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  1. - Top - End - #121
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    Dairun Cates's Avatar

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    Default Re: Pirates vs. Ninjas

    Calming Tides
    Side: Ninja
    Faction: Evadinja
    Age: 35

    Life: 70
    Reaction: 6

    Body: 3
    Agility: 8
    Precision: 3
    Will: 4

    Abilities:
    Level 1:
    Elemental Fury: Water (Item, Cost 1): Make attacks Water based.
    What Goes Around... (Wanderer, Cost 1): Gain a +1 to hit a target that hit you this round.
    ...Comes Around (Wanderer, Cost 1): Gain a cumulative +1 to hit when using the same attack to hit the same target each turn.

    Level 2:
    Agile Rejuvenation (Ninja, Passive): Gain 2 Life each time you dodge.
    Read the Foe (Ninja, Passive): Gain a +2 on to hit and dodge against a foe when you correctly guess their next move. If wrong, take a -1 to hit and dodge on that target instead.
    Ninjas Don't Get Hit! (Ninja, Cost 6): Gain a +2 to dodges until the end of turn.

    Level 3:
    Bullet Dance (Pirate, Cost 8): -2 precision to hit. 10 range. Do agility number of attacks at once for 5 damage each.
    Cross Arm Draw (Pirate, Passive): Automatically go first on first round of combat.
    Horizon Throw (Ninja, Cost 6): 50 range. 15 damage.
    Second Wind (Wanderer, Passive): Gain 20 Life back once a day.

    Level 4:
    Drunken Satori (Wanderer, Cost 10): Gain +1 to Will, Precision, and Agility until end of Combat. Do not gain Life for Will.

    Level 5:
    Ebb and Flow (Ninja, Cost 15): Deal an attack immediately back at a target at double damage when missed. Can activate multiple times a turn.

    Flaws:
    Addiction (2): Alcohol
    Focused Attribute (4): Agility: Acrobatics

    Description: Calming Tides is the more rational of the elemental vandals in Veil city. A dedicated Evadinja, he has taken "flowing like water" to a new level. Calm, level-headed, and practical.

  2. - Top - End - #122
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    Default Re: Pirates vs. Ninjas

    Rock Solid
    Side: Pirate
    Faction: Drunkarrd
    Age: 40

    Life: 160
    Reaction: 2

    Body: 8
    Agility: 2
    Precision: 2
    Will: 6

    Abilities:
    Level 1:
    Precise Cut (Ninja, Cost 2): 5 damage. +2 to hit.
    Elemental Fury: Earth (Item, Cost 1): Change an attack to Earth Element.

    Level 2:
    Stumbling Punch (Pirate, Cost 4): 10 Damage. +1 to hit.
    Let's Find a Rock (Pirate, Cost 6): Lift a heavy object. Body check required to lift it is damage. Amount check is succeeded by is range. +1 to hit if object is larger than a meter across.
    Hit Me With Your Best Shot! (Pirate, Cost 5): Gain 5 DR for the turn.

    Level 3:
    Hammer Meet Nail (Wanderer, Cost 6): Destroy an object the way you want to.

    Level 4:
    For My Fallen Comrades (Ninja, Passive): Gain a +1 to all combat rolls for fallen comrades. +1 for 1, +2 for 2, +3 for 4, etc.

    Level 5:
    General Protection: Bludgeoning (Item, Passive): 5 DR for damage type.
    Steel Liver and Steel Body (Pirate, Cost 12): Gain 15 DR for the turn.
    Healthy as a 10 Story Ox (Pirate, Passive): +20 Max Life

    Description: Dim-witted, slow, and stubborn, Rock Solid is the Drunkarrd strong man of the elemental vandals. He uses his massive strength and pain tolerance to outlast his foes.

  3. - Top - End - #123
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    Hitinja Students
    Side: Ninja
    Faction: Hitinja
    Age: 14

    Life: 50
    Reaction: 6

    Body 3
    Agility 4
    Precision 7
    Will 2

    Abilities:
    Level 1:
    Water Walking (Ninja, Cost 1/turn): Walk on Water as if it were solid.
    Like the Wind (Ninja, Passive): +2 to Stealth Checks
    Keenest Eye (Ninja, Passive): +2 to Notice Small details
    Precise Cut (Ninja, Cost 2): +2 to hit, 5 damage.

    Level 2:
    Delaying Fall (Ninja, Cost 4): Delay the damage of any attack.
    Agile Rejuvenation (Ninja, Passive): +1 Life per dodge.

    Level 3:
    Horizon Throw (Ninja, Cost 6): 15 damage, 100 range

    Level 4:
    Drunken Satori (Wanderer, Cost 10): +1 precision, agility, and will till end of battle.

    Level 5:
    Cost of Power (Ninja, 1 per 5 damage): Sacrifice -2 on a hit to get a +5 to damage for each -2 sacrificed.

    Description: A generic group of Hitinja students. Decent minions for a bigger foe.

  4. - Top - End - #124
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    Mockingbird Blues
    Side: Wanderer
    Faction: Wandering Minstrel
    Age: 29

    Life: 120
    Reaction: 4

    Body 3
    Agility 4
    Precision 3
    Will 9

    Abilities:
    Level 2:
    Beautiful Vibratto (Wanderer, Cost 10): Heal 5 Life to all Allies.

    Level 3:
    Second Wind (Wanderer, Passive): Gain back 20 Life once a day.

    Level 4:
    Power Chord (Ninja, Cost 12): Opposed Will at -2. -2 to Will if successful.
    Take it to Eleven! (Ninja, Cost 1 Awesome Point and 25): Everyone gains +1 Will, including 10 Life.
    Cue Theme Song! (Wanderer, Cost 10): Gain +1 Will (without Life), +5 damage and damage reduction, +1 to skill checks for 1 turn.
    Tap Storm (Pirate, Cost 12): Attack and cause all allies adjacent to target to attack instantly as well for free. 10 Damage per attack.
    There is an I in Captain! (Pirate, Cost 4): All conscious named allies can willingly give up 5 life to give it to the user of this skill.

    Level 5:
    Musical Mind Control (Wanderer, Cost 1 Awesome Point and 20): Opposed Will at -4. If successful control target character until they break free.

    Level 6:
    True Mass Media Music Mind Control Medley (Wanderer, 2 Awesome Points and 30): Opposed Will at -4 to all targets that can hear. Gain control of all that fail. Unlike normal Mass Media Music Mind Control Medley, the controlled targets CAN be used for combat purposes.

    Description: Mockingbird Blues is a powerful musician that uses his ability to mind control others to keep armies of loyal followers around him at all times. When all else fails, he drains his allies of their life to keep himself up.

    Mockingbird Blues has a level 6 ability. Level 6 abilities are the ORIGINAL version of skills as their original user used them. The are like their Level 5 counterparts, but often much more powerful in some subtle way. In this case, the mass controlled minions can be used for combat.

  5. - Top - End - #125
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    Default Re: Pirates vs. Ninjas

    There isn't a way I wouldn't love this, but I'm a little concerned about the lack of ninja enemies, the Tengu and Kitsune for example. Is this a situation where we should be using the rules for monster creation and our own initiative?
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  6. - Top - End - #126
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    Default Re: Pirates vs. Ninjas

    Quote Originally Posted by banthesun View Post
    There isn't a way I wouldn't love this, but I'm a little concerned about the lack of ninja enemies, the Tengu and Kitsune for example. Is this a situation where we should be using the rules for monster creation and our own initiative?
    For the most part, it's an issue of this is where the beta testing group has been most of the time. Every NPC and Monster is something my actual beta groups have fought or interacted with. They were mostly in Pirate territory for the first half, and the dinosaurs and bears are mostly neutral.

    Hard to run into ninja bosses when 2-3 of the sessions have happened over the open seas. Amusingly enough, the Shrimp were fought on land thanks to a player flooding a trade route on accident. One of those situations where the higher point characters had an impact on the lower point ones.

    On the flip side, most bosses have actually been wanderers or ninjas. So, the monsters haven't shown up, but save for a couple of people they keep fighting, the Ninjas have been getting more love on that front. The campaign mid-boss was actually a 200 point attempted copy by an Alchemist to recreate Burning Soul himself.

