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  1. - Top - End - #91
    Bugbear in the Playground
     
    Dairun Cates's Avatar

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    Default Re: Pirates vs. Ninjas

    HUGE update today, but some of you may not have noticed. I did a HUGE rebalancing of a lot of the abilities in the game and changed a couple of core game rules. Check the news post in the first post for the full details. On top of that, I have a new monster (and about 20 new example characters if you want to see them).

    I'll probably be doing a major overhaul and giving the current factions a significant number of new abilities. Some factions lack attack abilities (like the Arrcrobats) and some lack flexibility of how to play them (Like the Drunkarrds). I aim to fix that. THEN you can expect the Feykinja, Carpentarrs, and Gamblers next. And yes, the Gamblers WILL be different from the Luckies. However, there will be a nice synergy between them.

    Also, got a slightly new monster for you. This is one of the zombie variants. This is a bigger beefier zombie intended to be an encounter on its own.

    BIG Zombie
    Tier: Encounter
    Descrption: Huge zombies that charge down groups of trespassers. They are monstrous in size and take significantly more damage to take down.

    Life: 80
    Reaction: 2

    Body 6
    Agility 1
    Precision 2
    Will 2

    Notes: Big Zombies move at normal speed and have a melee attack reach of 2 squares.

    Abilities:

    Level 1
    Spoiler
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    Zombie Trip (Cost 1): The zombie trips and falls on one target in melee for 10 damage. However, if the zombie misses, it must spend a turn getting back up.

    Hungry for Brains (Passive):
    Zombies can smell the living and are better at tracking them than you would expect. Zombies get a +2 precision to notice living things via their sense of smell.


    Level 3
    Spoiler
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    Zombie Bite (Cost 4): This attack resolves at a -1 to hit and does 15 damage. However, if it knocks an opponent below 0 Life, they must make a body check of 15 or become a Zombie as well.


    Level 4
    Spoiler
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    Toss and Throw (Cost 12): Big Zombies have monstrous builds and can lift very heavy objects. The Big Zombie throws a large and heavy object up to 10 squares away and hits everything in a 2 square radius. The size of the object also makes it hit at a +1 to hit. This attack does 20 damage if it hit.


    Level 5
    Spoiler
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    Too Stupid to Notice (Passive): Zombies are bafflingly dumb and immune to all insults, diplomacy, or illusions.

    Thump! (Cost 15): The Zombie charges forward in a straight line. Anything that passes within attack range takes 20 damage.

    THUMP!!! (Cost 20): The Zombie charges up an attack until end of turn. Any targets adjacent at the end of the turn take 30 damage.

  2. - Top - End - #92
    Bugbear in the Playground
     
    Dairun Cates's Avatar

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    Default Re: Pirates vs. Ninjas

    Been a while. Updated new abilities for Hitinja, Luckies, Shoninja, Gunnars, Wandering Minstrels, Rokinja, and Alchemists. I have other stuff written up for all the factions, I just need to get around to typing it out. Also, Monkey on your Back changed a bit. Probably will change it again to either remove the awesome point cost or make it auto-hit.

  3. - Top - End - #93
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    SolithKnightGuy

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    Default Re: Pirates vs. Ninjas

    Quote Originally Posted by Dairun Cates View Post
    So, something I've mentioned in a few places is that one of my classes this semester requires me to write up an entire functioning role-playing system that is original and fully-functional (complete with the trimmings).
    Excuse me...

    Where do you study...?

    Sign me up!
    War is brutality; Duelling, is art.
    Association for Renaissance Martial Arts

  4. - Top - End - #94
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    Dairun Cates's Avatar

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    Default Re: Pirates vs. Ninjas

    Quote Originally Posted by Cataphract View Post
    Excuse me...

    Where do you study...?

    Sign me up!
    A university that has a degree plan that focuses on game studies and new media. Definitely something you have to love A LOT to study though. Having to actually write papers on something and play games for assignments REALLY sucks the fun out of it.

  5. - Top - End - #95
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    Default Re: Pirates vs. Ninjas

    There's been a few new abilities and some life cost balancing since the last time I posted, check the news for more details.

    Also, Fair warning. I'm currently working on a few more abilities, 3 new factions, and then making a simplified version for an open beta test I will be doing soon. If you're interested, feel free to send me a PM.

  6. - Top - End - #96
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    Default Re: Pirates vs. Ninjas

    It's been a while, but I finally got around to writing up what I have on the new factions. Here's the first one: the Gamblers.

    Gamblers:
    Summary: There are two side to every coin, and for every genuinely lucky idiot, there's a maniacal gambler genius manipulating the odds. Gamblers choose to play by numbers, complex equations, and often outright cheating to win their games of chance. They bring this same spirit to the battle field.

    High Level Gamblers are masterminds at heart. They use their skills to manipulate odds and control the flow of battle. While their moves are risky, the pay-offs are amazing.

    History: Gamblers are often mistaken for Luckies. Contrary to common public knowledge, the Gamblers are not aimless wanderers like their Lucky counterparts. While Luckies are individuals that are just genuinely gifted by fate and often unaware of their talent, the Gamblers are a very tightly nit group that practices their skills to perfection before using them on unsuspecting victims.

    As a matter of fact, the Gamblers have a hidden guild that rivals even the Craftsmen in size and possibly power. This guild has no formal names to avoid detection by outsiders. Gamblers merely refer to it as "the Guild". The Guild is rarely mentioned outside of the Gamblers themselves and for good reason. Gamblers that reveal the existence of the Guild face being removed from the Guild and then their mortal existence (usually in that order).

    The Guild exists for one purpose and one purpose alone. The accumulation of money, riches, and power through the use of games of chance. Gamblers that actively work in the Guild can expect to pay dues to the Guild itself but gain the advantage of a network of excellent spies and con men that can back up their most recent gamble. Gamblers that choose not to actively participate in the Guild can expect to be targeted by members of the Guild and face chances that even the best of Gamblers can't always turn in their favor. Needless to say, most Gamblers choose to pay their dues.

    The Gamblers run in a hierarchy of cells that feed slowly to the top. Successfully pulling in large amounts of money and influence to the Guild can often result in promotion. With promotion often comes the acquirement of a new code name to reflect the Gambler's status. After one successful job, a Gambler could find himself changing his call sign from "Two of Clubs" or "Crapshoot" to "Trips" or "Snake Eyes".

