Okay, so let's talk about #ApexChrome.

Fasten your seatbelts, put on your goggles, prepare that nitro boost, push the pedal to the metal and distort space and time in this sci-fi TTRPG about wild intergalactic racing tournaments.
A quick disclaimer:

I haven't quite nailed down the dice mechanics yet, so I'll be talking about the game more in broad strokes - the different roles on your team, the structure of a tournament, and the wacky stuff that happens in between!
Every session / story arc in Apex Chrome revolves around a race. The races can have different lengths, but they are always divided into two phases: The initial preparation phase, ending in the Eve of the Race (the calm before the storm), followed by the race proper.
The purpose of the prep phase is to gather resources and build/upgrade your vehicle, earn fame by cutting promos, and possibly scout out the competition and/or the track.

The race itself is played out in encounters with other vehicles. Longer tracks have multiple phases here.
But these races aren't just about speed. Your vehicle is likely decked out in gadgets and weaponry, your engineer probably has ten aces up their sleeves, and - one of my favorite mechanics so far - each race has at least one Twist.

Remember Funky Boy in Redline? That's a twist.
An ancient monster awakens under the track. A hostile force opens fire on the racers. A meteor strikes...

Twists are external events that act like Blue Shells. The worse you are doing in the race, the better the chances of a good outcome for you while everyone else gets wracked.
Anyways, on to the different roles on your team, the character classes or playbooks, so to speak.

Generally, your team can only have a maximum of 1 of each of these. The Ace (see below) is the only non-optional one, but the rest of the team composition is up to you.
Tagging @CDGuanzon and @SandyPugGames, if you want to follow along.
You can follow @yes_jon.
Tip: mention @twtextapp on a Twitter thread with the keyword “unroll” to get a link to it.

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