    Although, Tengus were in the planning stages anyway. I've got a nice hunk of bad guys up my sleeve for when they head back near Veil (a large Ninja town). I DO need to update the Fire Oni variant on the Thunder Oni though. They act slightly different (more damage, less accuracy).

    But hey. If you want to actually attempt to make some monsters of your own for this thing, I'm all ears. I'm really still in the process of world-building this world. Every time I add a faction, the nature of the world changes pretty heavily.

    General rule of thumb for non level 5 player abilities is 5 damage a level (the Level 5's get expensive but also tend to break this cap), while monsters depend on the tier. Mooks stick at 5 per level at most and most of their Level 5's are passive. Most they generally do in one attack is 20. Encounters can go up to double the damage (including life cost). Things like the Thunder Oni and such can get to the 30-40 range. Bosses range from double to skies the limit, but mostly stick with around 10 damage a level. They tend to have more AOE and instant pain though.

  7. - Top - End - #127
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    Dancing Gemini
    Side: Pirate
    Faction: Charreographer
    Age: 27

    Life: 80
    Reaciton: 5

    Body: 2
    Agility: 6
    Precision: 3
    Will: 7

    Abilities:
    Level 1:
    Softshoe Sidestep (Pirate, Cost 1): Switches places with target. 5 damage.

    Level 2:
    Stumbling Punch (Pirate, Cost 4): 10 damage. +1 to hit.
    En Passant! (Pirate, Cost 4): 10 damage to adjacent allies.
    All Together Now! (Pirate, Cost 2): 5 damage extra to an attack when done on the same reaction as an ally.

    Level 3:
    Step-Ball-Kick! (Pirate, Cost 4): 10 damage.
    Charreographed Violence (Pirate, Passive): Opponents always think they've hit you.

    Level 4:
    Watch Ye Flank (Pirate, Cost 6): 15 extra damage on an attack when flanking an opponent and attacking the same time as another ally activating this attack.

    Level 5:
    Twin Sense (Custom, Passive): You share a life force with another person. Any damage done can be passed off to another one as long as the one taking damage is conscious.
    Dance Dimension X (Pirate, Cost 1 Awesome Point and 25): +2 Will and +5 damage to all Charreographers for rest of battle.
    Summon the Groupies (Pirate, 1 Awesome Point and 30 Life): Summon half your will in 30 Life groupies with 3 in all stats except Will (which is a 7). They count as 1 person for Kurosawa.

    Description: Twin Charreographers of amazing skill that are attempting to defraud Port Arrthur with a fake "Drunken Satori" super juice. Use their amazing Charreography skills to fake Drunken mastery.

  8. - Top - End - #128
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    Dairun Cates's Avatar

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    Default Re: Pirates vs. Ninjas

    Drunken Disciples
    Side: Pirates
    Faction: Arrcrobats
    Age: 22

    Life: 70
    Reaction: 5

    Body 3
    Agility 6
    Precision 3
    Will 4

    Abilities:
    Level 1:
    Daredevil Spirit (Pirate, Passive): +2 to acrobatic checks
    Wind in Yer Sails (Pirate, Cost 2): 5 damage. Can interrupt reaction interrupts. Can replace active move written on card.
    A Moment of Weakness (Pirate, Cost 2): Give opponent +2 on one attack to give them a -1 to agility until their next action.

    Level 2:
    Improvised Master (Pirate, Passive): Can use any item as a weapon.
    Tumblin' Fool (Pirate, Passive): Can move through enemy squares and crowds at full speeds.

    Level 3:
    Whoopsie! (Pirate, Cost 6): Use when missed with an attack. Attack aims at adjacent target.
    Do-see-do! (Pirate, Cost 6): Use an ally and swing them. Give ally +2 to hit and 15 extra damage on the attack. Can only swing if your body is at least half of theirs.

    Level 4:
    Feint and Switch (Pirate, Cost 8): Gain a +2 to hit one target and give a -2 to another target until end of round.

    Items:
    Drunken Satori Juice
    Gives Drunken Satori and Thrust of Victory. Highly Addictive. Requires refills.
    (10 life: +1 to Will, Precision, Agility; 20 life: -2 to hit. If it hits, the opponent takes 20 damage and loses 1 Will. )

    Description: Poor Arrcrobats that have been fooled into thinking they were training with Drunken Satori while getting addicted to a fake serum.

  9. - Top - End - #129
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    Default Re: Pirates vs. Ninjas

    Chemical Burn
    Side: Wanderer
    Faction: Alchemist
    Age: 38

    Life 130
    Reaction 5

    Body 4
    Agility 3
    Precision 7
    Will 7

    Abilities:
    Level 1:
    Chemical Balance (Wanderer, Passive): Hold up to your agility number of mixed potions.

    Level 2:
    Burn Baby Burn (Wanderer, Cost 4): 3 range. 10 damage. Any element.
    Brew Tosser (Wanderer, Passive): Can toss potions up to 5 squares.

    Level 3:
    Liquor Rain (Pirate, Cost 10): All people within 10 squares take 10 more damage from fire attacks until washed off or end of battle. Includes user.
    Here! Drink This! (Wanderer, Cost 10): Either gives a +2 Body/Will for -2 Agility/Precision or vice versa.

    Level 4:
    Drunken Satori (Wanderer, Cost 10): +1 to Agility, Precision, and Will until end of battle.

    Level 5:
    Explodomania (Wanderer, Cost 30): 8 range. 6 square radius. 25 fire damage. +5 damage every turn until cleaned or end of battle.
    The Immortality Equation (Wanderer, Cost 30): Gives complete immunity to damage for non self-inflicted damage for 1 turn.
    Brew Fest (Wanderer, Passive): Can brew 2 potions in 1 turn. Must wait 2 turns before using again.
    The Boat Floats in Water (Wanderer, Passive): +20 Max Life.

    Description: A high point character that works for the Essential Alchemist, an alchemist bent on stealing the essences of the elements and great warriors around the world and bottling it in a potion. Works with his associate "Strong Arm" Johansen to form a frightening team.

    Chemical Burn combined with his associate is a good battle for 80 point veteran characters.

  10. - Top - End - #130
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    Default Re: Pirates vs. Ninjas

    “Strong Arm” Johannsen
    Side: Pirate
    Faction: Drunkarrd
    Age: 35

    Life 110
    Reaction 4

    Body 6
    Agility 3
    Precision 4
    Will 3

    Abilities:
    Level 1:
    The Mead of Staggering, Blurred Vision, and Dull Wits (Pirate, Cost 5): 3 abilities. +2 body for -2 Will, agility, or precision until end of battle. Takes drinking action.

    Level 2:
    Speed Chugger (Pirate, Passive): Can take 2 drinking actions a turn.
    The Strength of a Doctor (Ninja, Cost 3): +4 to Body for lifting for a turn.
    Let's Find a Rock (Pirate, Cost 6): Lift an object. Damage = check to lift. Distance = amount check is exceeded. +1 to hit if object is larger than a meter across.
    Bar Fightin' Genius (Pirate, Passive): +1 to hit/dodge in bars.
    Everyone Stand Together! (Pirate, Cost 4): +1 dodge to adjacent allies.

    Level 3:
    Arm Wrestle the Kraken (Pirate, Cost 3): Body can exceed 10 for lifting.
    Take a Cannonball to the Gut (Pirate, Cost 2): Body can exceed 10 for Damage Reduction.
    Punch a God (Pirate, Passive): Body can exceed 10 for natural attack damage.
    I'm Gonna Bop You Good! (Pirate, Cost 6): 10 damage + natural unarmed attack damage.

    Level 4:
    The True Mead (Pirate, Cost 10): +2 body until end of battle.

    Level 5:
    Healthy as a 10 Story Ox (Pirate, Passive): +20 Max Life
    The Grand Slam (Pirate, Cost 30): Lift object up to a body check in meters long. Swing around you for 30 damage to all enemies in range.

    Description: Chemical Burn's ally. A strong hard to kill Drunkarrd with ridiculous strength. He supports Chemical Burn and Chemical Burn uses the Immortality Equation on him for devastating effect.