    At the very top is the master of the Guild, Ace of Spades. Not a lot is known about this mythical man. Ace of Spades has been said to have never lost a single game of chance, and gained leadership from the previous leader "Royal Flush" after winning in a life or death gamble. Even the highest ranking members of the Guild don't know much more than this. Either way, it's certain that he or she is a person to be feared.

    Attribute Scores: A good Gambler needs three things. Brains, Guts, and Luck. In order to acquire brains, a Gambler should have a high precision score. In order to acquire Guts, a Gambler should have a high will. In order to acquire Luck, a Gambler should pray his GM lets him take Lucky skills after character creation.

    Level 1:
    Spoiler
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    Playing the Odds
    Wanderer 1
    Cost: Passive
    Gamblers are masters of games of chance. Whenever a Gambler plays a game of chance, he gains a +2 on all checks to play the game (whether it is a game of Will or Precision).

    Cheating the Odds
    Wanderer 1
    Cost: Passive
    On top of being masters of the basic mechanics of a game, Gamblers are also masters of breaking the rules without being caught. However, the best cheats require help. Whenever a Gambler plays a game of chance with another Gambler with this skill within earshot, he gains an additional +1 to games of chance that stacks with Playing the Odds.

    Pointless End
    Wanderer 1
    Cost: Passive
    A true Master Gambler will bet anything in the pursuit of winning. Nothing is truly sacred; even the Gambler's life. That said, a true Gambler has been said to embrace true death. Whenever an ally dies in a death duel, a Gambler can choose to die in the ally's place, revealing the entire events up to said event to all be part of an elaborate master plan (even if it's only the Gambler taking the participant's place).

    Roulette Draw
    Wanderer 1
    Cost: 3
    Gamblers have numerous unusual weapons. The Roulette Revolver is one of them. This attack normally does 5 damage with a 10 square range. However, should the Gambler roll a natural roll of 12, the damage on the attack will double again after applying the x2 multiplier to the attack's critical damage.


    Level 2:
    Spoiler
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    Chaos Bullet
    Wanderer 2
    Cost: 4
    Gamblers have learned from Gunnars and Alchemists a couple of tricks in the development of their techniques. Gamblers have gone where neither faction will go and have attempted to harness chaos itself as a weapon. When this bullet is loaded into a weapon and fired, roll 3 six-sided dice for the damage. It has 8 range.

    Raise the Odds
    Wanderer 2
    Cost: Variable
    The Gambler knows how to raise the stakes to get more bang for his buck on his attack. Whenever attacking an opponent with an effective dodge higher than the gambler's to hit, but before awesome points are spent, calculate the difference. The Gambler can choose to spend 5 more life for each point of difference. If the attack hits, it does double the life sacrificed extra on the attack.

    Point Man
    Wanderer 2
    Cost: Passive
    Gamblers often let others run in front of them to create a distraction. When an ally goes before the gambler in combat, they can voluntarily take a -2 on their to hit against a target to give the Gambler a +1 to hit that target on their attack in that same turn. Ally must have at least an effective 3 to hit against the target for this to work.


    Level 3:
    Spoiler
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    Walk the Line
    Wanderer 3
    Cost: 1 Awesome Point
    The Gambler knows how to manipulate his weapons for greater accuracy and damage, but this advantage comes with a high rate of failure. Whenever a Gambler spends an awesome point, he rolls 1 d6 dice instead of two. Whatever this one dice rolls, the result doubles (So, a 2 becomes a 4, and a 5 becomes a 10). If the player chooses to re-roll, this effect only effects the first roll. An additional awesome point will need to be spent to apply this to a re-roll. However, a rolling a 1 or 6 does count as rolling a natural roll of 12 or 2.

    Ro Sham Blow!
    Wanderer 3
    Cost: 6
    Wanderer's use unpredictable motions to throw their opponents off guard. However, these moves, when seen through are easy to block. When hitting with this attack, playing a game of rock paper scissors with the target. On a win, this attack does 30 damage. On a loss, this attack does 0 damage. On a tie, this attack does 15 damage.

    Nine In Ten
    Wanderer 3
    Cost: 6
    The Gamblers understand that with great gain comes great risk. This attack hits a target from 8 squares away at a +2 to hit for 20 damage. However, if this attack misses, the attacker takes the fully damage of the attack himself.

    King of Clubs
    Wanderer 3
    Cost: Passive
    The Gambler is a master of matching and upping the ante. When a Gambler is attacked by an opponent, if he can match the raw damage of the attack with an attack of his own on the next, then the gambler automatically gains 7 damage on that attack as long as the person that attacked the gambler is one of the targets.

    Royal 10's
    Wanderer 3
    Cost: 1 Awesome Point
    Some Gamblers can rise to the occasion and pull off levels that border on human perfection. When a Gambler activates this ability at the beginning of a turn, one of his raw attribute scores is treated as a 10 for the remainder of the turn (no life gain from Will or Body). However, during this time, the Gambler does half damage and takes double damage.


    Level 4:
    Spoiler
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    Monetary Storm
    Wanderer 4
    Cost: 12
    Every decision in life is a coin flip, the Gambler takes this a bit too literally and fires a barrage of coins at his foe. For every point in Will that the Gambler has, fire 1 coin. For every one that comes up heads, this attack does 5 damage. Combine all the damage of all the coins as if it was one attack. So, a result of 4 heads would do 20 damage. This attack has a range of 8 squares.

    Queen of Hearts
    Wanderer 4
    Cost: 12
    Love is cruel and love is kind. So is Lady Luck. What is beneficial one minute becomes a crutch the next. Hitting the very life vein of an individual can lead to newly found life or newly found deathh. Whenever a Gambler uses this attack, flip a coin, if heads, this attack does 25 damage to the targets. If tails, it heals 25 life instead. This attack has 8 range and cannot be used to revive unconscious allies. It CAN be used on the Gambler.

    Play to Your Strengths
    Wanderer 4
    Cost: 10
    Gamblers know how to play to their strengths, but this comes at the cost of taking bigger hits when they fail. By using this ability, the Gambler double their bonuses to dodge (anything that's not their raw agility score) until their next turn. However, they take double damage when hit.

