crew doesn’t have the part, they’re going to have to scrounge. Sending them off to a local junkyard, parts store, eBay, or around to the other Drivers can be a great little side trip that involves the player’s skills of negotiation as well as the current funds.

Off-Track Challenges
These Teams also end up at after-race parties and get-togethers fairly often. So there can be billiards challenges, racing (off-road), drinking challenges, and so on to keep the competition going.

Blackmail
It’s rare, but there’s always a chance that someone is caught doing something they shouldn’t. If it’s a player, they could be blackmailed into throwing a race, or into giving their prize money over, or specific car parts, or hell… their car. I wouldn’t go that far, but if the player has an opportunity to blackmail someone, just watch at how low they can get.

RUMOR MILL
“I heard the driver of Car # ___ is sleeping with your sister/mother/girlfriend/wife.”
“Car # ___ always pulls to the left/slows way down coming into the Danger Zone/takes turn 2 on the high side.”
“That guy said you’re a wuss/you couldn’t drive/he was going to kick your ass after the race.”
“Yo, the cops have been totally combing the place for drugs/the Officials are all over the cars today looking for illegal parts/Car # ___’s Pit Crew is totally tearing the place apart looking for their brand-new carburetor.”

ENDORSEMENT COMPANIES/SPONSERSHIPS AND SITUATIONS
There’re a lot of local companies who are will to provide endorsements and sponsorships to promising skilled Drivers. We’ve provided a bunch of local companies that are willing to give things to Drivers for wearing their logo or doing spots for them on TV. Each time a Driver places in the top five, roll to see if someone approaches him or her after the race. This is a great opportunity to see one of the players stand up and do a thirty-second promo for Jack’s House of Chickens.

Bob’s Auto Body Services
Wants: You to wear his logo on helmet
Provides: 15% discounts on parts

The Kar Konnection
Wants: Logo on hood of car
Provides: A new used car (pick from the list)

Shear Elegance
Wants: 30-second ad on TV
Provides: Haircuts and styling to everyone

Jerry’s U-Pull-It
Wants: Prominent spot on car AND driver
Provides: All you can carry of his junkyard

Muddy Recording Studios
Wants: to include you voice in their next CD
Provides: 500.00

Venus Recycling Inc
Wants: Logo on helmet
Provides: Scrap metal or 200.00 a race

You get the idea.
Some other fun company names; make up the rest as you go.

Jack’s House of Chicken
The Riverside Artificial Limb & Brace Co
Hetfield Plumbing, Inc
Book to Knight Four Comics and Game Store
Murky Restaurant
Jim-Jim’s Tires
Yellow Creek Bed and Breakfast
Green Bros Tools
Bayou Bakery
Swamptown’s Video Rentals
Goldbug’s Construction Co
Sinful Delights Adult Store
The Pump House Grille