  11. - Top - End - #131
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    Default Re: Pirates vs. Ninjas

    Been meaning to put this one up for a while, but had to find my notes. The Fire variation on Onis. More damage. Even LESS accuracy.

    Fire Oni
    Tier: Encounter
    Description: Giant Ogre like monsters that carry a club and have powerful fire auras around them.

    Life: 180
    Reaction: 2

    Body 10
    Agility 2
    Precision 2
    Will 2

    Notes: Fire Onis channel raw fire and take 25 less damage from fire based attacks. Onis, unlike most monsters can talk and are extremely vulnerable to psychological attacks and insults.

    Abilities:
    Level 1:
    Spoiler
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    Oni Swing (Cost 2): This attack does 15 damage but rolls to hit at a -2


    Level 2:
    Spoiler
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    Batter Up (Cost 5): The Oni uses it's massive strength to hit the opponent for 20 damage at a -2 to hit. The opponent flies back a number of squares equal to half the damage they took.


    Level 3:
    Spoiler
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    Strong Swing (Cost 8): The Oni tries for accuracy and hits for 20 damage.

    Flame Field (Cost 10): This attack does 15 fire damage to everyone adjacent to the Oni.

    Fire Bolt (Cost 8): The Oni throws a bolt of fire within 10 squares at a -1 to hit and do 20 fire damage.


    Level 4:
    Spoiler
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    Blazing Swing (Cost 16): This attack swing super powerful swing for 30 fire damage.


    Level 5:
    Spoiler
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    Big and Burly (Passive): Onis are tough and take 3 less damage from all physical attacks (For a total of 7 damage reduction when at full body).

  12. - Top - End - #132
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    Default Re: Pirates vs. Ninjas

    Quote Originally Posted by Dairun Cates View Post
    Notes: Thunder Onis channel raw fire and take 25 less damage from fire based attacks. Onis, unlike most monsters can talk and are extremely vulnerable to psychological attacks and insults.
    Uh. Huh? XD
    Recent Homebrew: The Socialite | The Crystalline: Memory Altering Construct Race | Sanguine Hand, a ToB Discipline of blood and cruelty
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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 - #133
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    Default Re: Pirates vs. Ninjas

    Quote Originally Posted by Lix Lorn View Post
    Uh. Huh? XD
    They use the same template of stuff. Used the old one rather than completely rewrite it. Problem fixed.

  14. - Top - End - #134
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    Default Re: Pirates vs. Ninjas

    Weren't scared of Ninjas enough? Too bad. The Feykinja are battlefield controllers to the extreme. They're not likely going to finish a foe off and suffer the life and awesome point expenditure of a Dr. Inja and Lucky combined, but they're frightening in full force. Although, you'll be hard-pressed to keep a combat going for the 10 turns required for one Feykinja to get up to full scary strength. Still, they seem like they'll handle well in a group or with a REALLY smart player using the Kurosawa corollary in their favor. All in all, one of the more fun factions to stat out to date.

    Also, I finally get to make an MS Paint Adventures reference.

    Feykinja:
    Summary: Ninjas are all about hiding, control, and perceptions. Feykinjas achieve this through illusions and planning rather than through physical accomplishment.

    High Level Feykinjas masterfully control the battlefield both psychologically AND physically. Feykinja don't have as many damaging attacks as other factions and rely on traps and clever tricks to do their damage for them.

    History: No one knows when the Feykinja came into being. There are arguments, of course, but no side can provide solid evidence. All anyone really knows is that one day, before people even realized it, they were a vital part of ninja society. Some even theorize that the original Feykinja were Gods that came down from the heavens to give the Ninja an invincible weapon against their pirate foes. The common belief is that the Feykinja existed before the coming of Ellipsis since there are references in stories to Feykinja existing during the great wars, but even this may just be an illusion.

    Because of this, the Feykinja are possibly some of the most mysterious ninja, and that's saying something in a group that prides itself on its mystery. Even their motifs and goals are a mystery to members inside and outside of their brotherhood.

    Feykinja can be some of the greatest heroes or villains alike. Some have been blood-thirsty loners that assassinate nation leaders for their own machiavellian ambitions while others can be charismatic and thoughtful team leaders that use their smarts to put their team at an advantage in otherwise unfathomable odds. Others can seem like completely normal people or even act at times like a Wanderer or Pirate, playing horrible tricksters rather than honorable warriors. Their personalities literally cross the entire spectrum.

    Finding a Feykinja school is nearly impossible and an excellent entrance exam to becoming a Hitinja. This is partially because the Feykinja are that good at their craft, and mostly because, for the most part, physical Feykinja schools don't exist. Feykinja have a habit of finding each other when they need help or training.

    Feykinja will claim they don't have a leader. This doesn't keep people from speculating. There have rumors of a powerful Feykinja named The Ugly Truth that leads large numbers of Feykinja in some ultimate goal. However, there's no proof of his or her existence, and the very notion and name sounds like some big joke by a Feykinja that thinks he's funnier than he actually is.

    In short, nothing is certain with the Feykinja, even their own existence.

    Attribute Scores: Feykinja require Will scores for the purposes of maintaining their illusions. A high precision is also common territory with their tactics based fighting style. If a Feykinja needs training in Body or Agility, then they are likely doing something wrong as they should not be getting hit.

    Level 1:
    Spoiler
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    Master of 1,000 Faces
    Ninja 1
    Cost: Passive
    Feykinja are masters of disguise. They can take on the faces, guises, and emotions of others, even their voice. A Feykinja with this ability gains a +2 to all disguise checks.

    Don't Fear the Reaper
    Ninja 1
    Cost: Passive
    Feykinja recognize their own craft at work. They gain a +1 to Will to see through illusions.

    Your Lies are Weak!
    Ninja 1
    Cost: Passive
    Lie detection comes with the territory of being a Feykinja. Feykinja with this ability gain a +2 to precision tell if someone is lying to them.

    Abra Kadabra!
    Ninja 1
    Cost: 1
    Feykinja know that they need to master small illusions before they can master big ones. The Feykinja with this ability can create an illusion that fits in his or her hand. The illusion seems perfect until someone else tries to touch it. It then immediately disappears.


    Level 2:
    Spoiler
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    Trickster Spirit
    Ninja 2
    Cost: Passive
    Feykinja are fancy liars at their hearts. Mastering the mundane tricks is necessary in learning the more advanced illusions. Feykinja with this skill gain a +2 to lying or bluffing to their opponent.

    Did You Just Hit Puberty?
    Ninja 2
    Cost: 1/turn
    Illusions are not just visual. Feykinja can fake sound as well. When a Feykinja uses this ability. They can change their voice to any voice they wish, even their enemy's.

    Uncanny Copy
    Ninja 2
    Cost: 10
    Feykinja can look like anyone they wish when they have mastered their disguise capabilities. When a Feykinja uses this skill, they can become exactly like a target they have seen before. They will effectively take on that physical form no matter how much scrutiny is given to them. This does not effect their voice. Also, this illusion can be seen through by someone seeing it declaring and succeeding on an opposed Will check.

    Nightmare Fuel
    Ninja 2
    Cost: 3
    The Feykinja is capable of making nightmarish visions appear before his opponent. These can frighten the foe into submission. Make an opposed will check at a -4. This attack does 10 damage that damage reduction cannot reduce. This can effect animals that do not understand language.

    Well-Crafted Lie
    Ninja 2
    Cost: 5
    The Feykinja is a master of illusions and can make any visual illusions they want. When a Feykinja uses this attack action, they can make an illusion up to their Will in squares large. Anyone viewing this can make an opposed Will check against the Feykinja to see through the illusion. The Feykinja gains a +2 on this check as long as the illusion is believable to the viewer. This can be used in tandem with the Piper's Bait without using an additional attack action. The illusion persists as long as the Feykinja wishes. The victim can continue to try to see through this illusion once every other turn after their first attempt.

