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Posted: Sat Oct 15, 2005 3:29 pm
Flying around the track. You burst ahead of your opponant slightly, but not for long. He casts a spell and bursts ahead, angering you. You in turn negate it with a spell and sprint foreward. The finish line is in sight! So close, you manage to get ahead slightly. Your opponant rams you, almost knocking you off! You get angry and kick him off his chocobo. The look on his face makes you smile as you cross the line in style.
This is Chocobo Racing.
:Updates: Oct. 15, 2005- Set up the racing.
:Ranks: Numbers in parenthesis are the number of wins you need. No one's going to get to rank SS... Obviously. Rank tournaments, anyone? To be counted as a win for here, there must be at least twenty-five spaces on the race. Rank SS (100): None. Rank S (50): None. Rank A (30): None. Rank B (20): None. Rank C (10): None. Rank D (5): None. Rank E (2): None.
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Posted: Sat Oct 15, 2005 3:29 pm
How Chocobo Racing Works
Chocobo Racing was invented by Kane Daithran (HAHA! TAKE THE CREDIT!) as a joke, I'm guessing. With the addition of dice rollers and number randomizers, this is possible. You both start out. You both roll a six sided dice to see who starts first. If there's a tie, you keep rolling until someone wins. The track has a random number of, shall we say, places. Short races have fifty, while long ones have two hundred. You can pretty much use whatever amount you wish. Whoever rolls first rolls a hundred sided dice. The number corresponds to an action you do. You can get the sprint action, giving you a boosts in spaces. You can fall into a pothole and gain no spaces. You might even cast a spell on your chocobo, such as haste, which can add one space to your chocobo's movement every time you move (unless otherwise stated). Then the next person rolls. This continues until someone gets more than the number of spaces on the track. For tournaments, you roll a bigger dice for everyone and the turn order moves as such. They can be quite long, to say the least. Betting is welcomed, if not encouraged. Try to keep it between the racers. At the beginning of the race, just send the bet. I'll update the bets page. Winner takes all. The viewers can bet as well, but they need someone to bet against, or else if they lose, the gold will go nowhere and everyone will call me a thief for taking their gold.
:Rules of the Track:
1. Gaian ToS (Do I even need to mention this? And will it even become a factor?) 2. One race at a time, people. Helps keep things organized. 3. If you lose, you lose. If you lose a bet, don't be a little b***h about it. b***h. 4. If you see someone's mistake, say it in the Quad or something like that. And don't flame them. We're only human, except for Joe. *Stares at giant robot Alicard* 5. Hmm... That's about it. Obey rule number five the most, though.
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Posted: Sat Oct 15, 2005 3:31 pm
:Actions: On a one-hundred sided dice... 1: You fall off! Stupid. Your next roll doesn't count. You gain no spaces. Haste, boosts, and slow don't apply.
2-5: You fall in a hole! No space gain. Haste, boosts, and slow don't apply.
6-10: Move smoothly. +2 spaces.
11-15: Stumble! +1 space only.
16: Run! +3 spaces.
17-20: +4 spaces, opponant gets +1 spaces.
21-25: SPRINT! +4 spaces!
26-30: If you're behind your opponant, you get +3 spaces. Otherwise, you gain only +1.
31-35: You feed your chocobo some greens, but it hates them! It stops to spit them out. No gain. Haste, boosts and slow don't apply.
36-40: You feed your chocobo some greens and it loves them! +2 spaces, then +1 on your next roll.
41-45: +1 space. If you're behind your opponant, you throw a fireball at them, and their next roll doesn't count.
46-50: CHANCE TELEPORT! If you're behind your opponant by twenty spaces or more, you get +20 spaces. If not, just +2 spaces.
51-55: If you're within three spaces of your opponant, you knock them off! +1 space, and their next roll doesn't count.
56-60: SPRINT! +4 spaces!
61-70: Run! +3 spaces.
71-80: You go to cast haste on yourself, but you miss! +1 space and a loss of dignity.
81-90: What? You didn't see that patch of mud. Slip, slide, and only +1 spaces.
91-96: SPRINT! +4 spaces. Oh yeah.
97-98: Everything went so fast. It was scary and confusing! You lost a space. WHAT?
99: Cast slow on your opponant! They get -1 spaces on their next five rolls. If they have haste on, it negates so they have neither slow nor haste.
100: Cast haste on your chocobo! The bonus occurs on that roll and for the next four rolls, a total of five rolls. You get +2 spaces on your rolls. Hard to get. If you have slow on yourself, it negates it, so you don't have either haste or slow.
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Posted: Sat Oct 15, 2005 3:31 pm
:Current Bets: Quote: Bet Amount: This is the amount you're betting. Bet For: This is the person you're betting on. :Upcoming Tournaments:
None scheduled. If you'd like to be in a scheduled one, PM this character.
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Posted: Sat Oct 15, 2005 3:42 pm
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Posted: Sat Oct 15, 2005 10:06 pm
Woot i'll be the first to enter! i'd like to enter Cornu my chocobo
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Posted: Sun Oct 16, 2005 8:20 am
Hooray! We have our first contestant! Now we just need someone to face off against him.
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Posted: Sun Oct 16, 2005 2:23 pm
*Rides Cornu up to te starting line*
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Posted: Sun Oct 16, 2005 2:37 pm
Leon spotted someone else waiting at the tracks. He obviously wanted a race, and Leon was going to give him one.
"Hey there stranger. Lookin' for a race? How about we put a little wager on it? Say, a hundred gold?"
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Posted: Sun Oct 16, 2005 2:40 pm
"How about 50, im a little low on cash at the moment"
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Posted: Sun Oct 16, 2005 2:44 pm
"Sounds like a plan."
Leon wandered off into the chocobo stables and looked for his chocobo. He spotted it eating again. It was a deep navy blue color. He hopped on and lead him out. He waited for his opponant.
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Posted: Sun Oct 16, 2005 2:45 pm
"Ready when you are" (uh what number are we trying to reach?)
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Posted: Sun Oct 16, 2005 2:46 pm
OOC: *waits until race is over before trying one*
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Posted: Sun Oct 16, 2005 2:49 pm
(( Roll a six-sided dice to see who goes first. ))
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