Master of Faster
He/Him
25
December 12
Goldenrod, Johto
Straight
Mauville Gym Leader
Champion
"With great speed comes great responsibility."
TAG WITH @joshdevlin
Josh Devlin
MAUVILLE CITY | Corkscrew | Difficulty: ★★☆☆☆☆ COURSE RECORD: 02'26"070[player]https://fi.zophar.net/soundfiles/nintendo-gamecube-gcn/f-zero-gx/220%20-%20Long%20Pre-View%20%28Course%20View%202%29.mp3[/player] Josh was on the far west side of the Racing Grounds, helping three of his best Gym Trainers get ready for their first dragon race since joining the Gym. Aerial races were already more exciting and potentially more dangerous than land and aquatic ones, but the sheer power dragon Pokémon had raised the stakes a lot more.
The Leader was helping Jackie get seated in Alphamax's saddle, the young girl nervous as she held her noise-canceling helmet in her arm. The long-haired blonde, only age sixteen, almost looked apprehensive about it. She had every right to; when those bio-thrusters had finished spooling, she was going to go hurtling forward faster than a jet.
Lyndon sat astride the floating Dragonair, Resheph. A small, minimalistic-looking helmet and a pair of goggles was all the redhead wore around his head. Dressed in a long-sleeved TERAVOLT shirt Josh was certain Callan Young would appreciate, he wore racing gloves similar to Josh's. While there was very little skin exposed around his arms and hands, if the exposure reached the wrong angle, it could feel like the bare skin would be on fire from the apparent wind's friction.
That left Josh's second-in-command at the Gym, Shawn, with Kokusho, perhaps the most difficult Pokémon to control at his entire Gym. The dark-type had already tried to buck the poor racer off once before he could secure himself in the cocoon. Josh felt sorry he had to thrust the mean and aggressive Pokémon into the older trainer's hands, but ghost fireheart had challenged the Gym with a Salamence. That meant Josh had to be astride Yosei, his own Salamence. As he awaited the challenger's arrival in the southwest Sector 6, an announcement from Shelly, the one of the Gym's schedulers, came over the PA system.
"Challenger ghost fireheart , please report to Sector 6. Challenger Fireheart, to Sector 6. Thank you!"
Provided Ghost had little difficulty following the sprawling Racing Grounds' signage, he would find Josh atop Yosei, as well as the three Gym Trainers on his other dragons. "I know you've been waiting for this one for a while," Josh greeted Ghost, rubbing his hands together. "We're going to be racing dragons together. And not just the two of us." He gestured toward the three Gym Trainers, all taking their right hands off their mounts' reins long enough to wave.
"These three are Lyndon, on my Dragonair; Jackie, on my Garchomp; and Shawn, on my Hydreigon. They're three of my best regulars around," he introduced each, all of them smiling at the compliments the Leader had for them. All three attempted to make small talk with Ghost while Josh led the group to the starting line of Corkscrew, the course they would be racing.
Tall poles sticking up from the equivalent land course marked the bounds for its aerial counterpart. While the poles could be flown above, and the space between the two sides was wide, crossing their plane was instantly punishable with a steep OFF COURSE penalty. It was in the racers' best interest to stay between them. Other than two hairpin turns at the course's west and south end, the course was simple, except for the backstretch. Back there was a series of mandatory pass-through rings that forced racers to fly in a counterclockwise corkscrew to be able to make it through some of the odd angles they were positioned at. Missing those would result in a steep time penalty, as well. The dragons better be comfortable performing relatively slow barrel rolls!
With the four racers, and presumably Navy, lined up, the Leader could resume going over the rest of the rules. "Alright, Ghost, here's the lowdown. See that arch just past us?" He pointed toward said feature, boasting a digital display with a trio of images of an artist's rendition of Raikou, sprinting at full speed. "That will show, and sound, a countdown of 3, 2, 1, GO. On GO, you better be ready to go fast, cause you'll need it. Any Pokémon moves that make them go faster, and yes that includes DRAGON DANCE, are off-limits during only the first lap. After that, use them as much as you think you can handle. Beat me to the finish line after three laps, or otherwise show me you can stay calm while making split second decisions, and the Hoenn League Quick Badge is yours." Josh smirked. This was going to be a particularly fun race, and he planned on being a little more competitive than normal. While he still had to hold back some of his skill, he was going to hold back less this time. "And you better hold on with everything you've got. Dragons are known for their super speed in the air!"
ghost fireheart {WC: 791} {PC: 1} INSTRUCTIONSYou will have 8 ranks to distribute among three skills. No more than 5 ranks can be assigned to any one skill.
- SPEED: This represents how fast your Pokémon can travel. Each rank of Speed adds 10 to all your rolls.
- ENDURANCE: This represents how well a Pokémon can navigate difficult terrain, and affects how often a Pokémon can use its Boost during a race. Your Pokémon can use its Boost a number of times equal to its number of ranks in Endurance (min. 1). Each rank of Endurance reduces the Target Number of Endurance-based Obstacles by 20.
- REACTION: This represents a Pokémon’s cornering ability. Each rank of Reaction reduces the Target Number of Reaction-based Obstacles by 20.
In the OOC notes of your next post, please note your Pokémon's distribution of skills.
You do not need to roll after your next post, but you will need to [ roll ] twice at the end of every post mid-challenge. This roll will be modified according to your Pokémon's skill ranks.
Example: If a player rolls a 60 on a post involving running down a straightaway as fast as possible atop a Pokémon with four ranks in Speed, their effective roll will be 100. The Leader's next post will include a "mod post" that depicts the course's first Obstacle: a prompt that presents a challenge for the racers to overcome. Each Obstacle will include the following information:
Target Number: This is the number the racers need to roll at or above to overcome the Obstacle without penalty. While it is uncommon, an Obstacle can have multiple Target Numbers.
Intended Skill: This is the Skill that will apply to the Obstacle. It can be Speed, Endurance, or Reaction.
Example Obstacle: The track starts out with a bang--a sharp, 135-degree left turn mere tens of meters from the starting line. The width of the turn itself makes recovering from a misjudged angle easier, but the track quickly narrows up again afterward. A guardrail on the outside keeps Pokémon from sliding off the course, but there is no such guardrail on the inside, and there’s a shallow stream that looks time-consuming for non-Water Pokémon to climb out of!
Target Number: 105 (Reaction) After the players make their rolls, the Target Number is deducted from the player's roll, and the difference becomes the player's Track Points (TP) for the round. 100 TP corresponds to roughly one second of time differential. The race will consist of three laps, with three Obstacles per lap. After the ninth Obstacle, total Track Points will determine finishing order.
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