Before I begin this list, I would like to take the time to remind everyone that while the following format is one that can be utilized in every RP in this forum, it is not forced upon anyone to utilize it, being able to change the format of it however you wish in your own RP Thread. (Make sure as well to add certain bonuses/penalties to players should certain conditions be met as well. Examples: Frozen before a Jump causing a Speed Penalty to cross it. Fan causing a Speed Bonus for crossing a Jump. Wings causing a Trick Bonus for clearing a trick. Wings causing a Trick Bonus for clearing a Jump. Shot being deployed within 1 second of another racer causing the Save Number to be Higher. Etc.)
Just as well, for an example, I have decided to use my own d20 system for sake of examples on how they can be used with skills (Speed, Corner, Trick). Here's an example format:
(Speed: +0, Corner: -1, Trick: +1)
A. Formula: Number + Bonus + Skill vs 15
To break it down...
Speed: +0: This depicts that the player defending gets no bonuses when using Speed to outrun the shot. (Advanced Formula: Roll + Bonus + Skill vs. 15)
Corner: -1: This depicts that the player defending in fact gets a penalty if trying to evade the shot with weaving and cornering. (Advanced Formula: Roll + Bonus + Skill vs 15)
Trick: +1: This depicts that the player defending gets a bonus when attempting to reflect the attack back to the deployer. (Advanced Formula: Roll + Bonus + Skill vs 15)
A. Formula, or Advanced Formula: This is a rough breakdown of the checks that are used to calculate the final score attained versus the roll necessary to defend against the shot. Advanced Formula will also be displayed for various items. "Roll" refers to what was rolled via the d20. "Bonus" refers to the bonus/penalty from the shot, "Skill" refers to the player skill in whatever category they are using. "vs 15" refers to the number that must be beat by the previous values "Roll, Bonus, and Skill" in order to defend against the shot. Some Advanced Formulas are a tad difficult to learn, but will be explained where necessary. Note also if a value must be divided, nock off the remainder. (Example: 3/2 = 1.5, remove the remainer, the value is, 1.)
Note: Ties go to the DEFENDER.
Before I forget, here's the A. Formula for any reflected shot, save for the Bomb, which has its own.
Roll + Skill (Not Speed) vs 20 + (Speed/2)
Without further ado, here's the Shot/Item list. (This is based on gameplay timing, and certain aspects can change depending on scenarioes the items/shots are used at.
SHOTS:
Slapstick: A large cartoon-like hand attached to the end of a wooden stick. Is thrown forward and guides itself to the nearest opponent. Tends to be accurate. (Causes defender to fall. Lose 3 seconds of progress, if within 3 second range of cliff, see A. Formula "Cliff" for details.)
(Speed: +0, Corner: -2, Trick: -1)
A. Formula Forward: Roll + Bonus + Skill vs 18
A. Formula Cliff: Roll + Corner vs 10 + Speed (Failure of this causes a loss of 5 seconds)
Bomb: A large, black bomb that hurls itself slowly forward, can also be used backwards to change the A. Formula used. Very inaccurate, but erupts on contact, causing another A. Formula should previous value come close enough. (Causes defender to fly up in the air and fall back down. Lose 4 seconds of progress.)
(Speed: +1, Corner: +4, Trick: +1)
A. Formula Forward: Roll + Bonus + Skill vs 15 (See Formula "Radius" if total value was 16 or 17, or if another player is within 1 second of the defender being hit.)
A. Formula Backward: Roll + Bonus(Not Speed) + Skill(Not Speed) vs 20 + (Speed / 2)
A. Formula Radius: Roll + Corner vs 10 + (Speed / 2)
Snowman: A large snowball with a strange design and hat. Can be thrown forward to turn a select person into a snowman. (Causes defender to be unable to control anything for the next 10 seconds, this includes turns and wide jumps that require a Speed/Trick check to clear. If still under the effects of a Snowman when requiring a roll, the Roll defaults to 0 until the defender hits a wall, falls into a pit, is hit by a Pan, or the duration expires.)
