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In the interest of allowing anyone to utilize this as a plot hook or RP device, here are the guidelines for the games. | In the interest of allowing anyone to utilize this as a plot hook or RP device, here are the guidelines for the games. | ||
− | ==Skill Testing Games:== | + | ===Skill Testing Games:=== |
Strength Test: | Strength Test: | ||
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Air Rifle: Roll Ranged at 0 | Air Rifle: Roll Ranged at 0 | ||
− | Mode 1: This mode involves a standard target board with five rings. 3 is a minimal success while 15 is a bullseye, thus degrees of victory go as follows: 3 | + | Mode 1: This mode involves a standard target board with five rings. 3 is a minimal success while 15 is a bullseye, thus degrees of victory go as follows: |
+ | 3 | ||
6 | 6 | ||
9 | 9 | ||
Line 39: | Line 40: | ||
The same victory and points scale as for Air Rifle and Archery apply here as well. | The same victory and points scale as for Air Rifle and Archery apply here as well. | ||
− | ==Rigged Games:== | + | ===Rigged Games:=== |
All of these games will share the same mechanic. +roll 0 at 0 with 5 being a victory. They are a 3 tries per round variety, sharing the same prize conditions as mode 2 of Air Rifle. | All of these games will share the same mechanic. +roll 0 at 0 with 5 being a victory. They are a 3 tries per round variety, sharing the same prize conditions as mode 2 of Air Rifle. | ||
− | ==Other Games:== | + | ===Other Games:=== |
There's always those little games guaranteed to give a trivial prize. Fish scooping and things like that. | There's always those little games guaranteed to give a trivial prize. Fish scooping and things like that. | ||
− | ==Rides:== | + | ===Rides:=== |
The excitement never ends with Zozo's, as in a barely legal move, the majority of rides have been modified in order to be faster, more exciting and harder on the stomach. As such, roll Endurance at -3 and achieve 4 to avoid throwing up, although you will still feel rather ill after, with degree scaling up apropriately. | The excitement never ends with Zozo's, as in a barely legal move, the majority of rides have been modified in order to be faster, more exciting and harder on the stomach. As such, roll Endurance at -3 and achieve 4 to avoid throwing up, although you will still feel rather ill after, with degree scaling up apropriately. | ||
The only rides that are exempt from this are gentle, romantic rides such as the ferris wheel and 'love tunnel' as well as Children's rides. | The only rides that are exempt from this are gentle, romantic rides such as the ferris wheel and 'love tunnel' as well as Children's rides. | ||
+ | |||
+ | [[Category:Entertainment]] |
Latest revision as of 19:13, 12 August 2011
Zozo the Amazing may or may not be a real figure, but his traveling circus and fair is a galactic hit, having grown larger and larger over the 50 years it's been up and running. Rides, Games, Prizes, everything you want from a fair!
RP Guide:
In the interest of allowing anyone to utilize this as a plot hook or RP device, here are the guidelines for the games.
Skill Testing Games:
Strength Test:
Roll strength at 0 with 10 being success. 1 success gains you a small prize, however you may accumulate up to five wins in a row to gain a prize from another tier.
Air Rifle: Roll Ranged at 0
Mode 1: This mode involves a standard target board with five rings. 3 is a minimal success while 15 is a bullseye, thus degrees of victory go as follows:
3 6 9 12 15
With each line representing a ring in the target. For this game you get five shots per 'round'(meaning five is the lowest amount you can purchase) and there is a points system from 1-5 following the same pattern as the success range: 1 for the lowest success, 2 for the next, 3, 4 then 5 points for a bullseye. 5 points will gain you a small prize, but again you may accumulate wins up to five times in a row in order to gain a better prize.
Mode 2: This mode involves shooting targets off a ledge in order to win prizes. 8 is a successful shot, and each round is given three shots. 2 out of 3 gains you a prize and again, wins may be accumulated up to five times in a row for a better prize.
Archery:
Mode 1: This mode is shooting at a target board, and the same victory and points scale as for Mode 1 of Air rifle applies. Roll Projectile Weapons at 0.
Mode 2 - Mounted Archery: This mode involves the risk of injury, and will require two rolls be made. First a riding roll at 0 is required and must achieve an 8 to remain mounted.
If you are dislodged, roll agility at 0 and achieve a 5 to avoid injury, though you will be sore. Anything below five will mean an injury which, depending on the failure, may be nothing more than a minor fracture, or something worse.
If you remain mounted roll Projectile Weapons at -2 with the same victory and points scale as for Mode 1 of Air Rifles.
Darts/Throwing Knives: Roll Throwing at 0
Whether darts or throwing knives is used in this game is a matter of flavour discretion for the player - whichever they prefer.
The same victory and points scale as for Air Rifle and Archery apply here as well.
Rigged Games:
All of these games will share the same mechanic. +roll 0 at 0 with 5 being a victory. They are a 3 tries per round variety, sharing the same prize conditions as mode 2 of Air Rifle.
Other Games:
There's always those little games guaranteed to give a trivial prize. Fish scooping and things like that.
Rides:
The excitement never ends with Zozo's, as in a barely legal move, the majority of rides have been modified in order to be faster, more exciting and harder on the stomach. As such, roll Endurance at -3 and achieve 4 to avoid throwing up, although you will still feel rather ill after, with degree scaling up apropriately.
The only rides that are exempt from this are gentle, romantic rides such as the ferris wheel and 'love tunnel' as well as Children's rides.