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Old 11-04-2009, 07:07 PM   Top  -  End  -  #1
Dairun Cates
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Default Pirates vs. Ninjas

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).

I decided on the topic before I even signed up for the class though. Pirates vs. Ninjas. There was a brief attempt to make something of it on the homebrew boards a while back, but nothing came of it. I decided well before this class that I was going to actually do the project that time forgot.

Why? Because quite frankly there aren't enough humorous systems out there, and my inner Risus GM demands the clichéness.

Besides, who hasn't wanted to be a swashbuckling rogue or a stealthy assassin at some point. Pirates and Ninjas are so heavily ingrained in the pop culture psyche that they've managed to evolve well past their original concept. This game is about those extremes taken to their most ridiculous level in a world that takes it entirely serious.

This has been in the "conceptual/note-taking stage" for a while, but I thought it was finally time to write some things down, and get some input. I've already gotten various opinions here and there, but I always thought a lot of the people on the homebrew boards around here had some really insightful opinions.

Content coming in the next few hours as I type it.

Enjoy!

UPDATES:
November 5, 2009- Added Evadinja abilities and information. Also, added a potential new faction to the Ninjas.

November 6, 2009- Slight change to "Fakinja" name. Finished Arrcrobat Faction. Changed Body's Natural Damage Reduction to Half Body Score. Added skill check rules. Fixed a typo in character creation. You start with 16 attribute points. Uploaded the Craftsmen faction.

November 7, 2009- Added 4 new factions to the list (1 ninja/pirate, 2 wanderer). Summaries pending. Fixed a few typos. Some of the general Pirate, Ninja, Wanderer skills may need rebalancing compared to the flavorful faction abilities. Next factions will be a Ninja one, followed by a Pirate one, followed by a Wanderer one. I will continue this process throughout the project.

November 9th, 2009-Added a new Level 1 Evadinja ability. Changed name of Incoming Medical Ninja faction to "Dr. Inja". Finished up Hitinja for now. Abilities will need balancing and they will need more level 1 techniques.

November 25th, 2009- Finally got around to writing down the Charrismatic Lords. Not entirely satisfied with them (Although, they do have the most expensive ability in the game). Adjusted costs on a few abilities for other things. Will probably be replacing Five-Fold Crippling Palm Strike soon as it should belong under Dr. Inja. Changed Mad Scientists to Alchemists at suggestion of teacher to fit theme more. Added a section for clarifying the rules on buffs and debuffs stacking. Removed United We Are Awesome! from Charrismatic Lords when I realized it's more of a "Luckies" ability. Clarified some stuff in the skills section. Added the Luckies faction.

December 2nd, 2009- HUGE UPDATE today. Added a first pass of six new factions (two of each side). The Rokinja, Shoninja, Charreographers, Gunnars, Wandering Minstrels, and Alchemists. Also added a section on Items with some basic item abilities. Monster section added. How to make them and 6 monsters themselves (Zombie, Fire Imp, Bear, Lightning Oni, T-rex, The Kraken). A rather big balancing and tweaking wave is coming up to adjust a few moves (specifically life cost which is coming out a bit high for most characters). Attributes changed to 10 exp per level (had that one for a while, but forgot to post the fix).

December 5th, 2009- Balancing changes, changed abilities cost for learning. Added sample characters. Added a point about ties in the dice section.

December 7th, 2009- Added new sample character, Clockwork Brew (an alchemist). Probably will add some new abilities to the existing factions later today. New skills for Shoninja, Rokinja, and Gunnars.

December 8th, 2009- Change to awesome points roll bonus. Added 3 new Charreographer abilities. 2 more coming later.

December 10th, 2009- Finished up the new abilities for all the factions. Will probably need a little more rebalancing. However, some of them are really fun. Dr. Inja are next and likely to be followed by Drunkarrds and Drunken Masters (We needed more Body based factions anyway). Charrismatic Lord gained some new abilities that are pretty powerful and fun. One gives the Charrismatic Lord a lot more solo power as well. Removed Five-Fold Crippling Palm from generic Ninja skills (It's a Dr. Inja skill now) and added a new one that actually gives the Ninjas a reason to sneak. Added a section on natural healing rate to clarify how Life regain works. Finished up Dr. Inja. Minstrels now have a theme song ability. Changed a slight thing in combat. Attacks are written before reaction rolls.

