TAKE DOWN FORUM RPG MINIGAME - CHOCOBO RACING
A minigame for the FF Forum RPG
- Dudesoft
- 09/26/2012 05:50 PM
- 17516 views
Chocobo Racers
Yellow - Storm = ______ - 1x Haste | Speed: 5
Red - Nessiah = RECIEVE - 1x Doom | Speed: 5
Black - Indrah = ______ - 1x Protect | Speed: 5
White - Ques Quen = CHARGE - 1x Mini | Speed: 5
Green - Ceal Durog = BARRIER - 1x Fire | Speed: 5
Blue - RabitZ = FLAP - 1x Blizzard | Speed: 5
How to Play
The race is over when the first four Players cross the finish line.
There are two phases.
Player Phase and Race Phase
During Player Phase the Players spend their Stamina Points.
Each Player has a total of 5 Stamina Points to spend each Player Phase.
You can spend the points on SPEED, MAGIC, SPECIAL SKILLS, or TURN.
SPEED is straight-forward. It determines how many squares you can move during the Race Phase.
Each leg of the race track (represented by the blue lines across the track) costs 1 SPEED to reach.
MAGIC is represented by the green orbs around the track.
You need to be in the space occupied by the Magic Stone to obtain it.
Each single Magic Stone costs 1 Stamina Point.
You can hold up to 3 Magic Stones.
You can steal Magic Stones from other Players by moving into the same space as them.
Each Magicite is random, and will be picked by a random number generator.
TURN is when a Player chooses to move between the lanes.
In some cases you will need to move, in other cases you will want to for speed.
Each lane shift will cost 1 Stamina Point.
SPECIAL SKILLS will recharge for 1 use during each lap. They cost 0 Stamina Points, but can only be used once recharged.
During the Race Phase all actions will be completed starting from the last-place Player to the first.
Players will move forward according to their Speed, and Magic will be cast.
Magic Stones
Haste
+5 Speed
Fire
Shoots straight down the board. The Player in the way misses a turn. Does not turn corners.
Blizzard
Freeze square behind you, if another player lands on it, they move forward 1 square and miss next turn.
Thunder
Causes all racers ahead of you until the finish line to miss next turn.
Mini
Target any 1 Player to 1/2 their next Movement Roll.
Reflect
If held, will rebound any/all magic attacks.
Doom
Puts a 10 Turn count-down on any 1 player.
Each player's turn counts as 1 to the count-down.
If another player lands on their square, they take the Doom effect on themselves.
At the end of the count-down, whoever has Doom misses their next turn.
Ultima
Attacks all racers except self, causing them all to skip a turn.
Special Skills
Dash
Maintain 10 Speed for 1 Turn, and do not get turned around.
Flap
Fly over Blizzards or traps.
Grip-Up
+1 to your Movement Roll when turning next corner.
Mug
Steal 1 Magic Stone from the player in front of you.
If they have Barrier or Reflect, you attempt stealing from the next player in front.
It also cancels Barrier/Reflect.
Magic Plus
+1 of whatever Magic Stone you're holding. If 2, pick one to gain. If 3, gain nothing.
Barrier
Shields you from magic until you pass the finish line.
Receive
Gain 1 Magic Stone of any magic you're hit by.
Charge
Move ahead 5 spaces. If any other player is in the way, they lose their next turn.
Megaflare
Every racer loses their turn and any Magic Stones they're holding.
*Costs 2 Charges to use*
Yellow - Storm = ______ - 1x Haste | Speed: 5
Red - Nessiah = RECIEVE - 1x Doom | Speed: 5
Black - Indrah = ______ - 1x Protect | Speed: 5
White - Ques Quen = CHARGE - 1x Mini | Speed: 5
Green - Ceal Durog = BARRIER - 1x Fire | Speed: 5
Blue - RabitZ = FLAP - 1x Blizzard | Speed: 5
How to Play
The race is over when the first four Players cross the finish line.
There are two phases.
Player Phase and Race Phase
During Player Phase the Players spend their Stamina Points.
Each Player has a total of 5 Stamina Points to spend each Player Phase.