(Speed: -1, Corner: +0, Trick: -1)
A. Formula Forward: Roll + Bonus + Skill vs. 16
Freeze Shot: A small icicle that is thrown by a player to freeze another race in their tracks. (Freezes the defender in place for 3 seconds, or if another player is within a 3 second range, use Formula "Crash" for a chance to lessen the time.)
(Speed: -1, Corner: 0, Trick: 0)
A. Formula Forward: Roll + Bonus + Skill vs 17
A. Formula Crash: Roll + Corner vs 12 (If failed, Defender only loses 1 second instead of 3, and player crashing loses 2 seconds for crashing.)
Parachute: A small, attachable parachute that is hooked upon a player by throwing it at them, causing them to float down slowly. Deadly on Jumps. (Causes a 5 second wait, but may increase if used in front of a Jump.)
(Speed: 0, Corner: 0, Trick 0)
A. Formula Forward: Roll + Bonus(None) + Skill vs. 16
Whirlwind: A strange swirling wind device that bounces off walls and causes those unfortunate enough to be hit with it to fly up in the air and lose a shot/item. (Causes a 3 second wait, and defender loses their equipped shot, else their item. If they have neither, only the wait applies.)
(Speed: +1, Corner: 0, Trick: -2)
A. Formula Forward: Roll + Bonus + Skill vs. 15
(You can also design your own shots, just make sure you put them in a posting in your RP Thread)
ITEMS:
Rock: Can be tossed behind the deployer to cause oncomers to trip over it. (Causes oncomers to make a save via A. Formula "Trip". Disappears after someone trips on it, or if all players have passed it in the lap.
A. Formula Trip: Roll + Corner vs 12 + (Speed/2)
Ghost: Can be used to haunt the player in first, causing them to become slower. Be careful, ghosts can also do random things! (Roll a d20, follow the guide below)
- 5 or Higher: Ghost causes person in first to lose 2 points of Speed for 20 seconds.
- 2-5: Ghost causes person in last to lose 2 points of Speed for 20 seconds. (Oops!)
- 1: Ghost causes deployer to lose 2 points of Speed for 20 seconds. (Mega Oops!)
Ghost Gang: Can be used to haunt all opposing players. Be careful, ghosts can also do random things! (Roll a d20, follow the guide below)
- 5 or Higher: Ghost causes all opponents to lose 2 points of Speed for 20 seconds.
- 2-5: 3 Ghosts Haunt the player in last, to lose 6 points of Speed for 20 seconds (Ouch...)
- 1: 3 Ghosts haunt the deployer to lose 6 points of Speed for 20 seconds (Super Ouch!)
Invisible Board: A board enhancement that causes the wearer to be immune to shots and pans for a duration of 10 seconds. Can also be deployed in place of having to do a saving roll against shots/pans if one possesses it. (Causes immunity to shots/pans for 10 seconds, the effects wear off immediately if the wearer does anything below:)
- Hits a Wall
- Falls down a Cliff/Pit
- Trips over a Rock
Fan: A board enhancement that causes the player to go faster. (Causes a +3 Bonus to speed for 10 seconds. Can be used at any time. The effect wears off immediately if the wearer does anything below:)
- Hits a Wall
- Falls down a Cliff/Pit
- Trips over a Rock
Rocket: A board enhancement that causes the player to go much faster, at the cost of some control. (Causes a whopping +6 Bonus to Speed for 7 seconds, but a -1 Penalty to Corner. Can be used at any time. The effects wear off immediately if the wearer does anything below:)
- Hits a Wall
- Falls down a Cliff/Pit
- Trips over a Rock
Ratface Single: A small, mischevious rat sneaks out to the player with the most money, taking it all and giving it to the deployer. (Steals all money from the wealthiest player, giving it to the deployer)
Ratface Gang: A group of mischevious rats sneak out to all opponents and steal everyone's money, giving all of it to the deployer. (Steals ALL money from opposing players, giving it all to the deployer.)
Pan: Throws out a storm of cast-iron pans, smashing all opponents by dropping on their heads. (Stops all opponents for 2 seconds who are not invisible, though those with Invisible Boards can deploy them immediately to avoid the effects)
I believe that's all of them, I may have missed one or two. For other items (That includes the SBK: DS items/shots) You can design them according to your needs.
(PS: I need sleep, if I missed any SBK1 or SBK2 items, let me know.)