December 11th, 2009- Finished up Drunkards. Yeah, they can't hit very well, and they can't dodge very well, and they're very susceptible to will checks, but you really shouldn't screw with anyone that can throw a house at you and get over 25 damage reduction without going out of their own factions abilities.

December 19th, 2009- Drunken Masters Added. A LOT of small adjustments made to abilities over the weekend.

January 12th, 2010- HUGE moves and rules adjustment coming. Rule of 10 slightly changed/made clearer. Attacks do 1 damage minimum now. Ebb and Flow (Evadinja 5) now has no limit to the number of times it can be used a turn. Stamp on the Ground (Arrcrobat 2) negates dodge bonuses when it hits now. One with the materials (Craftsmen 3) is declared after it hits and Made for Me (Craftsmen 5) only adds a +2 to damage or damage reduction to all attacks with the item. Small adjustments to hitinja life costs. Huge buff to Ellipsis Swing (it auto counts for the requirement to crit for awesome points). Not to be trifled with (Charrismatic Lord 4) now doesn't count as damage reduction and reduces will based attacks' damage. Chance for a Big Reversal (Lucky 4) can be used 1 turn later now and Turn of Luck (Lucky 5) now cost a mere 1 awesome point, but now specifically only last until the end of the Lucky's next attack action. Minor changes to Shoninja life cost. Slight life change and rewording on Rokinja skills. A severe reduction in the cost of some Gunnar skills. Minor tweaks to Charreographer costs. Slight change to That's the Stuff (Alchemist 1). Life tweaks to a few Minstrel skills and removed awesome point cost from Nightengale Requiem and boosted the auto-damage to 1/5th the sacrificed Life. Thunder Oni lost precision and some Life (had WAY too much for an encounter tier monster) and 3 DR. Identify the Faults (Dr. Inja 1) now takes 1 turn. Slight verification on Unlocking Potential (Dr. Inja 2). Stumbling Punch (Drunkarrd 2) taken down to a +1 to hit. The True Mead (Drunkarrd 4) no longer gives bonus Life. Drunken Satori (Drunken Master 4) doesn't give extra Life either. *Hic* to the Future (Drunken Master 5) works with Read the Foe now and can be used to avoid reaction interruption. Raw damage of guns changed to half of precision. Agile Rejuvenation (Evadinja 2) buffed to 2 life per dodge. Severe changes to the cost on a few level 5 skills. Added Big Zombie Monster.

February 14th- Added ability to use Cannons to Gunnars (including firing their own allies out of cannons). Craftsmen (true to their name) can now craft items and a couple of other new abilities.

February 17th- The Evadinja got a HUGE buff in their ability to do damage.

February 28th- Arrcrobats, Luckies, and Hitinja got a few new useful abilities.

May 3rd- Been doing minor tweaks over the last couple of months. Added a new gambler and added a huge mass of new content today.

May 4th- Added some new NPCs. Adjusted projectile shots down to precision or will range (the distance was actually longer than most non level 5 ranged attacks on average).

May 5th- New Charrreographer skill. Pose and Explode. 2 new Drunkarrds skills. Quite the Kick! and Molasses Strawman. Changed up Looking for Me, slightly.

May 7th- Was hoping to finish up Carpentarrs for final presentation for today, but had a stomach ache. Did get Feykinja done, though.

May 18th- Added Internet Yatagarasu and Joke monster tier.

May 19th- Carpentarrs finally up. Time to work on fixing up Wandering Minstrels and a couple of other factions.

July 6th- Why Am I still updating this part? I should either remove the older entries or just stop entirely. Wandering Minstrels and Rokinja got a bunch of new abilities.

September 15th- Lot of stuff has happened. New abilities, 2 new factions. Lots of fun stuff. Check it out.

Last edited by Dairun Cates : 09-15-2010 at 12:11 PM.
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Old 11-04-2009, 07:08 PM   Top  -  End  -  #2
Dairun Cates
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Default Re: Pirates vs. Ninjas

Legal Information:By making use of this Work (tentatively titled but not limited to protection under the name "Pirates v. Ninjas), You agree to use the Work only in a non-commercial capacity and to attribute ownership to the author of the work according to the terms and conditions of the Creative Commons Deed as listed here

WE GOT A WEBSITE!

