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WaylanderX
2014-04-15, 11:10 AM
Marius' Round of Prowess

This is a minigame for the players of the EMPIRE! playbypost thread. If you are not a player in EMPIRE! please do not post.

OOC Rules:

- Two teams per player

- Each turn lasts 1 day

-Choose of two types of teams: Aerial teams and Ground teams. Some paths are restricted in what type of team can use them, so choose wisely.

- Each turn you can move up to one space, unless otherwise specified.

- Each travel-part has a DC from 2-6. You roll 1d6. If you succeed, you go on towards the next part. - If you fail the DC, you stay in your current area. If you write down seven or more lines of fluff, you get a +1 bonus on the roll. Other bonuses or penalties may apply according the area.

- Players can stay in their current area, forfeiting their progress for that round. Instead they can do one of the following things:
Raise the DC of all paths leading to their location by 2. This effect goes in effect the turn after this action is used and stays in effect for 1 turn.
Lower the DC for one adjacient area by 2. This effect goes in effect the turn after this action is used and stays in effect for 1 turn.
Block 1 path leading to their location. Every roll to get into that area automatically fail. This effect goes in effect the turn after this action is used and stays in effect for 1 turn.

– If players meet eachother in a two-digit area (>10), they have two options. Or they leave eachother alone or they force eachother to roll 1d6. The loser gets a -1 penalty on his next progress roll. Only one side needs to want a conflict for this to happen.

List of route effects (See map below):


1
DC: 1
Effect: None
Available transportation: Ground/Air both
Description: A smooth ride from the start, the steady slope and debrée-less terrain makes for an easy ride down. You get the feeling that this is not the shortest way however.

2
DC: 2
Effect: None
Available transportation: Ground/Air both
Description: A broad stone riddled path through a small valley makes for a challeging first part of the race.

3
DC: 3
Effect: None
Available transportation: Ground/Air both
Description: Going further into the mountains, this path looks more difficult to traverse than the other two, riddled with rocks and small winding roads and harsh winds.

4
DC: 2
Effect: None
Available transportation: Ground/Air both
Description: A sudden steep mountain path appears before you. Traversing this will be somewhat of a challege.

5
DC: 3
Effect: +1 on your next roll if your able to make it through this path.
Available transportation: Ground Only
Description: A mountain peak rises before you, blocking an easy path. However, if you can overcome this hurdle, you think you could use the momentum to gain an advantage at the next part.

6
DC: 3
Effect:
Available transportation: Ground/Air both
Description:

7
DC: 4
Effect:
Available transportation: Ground/Air both
Description:

8
DC: 2
Effect:
Available transportation: Ground/Air both
Description:

9
DC: 2
Effect: None
Available transportation: Ground/Air both
Description: You see a easy way out of the difficult path you're traversing, taking a detour but smoothing out the ride.

10
DC: 3
Effect:
Available transportation: Ground/Air both
Description:

11
DC: 4
Effect:
Available transportation: Air only
Description:

12
DC: 2
Effect:
Available transportation: Ground/Air both
Description:

13
DC: 2
Effect:
Available transportation: Ground/Air both
Description:

14
DC: 3
Effect:
Available transportation: Ground/Air both
Description:

15
DC: 3
Effect:
Available transportation: Ground/Air both
Description:

16
DC: 5
Effect:
Available transportation: Ground/Air both
Description:

17
DC: 1
Effect:
Available transportation: Ground/Air both
Description:

18
DC: 2
Effect:
Available transportation: Ground/Air both
Description:

19
DC: 4
Effect:
Available transportation: Ground only
Description:

20
DC: 4
Effect:
Available transportation: Ground/Air both
Description:

21
DC: 3
Effect:
Available transportation: Ground/Air both
Description:

22
DC: 3
Effect:
Available transportation: Ground/Air both
Description:

23
DC: 2
Effect:
Available transportation: Ground/Air both
Description:

24
DC: 3
Effect:
Available transportation: Ground/Air both
Description:

25
DC: 5
Effect:
Available transportation: Ground/Air both
Description:

26
DC: 4
Effect: If you succeed the DC, roll 1d6 (1,2,3 are normal movement, 4,5,6 you can move an additional square without meeting the second square's DC).
Available transportation: Air only
Description: You see gale winds swirling around a nearby mountaintop. You think you can take advantage of it for the final stretch of the race.


IC:


Earthhome, some years before the games

You see a stand, with a banner above it which says: REGISTRATION FOR THE ROUND OF PROWESS!. A couple of Bucka are standing behind the counter, a pimped out hovercraft clearly visible behind them. A Menhîrin and some elves are dragging crates around, appearently preparing for something.

A Bucka greet you with a great smile on his face:
"Greetings Sirs and Ladies! Ya wanna register for t'big race ey? Wel', if ya just fill in this form right here, what will be all. If ya've had a lon' journeh, you can take a rest in the Cracked Table Inn, just aroun' t' corner. It be the best establishment in town. You can stay there free of charge, as long as you signed up for them races. One more thing, even if ya teams come from the same region, ya gotta fill in them forms seperately."

The form the Bucka handed to you looks like this:

Country of Origin:

Number of Participants:

Name of Participants:

Type of Team: Aerial/Ground

Type of Mounts:

Reason why you are joining:

With the form, there is a small map of the racing area with the different routes:


http://i57.tinypic.com/287kca8.png

OOC Tip: Please type a bit of fluff how the different team react, it's nice to read ;P.