    Jack of Diamonds
    Wanderer 4
    Cost: 15 Life
    The more money a person has, the more they have to lose. The Gambler knows how to use this to destroy their victim. Roll precision. If this attack hits. Do 15 damage for every item a character has on their person that gives an ability or bonus to the character.

    Even the Playing Field
    Wanderer 4
    Cost: Passive
    Gamblers are masters of using weaknesses as strengths. Because of this, high level Gamblers have learned to use staggering odds against them in their favor. A Gamblers with this ability gains a +1 to all combat rolls when he or she is the last one left on his side in combat.


    Level 5:
    Spoiler
    Show

    There is no Luck, Only Skill!
    Wanderer 5
    Cost: Variable Awesome Points
    The motto of the Gambler, the Gambler that takes to motto completely to heart has the skill and brains to manipulate fate itself. Whenever ANYONE spends one or more awesome points on an action, the Gambler can spend double the awesome points spent to negate the action the awesome points were spent for. However, the awesome points the original character spent are still spent. Furthermore, once spent, that character can not spend action points for that kind of action until their next turn. So, if the character was using an awesome point to gain a +2 to hit or 10 life, they would lose that benefit and would be unable to spend an awesome point to regain life or a bonus to hit until their next turn. Should this be used to negate an attack, the targeted player merely does not attack that turn. Their gun misfires or some other horrible trick of the gambler goes off.

    Double or Nothing
    Wanderer 5
    Cost: Passive
    Gamblers are masters of unlikely gambits. Every time a Gambler uses awesome points for anything, he can flip a coin. If he or she can call the result, the effect of the awesome point expenditure doubles. For attacks, this doubles the number of targets effected. The Gambler can continue to double the effect after the coin flip as many times as they wish. The maximum +6 bonus to hit still applies, but all other uses are fair game. This can also be used when using an attack that requires more than 1 awesome point. By spending half of the required points for the attack to go off (round up), the character can gamble on the attack going off. If they fail the coin flip, the attack fails. If it succeeds, the attack goes through without a hitch.

    Ace of Spades
    Wanderer 5
    Cost: 4 Awesome Points
    The ultimate gambler is willing to make the ultimate gamble. Whenever a gambler uses this attack, roll a precision to hit a target that the Gambler can perceive. If this attack hits. Flip a coin, if the player calls it successfully, the target is instantly rendered unconscious for the rest of the day. If the unsuccessful, the Gambler suffers the fate instead. If used in a death duel, the result is death for the loser of the Gamble.

    Wildcard
    Wanderer 5
    Cost: 1 Awesome Point
    When writing down his attack during the Gambler can choose to write down any number of attack. However, for every level 5 attack, the gambler must write down a level 1 attack, and for every level 4 attack, the gambler must write down a level 2 attack. Pick a number for each attack. When attacking a target, the target picks one of the numbers. Whichever number the target picks is the attack that the player uses. However, the cost of the attack is halved for the Gambler (round down). This includes awesome point cost.

    Royal Flush
    Wanderer 5
    Cost: 1 Awesome Point
    Life is like a game of cards. The Gambler can manipulate a battle like he can a hand of cards. For this attack, use a deck of cards (players should supply this for their GM's). Roll precision to hit first. If the attack hits, the Gambler plays one hand of Poker with the Jokers in the deck (draw five cards, discard once). If the character has an agility of at least 5, they "hide 1 card up their sleeve" and draw 6 cards to make a hand of 5 cards. If they have an agility of 9, they can draw 7 cards to make a hand of 5 cards. Depending on the hand, the player does damage as noted below:
    Nothing: 1
    High Card Jack or Higher: 2
    One Pair: 5
    Two Pair: 10
    Three of a Kind: 20
    Straight: 40
    Flush: 60
    Full House: 100
    Four of a Kind: Instant KO
    Straight Flush: Instant KO and Gain 2 Awesome Points
    Royal Flush or Five of a Kind: Instant KO and Gain 6 Awesome Points

    Most Boss Monsters are immune to Instant KO. In this case, do 150 damage for an instant KO.

    Royal Sevens Cut
    Wanderer 5
    Cost: 20
    The well-versed Gambler has learned to fully envelop himself in chaos and release a potentially devastating attack. The closer he reaches the heart of chaos and luck itself, the more this attack does. This melee attack is very special. If the unmodified roll for this attack is a 7, the attack does 50 damage. For every number the dice roll is away from 7, decrease the damage by 5. So, an 8 does 45 damage while a 12 and 2 do 25 damage each. Note: if an awesome point is spent to crit on a 12, the attack only does 50 damage.

  7. - Top - End - #97
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    Dairun Cates's Avatar

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    Default Re: Pirates vs. Ninjas

    I'm going to upload some monsters, NPCs, and a few other things before uploading the Feykinja faction (which is going through the last few stages).

    The following is actually an interesting way to handle Gambling checks that my group found. It allows for some scene tension without throwing the skill checks away entirely. This requires a deck of bicycle cards. Remove the jokers.

    For the record, this can work for poker too by having the extra cards be extra cards to make a hand (like 7 card stud), but blackjack is just a bit more hilarious.

    Gambling for the Bored and Adventurous:
    Some players aren't huge fans of just rolling a gambling check (precision or will, depending on the game, plus any bonuses from Gambler or Lucky abilities). So, the following is a way to simulate a more authentic cheating/lucky idiot kind of gambling.

    Deal out a black jack hand (2 cards). Then, roll a gambling check for each participant. For every 6 made on the check, deal the player an extra card. For REALLY talented gamblers, this will typically mean 2-3 cards or 4 cards on a really lucky roll. From here on out, at any time, the extra cards in the player's hand can be switched out for any cards in the black jack hand. The player keeps the cards they switched out. This represents the player's ability to either use sleight of hand/cheating, strategy, or luck to their advantage (in the case of cheating, it's the literal cards up your sleeves).

    Players can still hit and stay like in regular black jack. Face cards are worth 10. Aces are worth 1 or 11. Highest hand without going over 21 wins. In the case of a tie, keep the cards up the sleeve and deal another hand.