You can spend the points on SPEED, MAGIC, SPECIAL SKILLS, or TURN.
SPEED is straight-forward. It determines how many squares you can move during the Race Phase.
Each leg of the race track (represented by the blue lines across the track) costs 1 SPEED to reach.
MAGIC is represented by the green orbs around the track.
You need to be in the space occupied by the Magic Stone to obtain it.
Each single Magic Stone costs 1 Stamina Point.
You can hold up to 3 Magic Stones.
You can steal Magic Stones from other Players by moving into the same space as them.
Each Magicite is random, and will be picked by a random number generator.
TURN is when a Player chooses to move between the lanes.
In some cases you will need to move, in other cases you will want to for speed.
Each lane shift will cost 1 Stamina Point.
SPECIAL SKILLS will recharge for 1 use during each lap. They cost 0 Stamina Points, but can only be used once recharged.
During the Race Phase all actions will be completed starting from the last-place Player to the first.
Players will move forward according to their Speed, and Magic will be cast.
Magic Stones
Haste
+5 Speed
Fire
Shoots straight down the board. The Player in the way misses a turn. Does not turn corners.
Blizzard
Freeze square behind you, if another player lands on it, they move forward 1 square and miss next turn.
Thunder
Causes all racers ahead of you until the finish line to miss next turn.
Mini
Target any 1 Player to 1/2 their next Movement Roll.
Reflect
If held, will rebound any/all magic attacks.
Doom
Puts a 10 Turn count-down on any 1 player.
Each player's turn counts as 1 to the count-down.
If another player lands on their square, they take the Doom effect on themselves.
At the end of the count-down, whoever has Doom misses their next turn.
Ultima
Attacks all racers except self, causing them all to skip a turn.
Special Skills
Dash
Maintain 10 Speed for 1 Turn, and do not get turned around.
Flap
Fly over Blizzards or traps.
Grip-Up
+1 to your Movement Roll when turning next corner.
Mug
Steal 1 Magic Stone from the player in front of you.
If they have Barrier or Reflect, you attempt stealing from the next player in front.
It also cancels Barrier/Reflect.
Magic Plus
+1 of whatever Magic Stone you're holding. If 2, pick one to gain. If 3, gain nothing.
Barrier
Shields you from magic until you pass the finish line.
Receive
Gain 1 Magic Stone of any magic you're hit by.
Charge
Move ahead 5 spaces. If any other player is in the way, they lose their next turn.
Megaflare
Every racer loses their turn and any Magic Stones they're holding.
*Costs 2 Charges to use*
Posts
So, how are we starting this off? By picking our chocobos? If so, I will use Steal Heart on Ester to persuade her to tell me the best chocobo then choose that one.
They're all equal. Pick your favourite colour!
When the first Player Phase I will explain again what to do.
You'll all pick it up as we go.
When the first Player Phase I will explain again what to do.
You'll all pick it up as we go.
I'll take the blue one.
Alright!
Player Phase!
To begin, as you cross the Lap marker, you may select 1 Special Skill for that lap. You will only be able to use that skill once during your current lap.
During each Player Phase you can spend 5 Stamina Points. To begin with, you may each put 5 points into Speed (which will move you forward) or spend some points changing lanes. Each Lane Square can hold 2 racers.
Stamina will reset at the beginning of the next Player Phase.
Player Phase!
To begin, as you cross the Lap marker, you may select 1 Special Skill for that lap. You will only be able to use that skill once during your current lap.
During each Player Phase you can spend 5 Stamina Points. To begin with, you may each put 5 points into Speed (which will move you forward) or spend some points changing lanes. Each Lane Square can hold 2 racers.
Stamina will reset at the beginning of the next Player Phase.
You can spend all your Stamina. You only need to spend less if you plan on changing lanes or casting magic. :)
I take flap and use 5 speed????
author=Gourd_Clae
So, more like 5 speed, then use my skill? I don't plan on switching lanes yet.
Skills only have 1 charge per lap. You might want to save your Skill for later.
I set up this track as a tutorial so don't worry if it has a learning curve.