    The Piper's Bait
    Ninja 2
    Cost: 5
    The Feykinja can fake sounds as well. When using this attack action, the Feykinja can create a realistic sound of his choosing. Anyone hearing this can make an opposed Will check against the illusion. The Feykinja gets a +2 to this check as long as the illusion is believable to the listener. This can be used in tandom with Well-Crafted Lie without using an additional attack action. The illusion persists as long as the Feykinja wishes. The victim can continue to try to see through this illusion once every other turn after their first attempt.


    Level 3:
    Spoiler
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    Me, Myself, And I
    Ninja 3
    Cost: 10
    Inspired by the Shoninja skill of a similar name, this technique does not actually make physical copies of the Feykinja. Instead, the Feykinja makes up to half of their Will of images of the Feykinja (round up). The player then decides which one is real and writes it down. From there, the images can act independent of the Feykinja and do anything the Feykinja wishes without life cost, this cannot have any physical effect on the world. Even insults from these images will not do damage. When physically hit (not by music attacks or insults), the clones disappear instantly. The opponent succeeding an opposed Will check at a -2 will reveal which image is the real one. They can only attempt this once.

    Absolute Darkness
    Ninja 3
    Cost: 12/turn
    Feykinja realize that people rely on sight more than any other sense. When a Feykinja activates this ability, everything within 50 squares of the Feykinja is shrouded in a cloud of darkness, including the Feykinja, his enemies, and his allies. Anyone that cannot see in the dark is effectively blinded and at a -4 to hit and dodge.

    LOGGED!
    Ninja 3
    Cost: 6
    Feykinja are masters at misdirection. Whenever any attack misses a Feykinja, they can activate this ability and use the ancient substitution technique to change places with a visible object that the Feykinja is capable of lifting. This can be a log, a chair, a vial, or even a wild animal. The reality is that the character has been attacking this object the whole time.

    Fake Out!
    Ninja 3
    Cost: 6
    Surprise is a Feykinja's greatest weapon. Feykinja can create the illusions of fake attacks to throw their opponents off guard. The Feykinja makes an opposed Will check at a -2 on an attack action. If they succeed. The opponent, instantly moves 4 squares in any direction of their choosing in an attempt to dodge.

    It Be a Trap!
    Ninja 3
    Cost: 10
    Named after the famous last words of the famous Charrismatic Lord Captain "Squidley" Eckbear before being annihilated by 10 of these attacks activating simultaneously. The Feykinja can place a number of near invisible traps for his opponent to fall in. When spending an attack action, the Feykinja places a trap within their current precision squares of their current location without anyone noticing. Should anyone enter this square, the trap will be released on the helpless foe. When resolving the attack, the opponent is at a -2 to agility. This attack does 20 damage. Furthermore, should the attack hit, the opponent remains at a -1 to agility until their next turn. More than one trap can be stacked on the same spot. Only close scrutiny can reveal a trap. Make an opposed roll against the Feykinja's precision if an attack action is spent checking a square. If they succeed, the trap is spotted.


    Level 4:
    Spoiler
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    Change of Scenery
    Ninja 4
    Cost: 1 Awesome Point
    Feykinja are masters of manipulating their surroundings and others perceptions of it. By spending an attack action, the Feykinja can shift reality to another location that he or she has visited before. This new location exists for all physical purposes (ie. if its a forest, the trees physically exist, if it's on fire, the fire hurts 5 damage a round). However, this new location does not contain any of the emotional or metaphysical connections to that place (ie. Infinite Swords Jobs or Bar Fightin' Genius bonuses). This new location persists until the end of combat or until the Feykinja consciously lets it go. It's important to note when using Change of Scenery, all targets of the illusion must be standing or lying on solid ground when the illusion is activated.

    Are You Sure About That?
    Ninja 4
    Cost: 1 Awesome Point
    Feykinja are masters of misdirection and of bending the perceptions of distance. Whenever a Feykinja is attacked by an opponent and missed, the Feykinja can choose to spend an awesome point and aim the attack at any visible target instead with the same attack roll. The opponent then attacks that target instead.

    Concealed Assault
    Ninja 4
    Cost: 12
    The Feykinja is a master at hiding his attacks as something harmless. When the Feykinja throws this attack, he hides it as an illusion. The opponent is treated as surprised by this attack and takes a -2 to their agility for the attack. This attack does 20 damage and has an 8 square range.

    The Midnight Crew
    Ninja 4
    Cost: 20/turn
    The Feykinja doesn't only effect himself, but his allies as well. The Feykinja projects an image that makes their foes believe him and his allies are frightening demons. Before anyone can attack the Feykinja or his allies, they must succeed an opposing Will check against the target with the target at a -2 to Will. If they fail, they fail to attack out of fear and waste their attack action (but do not lose the life or awesome points). This takes a full turn and does not protect against the splash of AOE attacks.


    Level 5:
    Spoiler
    Show

    Welcome to my World!
    Ninja 5
    Cost: 2 Awesome Points
    The Feykinja can shift reality as they please, and force others into their own madness. When a Feykinja makes eye contact with a target, they can spend their turn to pull the two of them into a battleground of the Feykinja's choosing. The Feykinja only governs the physical nature of the plain. The laws of physics are unchanged. From there, the Feykinja and the victim fight until one of them is unconscious. The two combatants are completely separated from their allies for all effects and the kurosawa corollary. Regardless of the outcome, this all happens in the blink of an eye and combat resumes where it left off.

    Nullifying Hypnosis
    Ninja 5
    Cost: Variable
    The Feykinja is a master of tricking his foes into destroying their own attacks. Anytime an opponent uses an attack that the Feykinja has learned, the Feykinja can spend either the cost of the attack or an awesome point to completely negate the attack after the life and awesome points have been spent. The opponent thinks that Feykinja is actively nullifying their attacks, but the reality is that they are being hypnotized into making mistakes in their movements. The opponent must be able to make eye contact of some kind.

    The Last Illusion
    Ninja 5
    Cost: 3 Awesome Points and 40 Life
    In order to create true illusions, a Feykinja must know how to tear them down and reach right into the truth itself. Even the most trained Feykinja can find this difficult and may never achieve it. The Feykinja that has mastered this skill has seen their own true self, everything good and evil, and accepted it. Thus, the last illusion can be removed. The Feykinja reveals their true self to the world in its full nightmarish form. When a Feykinja activates this skill, they gain +1 to all attribute scores (without the HP gain), 5 life regeneration a turn, 5 DR, and +5 to all their damage until the end of combat.

    Welcome to My Nightmare
    Ninja 5
    Cost: 2 Awesome Points and 30 Life
    The Feykinja is capable of unleashing a torrent of terror on his or her foe. He reads right into the victim's mind and finds their worst possible nightmare and projects it to them. Make an opposed Will check at a -4. If the check succeeds, the target takes a -2 to all attributes until the end of combat. This lowers the victim's max life, but they do not directly lose life from it.

    Follow My Lead!
    Ninja 5
    Cost: 30
    Contrary to popular belief, this is not a Charreographer skill, but the Charreographers would like to get their hands on it. The Feykinja with this ability stares into the eyes of their opponent and makes an opposed Will check at a -3. If they succeed, the victim is hypnotized into following their every move. Until the victim succeeds on a Will check, they move on the same reaction as the Feykinja and follow their every move perfectly. If the Feykinja walks 10 squares to the right, so does the victim. If the Feykinja uses an attack, the victim uses the same attack with the same life cost in the same direction. Anything else the Feykinja does, the victim follows. The Feykinja must keep eye contact for this to work, but the opponent cannot close their eyes while this is in effect. Many pirates have learned the hard way not to fight Feykinja next to cliffs or water.

  15. - Top - End - #135
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    Default Re: Pirates vs. Ninjas

    And suddenly we can make Itachi with these rules. XD

    Finding a Feykinja school is nearly impossible and an excellent entrance exam to becoming a Hitinja.
    ...huh?
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Pirates vs. Ninjas

    Quote Originally Posted by Lix Lorn View Post
    And suddenly we can make Itachi with these rules. XD
    ...Or Johan from Monster if you're feeling especially cruel.

    But yeah. I wanted Feykinja to be very tactical in how they're played. A lot of focus on the other factions is around doing a lot of damage or dodging really well. So, I thought I'd throw some things in that encourage a slower more methodical play.