    In a typical game, the trick is going to be for players to be the LAST person that can't make 21. With the number of cards running around, making 21 on a hand becomes incredibly easy. However, switching out too many cards will eventually lead to all the cards up your sleeve being 10's, face cards, or other inconvenient cards. Because of this, skill AND luck are actually required to win while still giving the player an advantage for making a good check.

  8. - Top - End - #98
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    Dairun Cates's Avatar

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    Default Re: Pirates vs. Ninjas

    Giant Tiger Shrimp
    Tier: Encounter
    Description: The Giant Tiger Shrimp is a monstrously large crustacean that typically wanders the more dangerous beaches of the world. This monster has massive claws that is balls like fists and can punch at blindingly fast speeds. Adventurers beware. Take them down fast or suffer the wrath of the Giant Tiger shrimp's Galactic Punch.

    Life: 120
    Reaction: 3

    Body 10
    Agility 2
    Precision 4
    Will 2

    Abilities:
    Level 1
    Spoiler
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    Light Jab (Cost 5): The Tiger Shrimp Reels backs and quickly smacks all foes with its massive claws for 10 damage to all enemies within 2 squares of it.


    Level 3
    Spoiler
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    Amphibian (Passive)- This creature works equally well above and below water.

    Scitter Scitter (Passive)- This creature is nervous and can fit in holes half the size it normally would have.

    Tiger Punch (Cost 10)- The Tiger Shrimp Reels back and punches 1 foe in front of it for 25 damage.


    Level 4:
    Spoiler
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    Earthquake (Cost 15)- The Tiger Shrimp punches the ground with an earth-shattering force. It hits all opponents within 10 squares of the Tiger shrimp for 20 damage.


    Level 5:
    Spoiler
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    Meteor Punch (Cost 40)- The Tiger Shrimp jumps up and disappears for 1 turn. This attack hits at a -4 to hit. The Tiger Shrimp comes down at the end of the next turn with a meteor strapped to its fist. It hits 1 target it can see for 100 damage.

    Galactic Punch (Cost 80)- Same as Meteor Punch only it hits 20 squares around the Tiger Shrimp and its target. (It also probably leaves a huge crater in the ground)

  9. - Top - End - #99
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    Dairun Cates's Avatar

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    Giant Pistol Shrimp
    Tier: Encounter
    Description: Giant Pistol Shrimp are deadly large crustaceans (about the size of a horse) that wander the most deadly beaches of the world. The Giant Pistol Shrimp has massive claws that it can click together at blinding speed in order to release concussive sound bursts that can stun and harm its foes.

    Life: 80
    Reaction: 6

    Body 6
    Agility 4
    Precision 8
    Will 2

    Abilities:
    Level 1
    Spoiler
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    Claw Smack (Cost 1): The Pistol Shrimp Reels backs and whacks the foe with its massive claw for 10 damage.


    Level 3
    Spoiler
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    Amphibian (Passive)- This creature works equally well above and below water.

    Scitter Scitter (Passive)- This creature is nervous and can fit in holes half the size it normally would have.

    Pistol Shot (Cost 10)- This attack fires up to 30 squares and does 15 damage. The victim must also make a Body check of 12 or lose their next turn and take -2 to all dodges until their next turn.


    Level 4:
    Spoiler
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    Sonic Burst (Cost 15)- As per the Pistol shot attack but hits everything within 20 squares of the Pistol Shrimp.


    Level 5:
    Spoiler
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    Hyper Shot (Cost 30)- The Pistol Shrimp spends 1 full turn charging this up. This attack goes off on its next attack. This attack does 50 damage and knocks the foe unconscious if they do not succeed a 12 body check.

  10. - Top - End - #100
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    Default Re: Pirates vs. Ninjas

    This... is sheer awesome.

    HOWEVER.
    My duty as a perfectionist requires that I point this out: on the thirteenth post of the thread, on the very first page:
    Ebbin is one of the most staunch anti-Pirate Ninjas around and will do everything in his power to make sure that no Pirates enter his Dojo or learn any of the Ninja's secret attacks. He hates the cheap scrolls on the market and tutors that have allowed Pirates to learn the Evandinja's most famous move, the Water Walk.
    Shouldn't that be Evadinja?
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  11. - Top - End - #101
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    Default Re: Pirates vs. Ninjas

    Quote Originally Posted by Lix Lorn View Post
    This... is sheer awesome.

    HOWEVER.
    My duty as a perfectionist requires that I point this out: on the thirteenth post of the thread, on the very first page:

    Shouldn't that be Evadinja?
    Indeed it should. It was a common spelling mistake I made a lot when typing out the beginning stuff. Don't know why. I thought I got MOST of it. Thanks for the catch.

    I actually gotta turn in a "near-finished" version of this by the end of the week. So, I'm adding in some of the monsters I've been using in the beta test campaign and will be getting in the Carpentarrs and Feykinja (finally).

  12. - Top - End - #102
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    Default Re: Pirates vs. Ninjas

    (Curtsey)
    Glad to help. I shall read through the rest of the thread beyond where I got to... eventually.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  13. - Top - End - #103
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    Default Re: Pirates vs. Ninjas

    Velociraptor
    Tier: Encounter
    Descrption: Velociraptors are vicious dinosaurs about the size of a horse that hunt in packs, they love to use their mob tactics to defeat their foes.

    Life: 100
    Reaction: 4

    Body 6
    Agility 4
    Precision 4
    Will 4

    Abilities:
    Level 1
    Spoiler
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    Tail Swipe (Cost 4): The raptor swings its tail and hits everyone adjacent to it for 10 damage.

    Follow the Scent(Passive): Raptors are excellent hunters and can smell their prey. Raptors gain a +2 to precision to spot prey.


    Level 2
    Spoiler
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    Raptor Claw (Cost 6): The raptor swings its might claws and hits one adjacent target for 15 damage.


    Level 3
    Spoiler
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    Raptor Leap (Cost 10): The raptor leaps forward up to 10 squares and viciously attacks its prey with its hind legs and claws. This attack does 20 damage.

    Light Bones (Passive): Raptors have hollow bones and take no damage when they fall. Raptors suffer no damage or penalties when falling from large heights.


    Level 4
    Spoiler
    Show

    Watch Ye Raptor Flank (Cost 8)- This attack is similar to the Pirate Ability “Watch Ye Flank”. If two raptors surround an opponent on opposite sides, they can use this ability to add 15 extra damage to their attack if they go at the same time. The difference is that they don't have to be in melee range to use this.