Table of Contents:

I. World Backstory

II. Setting
-Ninja Factions
-Ninja Culture
-Pirate Culture
-Pirate Factions
-Wanderer Culture
-Wanderer Factions
-The Three Legendary Heroes:

The Great Ninja Hero, Ellipsis:
The Dreaded Pirate, Two-Eyed Pete:
The Eternal Wanderer, The Raven:

III. The System
-Attributes
-The Dice
-Awesome Points
-The Rule of 10
-The Kurosawa Corollary
-Death
-Abilities
-Combat
-Skill Checks
-Creation and Advancing the Character
-On Buffs and Debuffs
-Non-Factioned Abilities:

Ninja Abilities
Pirate Abilities
Wanderer Abilities

IV. Ninja Factions:
-Evadinja
-Hitinja
-Shoninja
-Rokinja
-Dr. Inja
-Feykinja
-Equinja

V. Pirate Factions:
-Arrcrobats
-Charrismatic Lords
-Gunnars
-Charreographers
-Drunkarrds
-Carpentarrs
-Burglars

VI. Wanderer Factions:
-Craftsmen
-Luckies
-Alchemists
-Wandering Minstrels
-Drunken Masters
-Gamblers
-Weapon Masters

VII. Items

VIII. Monsters

Mooks:
-Zombies
-Fire Imp
-Pirate Zombies

Encounters:
-Bear
-Thunder Oni
-Big Zombie
-Giant Tiger Shrimp
-Giant Pistol Shrimp
-Velociraptor
-THE Bear
-Mermaids/Men
-Fire Oni
-Tengu


Bosses:
-T-Rex
-The Kraken
-Ninjasaurus-Rex
-Pyranisaurus-Rex
-Monstrous Whale
-Siren
-Great Tengu
-Yatagarasu

Joke:
-Internet Yatagarasu

IX. Example Characters
-Deadly Death
-Captain Killshot
-Black Cat
-Clockwork Brew
-Raquel Roll of the Infinite Musical Mastery
-"Beef Cake" Jacobs
-Featherfoot Peterson
-Fiery Vengeance
-Calming Tides
-Rock Solid
-Hitinja Students
-Mockingbird Blues
-Dancing Gemini
-Drunken Disciples
-Chemical Burn
-"Strong Arm" Johansen
-Captain Haddock
-Scott Pilgrim

X. Flaws
Flaws

XII. Misc:
-Gambling for the Bored and Adventurous

Last edited by Dairun Cates : 12-25-2010 at 03:12 AM.
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Old 11-04-2009, 07:09 PM   Top  -  End  -  #3
Dairun Cates
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Default Re: Pirates vs. Ninjas

World Backstory:
Every universe has that one rule.

That's not to say that there's more than one rule (It's almost certainly guaranteed), but every universe that ever has and ever will exist has one rule that defines it and defines how it runs.

For some universes, that rule is that good and evil are in constant opposition. Other universes could care less about moral philosophy and are merely based around the unbiased eye of science. Universes based around imagination. Universe based around rigid numbers and logic. Universes based on multiple religious beliefs. There's even Universes that base themselves around the rule that men in purple pointy hats and pajamas wielding a stick are the most powerful form of evolution. Undoubtedly, these universes would make little to no sense to each other if they ever met. But every universe takes its one rule seriously.

For one universe, that even the Gods dare not speak of, that rule is simply as follows: "Pirates and Ninjas were born to fight".

No one knows exactly what it is that draws Ninjas and Pirates to fight each other, but they have fought harshly since the dawn of time. Some believe that it's because of cultural difference in opinions. While Ninjas are cold, logical, and live by codes, Pirates live a life of wild abandon, freedom, and impulsiveness. Others believe that it's because the first two beings to exist in the universe were the first pirate and ninja and one merely told an insult so harsh that it led to an eternal blood feud.

Historically, the world was a blood bath. The two sides fought eternally, taking no prisoners. No one was safe from the violent and ferocious wave of war.

Eventually, people grew tired of the constant fighting and began forsaking the way of the pirate and the ninja. These people, believing in a middle path or no path at all, called themselves the Wanderers. By growing large enough, the Pirates and Ninjas were forced to form peace treaties and cease fires or threaten being overwhelmed by the Wanderers.