    Amusingly enough, they came out a bit more as tricksters than expected. Mischief is more than likely.

    Also, I fear the inevitable Final Countdown/Midnight Crew team ups.

    Although, I really should get a few more Body and Agility based factions or abilities in. Precision and Will have been winning out like crazy as the most commonly buffed stats in beta testing.

    ...huh?
    Hitinjas get a lot of abilities for good eye sight and a keen eye to details along with their ridiculous precision scores.

    So, prerequisites for becoming a Hitinja are a good eye and an attention to details. If you can FIND a Feykinja school (something that mostly doesn't exist), you're either good enough to lie your way past the entrance qualifications or have an eye good enough to spot something you really shouldn't be able to (which should auto-pass any entrance qualifications). Think of it as a ninja Snipe hunt.

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    Default Re: Pirates vs. Ninjas

    Ah, well, my anime knowledge doesn't go further than Naruto, FMA, Sailor Moon and a liddle bit of Bleach.

    Aaah. I thought that might be it, but it was a little confusing.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Quote Originally Posted by Lix Lorn View Post
    Ah, well, my anime knowledge doesn't go further than Naruto, FMA, Sailor Moon and a liddle bit of Bleach.

    Aaah. I thought that might be it, but it was a little confusing.
    Let's put it this way. Johan Liebert is the posterchild for one of the most horrifying tropes (that's actually him on the side). A quick trip to the anime and manga section of that page doesn't even BEGIN to document the horrible things he does. Amusingly enough, he basically gets foiled by the ultimate good guy that's still completely believable, the doctor that saved his life and actually believes in the Hippocratic Oath. He spends a good portion of the series wondering whether its truly right to take a human life, no matter how evil a person is.

    Really. It could get its own page on the trope alone as the monster anime is essentially 74 episodes of how evil and how good human beings can be.

    But yeah. I draw some inspiration for moves from a lot of different places. Some of them obvious, some of them not so obvious, and some of them downright obscure.

    Some of the moves really do become more hilarious when you know where they're from though.

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    Default Re: Pirates vs. Ninjas

    You gave a TVTropes link... why would you do that..?
    (Shivers, only just escaped)
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    WHOO! Project got an A from the Dean of my university. Now I'm just making it for fun and profit. Going to finish giving new abilities to some of the factions (especially Alchemists and Wandering Minstrels), and then I'll post up the Carpentarrs by next week for proper beta-testing and rocket-punching goodness.

    Quote Originally Posted by Lix Lorn View Post
    You gave a TVTropes link... why would you do that..?
    (Shivers, only just escaped)
    ...Because I'm capable of breaking away from it when I need to, and want to torture everyone else. I've studied half of the legitimate tropes in literature anyway. So, a lot of them I already know reducing my click time. It's just a matter of whether I want Code Geass spoilers or not. Cracked articles are the ones that kill me.

    But really I did it just to give an example. Like I've said, save for maybe the craftsmen, I can show at least one character in popular culture that is a good example of a faction (and Craftsmen are even easy if you count the old man in the cave from Legend of Zelda or Hephaestus, God of the Forge). Itachi is more of the "oooh swirly eyes ninja" kind of Feykinja. Johan is the "shoot yourself. Life is meaningless and you know it" kind of Feykinja. Of course, every Trickster character ever is best described as a Feykinja currently. So, there's that.

    Note for any players reading: Alchemist additions are happening as I'm typing this. Should be a number of new abilities to check out.

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    Tengu
    Tier: Encounter
    Description: Half-bird/Half-men that are potent swordsmen and clever tricksters. They have kite like wings that can give them flight. They carry powerful swords and magic fans that can grow noses and create gale force winds (although, the nose thing gets rarely used in combat).

    Life: 100
    Reaction: 7

    Body 3
    Agility 7
    Precision 6
    Will 6

    Notes: Tengu are sentient creatures capable of language and thought. They are also arrogant and highly susceptible to insults and trickery. Anyone insulting or attempting to trick a Tengu gains a +2 on the check.

    Abilities:
    Level 1:
    Spoiler
    Show
    Tengu Trickster (Passive): Despite being highly susceptible to tricks themselves, Tengu naturally love playing tricks. They gain a +2 to any check to play a trick on an unsuspecting human.

    Well-Balanced (Passive): Tengu are agile and have an impeccable sense of balance. They gain a +2 to all balance checks.


    Level 2:
    Spoiler
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    Tengu Morph (Cost 10): Tengu also have human forms and are capable of faking the mannerisms of men. When a Tengu uses this ability, it looks exactly like a human until it reveals itself otherwise.


    Level 3:
    Spoiler
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    Tengu Speed (Passive): Tengu are agile and quick. Much like Cross Arm Draw, Tengu go first in the first round of combat.

    Gale Force Winds(Cost 5):
    Tengu have magic fans that can blow their foes away. The Tengu picks 1 target within 10 squares. If the target fails to make a 12 agility or body check, the target is blown back 8 squares. If the target hits a large object or ally while being blown back, the target takes 10 damage.

    Tengu Cut (Cost 4): A basic sword slice from the Tengu. This attack does 15 damage.


    Level 4:
    Spoiler
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    Tengu Slice (Cost 10): Similar to the Tengu's level 5 stroke, this attack can only be used against opponents that go after the Tengu. The Tengu catches the target off-balance and does 25 damage as long as the target goes after the Tengu's reaction.

    Tengu Whirlwind (Cost 10): The Tengu calls upon his magic fan to deal a powerful gale force blow. This attack does 20 damage and has a range of 10 squares.


    Level 5:
    Spoiler
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    Tengu Stroke (Cost 25): Tengu have trained to become master swordsmen and have honed their art. Their first attack is usually their most deadly. The Tengu unsheaths its sword at lightning speed and cuts their foe for 50 damage. This can only be done on the first turn and if the Tengu goes before his target.

    Hurricane Slice (Cost 30): The Tengu combines the powers of his sword and fan to create a massive violent hurricane on his foes. This attack hits a 5 square radius area for 30 damage with a 10 range. People hits by this attack are also blown back 2 squares away from the center of the blast.

    Blinding Fly-by (Cost 20): The Tengu moves past his foe with lightning speed and cuts them down. This attack hits with a +2 to hit, can be used during a move action instead of before or after, and does 30 damage.

    Flight (Cost 3/turn): Tengu can use their kite like wings to fly through the air.

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    Great Tengu
    Tier: Boss
    Description: A slightly larger and much more powerful Tengu that has traded trickery and lies for brutal combat precision. They seek talented warriors to teach the arts of war to. They will typically fight 1 on 1 if challenged and will fight with honor and fairness.

    Life: 220
    Reaction: 8

    Body 4
    Agility 8
    Precision 7
    Will 7

    Notes: Great Tengu, unlike their lesser brethren are not tricksters and do not suffer their penalties to being tricked or insulted. Furthermore, if a Great Tengu is beaten in 1 on 1 combat, it may choose to give its sword to the victor. This sword contains the Tengu Stroke ability from regular Tengu and can only be used if the ability is taught by a Great Tengu or Tengu. It counts as a level 5 ability on the item.

    Abilities:
    Level 1:

    Spoiler
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    Well-Balanced (Passive): Great Tengu are agile and have an impeccable sense of balance. They gain a +2 to all balance checks.


    Level 2:
    Spoiler
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    Tengu Morph (Cost 10): Great Tengu also have human forms and are capable of faking the mannerisms of men. When a Great Tengu uses this ability, it looks exactly like a human until it reveals itself otherwise. The Great Tengu's form is significantly less human than regular tengu and typically comes with a very long nose.

    A Simple Stroke (Cost 3):
    Great Tengu have mastered the small techniques as well as the powerful. The Great Tengu cuts its opponent for 10 damage.


    Level 3:

    Spoiler
    Show
    Tengu Speed (Passive): Great Tengu are agile and quick. Much like Cross Arm Draw, Tengu go first in the first round of combat.