    Level 5
    Spoiler
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    Raptor Mob Tactics (Passive)- Raptors are vicious hunters that know how to fight together with ruthless efficiency. For every OTHER raptor that is conscious and nearby when a Raptor attacks, all the Raptor's attacks gain 1 damage.

    Raptor Maul (Cost 20)- The Raptor unleashes its full rage and attacks at a -2 to hit and does 30 damage. However, the victim of this attack must make an opposed body check against the raptor if this hits. If they do not succeed, the target is pinned down and the raptor can will automatically hit with this attack until the target makes the body check.

  14. - Top - End - #104
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    Default Re: Pirates vs. Ninjas

    These next two monsters are real beasts. Not to be trifled with if your party is under 80 points each and ill-prepared.

    Ninjasaurus-Rex
    Tier: Boss
    Description: A T-rex that has frighteningly learned the ways of the ninja. Unlike their dumber more instinctive brethren, the Ninja-Saurus Rex is capable complex thinking and understands language. It still cannot speak. Ultimately, this beast a far more powerful foe than its mundane variety.

    Life: 280
    Reaction: 5

    Body 10
    Agility 5
    Precision 5
    Will 4

    Abilities:
    Level 1:
    Spoiler
    Show

    Like the Wind (Passive): The Ninjasaurus-Rex is shockingly stealth and gains a +2 to hide checks.

    Precision Tail Swipe (Cost 10): The Ninjasaurus-Rex swings its tail with great accuracy and hits everyone in range for 10 damage.


    Level 2:

    Spoiler
    Show

    Chomp Chomp (Cost 8): The Ninjasaurus-Rex bites an opponent for 15 damage.


    Level 3:
    Spoiler
    Show

    Step on It! (Passive): Everything that's in the Ninjasaurus-Rex's way when it makes a move action must make an agility check of 10 or be stomped on when it moves for 5 damage.


    Level 4:

    Spoiler
    Show
    Super Mighty Leap (Cost 25): The Ninjasaurus-Rex leaps into the air with frightening results and disappears from sight. It then collides with the ground on its reaction on the next turn at an almost incalculable speed. This hits everything within 40 squares of the Ninjasaurus-Rex for 30 damage.

    Cold-Blooded Rex-ssassin (Cost 20):
    The Ninja Rex is a master of precise strikes and can hit a target from stealth for 40 damage.


    Level 5:

    Spoiler
    Show
    Inervating Bite (Cost 35): The Ninjasaurus-Rex bites a victim at a -2 for 40 damage. However, this precision bite has been calculated to destroy stronger prey. The Victim must make a 12 body check or fall unconscious instantly.

    Not So Scaly Hide (Passive):
    Ninjasaurus-Rexes have less potent hides than other T-rexes. They've stripped off their scales for improved mobility. Ninja Rexes take 2 less damage, but also gain a +2 agility for the sake of complex acrobatic maneuvers and movement. Also, their move speed is doubled.

  15. - Top - End - #105
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    What's worse than a Ninja T-Rex?

    Pyranisaurus-Rex
    Tier: Boss
    Description: A Pi-rex that has discovered the joys of Piracy. They are more difficult to hit and more damaging than their other variety T-rexes at the cost of lots of accuracy. However, they have great force of will to make up for it. They are commonly seen wearing large pirate hats and eye patches (although, no one really know how they got them).

    Life: 360
    Reaction: 2

    Body 10
    Agility 2
    Precision 2
    Will 8

    Abilities:
    Level 1:
    Spoiler
    Show
    Super Tail Swipe (Cost 10): The Pi-rex swings its tail around it for massive damage at a -2 to hit. All targets within range take 15 damage if hit.


    Level 2:
    Spoiler
    Show
    Chomp Chomp CHOMP!(Cost 12): The T-rex bite an opponent at a -1 to hit for 20 damage.


    Level 3:
    Spoiler
    Show
    Step on It! (Passive): Everything that's in the T-rexes way when it makes a move action must make an agility check of 10 or be stomped on when it moves for 5 damage.

    Fire Breath (Cost 12): The Pi-rex has a fiery temper and soul and has a fiery belly to match. The Pi-rex can breath fire on a target within 10 squares for 25 damage.


    Level 4:

    Spoiler
    Show
    Explodosaurus (Cost 30): The Pi-rex cannot jump well. Instead, the Pi-rex has evolved the ability to explode outwards its own body heat in an incendiary explosion. Everything within 20 squares of the T-rex takes 30 fire damage. Furthermore, even if this attack misses, all targets must make a Body Check of 12 or take an additional 10 damage from the force of the heat.


    Level 5:
    Spoiler
    Show
    Pirate Bite (Cost 35): The Pi-rex is a frightening, powerful creature. This attack hits at a -2 to hit. However, if it hits, this attack does 60 damage. Furthermore, anyone that witnesses this attack should it hit must make a 12 will check or gain a -1 on all rolls against the Pi-rex for the rest of combat because of fear.

    Super Scaly Hide (Passive):
    Pi-rexes have even scalier hides than normal. They take 10 less damage from attacks and cannot fall down from having its stats fall below 1. However, their moves speed is HALF the normal speed of a T-rex because of it and they take a -2 to agility for acrobatics and movement tricks.

    Pirex SMASH! (Passive):
    Pi-rexes don't understand insults, but that doesn't keep it from angering them. Anytime they are victim to a verbal damage. The Pi-rex gains a +2 to hit and +10 damage against that target for 1 attack. They will attack this target if they can. They are still immune to all other mental effect except irritation.

  16. - Top - End - #106
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    Default Re: Pirates vs. Ninjas

    I want a pet dinosaur with an eyepatch. ♥♥♥♥♥♥
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  17. - Top - End - #107
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    A bit of a running gag in the beta campaign. Figured I'd go ahead and post it in case someone wants a more powerful bear.

    THE Bear
    Tier: Encounter
    Description: A legendary bear that has been attacked, beaten, and abused by several adventurers. Despite it all, this bear has survived all of that and keeps coming back for more. Highly territorial and holds a heavy grudge against all that cross it.

