Apr 15, 2026 6:38 pm
To keep it easily available for reference, I'll be posting my deadracing rules here. We may use this thread to ask questions, to workshop current or new moves, etc., but this original post will always be updated with the latest and greatest on Deadracing.
@KCC,@reversia.ch,@haditbeenwater,@ClericalError87
Deadracing
Just like combat in *Paint the Town Red*, racing won't typically be resolved turn-by-turn. Instead we'll do one roll for an entire race or, if it's really high stakes, I'll set a number of successes needed to pull out a window—either way, we're not looking at too many rolls or "laps" of turns. We're interested in the emotional stakes and the consequences of the race, what it does to your character's mood.
**Note** Racing is a good time to indulge passions or even party hard! See "Enjoying Yourself Too Much" on page 38.
When it's time to race, you'll pick out a Move. You might have the upper hand or be against the odds depending on the specifics of the race (or the prep that was done prior).
Run Some Fucker Off-road [Roll Savagery]
You're a monster on wheels. You do not care about anyone's ride, about bystanders or laws or rules of the road, not even for your own ride. It's ride or die, baby, and you're already dead.
If you succeed, you win the race. You gain 3+D3 Chaos. Any mortal or no-name races are dead, their rides totaled. Any undead you race are Flatlined.
If you fail, you lose the race and your ride is absolutely destroyed. You lose 3+d3 Pulse and gain 3 Chaos.
If you Flatline as a result of this move, you'll be vulnerable to Banes.
Racing for the Love of It [Roll Duplicity or Savagery]
This race may or may not be high stakes, but you'll run it fair. Mostly. The point is that most should be able to walk away—though they might lose their whip in the process.
If participating in a drag race or a race with few turns, Duplicity is rolled Against the Odds. If racing on a circuit with a moderate (or more) amount of turns and narrow byways, rolling with Savagery Against the Odds.
If you succeed, you win the race. You gain D3 Chaos. Any mortals or undead aren't badly hurt (if at all) and their rides can likely hit the streets again in a few nights to a week.
If you fail, you lose the race and you or your ride get beaten up with the latter needing some tune-up or repairs before racing again. You lose D3 Pulse and gain 1 Chaos.
On the off-chance you Flatline as a result of this move, you won't be vulnerable to Banes.
Play it Dirty [Roll Duplicity]
Tossing nails behind you, using flashing lights or tipping off the cops—this way and more are all dirty tricks racers might use. To this sort of racer, nothing is off the table.
If you succeed, you win the race. You gain no Chaos. Mortals are badly hurt and their cars need a lot of repairs. This might be the case for the Dead, too, if you want them to be.
If you fail, you lose the race and your trick doesn't work. You lose D3 Pulse and gain D3 Chaos. Don't expect this strategy to work again, or for your street cred to look good for you.
On the off-chance you Flatline as a result of this move, you won't be vulnerable to Banes.
Riding on Rep [Roll Allure]
Just showing up to the starting line throws others into a lurch. They overthink things or begin to sweat when they see you approaching on their rearview mirror and they make dumb choices as a result.
If you succeed, you win the race. You lose D3 Chaos and the win the heart of the crowd. You might draw in big winnings from the bets placed or someone who cares about the Deadraces becomes enamored with you (or at least less hostile).
If you fail, you lose the race anyways. You lose D3 Pulse and D3 Chaos, as other racers just see you as something that is all flash, no substance.
On the off-chance you Flatline as a result of this move, you won't be vulnerable to Banes.
Left in the Lurch [No Roll]
There are days where you're off your game. Your ride wasn't ready for the race or you find yourself surrounded by people way out of your league. Sometimes, you just don't care enough to win.
Lose D6 Pulse and D3+3 Chaos, and your opponent gets something from you: a truth they're seeking, your ride, a boon, or something else that you and the GM agree on.
If you flatline, you'll technically be vulnerable to Banes, but maybe the other racers will take pity on you.
Do Something Else...
If you want to try something different, you need to negotiate this with the GM. Decide on a Stat Check, and the outcomes of success or failure of this check. Usually, Pulse and Chaos move around, and maybe something happens to you and your opponent.
Working Together
If multiple players are in the same race, then follow the rules for *Group Combat* on p. 40
Difficulty While Racing
A lot of a race depends on the prep-work prior. You might play mind games with the competition, put in tons of practice on the circuit if you know about it ahead the time, or any number of things that gives you an edge.
The environment or certain situations like heavy traffic might place you Against the Odds.
Player versus Player
If who wins matters between players, we'll:
1. Find out which character has more Chaos. That player wins the race. If there's a tie, do a roll off and the winner chooses.
2. The person with less Chaos can just choose to Ride on Rep or be Left in the Lurch. If they do the former, their roll places them behind the winning player in the rankings.
3. If that person doesn't choose those moves, the person with higher chaos can.
4. If the person with the highest chaos doesn't want to choose those Moves either, then they pick one of the other Moves and that player rolls. Resolve Pulse changes as normal, though all players involved experience changes in Chaos.