And so, civil society knew a shaky peace for over 1,000 years. However, all peaces are temporary and this was no exception.

Just 30 years ago, an Artifact was discovered. An artifact that was believed to be a piece of the Gods themselves. This artifact was simply known as "The Takara". The Ninjas believed that touching the Takara would lead to ultimate enlightenment. The Pirates believed that touching the Takara would lead to one hell of a buzz. Fighting was inevitable.

A great Wanderer, known only as the Raven, came up with a quick solution. A fighting tournament would be held to determine which side was more worthy of the Takara.

The tournament went on for days.

In the end, only a pirate named Two-eyed Pete, and a ninja named Ellipsis remained. These were two people of such immeasurable power that all modern Pirate and Ninja techniques descend from their fighting styles.

Their fight was supposed to be the determining factor on which side would control the Takara, but something unusual happened. Neither opponent showed up for the fight.

A quick search of the premises revealed that the Takara was nowhere to be found. Neither was Two-Eyed Pete, Ellipsis, or the Raven. The Pirates blamed Ellipsis. The Ninjas blamed Two-Eyed Pete. The Wanderers blamed the failure on The Raven.

The full-scale war between the Pirates and the Ninjas resumed. Nations were torn apart and people were forced to ally with one side or the other.

Ever since then, neither of the three has been seen, except for some obscure rumors. Various theories on what happened have been presented, but none of these have stopped the fighting. Did one of the three members steal the Takara? Did a different party take the Takara and cause the disappearance of 3 powerful warriors? Were The Raven, Ellipsis, and Two-Eyed Pete all working together?

Who knows?

WHO CARES!?

While some individuals still seek out the Takara and the Legendary Three Warriors, a good number of people have decided to use the situation to their advantage. With a world in chaos, the opportunity for adventure and profit is great. For a young adventurer, there are monsters to fight, treasure to find, fame to gain, and ultimate power to be found.

This is the world of Pirates vs. Ninjas.

Last edited by Dairun Cates : 06-14-2010 at 04:11 PM.
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Old 11-04-2009, 07:10 PM   Top  -  End  -  #4
Dairun Cates
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Default Re: Pirates vs. Ninjas

Setting:

Pirates, Ninjas, And Wanderers:
Spoiler


Ninja Culture:
Spoiler


Ninja Factions:
Spoiler


Pirate Culture:
Spoiler


Pirate Factions:
Spoiler


Wanderer Culture:
Spoiler


Wanderer Factions:
Spoiler


The Three Legendary Heroes:
The Raven, Ellipsis, and Two-Eyed Pete are legends and should be treated as such. It's unlikely any of your players will ever meet these VERY formidable foes. Still, players and GMs being like they are, the temptation will be there. If the temptation proves too great, the following should be used as a baseline for their stats.

-Body, Will, Precision, and Agility are all at an 11 (yes, they go to 11 even though the stats are capped at 10).

-Since they founded all modern styles, they will inevitably know every technique in their group except custom techniques for the players

This is just a baseline though, and does not represent their full power. Each of the these people is powerful enough to turn a war on their own. A group of rookie adventurers should be little challenge for them, and the only way they should be seeing a victory against them is if one of them is going easy on the party.

Ye have been warned.

The Great Ninja Hero, Ellipsis:
Spoiler


The Dreaded Pirate, Two-Eyed Pete:
Spoiler


The Eternal Wanderer, The Raven:
Spoiler

Last edited by Dairun Cates : 12-06-2009 at 03:08 PM.
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Old 11-04-2009, 07:12 PM   Top  -  End  -  #5
Dairun Cates
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Default Re: Pirates vs. Ninjas

System Information:

Attributes:
Spoiler


The Dice:
Spoiler


Awesome Points:
Spoiler


The Rule of 10:
Spoiler


The Kurosawa Corollary:
Spoiler


Death:
Spoiler


Abilities:
Spoiler


Combat:
Spoiler


Skill Checks:
Spoiler



Creation and Advancing the Character:
Spoiler


On Buffs and Debuffs:
Spoiler


Natural Healing:
Spoiler


Movement:
Spoiler



Do I Need a Weapon?:
Spoiler


Non-Factioned Abilities:
The following are some of the basic Ninja, Pirate, and Wanderer abilities that belong to no style. They are merely here to illustrate generally how abilities work until I start fleshing out the factions.