    Life: 140
    Reaction: 4

    Body 10
    Agility 4
    Precision 4
    Will 4

    Abilities:
    Level 1:
    Spoiler
    Show
    Good Climber (Passive): The Bear gains a +2 to all climb checks.


    Level 3:
    Spoiler
    Show
    Bear Claw (Cost 3): This attack does 15 damage.


    Level 4:
    Spoiler
    Show
    THE Bear Rush (Cost 8): The bear uses the force of a charge to trample it's foes and claw them mercilessly. This attack can only be done if the bear charged the target in a straight line, but does 25 damage. The Bear can also push the target the full length of the charge until it hits a solid object. This does no extra damage but moves the target.

    Frantic Maulings (Cost 8): The bear, angered by the presence of multiple targets attacks all foes within 2 squares of it for 15 damage.

    Crazy Rage (Variable):
    The bear goes into a crazy rage in order to do more damage. For every 5 life sacrificed, the next attack that successfully hits will do 5 extra damage.


    Level 5:
    Spoiler
    Show
    Thick Fat (Passive): Bears have a thick coat that reduces all damage from all physical or energy based attacks by 5.

    Survivor (Passive): This Bear has survived a lot of horrible pain and without the assistance of others. This bear gains a +1 to combat rolls as long as it is alone.

  18. - Top - End - #108
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    Default Re: Pirates vs. Ninjas

    Bear Claw just has me singing Albukurke in my head. XD
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  19. - Top - End - #109
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    Quote Originally Posted by Lix Lorn View Post
    I want a pet dinosaur with an eyepatch. ♥♥♥♥♥♥
    Careful. It took an entire team of 4 100 point characters on a speeding bookmobile (yes. You read that right) to knock this thing out. And even then, it was mostly a tie that just ended in their favor.

    Bear Claw just has me singing Albukurke in my head. XD
    THE Bear is NEVER out of Bear Claws... Although, he has the weasels too.

  20. - Top - End - #110
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    Default Re: Pirates vs. Ninjas

    SO what you're saying is, I give it superintelligence and then I can be IT'S pet. That works for me.

    ...you got the reference.
    I think I'm in love.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  21. - Top - End - #111
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    Pirate Zombies
    Tier: Mook
    Description: Zombies that have been spliced with Pirate Essence for increased damage.

    Life: 30
    Reaction: 1

    Body 3
    Agility 1
    Precision 1
    Will 3

    Abilities:
    Level 1
    Spoiler
    Show
    Zombie Trip (Cost 1): The zombie trips and falls on one target in melee for 10 damage. However, if the zombie misses, it must spend a turn getting back up.

    Hungry for Brains (Passive): Zombies can smell the living and are better at tracking them than you would expect. Zombies get a +2 precision to notice living things via their sense of smell.


    Level 3
    Spoiler
    Show
    Zombie Bite (Cost 4): This attack resolves at a -1 to hit and does 15 damage. However, if it knocks an opponent below 0 Life, they must make a body check of 15 or become a Zombie as well.

    Zombie Gunnar (Cost 6): The Zombies have guns and can fire them up to 8 squares away for 15 damage.


    Level 5
    Spoiler
    Show
    Too Stupid to Notice (Passive): Zombies are bafflingly dumb and immune to all insults, diplomacy, or illusions.

    Last One Standing (Passive):
    Pirate Zombies work better in groups. When attacking, Pirate zombies can all attack simultaneously for extra bonuses to hit. For 1 zombie, the attack gets a +1 to hit. For 2 extra zombies, it's a +2. Double for each +1 to hit after that.

    Ready to Burst (Passive):
    Pirate Zombies are weak to fire from all the alcohol they have drank when they were alive. If sucessfully hit with a fire attack, the zombie explodes for half of its remaining life in fire damage for all targets within 5 squares of it. Target Agility roll 12 to avoid the damage.

  22. - Top - End - #112
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    Default Re: Pirates vs. Ninjas

    Quote Originally Posted by Lix Lorn View Post
    SO what you're saying is, I give it superintelligence and then I can be IT'S pet. That works for me.

    ...you got the reference.
    I think I'm in love.
    1. As long as you don't mind being the pet to something that typically explodes in an incendiary fireball of death when it dies.

    2. I'd be a bit ashamed if I didn't. Weird Al's pretty classic nerd humor music, and, in case you haven't noticed, 90% of the non-monster abilities' names are a reference to something. Even a few of the NPCs and major characters are shameless "homages" to characters that inspire the factions.

  23. - Top - End - #113
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    Default Re: Pirates vs. Ninjas

    I'd bring it back somehow. I'm too high level to be stopped by the difference in the game systems. 8D

    Heh, true. XD
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  24. - Top - End - #114
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    Monstrous Whale
    Tier: Boss
    Description: An absolutely massive whale that swallows entire Galleons for breakfast. Only a handful are known to exist. The Life listed below is only the amount required to get it to run away. Killing one would require a lot more firepower.

    Life: 320
    Reaction: 1

    Body 10
    Agility 1
    Precision 1
    Will 6

    Abilities:

    Level 1:
    Spoiler
    Show
    Good Swimmer, Bad Runner (Cost 8): Monstrous Whales move twice what their normal move speed would be in water, but can only move 1 square a turn on land.


    Level 2:
    Spoiler
    Show
    Tornado Breath (Cost 8): The Whale opens its maws and exhales. All opponents within 20 squares must make a 10 body check or get knocked off their ship.


    Level 3:
    Spoiler
    Show
    Ramming Speed (Passive): Monstrous Whales are Massive. Any turn the whale moves, any people on ships it passes must make a 10 agility check or take 10 damage.


    Level 4:
    Spoiler
    Show
    Cargo Storm (Cost 20): Monstrous Whales occasionally have to eject the ships they've eaten, out of their blow hole. When the monstrous whale does this action, random bits of ships are scattered everywhere. All targets within sight of the Monstrous Whale must make are hit for 30 damage if it hits.


    Level 5:
    Spoiler
    Show
    Swallow Whole (Cost 50): The Monstrous Whale starts inhaling the ship its attacking. If the whale is not knocked out in the next 2 turns, the Whale is knocked unconscious. However, all attacks automatically hit the whale during this time. If successfully, the ship and crew are swallowed whole.

