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Post by { PASCALINE } on Oct 12, 2010 13:51:30 GMT -5
[atrb=border,0,true][atrb=style,background-image:URL('http://i54.tinypic.com/1247l9x.jpg'); width:360px; padding:30px; border:4px solid #316292; border-radius:40px; -moz-border-radius:40px; -webkit-border-radius:40px]THE RULES The Racing System was developed by P.D. and I in order to give the players of racers and the races themselves a direction. The system is based on dice pools and has been designed to be as simplistic and easy-to-understand as possible. If you have any questions about the racing system, however, then please feel free to ask in the Questions & Suggestions Board.THE RULES,01. You may only race with people who are the same class as you, one class above you, or one class beneath you. For example, a Class B racer can challenge a Class A racer but a Class D racer may not challenge a Class B racer. If there are going to be multiple racers (three or more) in a thread, please make sure that the classes coincide with each other. The maximum number of people that can be in a race is five. 02. It is considered cheating if you do anything to influence the outcome of the race through bribery, threats, guilt tripping, blackmail and any other unsavory methods. For example, promising another player that you will trade them a special item as long as they purposefully botch their posts so that you can win. 03. You may not ask for help on how to respond in a race thread in The Muse Station or anywhere else on the site. We also consider that cheating. You can, however, ask questions about moves when you are not in a race and the question does not coincide with a race that is going on. 04. If it is your turn to post, then you must reply within five days or else you will lose a turn. If you have certain circumstances that will prevent you from posting in five days (i.e., a death in the family, an important test to study for, you’re moving or your internet cut out, etc.) then you must PM the admin (me). You’ll receive an extension of 14 days. If your circumstances aren’t going to let you post for at least a month, then you’re going to have to drop out of the race. However, you will still receive the v50 for your participation and you will be given one extra die for your dice pool the next time you race. |
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Post by { PASCALINE } on Oct 17, 2010 3:38:01 GMT -5
[atrb=border,0,true][atrb=style,background-image:URL('http://i54.tinypic.com/1247l9x.jpg'); width:360px; padding:30px; border:4px solid #316292; border-radius:40px; -moz-border-radius:40px; -webkit-border-radius:40px]THE SYSTEM DICE POOL & HEALTH, In this system, the player’s success with any action is based on their class and a roll of the dice. When I mention a roll combination anywhere from here on, it is in reference to the number that coincides with a racer’s class in order to determine the total number of dice used in the roll. In addition to class, there are other ways to get additional dice added to your pool. But, in the same breath, there are plenty of ways to get them taken away. The dice roll is determined by a set of ten-sided dice.
CLASS D: racers have a minimum of four die and 100 hp.
CLASS C: racers have a minimum of five die and 150 hp.
CLASS B: racers have a minimum of six die and 200 hp.
CLASS A & CLASS S: racers have a minimum of eight die. Class A has 250 hp and Class S has 300 hp.
Upon gaining a class, a racer also gains a bonus of either 50 hp or one more die added to their dice pool. The choice of which reward they want is up to them.
ACTIONS & REFLEXIVE ACTIONS, Actions are any moves a racer makes against another racer, or a move to get ahead. Since an action takes away a certain number of dice, you can have as many actions as your dice pool allows for a round. For example, say I’m a Class D racer which makes my dice pool four. I want to perform an action that costs two dice. I now have two dice to roll to determine the success of my action. I still have two dice, which means that I can either perform an action that costs one die or two dice. When my dice pool reaches zero I can no longer perform any actions and my turn is done.
Reflexive actions are any moves used to counter actions that were used against you. Unlike regular actions, reflexive actions do not subtract from your dice pool. You can perform as many reflexive actions as there are actions made against you. For example, if someone made a roll to ram you then you can make a roll to avoid their ram. Their roll to ram you was an action, and your roll to avoid them was a reflexive action.
SUCCESSES & FAILURES, Any dice roll of eight or above counts as a success. Some actions require a certain number of successes. Rolling a ten allows you to add an extra dice to your pool; for each ten you roll, you receive an extra die for your dice pool in the next round. An exceptional success (rolling five or more tens during the race) results in a momentary bonus that can last one to three turns. The bonus is at the Track Master’s discretion.
Any dice roll below eight is a failure. Normally, failures have no negative impact on a roll or the racer. But, obviously, if they don’t make any successes or the required number for an action, then they won’t achieve whatever it was they were hoping to do.
Ex. I rolled four dice, and the numbers are as follows: five, two, eight, and ten. Both five and two are failures. Eight and ten are a success, which means that if I had been performing an action that required two successes then I was able to perform that action successfully. If I was performing an action that required three successes, then I would have failed to perform that action because I only had two successes. Also, I rolled a ten, which means on my next turn I am able to add an extra die to my dice pool. Let’s say that I am a Class B racer and my dice pool is six. Because of the ten I rolled last round, on my next round I get an extra die which would make my dice pool seven for that round only.