    Gale Force Winds(Cost 10): Great Tengu have magic fans that can blow their foes away. The Great Tengu picks 1 target within 10 squares. If the target fails to make a 15 agility or body check, the target is blown back 10 squares. If the target hits a large object or ally while being blown back, the target takes 15 damage.

    Tengu Cut (Cost 8):
    A basic sword slice from the Great Tengu. This attack does 20 damage.


    Level 4:

    Spoiler
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    Great Tengu Blade (Cost 15): Similar to the Great Tengu's level 5 stroke, this attack can only be used against opponents that go after the Tengu. The Tengu catches the target off-balance and does 30 damage as long as the target goes after the Tengu's reaction.

    Tengu Whirlwind (Cost 15): The Great Tengu calls upon his magic fan to deal a powerful gale force blow. This attack does 25 damage and has a range of 20 squares.


    Level 5:
    Spoiler
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    Great Tengu Stroke (Cost 50): Great Tengu have mastered their spectacular art of the sword to a masterful level. This attack can only be used on the first turn, and if the Great Tengu goes before the opponent it attacks. This attack does 70 damage if it hits. If the target takes any damage from this attack, then the target must also make a 12 body check or immediately fall unconscious.

    Thyphoon Slice (Cost 40): The Great Tengu combines the powers of his sword and fan to create the ultimate wind attack. This attack hits in a 10 square radius around the Great Tengu for 40 damage. People hits by this attack are also blown back 5 squares away from the Great Tengu.

    Lightning Teleport (Cost 25):
    The Tengu moves past his foe with lightning speed and cuts them down. This attack hits with a +2 to hit, can be used during a move action instead of before or after, and does 35 damage.

    Flight (Cost 3/turn): Great Tengu can use their kite like wings to fly through the air.

  23. - Top - End - #143
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    Oooh, aven. I like them very much. 8D
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Pirates vs. Ninjas

    I've got a couple of new monsters in the works, but I don't want to spoil them for my players. However, when researching one of them, I got some really dumb and contrary research from the internet and decided that what the internet thinks a Yatagarasu is needs to be made some kind of horrible joke monster.

    The idea was so amusing, and I've been tempted make a few similar joke monsters that I've decided they're essentially getting their own tier of encounters.

    This is the result.

    Internet Yatagarasu
    Tier: Joke (Encounter)
    Description: A three-legged raven that runs around in fields kicking at rocks and irritating random travelers with its loud mocking voice. Some have even been known to wear a pair of three-legged shorts and a shirt. They've never been seen in groups, but this may because no one wants to go near ONE of them to begin with, much less two. It's possible that the Yatagarasu is too annoying even for itself.

    Life: 80
    Reaction: 5

    Body 3
    Agility 5
    Precision 5
    Will 5

    Notes: Internet Yatagarasu are not to be mistaken for the frightening and savage Yatagarasu. While the Yatagarasu is a fearful monster, the Internet Yatagarasu is a mere annoyance.

    Abilities:
    Level 1:

    Spoiler
    Show
    Hidden Third Leg (Cost 1): Internet Yatagarasu have often been mistaken for regular old crows or ravens, and some people even say they don't have a third leg to begin with. This is because the Internet Yatagarasu has the supernatural ability to hide its third leg in its feathery coat at will to trick others into thinking it's a normal bird. The Internet Yatagarasu appears as a normal bird when using this ability.


    Level 2:
    Spoiler
    Show

    Incomprehensible Noise (Passive): Yatagarasu release a song that grates on even the most patient adventurer's nerves. Yatagarasus' Will scores are treated as 2 higher for the purpose of using any of their Will based attacks. However, they are at a -1 to Will for all other purposes (save Life).

    Juked! (Cost 1): Internet Yatagarasu dance with an unusual movement. When an attack misses an Internet Yatagarasu, it can spend 1 life to move 1 square of its choosing.

    Dive Bomb! (Cost 1): The Internet Yatagarasu suicidally dive bombs its target for 15 damage, but takes half of the damage dealt (round down) as a result.

    Never-ending Annoyance (Passive): Internet Yatagarasu are exhausting to fight. Whenever an attack misses the Internet Yatagarasu, the opponent that used the attack takes an additional point of drain from the attack.


    Level 3:
    Spoiler
    Show

    YA YA YA YA YA YA! (Cost 10): Internet Yatagarasu can belt out a song that has been known to literally make ears bleed. Everyone that can hear the Internet Yatagarasu must make an opposed Will check or take 10 damage that no damage reduction can ignore.

    Side Kick! (Cost 5): Internet Yatagarasu are masters of some mysterious game called football. No one knows how this game is played or where the Internet Yatagarasu picked it up, but it seems to involve the bird launching rocks at its opponents head with its feet. The Yatagarasu gives a powerful kick to a rock on the ground and hits a target within 8 squares for 15 damage.


    Level 4:
    Spoiler
    Show

    SHUT UP! (Passive): The Internet Yatagarasu is infuriating with its never-ending and yammering song. Whenever ANYONE selects an attack and an Internet Yatagarasu is within hearing range, all targets must attack the Internet Yatagarasu if possible. Only targets truly out of range may attack other targets. This includes any targets that may be "on the Internet Yatagarasu's side. Other Internet Yatagarasu are immune to this.

    Rapid Fire Pecking (Cost 8): The Yatagarasu can reel back and lay into its opponent with a deadly barrage of attacks with its beak. When this attack hits, the Yatagarasu does 6 attacks for 5 damage each.

    Richochet Shot! (Cost 12): The Yatagarasu hits a rock off the head of an opponent and uses its excellent ball control to launch the rock immediately at another target. Each target must be with 8 squares of the Internet Yatagarasu but both take 20 damage if hit. The second attack does not go off if the first misses.


    Level 5:
    Spoiler
    Show

    Annoying Little &%*^#*! (Cost 10): The Yatagarasu is capable of attacking people in a way to stun and confuse them. Whenever a Yatagarasu hits with this attack, the Internet Yatagarasu deals 5 damage and the opponent loses their next attack action. If hit by multiple Internet Yatagarasu, the opponent only loses one attack action, these cannot stack.

    Interrupting Crow! (Cost 10): The Yatagarasu can break the concentration of its foes by swooping in and screaming in a target's ears. The Yatagarasu can use this ability once a turn to negate any verbal based attack or actions with its loud shriek. This takes no actions.

    Illusory Flying Masked Raven Tricycle Shot! (Cost 30): The Yatagarasu spends one full turn showing off its amazing ball controlling skills to the opponent by bouncing a rock between its three feet. At the very end of the turn, the Yatagarasu launches the rock into the air and give an acrobatic kick at one target within 12 squares. The rock hits the opponent at a +2 to hit and does 40 damage of any element type.

    Black Swan Song (Variable): The Internet Yatagarasu lets out one large deep bellow before falling unconscious. This attack automatically knocks the Internet Yatagarasu out, but everyone that hears it must make a Body Check of 12 or be deafened for an hour.

    Flight (Cost 3/turn): Internet Yatagarasu are birds and can fly.

  25. - Top - End - #145
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    Default Re: Pirates vs. Ninjas

    What's better than a new monster? A new faction! The Carpentarrs are finally here and ready to make prosthetic limbs cool again. Where else in Pirates vs. Ninjas can you Rocket Punch?

    By the time this is posted, this faction is not likely finished, but I wanted to get a few things written down here. There definitely feels like there could be more abilities here. So, I'll work on those after I get some other things done.

    I'm honestly really curious what people think of this group. Something feels off, but I really like the concept.

    Carpentarrs:
    Summary: Carpentarrs are natural survivors. Poor Pirates that have lost one or more limbs and replaced them with shockingly effective prosthetic limbs with some amazing hidden attacks.

    High Level Carpentarrs can use their limbs themselves as potent weapons, craft usable prosthetic limbs for other allies, do a bit of healing, and unleash a shocking array of attacks.

    History: What do you get when you mix Gunnar Technology and Craftsman quality? You get the first Carpentarr arm that wasn't a basic hook.