Ninja Abilities:
Spoiler


Pirate Abilities:
Spoiler


Wanderer Abilities:
Spoiler

Last edited by Dairun Cates : 12-25-2010 at 02:22 AM.
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Old 11-04-2009, 07:13 PM   Top  -  End  -  #6
Dairun Cates
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That should be the space I need for now. I'm done reserving messages. Feel free to reply after this.
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Old 11-04-2009, 07:25 PM   Top  -  End  -  #7
tribble
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Quote:
Originally Posted by Dairun Cates View Post
That should be the space I need for now. I'm done reserving messages. Feel free to reply after this.
ah, I wondered what was with those empty posts.
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Old 11-04-2009, 08:20 PM   Top  -  End  -  #8
Godskook
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Default Re: Pirates vs. Ninjas

This, this is awesome.
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Old 11-04-2009, 08:23 PM   Top  -  End  -  #9
Dairun Cates
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Quote:
Originally Posted by Godskook View Post
This, this is awesome.
Wait till I get to the factions of Ninjas and Pirates.
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Old 11-04-2009, 08:33 PM   Top  -  End  -  #10
Temotei
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Default Re: Pirates vs. Ninjas

Huzzah! Go pirates!
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Old 11-05-2009, 12:01 AM   Top  -  End  -  #11
Dairun Cates
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Basic Information uploaded on Ninja, Pirate, and Wanderer culture. Now to move onto the 3 Legendary Warriors.

Edit: Legendary Warriors finished. Now onto System mechanics and factions.

Last edited by Dairun Cates : 11-05-2009 at 12:58 AM.
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Old 11-05-2009, 04:41 PM   Top  -  End  -  #12
Dairun Cates
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A good portion of the combat has been updated. Should be enough to start commenting on and getting an idea of how the system works.

Edit: Finished up the first few factions and some of the universal Pirate/Ninja/Wanderer Abilities. They will need some severe balancing, but they're out there for now. And yes, I know that Pirate-Ninja Form is a stupidly powerful and inefficient nuke attack compared to the other Level 5's. I just needed to show off an attack that uses Awesome points, and this one will seem a little less awesome when you see some of the defensive abilities, and then awesome again when you see some of the supplemental ones.

Last edited by Dairun Cates : 11-05-2009 at 08:10 PM.
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Old 11-06-2009, 04:09 AM   Top  -  End  -  #13
Dairun Cates
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I bring you the first Full faction and it's abilities. Note: These will need some balancing in the long run, but I wanted to get them down. Any comments on general usage are appreciated.

Note to self: These trees probably need a couple more fun "flavor abilities" like Arrcrobats and Craftsmen.

The Evadinja:
Summary: The Evadinja Style is one of the earliest schools founded by Ellipsis. Students of this discipline focus on their agility and dodge their foes with lightning reflexes.While not as aggressive as other Ninja schools, the Evadinja still hold their share of offensive arts and focus on the counterattack techniques for hurting their foes.

High level Evadinja are known for their ability to dodge anything, move on anything, and even, in some cases, teleport.

History: Ellipsis founded the Evadinja 50 years ago in order to answer the age old question: "Can a ninja evade his own shadow?" While few people know if Ellipsis ever found his answer, the school was quite successful and continues to be prosper to the this day as one of the most influential schools of Ninja.

The current Grand Master of the Evadinja is Ebbin Flow. Like most Grand Masters, his name is a symbol of his fighting power. In combat, Ebbin is known primarily for his ability to avoid even the most impossible to dodge hits. His signature move takes attacks thrown at him and turns them into deadly weapons against his foes. Not one to land the first punch, Ebbin is a very calm and patient master and will smile to anyone he meets.

Unless that person is a Pirate.

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 Evadinja's most famous move, the Water Walk.

Attribute Scores: Dedicated Evadinja focus their attributes into Agility. The vast majority of their skills rely on it.