DEALING DAMAGE, Damage is dealt when you perform an attack roll or perform a damage-dealing action. Each successful die in a roll (remember, a die that rolled eight or more) deals ten hp of damage. Certain equipment that you can buy once you reach Class B will allow you to deal even more damage. |
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Post by { PASCALINE } on Oct 17, 2010 3:45:21 GMT -5
[atrb=border,0,true][atrb=style,background-image:URL('http://i54.tinypic.com/1247l9x.jpg'); width:360px; padding:30px; border:4px solid #316292; border-radius:40px; -moz-border-radius:40px; -webkit-border-radius:40px]POSTING THE POSTING LINE-UP, The posting line up usually follows the line of responders in the race’s sign up thread: first the creator of the thread, then the person who first responded to the thread, then the second person who responded, etc. After the players have completed a round (for example, there are three racers and all three have posted once) the Track Master will post and reveal the successes of the players’ actions and the placements in the race.
RACE LENGTH, The length of a race is determined by the players when they sign up. It is usually an agreed upon number of posts that is suggested by the person who posted the challenge or decided on between all the players that have signed up. A short race is typically three posts per player; a long race can be eight posts per player. We require a minimum of three posts per player and a maximum of ten posts per player. We highly recommend that if there are four or five players involved that you keep the number of rounds on the short side.
An example of how a race thread post would go is: Track Master posts first, Racer 1 posts, Racer 2 posts, Track Master posts, Racer 1 posts, Racer 2 posts, Track Master posts, Racer 1 posts, Racer 2 posts, Track Master posts and declares a winner. That example is based on a three-round race between two racers.
POST LENGTH, The length of your post will not affect your results in the race. So long as you write clear, understandable sentences and respond to all the actions necessary of you than your post can be any length you want.
POST SUMMARY, At the end of your race post, you need to make a summary of all the actions you performed and the number of dice they cost. It should look something like this:
ACTION 1: name action, cost two dice ACTION 2: name action, cost three dice REFLEXIVE ACTION: name action (reflexive actions do not cost any dice so there is no need for you to mention a cost, even if it’s zero).
Remember, you can only perform actions and reflexive actions that you mention in your actual post! Do not add an action or reflexive action in your post summary that you did not write about in your post.
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Post by { PASCALINE } on Oct 17, 2010 21:31:25 GMT -5
[atrb=border,0,true][atrb=style,background-image:URL('http://i54.tinypic.com/1247l9x.jpg'); width:360px; padding:30px; border:4px solid #316292; border-radius:40px; -moz-border-radius:40px; -webkit-border-radius:40px]POSSIBLE MOVES All actions require one successful die in the roll in order to perform. Additional successful dice in a roll will increase the effectiveness of the action.
Name: Lead Car Cost: No cost Desc.: The Track Master will roll the total dice pool of each player to determine their placement at the beginning of the race. The player with the most successes is first, the player with the second highest amount of successes is second place and so on. In the case of tied rolls, reroll dice pools again between those players to determine their placement. In example, if two people are tied for second place, they reroll to determine who will take that spot, not first.
Name: Targeted Attack Cost: 2 dice Desc.: A targeted attack hinders the targeted player in some regard. The target has two dice subtracted from their dice pool in the turn after they were targeted.
Name: Passing Cost: 4 dice Desc.: The act of attempting to pass the hovercraft(s) in front of you.
Name: Ramming Cost: 4 dice Desc.: The act of ramming one’s hovercraft into another, in the hopes of knocking them off course.
Name: Defensive Driving Cost: 4 dice Desc. After performing defensive driving, any successful attack rolls that a racer had or will have against you in the following turn will lose two success dice. The player also loses dice for passing attempts that is equal to half the successful dice they roll for that pass attempt. For example, if I roll 4 successful dice then I lose 2 dice for any attempts I make to pass.
Name: Pushing Cost: 6 dice Desc.: It can force the targeted racer into an obstruction or another racer for additional damage. If the targeted player exceeds the successes of their attacker the damage and effect will be forced back onto the offending player.
Name: Down Shifting Cost: 6 dice Desc.: All attempts to pass the player automatically succeed and any attacks made against the player will receive a bonus die unless down shifting was done in response to an attack, and only to the initial attacker. You will get two dice for your dice pool that can be applied to any reflexive defense actions, to attacking another player behind or close too them, or the player can automatically avoid a hazard they might have run into otherwise.
Name: Boosting Cost: 6 dice Desc.: Requires only one success for the effect to work, additional successes are counted towards effectiveness and a future bonus. The player can receive either 2 dice for any attempts made at passing other racers, or an automatic 2 successes for ramming attempts. Player cannot downshift in the same turn. Only works with ramming attacks.
Name: Tailing Cost: 8 dice Desc.: The player receives a bonus dependent upon the number of successes to ANY action they take following it in a round.
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