Fancy a race around the inner solar system, looping around Mars and Venus?
Well, it's attracted quite a lot of attention, not all of the desired sort. Some rotter calling himself the Ghost Racer has threatened to disrupt the race unless he's paid a load of money. The party - who would be best off if at least someone can pilot - get hired by the Solar Cup Race Commission to pose as late entrants and keep an eye on things, protecting the real competitors and spectators from this Ghost Racer.
The characters will have some time to prepare, but the race is soon underway, around Venus and then to Mars, where there's a stop-over. All the time, they'll have to be on the alert to spot the Ghost Racer... if he's there.
Everything is well-laid out, with all the information the GM needs ready to hand and plenty of appropriate atmosphere to help you bring the alternate reality to life around your table. Characters can work on their rocketship, and there are copious notes about possible custom modifications. They can also pursue their investigations, and people with whom to talk are provided a-plenty. What's even better: the whole rocket racing community is brought into existence with other racers and even some of the notable events mentioned - so if your characters get a taste for the sport you will be able to weave it in to subsequent adventures.
Once the race begins, the actual mechanics of running it are explained clearly and coherently utilising the Chase rules from the core rulebook with appropriate modifications. This should help you meld die rolling into an exciting narrative as rocketships jockey for position. Various incidents to weave into the race are also provided.
Overall, a well-presented exciting little adventure. Gentlemen, start your engines!