Abilities:
Level 1:
Spoiler


Level 2:
Spoiler


Level 3:
Spoiler


Level 4:
Spoiler


Level 5:
Spoiler

Last edited by Dairun Cates : 08-28-2010 at 01:12 PM.
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Old 11-06-2009, 11:05 AM   Top  -  End  -  #14
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This would be great to do with my friends. I think it's awesome and you should get a grade of >9000

Two of my friends would be perfect drunkards and getting pissed at me "wasting the booze" to use as efficient fuel source for my tanks and robotic gatling guns. (Cause I love the engineer of TF2, and that's so the gunnar pirate..)

And some of our friends don't like eachother, cause my girlfriend's a ninja girl. (Albeit a Hitinja, or "Narutard" I was going to call it..)

But then the gunnar would make an excellent addition to any ninja group as he comes up with new and exciting biological terrorism. What better way to leave your rival ninja clan shamed then to slip a whole lot of "Corporate M's special OJ" into their normal juice? A grand mixture of large amounts of citric acid mixed with pottasium benzoate, pre-heated at 300 degrees, and the net result is so much Carcinogen (a product found in GAMMA RADIATION!) that they end up glowing like light brights and can never be stealthy again!!

http://www.youtube.com/watch?v=UsKQj7iz5rA

I act alot like this engineer actually in rpgs or on TF2.. lawlz.
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Old 11-06-2009, 12:26 PM   Top  -  End  -  #15
Dairun Cates
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The Arrcrobats:
Summary: The Arrcrobats are a very agile group of pirates that use their surroundings to their complete advantage. They believe in a very improvisational style of fighting that allows them to catch their opponents off-guard.

High Level Arrcrobats can use their wacky antics to inflict extra damage, tumble through the air, and catch their opponents off-guard.

History: The Arrcrobats actually come from an argument about Two-Eyed Pete. When people tried to discover the secret of his unbeatable fighting style, two popular theories arose. One side believed that it came from Two-Eyed Pete's love for acrobatic feats. The other believed it came from his Rapier shart wit. The first group became the Arrcrobats, the later group became the Charrismatic Lords.

The current leader, and founder of the Arrcrobat style is Rollin' Flynn, known for his quick tumbles and mid-air antics. Flynn is a bit of a show-off and never passes up a chance to show his stuff (especially in front of ladies he finds particularly attractive). He's also best friends with the founder of the Charrismatic Lords, One-Word Jack. Despite being prone to random bouts of arguments that have led to many towns crumbling to the ground, there's no doubt in the minds of any Arrcrobat or Charrismatic Lord that the two would come to each other's aid if there were ever a dire need.

...And no, it has not occurred to any of the Great Pirate Lords that the Arrcrobats are incredibly similar to ninjas in some very obvious aspects.

Attribute Scores: Arrcrobats are agile by nature and will logically want Agility to be a high score. Arrcrobats also use Precision primarily for their crazy attacks.

Level 1:
Spoiler


Level 2:
Spoiler


Level 3:
Spoiler


Level 4:
Spoiler


Level 5:
Spoiler

Last edited by Dairun Cates : 03-12-2011 at 05:45 PM.
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Old 11-06-2009, 04:10 PM   Top  -  End  -  #16
CarpeGuitarrem
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Default Re: Pirates vs. Ninjas

This is awesome. Filled with awesome. You rock. The system is very nice, and the setting is fluffalicious/flufftastic/fluffsome.
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Every time I see a homebrew D&D 3.5 setting, part of me invents an "Expectation...reality" meme to go with it...
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Old 11-06-2009, 04:37 PM   Top  -  End  -  #17
Dairun Cates
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Default Re: Pirates vs. Ninjas

Glad you and Corporate M like it.

I forgot to put this above, but part of my research for this system is to ask people what they'd like to be able to do as a Ninja, Pirate, or Wanderer. There's
a lot of wonderful little jokes and references I can make with these, and the more abilities I add in, the better. But I'm only human. People often have ideas that I don't think of or forgot.

The Secret of the Eye Patch Ability is actually a recommendation of one of my professors, and he also contributed the inspiration from one of the more interesting Gunnar skills (Let's you go always go first on the first turn of combat).