@KCC,@reversia.ch,@haditbeenwater,@ClericalError87
Deadracing
Just like combat in *Paint the Town Red*, racing won't typically be resolved turn-by-turn. Instead we'll do one roll for an entire race or, if it's really high stakes, I'll set a number of successes needed to pull out a window—either way, we're not looking at too many rolls or "laps" of turns. We're interested in the emotional stakes and the consequences of the race, what it does to your character's mood.
**Note** Racing is a good time to indulge passions or even party hard! See "Enjoying Yourself Too Much" on page 38.
When it's time to race, you'll pick out a Move. You might have the upper hand or be against the odds depending on the specifics of the race (or the prep that was done prior).
Run Some Fucker Off-road [Roll Savagery]
You're a monster on wheels. You do not care about anyone's ride, about bystanders or laws or rules of the road, not even for your own ride. It's ride or die, baby, and you're already dead.
If you succeed, you win the race. You gain 3+D3 Chaos. Any mortal or no-name races are dead, their rides totaled. Any undead you race are Flatlined.
If you fail, you lose the race and your ride is absolutely destroyed. You lose 3+d3 Pulse and gain 3 Chaos.
If you Flatline as a result of this move, you'll be vulnerable to Banes.
Racing for the Love of It [Roll Duplicity or Savagery]
This race may or may not be high stakes, but you'll run it fair. Mostly. The point is that most should be able to walk away—though they might lose their whip in the process.
If participating in a drag race or a race with few turns, Duplicity is rolled Against the Odds. If racing on a circuit with a moderate (or more) amount of turns and narrow byways, rolling with Savagery Against the Odds.
If you succeed, you win the race. You gain D3 Chaos. Any mortals or undead aren't badly hurt (if at all) and their rides can likely hit the streets again in a few nights to a week.
If you fail, you lose the race and you or your ride get beaten up with the latter needing some tune-up or repairs before racing again. You lose D3 Pulse and gain 1 Chaos.
On the off-chance you Flatline as a result of this move, you won't be vulnerable to Banes.
Play it Dirty [Roll Duplicity]
Tossing nails behind you, using flashing lights or tipping off the cops—this way and more are all dirty tricks racers might use. To this sort of racer, nothing is off the table.
If you succeed, you win the race. You gain no Chaos. Mortals are badly hurt and their cars need a lot of repairs. This might be the case for the Dead, too, if you want them to be.
If you fail, you lose the race and your trick doesn't work. You lose D3 Pulse and gain D3 Chaos. Don't expect this strategy to work again, or for your street cred to look good for you.
On the off-chance you Flatline as a result of this move, you won't be vulnerable to Banes.
Riding on Rep [Roll Allure]
Just showing up to the starting line throws others into a lurch. They overthink things or begin to sweat when they see you approaching on their rearview mirror and they make dumb choices as a result.
If you succeed, you win the race. You lose D3 Chaos and the win the heart of the crowd. You might draw in big winnings from the bets placed or someone who cares about the Deadraces becomes enamored with you (or at least less hostile).
If you fail, you lose the race anyways. You lose D3 Pulse and D3 Chaos, as other racers just see you as something that is all flash, no substance.
On the off-chance you Flatline as a result of this move, you won't be vulnerable to Banes.
Left in the Lurch [No Roll]
There are days where you're off your game. Your ride wasn't ready for the race or you find yourself surrounded by people way out of your league. Sometimes, you just don't care enough to win.
Lose D6 Pulse and D3+3 Chaos, and your opponent gets something from you: a truth they're seeking, your ride, a boon, or something else that you and the GM agree on.
If you flatline, you'll technically be vulnerable to Banes, but maybe the other racers will take pity on you.
Do Something Else...
If you want to try something different, you need to negotiate this with the GM. Decide on a Stat Check, and the outcomes of success or failure of this check. Usually, Pulse and Chaos move around, and maybe something happens to you and your opponent.
Working Together
If multiple players are in the same race, then follow the rules for *Group Combat* on p. 40
Difficulty While Racing
A lot of a race depends on the prep-work prior. You might play mind games with the competition, put in tons of practice on the circuit if you know about it ahead the time, or any number of things that gives you an edge.
The environment or certain situations like heavy traffic might place you Against the Odds.
Player versus Player
If who wins matters between players, we'll:
1. Find out which character has more Chaos. That player wins the race. If there's a tie, do a roll off and the winner chooses.
2. The person with less Chaos can just choose to Ride on Rep or be Left in the Lurch. If they do the former, their roll places them behind the winning player in the rankings.
3. If that person doesn't choose those moves, the person with higher chaos can.
4. If the person with the highest chaos doesn't want to choose those Moves either, then they pick one of the other Moves and that player rolls. Resolve Pulse changes as normal, though all players involved experience changes in Chaos.


