Light-Drifting

## Summary

The pastime of **Light-Drifting** has been popular with fluff races for eons, often being done in vessels designed for the sport. Racing is typical with tracks or checkpoints on land, sea and air. However, space travel has very different obstacles to account for that make it lethal for organic beings, however exciting for those of a race capable of the forces needed to do so, making them far more effective pilots. The sport of Light-Drifting gets its name from the sub-light speeds a vehicle must use to "drift" or turn rapidly while reducing loss in speed between FTL-speed jumps.

All racers tend to use their personal vessel or purchase a suited vehicle for it and modify it. Many leagues have been formed amongst the stars to handle different circuits, routes and rules in an attempt to find skilled racers. None more glorious than the Lead Rareatahnd Committee, who specialize in gaining permission from numerous planets, militaries and alliances to create routes for those who win the championship race from other leagues, in an all-out hyper race that determines the fastest, most skilled racers in a single course across the most challenging stretches of space, nearing black holes, nebulas, gas giants and even through stars. The reward is having your vehicle inducted in an official universal record list with a trophy designed by the previous champion to honor you.

## History

### Conception

Since the earliest points space-faring history, light-drifting began as a costly hobby for only the most patient and skilled pilots, often starting their professional career as a driver for interplanetary deliveries or in the militaries of the cosmos. Light-drifting derived from the classic sport of Light-racing was FTL routes between empty spaces were initially used, making routes that centered around lapping stars by leaping from world to world that revolved around it. Eventually the tradition has been outlived by the variation, with the noticeable (and preferred) differences being drifters often drop out of FTL speeds to corner around cosmic objects at sublight speeds, then jumping into hyperspeed again, onto the next obstacle. Often racers would jump to dangerous points of interest that were marked as goals, such as toxic gas planets that would peel metal off the hull of the ship, then to brilliant dwarf stars that could become black holes at any moment, then again to coast a cluttered asteroid field before warping to the end goal.

### Relation to Hoppist History

**Sop** first learned the term while searching for a vessel to replace the mismash of ships that lined the space force of the Grand Sop Army and became fixated ships that were made for his military needs. With numerous well-known manufacturers, narrowing down several classes of vehicle became a necessity, further expanding the industry to market new vessels better than their last generation, or often their competitor's designs. One of these was ships marketed as "light-drifting vessels" which were simply single occupant (the pilot) starships with the ability to speed up and slow down instantly in space or atmosphere, while retaining the ability to travel faster than light on their own.

While few, if any, vessels could move beyond lightspeed, none matched the **Electric Eyes**, facilitating their use to send fleets across the stars with near-instant speed. The benefit of these vehicles being able to do so without a warp pad, hyperspeed node or Electric Eye was important to individual space travel in early history. Eventually, outside of military modification, these ships were the classic image of a starship for most beings, even if they intended to move with others. Many classes of the ships became factory-made with numerous seats and features suited for all types of traveller.

**Hop** and **Arritz** were known to race in their personal ships from time to time on the **SSRW**, when not attending an actual circuit. Both often shared a custom ship based on the ***Star Racer*** by **StarWing Enterprises**, an iconic light-drifting vessel. It is preserved in Hop's storage room, due to being retired after a crash caused by other racers.

Many Hoppists consider racing part of their Journey, discovering it was a part of themselves and their identity to enjoy the sport. Numerous Hoplings often find renewed confidence after experiencing a race, returning to trials they've previously failed with stronger faith in themselves. There are no official Hoppist racing circuits sponsored by any organization, however there are clubs of pilots exclusive to proven Hoppists. The most known are:

* **Gopspeed Drift Team** (This club prides itself on extremely fast custom versions of vehicles made by Hop builders, like **Royal Ampbersamd**)
* **Enlightened Drift Stars** (One of the longest and oldest clubs, comprised of Tier 7 or higher pilots, most of who are veterans)
* **Grand Hoppist Pilot Club** (The largest and most prestigious club on the Hoppist side of the **Universal Equator**)
* **Paw & Pedal** (A charity that donates their prizes and personal belongings to Hoppists in need)

### Origin of Racing Circuits

Different racing circuits occupy different parts of space, most formed by fluffy residents from numerous worlds. The allies of the K'Ursans were some of the earliest to participate in building them. Most drifting starship manufacturers were meant to be escorted to races inside hangars in larger ships, to preserve their condition before an intense race. They began one of the most popular circuits before, taking place across 2 galactic clusters, named **The Original Universal Light-Drifting Council** (translated from Universal Script). They had several high-stake races in Hoppist-controlled space, usually involving custom ships or upgrades to promote their brand to the public more. With other races piling into the craze, they competed with other circuits, each involving different gimmicks or styles.

Often the differences in circuits can be hard to identify, other than location and who hosted it. Typically light-drifting was a sport done for the thrill of it, with no stakes or prizes on the line. Circuits attempt to differentiate themselves by offering companies a sponsorship, and for pilots, the option to upgrade or trade-in their own vessel, once they won the finals.

Each circuit's survival depends on viewers attending, due to the free nature of the sport. Stands are often constructed at the start and finish lines by the group in charge of the circuit, or by watching uploads of the cockpit feed once the circuit receives the pilot's dashcam footage.

## Standard Rules

Across the stars the rules and goals are fairly the same between circuits. Pilots must navigate their vessels from a start point to a finish line. By flying from point to point, dropping from FTL travel into sublight speed, in order to have their ship scanned and cleared for jump to the next point, they travel at the fastest speed they can handle. Satellites or drones also record the races, to ensure pilots are honestly travelling to the locations in the race, to prevent cheating. They will ping the ship once their presence has been recorded, so they are free to make a jump into the next area.

Races end with a first place winner, and the other pilots are runner-ups that are only tracked to ensure they survived the event. They are often fetched by their fellow racers if stranded. A pilot must pass every single goal before the end goal or they will not qualify. The route pilots travel along is for them to decide, unless the circuit's group demands a linear path. Non-qualifying racers will often attempt the next race in the season in order to qualify for finals. Each racer is allowed 3 chances to succeed, before being locked in for the final circuit. If a pilot fails 3 tracks, or no longer has a vessel of their own to use, they are disqualified for the rest of the events and must return once they have proven they can handle the circuits again.

The drifting portion of the races is performed at sublight speed. These are defined before a race begins, at the take-off strip. A landing strip with a final goal marks the finish line, and must also be done at sublight speed. All winners must submit footage from the cockpit of their ship to the circuit for review before officially moving on. Once done, they are welcome to swap vehicles or perform work on their current one before being summoned to the next event.