Yu-Gi-Oh! Battle For Destiny!!!
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Yu-Gi-Oh! Battle For Destiny!!!

Who's trying to bring the Fordidden Dragon to walks free again. What in earth happen at Ground Zero? What is the darkness that surround it...? It is time you join the fight... It is time you...Battle for your DESTINY!!!.
 
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 Duel Runner Skills

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[EP] Shade
Game Master
Game Master
[EP] Shade


Posts : 58
Join date : 2012-04-24

Rp Status
Name A: Shiro TanikĀ 
Age A: 3000+
Faction A: Criminal

Duel Runner Skills Empty
PostSubject: Duel Runner Skills   Duel Runner Skills EmptyTue May 01, 2012 4:21 pm

Speed: This skill is used to either escape from someone, catch up to them, chase them or to dodge a Power Skill Check.

Ex1: Dastardly Jerk-guy uses a Power Check to attack his Opponent's Duel Runner in an attempt to break it down. He needs a 17 to succeed he rolls a d20 and gets a 16 but he also has a Power Chip +1 to his rolls. Then he has a Power of 7 for his Duel Runner which gives a +1 to power rolls. so he got an 18. An opposing roll has to be made by Goodie Go-By Rules for a Speed Check to dodge it. He needs a 18 or Higher to Succeed. So he'll roll a d20 and gets a 17 but he has a Speed +2 Chip that gives +3 to his roll. and a Speed Skill of 8 for his Duel runner that gives a +2 to his Speed Rolls. He now has a 22 result. He succeeded at dodging. What happens next to Dastardly will be explained later.

Ex2: Same example but this time he failed his Speed Check. Goodie Go-By Rules now has to make an Endurance Check and roll a d20.(this will be explained later). After that he makes a ride check to determine if he stays on his duel runner or falls off.


Endurance: This skill determines how much damage and stress your duel runner can take before it breaks down. Consider it like health.

Ex: Dastardly Jerk-guy succeeded at a Power Check and Goodie Go-By Rules failed his Speed Check to Dodge or his Power Check to Counter attack. He has to roll a d20 to determine if his duel runner takes damage. He needs a 17 to succeed.


Power: This skill is used to either push your duel runnner to it's limit while climbing a steep hill, or attacking an opponent.

Ex: See Speed's Ex1. After Goodie Go-By Rules dodges, Dastardly Jerk-Guy has to make a Ride Check to determine if he falls of his duel runner, losses balance, or spins out.

Ex2: See Speed's Ex 1 but this time say Dastardly failed his Power check. Dastardly now has to make a Ride Check to determine if he falls off his duel runner, losses balance or spins out.


Skill Checks for Duel Runners succeed on a 17 or higher for the first roll. But if it's an opposing roll it must be equal to or higher than the result of the first roll.

Skill Check results

Speed/Power/Endurance
1: -4 to roll
2: -3 to roll
3: -2 to roll
4: -1 to roll
5: +0 to roll
6: +0 to roll
7: +1 to roll
8: +2 to roll
9: +3 to roll
10: +3 to roll
11: +4 to roll
12: +4 to roll
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