    Carpentarrs have historically been Pirates that learned to fight with their natural disadvantages (ie. missing limbs, eyes, and other body parts). Up until the creation of G&W (the Gunnar Guild), Carpentarrs relied on well made hook hands and peg legs. These are great for intimidation and style, but not as good for fighting and basic motor skills. So, the Carpentarrs worked alongside G&W when they were just starting out to make working prosthetic limbs that would combine the Gunnars' metal working skills and their newly found knowledge of steam hydraulics. The effects were shockingly potent. The Carpentarrs then got the help of the Craftsmen to hone their skills.

    Ultimately, G&W got bored and left the production of limbs to the Carpentarrs while they worked on new technologies. Eventually, the Gunnars all but forgot the major secrets of creating Carpentarr limbs. The Carpentarrs, however, needing them to survive, perfected the art even further. The Carpentarr arms and legs are something the Gunnars at G&W wish they could get their hands on. Despite this, the Gunnars and Carpentarrs are still on friendly terms and collborate on a number of invention ideas. The Carpentarrs ultimately bring a refreshing and interesting point of view to the table and a certain blue collar skill that some Gunnars lack.

    Carpentarrs are called such, not because of an excellent ability to build houses (that is still craftsmen territory), but as a pun on their original peg legs and hook hands that were made of wood. Other Carpentarrs even replaced eyes and other body parts with wood.

    The Carpentarr faction is a lot like the Lucky faction in that a lot of people have Carpentarr limbs, but actually identify with a second faction. Carpentarrs can easily be Charrismatic Lords or Drunkarrds (although, Gunnars and Arrcrobats are less common).

    Still, there are organized Carpentarrs. They make most of their money making prosthetic limbs for adventuring Carpentarrs that don't have the time to make their own or new amputees without the know-how and skill. It's far more common than you'd think in a world with live T-rexes. Furthermore, they can fill in emergency rolls as ship medics, mechanics, and strong arms in a pinch.

    A number of Carpentarrs choose to hide their fake limbs so as not to be seen as weak or to surprise their foes with some of their attacks. Because of this, some people could be working with a Carpentarr for years and not realize it.

    Attribute Scores: While the Carpentarr's prostetic limbs do not give a penalty on precision or agility, some of their attacks remove these and give them a penalty for the missing limb. As such, a number of Carpentarrs choose to keep these high to help with the inevitable minuses. However, others choose to accept their weakness and focus on a high body and will instead.

    Abilities:
    Level 1:
    Spoiler
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    Got Your Nose!
    Pirate 1
    Cost: Passive
    Carpentarrs have, through necessity, learned to craft their own prosthetic limbs. They can make a peg leg or hook hand that can negate the penalties of a missing limb (minus small motor skills) in minutes. However, the complex mechanical limbs that the Carpentarrs are known for are much more difficult. Each of these takes a week to make. Carpentarrs without Craftsmen friends would be wise to keep extra arms around as these limbs are not indestructible quality without the Craftsmen ability of the same name used on the materials.

    Steel Heart
    Pirate 1
    Cost: Passive
    Carpentarrs often have portions of their torso covered in a light sheet of metal to help support their limbs. This gives them a slightly tougher body. When calculating Damage Reduction for Carpentarrs with this ability, round up half of body instead of down.

    Hidden Compartment
    Pirate 1
    Cost: Passive
    Carpentarrs can keep small hollowed out spaces in their prosthetic limbs for hiding various items. This compartment is small, but is hard to find without someone knowing it is there. Make a 15 precision check to spot it while checking a person if you don't know they have a prosthetic limb (12 if you know it's prosthetic. 9 if you know there's a compartment). This compartment can hold handheld size items.

    Hand Gun
    Pirate 1
    Cost: 2
    Carpentarrs have developed small short range guns in their prosthetic hands. The Carpentarr can aim this by pointing his finger and clicking his thumb. This attack does 10 damage at a range of 4 and because of the shocking nature of it, the opponent rolls agility at a -2 to dodge. However, this gun only holds one round and requires a full round to reload. Both hands can hold this if they are prosthetic. This attack requires a hand shaped attachment on the arm at the time.

    I Challenge You to A Duel!
    Pirate 1
    Cost: 2
    Carpentarrs often have hard metal hands and can use them to hit their opponents for significant damage. The Carpentarr that uses this ability removes his hand and slaps his opponent hard with this attack. This attack does 10 damage, but hits at a -2 to hit as the opponent often sees it coming.


    Level 2:
    Spoiler
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    Capping Hook
    Pirate 2
    Cost: 2
    The Carpentarr can, once a turn, replace one of his limb attachments. This ability gives the Carpentarr a grappling hook attachment. This attachment can fire off a hook and grab an object up to 10 squares away. The Carpentarr can then immediately pull himself towards the target it grappled onto. This can also be handy for swinging across pits. This attachment cannot grasp weapons or be used for attacks.

    Swift "Hands"
    Pirate 2
    Cost: Passive
    Carpentarrs often have to replace body part attachments while fighting. Switching hands or legs can be time consuming and can normally only be done once a round (before or after the full round of actions). A Carpentarr with this ability has fast hands and may switch out their hand attachments as many times a round as they wish. Leg attachments still can only be switched once a round.

    Piston Strike
    Pirate 2
    Cost: 5
    Carpentarrs can charge their fake limbs. The Carpentarr that uses this attack spends one attack action charging up his attack in one of his limbs. Any turn after that, the Carpentarr can unleash this melee attack. This steam piston powered melee strike does 20 damage.

    Concealed Sword
    Pirate 2
    Cost: 3
    The Carpentarr can, once a turn, replace one of his limb attachments. This attachment conceals a short saber in one of the Carpentarr's limbs. The Carpentarr can jut this sword out of his wrist, hand, foot, or leg at will for a quick attack. This attack does 10 damage, but gives the opponent a -1 to dodge it.


    Level 3:
    Spoiler
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    Steam-powered Mayhem
    Pirate 3
    Cost: Passive
    Carpentarrs' mechanical arms are powered by steam hydraulics and springs. Some Carpentarrs have set their limbs so they can store the power of their melee attacks for later attacks. Whenever a Carpentarr makes a melee attack, they can choose to hold back and do 5 less damage. The Carpentarr can keep storing damage like this. When the Carpentarr chooses, they can choose to unleash the damage they have stored up in any melee attack. This must be declared before to hit is rolled and is wasted if the attack misses. Furthermore, attacks with a base damage less than or equal to 5 cannot be stored, and the damage stored in this ability goes away at the end of the battle.

    Extendo Arms
    Pirate 3
    Cost: 3
    Carpentarrs often attach their hands and feet onto chains in their fake arms that allow them to reach further and then come back. When a Carpentarr makes a melee attack, he or she can use this ability to make the attack at a range. However, the Carpentarr suffers a -1 to hit for every square of reach after the first. The Carpentarrs range is limited to as many squares as it takes to effectively put him or her at +1 to hit.

    Mega Cannon Arm
    Pirate 3
    Cost: 6
    Once a turn, Carpentarrs can replace their limb attachments. This attachment is a miniature cannon that the Carpentarr has learned to load and fire. These cannons are smaller and do less damage and have less range, but can be moved around with the Carpentarr. The Cannon does 20 damage and has a 15 range. However, once fired, this takes a full turn to reload. Carpentarrs cannot use this limb for basic grasping or melee attacks while this attachment is on.

    Makeshift Medic
    Pirate 3
    Cost: 5
    Carpentarrs have learned emergency first aid and how to cauterize wounds. This ability allows the Carpentarr to spend an attack action healing an ally for 15 Life. However, these procedures are fairly temporary and the pain of the procedure will kick in after the fight. Every time this attack was used on an ally during battle, the ally will lose 10 life immediately after the battle. This isn't too bad with some rest, but can cause problems if one battle or situation happens before the party can rest. Furthermore, this may knock a party member out immediately after the battle.

    Spring Legs
    Pirate 3
    Cost: 2/turn
    The Carpentarr can, once a turn, replace one of his limb attachments. This leg attachment allows the Carpentarr to quadruple his vertical jump, but comes at the cost of being unable to stand still while this attachment is active. If the Carpentarr does not move at least 4 squares in a turn, he falls down.

