Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Chocobo Racing
#1
8/4/2020 Added rounds to certain abilities for mystery boxes.
Welcome to Chocobo Racing By DMLeibfrid
Summary of the race is to take your chocobo around the map and win with the fastest time. You start off with basic initiative to see who goes first then its a race and attacking. Attack other chocobos with chocobo move sets, natural weapons or the assist from the mystery boxes on the field. Mystery boxes can be both beneficial and bad depending on the place you are in the race. Further back in the race you are the chances of getting a rare item increases while if you are in first the chances of receiving an item to help you are slim. Prize money goes to those in 1st, 2nd, 3rd place for races with 8 or more people, if less then only 1st place gets the winnings. Your chocobo loses if his or her hit points reach 0 or you come in last place, also be aware of an ever changing map. New roads may open for you that did not for other players. 

Chocobo's starts off with x2 open passive ability spots (unless one is taken due to type of chocobo), and x2 ability spots (unless on is taken due to type of chocobo). The chocobo will also have the ability to hold one type of chocobo food that benefits him/her during the race. See 

Chocobo food selection for details. Garlic Greens can be used to forget ability move sets even those a chocobo was born with to be replace with something else. 

If your chocobo has more then one type of passive or active ability when it grows up or you catch it you must select one of them for it to have. The other slot is for custom. But you can always use Garlic Greens to give the chocobo a clean slate too. 

When racing you have x1 open ability spot for mystery boxes only to collect and use. You can only ever collect one at a time regardless if you have more then 1 open spot. 
See you at the races. 
Chocobo Racing Abilities
All abilities take one standard to use except Stamina Pool. Stamina Pool are a swift action.
Non natural attacks are ranged touch attacks.
  • Garlic Greens 50 gil (makes a chocobo forget 1 ability move permanently).

  • Stamina Pool 2/day 500 gil 3/day 2,000 gil 4/day 5,000 gil 5/day 10,000 gil (Gives another movement action, if reduced to 0 Stamina you are reduced to 1/2 movement until you regain stamina back). 

  • Choco Cure 1/day 1,000 gil 2/day 3,000 gil 3/day 5,000 gil (Restores 3d6+5 Hit Points)

  • Choco Water 1/day 1,000 gil 2/day 3,000 gil 3/day 5,000 gil (Deals 3d6+5 water damage to a chocobo up to double your movement speed away and inflicts drenched for 1d4 rounds Fort 13)

  • Choco Stone 1/day 1,000 gil 2/day 3,000 gil 3/day 5,000 gil (Deals 3d6+5 earth damage to a chocobo up to double your movement speed away and inflicts weighted for 1d4 rounds Fort 13)

  • Choco Wind 1/day 1,000 gil 2/day 3,000 gil 3/day 5,000 gil (Deals 3d6+5 wind damage to a chocobo up to double your movement speed away and inflicts squalled for 1d4 rounds Fort 13)

  • Choco Flame 1/day 1,000 gil 2/day 3,000 gil 3/day 5,000 gil (Deals 3d6+5 fire damage to a chocobo up to double your movement speed away and inflicts burning for 1d4 rounds Fort 13)

  • Choco Ice 1/day 1,000 gil 2/day 3,000 gil 3/day 5,000 gil (Deals 3d6+5 ice damage to a chocobo up to double your movement speed away and inflicts frozen for 1d4 rounds Fort 13)

  • Choco Thunder 1/day 1,000 gil 2/day 3,000 gil 3/day 5,000 gil (Deals 3d6+5 thunder damage to a chocobo up to double your movement speed away and inflicts static for 1d4 rounds Fort 13)

  • Choco Dark 1/day 1,000 gil 2/day 3,000 gil 3/day 5,000 gil (Deals 3d6+5 dark damage to a chocobo up to double your movement speed away and dimmed weighted for 1d4 rounds Fort 13)

  • Choco Light 1/day 1,000 gil 2/day 3,000 gil 3/day 5,000 gil (Deals 3d6+5 light damage to a chocobo up to double your movement speed away and inflicts dazzeled for 1d4 rounds Fort 13)

  • Choco Ensuna 1/day 2,000 gil 2/day 5,000 gil 3/day 10,000 gil (Removes one status effect from the chocobo). 

  • Choco Trishot 1/day 5,000 gil 2/day 12,000 gil (Deals 3d6+5 fire, 3d6+5 ice and 3d6+5 lightning damage to a chocobo up to double your movement speed away).

  • Choco Meteor 1/day 15,000 gil (reduced all chocobos in a 200 ft radius of you to a mere 5' movement for 1 round). 

  • Choco Omnishot 1/day 25.000 gil (Deals 16d6+40 points of prismatic damage [2d6+5 damage per element] to a chocobo up to double your movement speed away).
Chocobo Passive Abilities
  • Water Walking 2,500 gil (Able to cross on top of the water without loss of movement)

  • Sand Walking 2,500 gil (Able to cross sandy/rubble terrain without loss of movement)

  • Underwater Walking 2,500 gil (Able to cross underwater terrain without loss of movement)

  • Overgrown Walking 2,500 gil (Able to cross overgrown/tangled terrain areas without loss of movement)

  • Snow Walking 2,500 gil (Able to cross snow terrain without loss of movement)

  • Mountain Walking 2,500 gil (Able to climb mountain terrain without loss of movement)

  • Any combination of the six, 7,000 gil.

  • Any combinations of the six, 10,000 gil.
Mystery Boxes
Depending on where you are in the race depends on the odds of getting items. 
  • Choco Meteor (Reduces everyone to a movement speed of 5' for 1d2 rounds).
  • Choco Potion (Replenishes One Stamina Point).
  • Stamina Tablet (Replenishes 1d4+1 Stamina Points).
  • Stamina Swapper (Steals a stamina point from a chocobo in the lead or near lead).
  • Movement Boost (Grants an additional movement phase).
  • Choco Cure (Heals 5d6+10 Hit Points).
  • Briar Caltrop (surrounds you with thorns for 1d3+1 rounds. Those that brush up next to you act as if they are running in overgrown terrain[half speed] for 1d2 rounds). 
  • Bacchus's Water (Makes the chocobo in front of you Frenzied for 1d4 rounds) Roll to see which way the chocobo runs 1- straight, 2- right, 3- left, 4- stops, 5- turns around, 6- runs off the track in either direction (running off the track moves at 1/4 movement). 
  • Graviball (Makes the chocobo in front of you run at half speed) 1d2+1 rounds. 
  • Spiderweb (Chocobo behind is unable to use any active ability for 1d3 rounds).
DM Rolls for Mystery Boxes



Near Last Place
  • Choco Meteor 17-20

  • Stamina Tablet 14-16

  • Stamina Swapper 11-13

  • Choco Potion 9-10

  • Movement Boost 6-8

  • Choco Cure 5

  • Briar Caltrop 4

  • Bacchus's Water 3

  • Graviball 2

  • Spiderweb 1
Middle Ground
  • Choco Meteor 20

  • Stamina Tablet 17-19

  • Stamina Swapper 15-16

  • Choco Potion 13-14

  • Movement Boost 11-12

  • Choco Cure 9-10

  • Briar Caltrop 7-8

  • Bacchus's Water 5-6

  • Graviball 3-4

  • Spiderweb 1-2
Front Runners
  • Choco Meteor 0

  • Stamina Tablet 20

  • Stamina Swapper 19

  • Choco Potion 17-18

  • Movement Boost 16

  • Choco Cure 13-15

  • Briar Caltrop 10-12

  • Bacchus's Water 7-9

  • Graviball 4-6

  • Spiderweb 1-3
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)