    Small Brain No Good For Think-Making (Passive): Monstrous Whales are immune to all mental effects save irritation.

    Super Blubber (Passive): Monstrous Whales take 5 less damage from all attacks and are immune to falling unconscious from status changes.

  25. - Top - End - #115
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    Mermaid/men
    Tier: Encounter
    Description: Half Maiden/Half Fish. All murderous death of the seas. Found out to sea, luring sailors to their deaths.
    Life: 110
    Reaction: 5

    Body 3
    Agility 6
    Precision 3
    Will 8

    Abilities:

    Level 1:
    Spoiler
    Show
    Swim Like a Fish (Passive): Mermaids swims at normal move speed but move at half speed on land.

    Level 3:
    Spoiler
    Show
    Tail Slap (Cost 3): Mermaids have tails that allow them to slap their foes for 15 damage.


    Level 4:
    Spoiler
    Show
    Trident Stab (Cost 5): Mermaids carry might tridents that allow them to stab their foes for 20 damage.

    Lightning Strike (Cost 10):
    Mermaids have the ability to fire lightning out of their tridents. This flies in a straight line for 100 squares. Any entity in the line of the attack takes 20 damage. Roll precision to hit.


    Level 5:
    Spoiler
    Show
    Ridiculous Sex Appeal (Passive): Mermaids have a certain mystical appeal, when attack by people that would be reasonably attracted to them, the opponent takes a permenant -2 to hit them.

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    Siren
    Tier: Boss
    Description: More powerful version of Mermaids that use their song to hypnotize their foes.
    Life: 140
    Reaction: 5

    Body 4
    Agility 6
    Precision 4
    Will 10

    Abilities:
    Level 1:
    Spoiler
    Show
    Swim Like a Fish (Passive): Mermaids swims at normal move speed but move at half speed on land.


    Level 3:
    Spoiler
    Show
    Tail Slap (Cost 3): Mermaids have tails that allow them to slap their foes for 15 damage.

    Beautiful Serenade (Cost 15):
    The Siren belts out a beautiful song and heals all allies for 10 life.

    Level 4:
    Spoiler
    Show
    Trident Stab (Cost 5): Mermaids carry might tridents that allow them to stab their foes for 20 damage.

    Lightning Strike (Cost 10): Mermaids have the ability to fire lightning out of their tridents. This flies in a straight line for 100 squares. Any entity in the line of the attack takes 20 damage. Roll precision to hit.


    Level 5:
    Spoiler
    Show
    Ridiculous Sex Appeal (Passive): Mermaids have a certain mystical appeal, when attack by people that would be reasonably attracted to them, the opponent takes a permenant -2 to hit them.

    Melodic Mind Control (Cost: 20):
    Sirens have the ability to sway the hearts of men with their song. Make an opposed Will check against a male character at a -2. If this succeeds. The target must perform one action of the Siren's choosing. On successive turns, the Siren can make more commands, but must make a Will check each time at the same -2. If the target ever succeeds, the control is broken.

    Pacify Armies (Cost 30): Sirens give out a beautiful song. Make an opposed Will check at -4. Anyone that fails loses their entire turn as they are helpless to listen to the song. Furthermore, all agility is at a -2 for the purposes of dodging.

  27. - Top - End - #117
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    Default Re: Pirates vs. Ninjas

    And now for some example NPCs. These characters may have changed from their original states in the campaign slightly. These are just the raw notes I have on some characters. Some might need an ability added or removed to be a fair fight to your group.

    Furthermore, most of the later characters are missing abilities for skills and defects (ie. trained skills). This is because these NPCs were meant for combat. If they need Sail the Seas, Like the Wind, or even Born to Rock to fit into the scene. Go ahead and give it to them. Furthermore, if a character needs to be clumsy for a scene or vulnerable to a specific tactic, add it as necessary.

    Ability costs and effects may be slightly inaccurate as a number of these characters were made BEFORE adjustments to said skills. These will be fixed as I can get time to check them.

    Raquel Roll of the Infinite Musical Mastery
    Side: Ninja
    Faction: Rokinja
    Age: 21

    Life: 100
    Reaction: 3

    Body 3
    Agility 3
    Precision 3
    Will 7

    Abilities:
    Level 1:
    Born to Rock (Ninja, Passive): +2 to all checks playing musical instruments.
    Daredevil Spirit (Pirate, Passive): +2 to all acrobatic stunt checks.
    El Kabong! (Ninja, Cost 2): Break instrument over opponents head for 10 damage.

    Level 2:
    Perfect Tuning (Ninja, Passive): Use instruments as weapons in non-musical attacks.
    Improvised Master (Pirate, Passive): Use anything as an improvised weapon without penalty.
    Deadly Discord (Ninja, Cost 3): 10 damage. -1 to hit. 8 range. 12 precision check to see where attack came from.
    Musical Mastermind (Ninja, Passive): Can play songs heard once by ear.

    Level 3:
    So Be Ye Face! (Pirate, Cost 6): Opposed Will check at -2 to one target. Double your will in damage if successful. Attack not reduced by damage reduction.

    Level 4:
    Take it to Eleven! (Ninja, Cost 1 Awesome Point and 25): Attack action. All allies and Rokinja gain +1 to Will and the 10 extra Life that comes with it.

    Who Wants to Live Forever? (Wanderer, Cost 5): Does 25 damage Damage Reduction cannot reduce on opposed Will check. However, user takes an additional 10 damage regardless of whether the attack hits or not.

    Items:
    Cape (On My Signal)- 4 Cost. +2 to all checks for one ally.

    Flaws:
    Extreme Honor (2)
    Reckless (2)
    Code (1): Become the Greatest
    Focused Attribute (4): -4 Will for Diplomacy
    Greedy (1)

    Description: Raquel Roll of the Infinite Musical Mastery is a starving Rokinja musician who goes from town to town doing odd jobs to pay for living costs with her Drunkarrd associate, Beef Cake Jacobs. She suffers from quite a bit of bad luck and frequently has her jobs stolen by other adventurers because of her constant lateness to gigs and meetings. She wields a large number of instruments that she's crudely fashioned out of mundane objects as her main weapons. Beef Cake holds onto most of these for her.

    Raquel and her associate Jacobs are designed for 40 point starting characters to fight.