- Linda
Just as well, for an example, I have decided to use my own d20 system for sake of examples on how they can be used with skills (Speed, Corner, Trick). Here's an example format:
(Speed: +0, Corner: -1, Trick: +1)
A. Formula: Number + Bonus + Skill vs 15
To break it down...
Speed: +0: This depicts that the player defending gets no bonuses when using Speed to outrun the shot. (Advanced Formula: Roll + Bonus + Skill vs. 15)
Corner: -1: This depicts that the player defending in fact gets a penalty if trying to evade the shot with weaving and cornering. (Advanced Formula: Roll + Bonus + Skill vs 15)
Trick: +1: This depicts that the player defending gets a bonus when attempting to reflect the attack back to the deployer. (Advanced Formula: Roll + Bonus + Skill vs 15)
A. Formula, or Advanced Formula: This is a rough breakdown of the checks that are used to calculate the final score attained versus the roll necessary to defend against the shot. Advanced Formula will also be displayed for various items. "Roll" refers to what was rolled via the d20. "Bonus" refers to the bonus/penalty from the shot, "Skill" refers to the player skill in whatever category they are using. "vs 15" refers to the number that must be beat by the previous values "Roll, Bonus, and Skill" in order to defend against the shot. Some Advanced Formulas are a tad difficult to learn, but will be explained where necessary. Note also if a value must be divided, nock off the remainder. (Example: 3/2 = 1.5, remove the remainer, the value is, 1.)
Note: Ties go to the DEFENDER.
Before I forget, here's the A. Formula for any reflected shot, save for the Bomb, which has its own.
Roll + Skill (Not Speed) vs 20 + (Speed/2)
Without further ado, here's the Shot/Item list. (This is based on gameplay timing, and certain aspects can change depending on scenarioes the items/shots are used at.
SHOTS:
Slapstick: A large cartoon-like hand attached to the end of a wooden stick. Is thrown forward and guides itself to the nearest opponent. Tends to be accurate. (Causes defender to fall. Lose 3 seconds of progress, if within 3 second range of cliff, see A. Formula "Cliff" for details.)
(Speed: +0, Corner: -2, Trick: -1)
A. Formula Forward: Roll + Bonus + Skill vs 18
A. Formula Cliff: Roll + Corner vs 10 + Speed (Failure of this causes a loss of 5 seconds)
Bomb: A large, black bomb that hurls itself slowly forward, can also be used backwards to change the A. Formula used. Very inaccurate, but erupts on contact, causing another A. Formula should previous value come close enough. (Causes defender to fly up in the air and fall back down. Lose 4 seconds of progress.)
(Speed: +1, Corner: +4, Trick: +1)
A. Formula Forward: Roll + Bonus + Skill vs 15 (See Formula "Radius" if total value was 16 or 17, or if another player is within 1 second of the defender being hit.)
A. Formula Backward: Roll + Bonus(Not Speed) + Skill(Not Speed) vs 20 + (Speed / 2)
A. Formula Radius: Roll + Corner vs 10 + (Speed / 2)
Snowman: A large snowball with a strange design and hat. Can be thrown forward to turn a select person into a snowman. (Causes defender to be unable to control anything for the next 10 seconds, this includes turns and wide jumps that require a Speed/Trick check to clear. If still under the effects of a Snowman when requiring a roll, the Roll defaults to 0 until the defender hits a wall, falls into a pit, is hit by a Pan, or the duration expires.)
(Speed: -1, Corner: +0, Trick: -1)
A. Formula Forward: Roll + Bonus + Skill vs. 16
Freeze Shot: A small icicle that is thrown by a player to freeze another race in their tracks. (Freezes the defender in place for 3 seconds, or if another player is within a 3 second range, use Formula "Crash" for a chance to lessen the time.)
(Speed: -1, Corner: 0, Trick: 0)
A. Formula Forward: Roll + Bonus + Skill vs 17
A. Formula Crash: Roll + Corner vs 12 (If failed, Defender only loses 1 second instead of 3, and player crashing loses 2 seconds for crashing.)