    Everyone Loves Mr. Explodo-Hand!
    Pirate 3
    Cost: 10
    The Carpentarr can, once a turn, replace one of his limb attachments. While usually a hand, this attachment can also be a foot. The Carpentarrs have learned to put an explosive payload in one of their prosthetic hand attachments. When the Carpentarr hits with this melee attack against a target, everything within 5 squares of the of the hit opponent must make an agility check against the Carpentarr's to hit roll. The person that takes the initial hit takes 30 damage while everyone else in the blast takes 20 damage. If the Carpentarr is inside this blast (and he usually will be), he takes 10 damage as recoil from the explosion. Once exploded, that appendage cannot be used for the Explodo-Hand for the remainder of battle.


    Level 4:
    Spoiler
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    Rocket Digit!
    Pirate 4
    Cost: 15
    The Shoninja aren't the only ones with Raging Digits. Carpentarrs with this skill have loaded an explosive load into one or more of their limbs. The Carpentarr can then spend an attack action firing off this limb at blazing speeds. This attack hits a single target up to 10 squares away for 40 damage. However, the Carpentarr takes the penalties listed in the Dr. Inja skill Disabling Nerve Strike for the missing limb until it is reattached. Unlike attachments, this launches the full limb and must be replaced before new attchments can be used on that limb. This takes a full turn to reattach and that limb cannot be used for Rocket Digit again until the payload is reloaded (usually between battles).

    Steam Release
    Pirate 4
    Cost: 15
    The Carpentarr builds up a lot of steam and heat while fighting. This needs to be vented off from time to time. The wise Carpentarr chooses to vent it in his opponents face. When a Carpentarr chooses to unleash this attack in his opponent's face, the Carpentarr does 5 damage for every round he has attacked with a Carpentarr attack or an unarmed attack with that prosthetic limb. Furthermore, this melee attack forces the opponent to make a body check of 15 to avoid the damage instead of an agility check. This damage resets after each battle and use of this ability.

    Not So Hollow Leg
    Pirate 4
    Cost: 12
    The Carpentarr can, once a turn, replace one of his leg attachments. When a Carpentarr is using this attachment, his or her movement speed is halved and they sink when they attempt to swim. However, these leg attachments do a massive 30 damage per kick.

    Burning Hook Shot
    Pirate 4
    Cost: 12
    The Carpentarr can, once a turn, replace one of his limb attachments. When a Carpentar is using this attachment, they have a red hot hook attached to their hand. They can fire this hook in a straight line for up to 8 squares. If this attack hits a target, the target takes 20 damage from the scalding heat of the hook and must make an opposed body check with the Carpentarr or be immediately drawn next to the Carpentarr.

    This is my SHOTGUN!
    Pirate 4
    Cost: 10
    The Carpentarr can, once a turn, replace one of his limb attachments. With this attachment, the Carpentarr grabs an opponents face at a -2 to hit and does 30 damage by discharging a shotgun slug right into it. However, this attachment, like Hand Gun, requires reloading and requires a full round to reload.


    Level 5:
    Spoiler
    Show

    The Last Bomb
    Pirate 5
    Cost: 20
    Despite their best efforts, the Carpentarrs have not been able to replace a lost eye. The best they can manage is a very realistic facsimile. However, some Carpentarrs have taken advantage of this and have used the "extra space" to hide a secret weapon. In the Carpentarr's eye socket lies a small, but powerful concealed bomb that the Carpentarr can light and throw up to 10 squares away. This bomb explodes at a +2 to hit for 40 damage to everyone in a 5 square radius. However, Carpentarrs with this ability are obviously missing an eye and depth perception and therefore have a permenant -1 precision to hit and spot checks. Furthermore, this attack can only be used once a battle unless the Carpentarr is blind and has replaced both eyes with this ability (and do you REALLY want the blind guy sling super powerful explosives?).

    Loaded Assault
    Pirate 5
    Cost: 20
    This is often the last desperation attack of a good Carpentarr. The Carpentarr takes all of their hidden weapons in their fake arms and limbs and fires them all at once. Take any number of Carpentarr attack skills the Carpentarr knows. The Carpentarr can unload everything they have with each of these attacks against a target. This attack does 20 damage at a 10 square range plus 5 damage for each attack he or she chooses to unload (this attack does not count). However, this blows all reserves in these attacks (even the ones that don't need reloading). The Carpentarr will need to spend a move action reloading every attack he or she wishes to use after releasing this attack before it can be used again. Keep in mind, that in cases like Rocket Punch and Cost Me an Arm and A Leg, "unloading the attack" counts as losing the limb or destroying it. So, higher end skills should be added to this attack at the user's precaution. Each individual attack only counts once, but unloads all limbs (so both hand guns count for 5 damage to the attack, but this attack unloads both).

    Bane of Ninjas and Wanderers
    Pirate 5
    Cost: Passive
    Carpentarrs sometimes get their hands on special materials that burn the skins of Wanderers or Ninjas. Pick one faction (either Wanderers or Ninjas). You make one of your prosthetic limbs out of this material. All attacks dealt to that faction with this limb permanently do 5 extra damage to that faction. This ability can be take multiple times to apply to multiple limbs or factions. Typically only unarmed attacks and Carpentarr attacks will apply for this bonus.

    Cost Me an Arm and a Leg
    Pirate 5
    Cost: 20
    Sometimes, a Carpentarr just has to sacrifice it all for the chance to take his opponent down. The Carpentarr pushes one of his fake limbs to their limits and delivers a shattering blow that does 50 damage to his opponent if it hits. However, upon impact, the limb shatters and takes a full day to fix. The attachment that was on when the limb was used is unusable along with its ability until it is fixed.

    Carpentarr, My Love!
    Pirate 5
    Cost: 1 Awesome Point and 15 Life
    The Carpentarrs have a secret invention that even the Gunnars and Craftsmen don't know about; the steel heart. This fiery powerful engine in the Carpentarr's chest keeps him alive. Its power can also be briefly unleashed for great power. This attack does 50 damage to everyone within 6 squares of the Carpentarr. However, once activated, the Carpentarr takes a -1 to all attributes until the end of the scene (including the Life loss that comes with it). Unlike other debuffs, this one can not be cured, purged, or otherwise removed. It is a penalty for ripping open your own life force. Furthermore, further uses give an ADDITIONAL -1 to all attributes each time it is used in battle. If an attribute would hit 0 from this, the user is knocked unconscious after use.

  26. - Top - End - #146
    Titan in the Playground
     
    Lix Lorn's Avatar

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    Default Re: Pirates vs. Ninjas

    That's pretty awesome!

    Typo, I assume:
    Not So Hollow Leg
    Pirate 4
    Cost: 12
    The Carpentarr can, once a turn, replace one of his hand attachments. When a Carpentarr is using this attachment, his or her movement speed is halved and they sink when they attempt to swim. However, these leg attachments do a massive 30 damage per kick.
    Hand or leg?
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  27. - Top - End - #147
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    PirateGuy

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    Default Re: Pirates vs. Ninjas

    This is a huge project and I'm happy to say you have done an awesome job on it. If this ever gets produced I will gladly pay for it.

  28. - Top - End - #148
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    Default Re: Pirates vs. Ninjas

    Quote Originally Posted by Lix Lorn View Post
    That's pretty awesome!

    Typo, I assume:
    Hand or leg?
    Leg in that case. Most them can actually be used on either (although the hand is a better choice most of the time). Some of those abilities need some formatting and spelling changes.

    Quote Originally Posted by Mangles View Post
    This is a huge project and I'm happy to say you have done an awesome job on it. If this ever gets produced I will gladly pay for it.
    Thanks. Glad you like it.

  29. - Top - End - #149
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    Default Re: Pirates vs. Ninjas

    I just asked cause it said leg once and hand the other time, despite having leg in the title.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  30. - Top - End - #150
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    Default Re: Pirates vs. Ninjas

    Quote Originally Posted by Lix Lorn View Post
    I just asked cause it said leg once and hand the other time, despite having leg in the title.
    Oh. I know. That was a typo. Fixed it. Didn't mean to insinuate you were wrong.

    Thanks for the catch again.

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