  28. - Top - End - #118
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    "Beef Cake" Jacobs
    Side: Pirate
    Faction: Drunkarrd
    Age: 28

    Life: 100
    Reaction: 3

    Body 7
    Agility 3
    Precision 3
    Will 3

    Abilities:
    Level 1:
    Stone-Cold Sober (Pirate, Passive): +2 to resist poisons and foreign agents.
    The Mead of Dull Wits, Staggering, and Blurred Vision (Pirate, Cost 5): Three abilities. Drunkarrd can drink 1 drink a round without action. Gives +2 Body for -2 Agility, Precision, or Will.
    Spit In Their Face! (Pirate, Cost 1): Attack action on opponent. Opponent takes 5 damage from next fire attack.

    Level 2:
    Speed Chugger (Pirate, Passive): Drink 2 drinks a round.

    Level 3:
    Molotov! (Pirate, Cost 6): 5 range. Roll precision. 15 fire damage. Sets square on fire.
    Arm Wrestle the Kraken (Pirate, Cost 5/turn): Body can exceed 10 for purpose of lifting objects.

    Level 4:
    The True Mead (Pirate, Cost 10): +2 to Body until end of combat. Drinking action. Do not gain extra life for extra body.

    Level 5:
    The Grand Slam (Pirate, Cost 30): Pick up an object equal in length of squares to a Body check. Swing object around you at a +2 to hit for 30 damage to every enemy in range.

    Flaws:
    Addiction (2): Alcohol
    Code (1): Follow Raquel
    Clumsy (2)

    Description: "Beef Cake" Jacobs is the Drunkarrd associate of Raquel Roll of the Infinite Musical Mastery. While not the brightest tool in the shed, he is nonetheless loyal and always willing to lay down his life for her. He is known for his sturdiness and ability to take all but the most deadly hits and shrug it off.

    The most common phrase used to describe Beef Cake by his foes is, "Nuke it from orbit".

    Jacobs along with Raquel are intended to fight starting 40 point characters.

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    Featherfoot Peterson
    Side: Pirate
    Faction: Arrcrobat
    Age: 32

    Life: 80
    Reaction: 5

    Body 4
    Agility 7
    Precision 3
    Will 4

    Abilities:
    Level 1:
    Daredevil Spirit (Pirate, Passive): +2 to Agility for acrobatic stunts.
    Slippery Frame (Pirate, Passive): +2 to avoid capture or being bound.
    Wind in Yer Sails (Pirate, Cost 2): Can replace any attack written down on any turn. Also can interrupt an attack interrupt. Does 5 damage.
    Mountain Goat Stride (Ninja, Passive): +2 to walk on difficult terrain
    Water Walk (Ninja, Cost 1/turn): Walk on Water at full speed

    Level 2:
    Agile Rejuvination (Ninja, Passive): Gain 2 life back when dodging an attack.
    Up the Walls (Ninja, Cost 1/turn): Run up walls.
    Rubber Sole (Ninja, Cost 1/turn): Double jump distance.
    Improvised Master (Pirate, Passive): Use anything as a weapon without penalty.
    Off the Walls (Pirate, Cost 1): 10 damage. Must be used next to a wall.

    Level 3:
    Whoopsie! (Pirate, Cost 6): When missed, can be used to force person to attack adjacent target instead.
    Run and Gun (Pirate, Cost 2): Can attack during movement instead of before or after.
    The Chandelier Trick (Pirate, Cost 6): -2 to target dodge. 25 damage. Requires 50 object on end of rope or string. User ends up at top of rope.
    Rub Some Cheetah's Blood On It (Ninja, 2/turn): Double move speed.

    Level 4:
    The High Ground +1 (Pirate, Passive): Gain +1 to combat rolls against targets on trick terrain.

    Level 5:
    Rollin' Thunder (Pirate, Cost 15): Does 5 damage per 2 squares moved in attack. Take half damage of attack when missing.
    Fleetfoot Barrage (Pirate, Cost 25): Attack up to Agility time at a -1 per 2 attacks. 10 damage for each hit.

    Items:

    Flaws:
    Greedy (1)
    Reckless (2)
    Addiction (2): Adrenaline
    Extreme Honor (2)
    Code (1): Only take challenging jobs
    Focused Attribute (2): Body: Resistance.

    Description: Featherfoot Peterson is a mercenary Arrcrobat for hire that lives for the thrill of adventure. He'll only take jobs he considers a challenge and will do them solo with glee in his eyes.

    Featherfoot Peterson is a boss for starting 40 point characters.

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    Fiery Vengeance
    Side: Ninja
    Faction: Dr. Inja/Shoninja
    Age: 26

    Life: 120
    Reaction: 4

    Body 6
    Agility 2
    Precision 4
    Will 6

    Aibilities:
    Level 1:
    Elemental Fury: Fire (Item, Cost 1): Spend 1 life to make any attack fire based.
    An Apple a Day (Ninja, Cost 2): Throw an apple 4 squares for 5 damage.

    Level 2:
    Hot-Blooded Hoodlum (Ninja, Cost 10): Spend an attack action. Do Will damage every time an opponent touches you.

    Level 3:
    Horizon Throw (Ninja, Cost 6): 50 range. 15 damage.

    Level 4:
    Projectile Shots (Item, Cost 5): Make melee attacks projectile in nature for up to Will or Precision distance.

    Level 5:
    Life Drinker (Item, Passive): Gain back 1/5 damage done as Life. Round down.
    Flying Item (Item, 3/turn): Character can fly.
    Lightspeed Metabolism (Ninja, Passive): Gain back 5 Life a turn
    Raging Digit (Ninja, Cost 40): 25 + 5*Will damage.

    Flaws:
    Reckless (2)

    Description: Fiery Vengeance is a low level Shoninja/Dr. Inja that has swallowed a magical elixir that has given him the powers of fire itself. Because of this, he is wanted by the local Veil authorities for damage to the city. He has two other associates: Rock Solid and Calming Tides. He is the more brash and excitable of the three, much like Fire itself.

    Fiery Vengeance is an excellent encounter for 40 point characters by himself or for 60-80 point characters with his team. Fiery Vengeance is also an example of a character that has permanently learned skills from the consumption of an item.

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