Parachute: A small, attachable parachute that is hooked upon a player by throwing it at them, causing them to float down slowly. Deadly on Jumps. (Causes a 5 second wait, but may increase if used in front of a Jump.)
(Speed: 0, Corner: 0, Trick 0)
A. Formula Forward: Roll + Bonus(None) + Skill vs. 16
Whirlwind: A strange swirling wind device that bounces off walls and causes those unfortunate enough to be hit with it to fly up in the air and lose a shot/item. (Causes a 3 second wait, and defender loses their equipped shot, else their item. If they have neither, only the wait applies.)
(Speed: +1, Corner: 0, Trick: -2)
A. Formula Forward: Roll + Bonus + Skill vs. 15
(You can also design your own shots, just make sure you put them in a posting in your RP Thread)
ITEMS:
Rock: Can be tossed behind the deployer to cause oncomers to trip over it. (Causes oncomers to make a save via A. Formula "Trip". Disappears after someone trips on it, or if all players have passed it in the lap.
A. Formula Trip: Roll + Corner vs 12 + (Speed/2)
Ghost: Can be used to haunt the player in first, causing them to become slower. Be careful, ghosts can also do random things! (Roll a d20, follow the guide below)
- 5 or Higher: Ghost causes person in first to lose 2 points of Speed for 20 seconds.
- 2-5: Ghost causes person in last to lose 2 points of Speed for 20 seconds. (Oops!)
- 1: Ghost causes deployer to lose 2 points of Speed for 20 seconds. (Mega Oops!)
Ghost Gang: Can be used to haunt all opposing players. Be careful, ghosts can also do random things! (Roll a d20, follow the guide below)
- 5 or Higher: Ghost causes all opponents to lose 2 points of Speed for 20 seconds.
- 2-5: 3 Ghosts Haunt the player in last, to lose 6 points of Speed for 20 seconds (Ouch...)
- 1: 3 Ghosts haunt the deployer to lose 6 points of Speed for 20 seconds (Super Ouch!)
Invisible Board: A board enhancement that causes the wearer to be immune to shots and pans for a duration of 10 seconds. Can also be deployed in place of having to do a saving roll against shots/pans if one possesses it. (Causes immunity to shots/pans for 10 seconds, the effects wear off immediately if the wearer does anything below:)
- Hits a Wall
- Falls down a Cliff/Pit
- Trips over a Rock
Fan: A board enhancement that causes the player to go faster. (Causes a +3 Bonus to speed for 10 seconds. Can be used at any time. The effect wears off immediately if the wearer does anything below:)
- Hits a Wall
- Falls down a Cliff/Pit
- Trips over a Rock
Rocket: A board enhancement that causes the player to go much faster, at the cost of some control. (Causes a whopping +6 Bonus to Speed for 7 seconds, but a -1 Penalty to Corner. Can be used at any time. The effects wear off immediately if the wearer does anything below:)
- Hits a Wall
- Falls down a Cliff/Pit
- Trips over a Rock
Ratface Single: A small, mischevious rat sneaks out to the player with the most money, taking it all and giving it to the deployer. (Steals all money from the wealthiest player, giving it to the deployer)
Ratface Gang: A group of mischevious rats sneak out to all opponents and steal everyone's money, giving all of it to the deployer. (Steals ALL money from opposing players, giving it all to the deployer.)
Pan: Throws out a storm of cast-iron pans, smashing all opponents by dropping on their heads. (Stops all opponents for 2 seconds who are not invisible, though those with Invisible Boards can deploy them immediately to avoid the effects)
I believe that's all of them, I may have missed one or two. For other items (That includes the SBK: DS items/shots) You can design them according to your needs.
(PS: I need sleep, if I missed any SBK1 or SBK2 items, let me know.)
- Linda
Linda Maltinie: Snowboard Princess of Snow Town
For the Pride of Maltinie Company! The Couch Corporation crumbles under the Maltinie Company!
*This Message Brought to you by the Butlers and Servants at Linda's Castle: "Do remember, our little Princess is the TRUE Number 1!"*
For the Pride of Maltinie Company! The Couch Corporation crumbles under the Maltinie Company!
*This Message Brought to you by the Butlers and Servants at Linda's Castle: "Do remember, our little Princess is the TRUE Number 1!"*