So, any fighting styles, abilities, monsters, techniques, etc you'd like to be able to do if you ever played this game?
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Old 11-06-2009, 07:45 PM   Top  -  End  -  #18
Dairun Cates
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Default Re: Pirates vs. Ninjas

This one might need some more fleshing out later, but they have some hilariously powerful passive and active abilities... If you can get one to teach you. Bet you'll never mess with NPCs again.

The Craftsmen:
Summary: Craftsmen are the shopkeeps and artisans of Ninjas vs. Pirates. While their ability trees are not forbidden from being taken by PCs, they are primarily designed to be an NPC class. Still, as has already been mentioned, everyone is amazing at something in Pirates vs. Ninjas, and the beloved artisans are no exceptions.

High Level Artisans can craft goods of mythical calibur. Even the most mundane items can become indestructible in the hands of a Craftsman. Craftsmen also hold the near supernatural ability to become combat monstrosities in their own store/forge/workshop.

History: An ancient order of artisans that have been around since the beginning of the Wanderers and some say even longer. The Craftsmen hold a considerable amount of clout and respect with Pirates, Ninjas, and Wanderers alike. This might have something to do with the fact that 90% of the world's manufactured goods are made by the Craftsmen. Without them, the economy (and the world, by extension) would just crash.

So, there's an obvious ceasefire on Craftsmen. Not that there needed to be one. Annoying one Craftsmen annoys them all. They are a tight knit group and don't take attacks on their ilk lightly. Anyone who steals from a Craftsmen shopkeep will very likely find themselves without any way of purchasing goods for the next 100 years.

There is no current leader of the Craftsmen. Their structure is much more similar to some secret societies that try to control the world, and some even believe that that's what they are. Regardless, every Craftsman and woman is a welcome member to a benevolent brotherhood.

Craftsmen do keep apprentices to teach their craft to. Whatever secrets the Craftsmen know about the world, they don't teach to their apprentices until they become full-blown masters though. So, no use bribing them for market secrets.

All Craftsmen, apprentices and masters, keep the Craftsmen emblem embossed on some article of clothing or item that identifies them. This isn't so much for bragging as a warning to anyone that wishes to trifle with the Craftsmen.

Attribute Scores: Precision is an absolute must for a Craftsmen. The process of crafting is a very delicate endeavor, and a slight mistake can destroy a project that has taken weeks to craft. Craftsmen also enjoy a fair share on the Body stat. Being able to lift and move workshop items is handy. Although, there are always assistants for that. Will is also common for the ability to barter for a fair price.

Level 1:
Spoiler


Level 2:
Spoiler


Level 3:
Spoiler


Level 4:
Spoiler


Level 5:
Spoiler

Last edited by Dairun Cates : 06-16-2010 at 12:37 AM.
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Old 11-06-2009, 08:50 PM   Top  -  End  -  #19
Forevernade
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Default Re: Pirates vs. Ninjas

Very cool and well thought out!
I will probably play a variant of this later - keep up the good work!
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Old 11-06-2009, 10:50 PM   Top  -  End  -  #20
Jolly Steve
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Default Re: Pirates vs. Ninjas

It's difficult to give feedback without having the question and the marking criteria.

(if you have posted them then ).
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Old 11-07-2009, 01:27 AM   Top  -  End  -  #21
Isak
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Default Re: Pirates vs. Ninjas

I LOVE this.

I might have to talk my group into trying it someday! Can't wait to see more of the factions put up!
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Old 11-07-2009, 01:52 AM   Top  -  End  -  #22
chiasaur11
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Default Re: Pirates vs. Ninjas

Looks good, but I have to ask:

How would you stat out Dr. McNinja in this system?
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Old 11-07-2009, 03:51 AM   Top  -  End  -  #23
Dairun Cates
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Default Re: Pirates vs. Ninjas

Quote:
Originally Posted by Jolly Steve View Post
It's difficult to give feedback without having the question and the marking criteria.

(if you have posted them then ).
I kinda have. I more want general feedback on the system in general. While I haven't gotten everything up yet, there should be a general idea of how the system runs. Also, I love ideas for new abilities. So, to reiterate it in the form of two sets of questions:

1. How do you like the system? Is it easy to understand? Are there enough options, too many, too little? Do the abilities feel mostly balanced (some will look better when I introduce other ones like the Craftmen's ability to break Damage Reduction, but whether they look balanced is still insightful)? Are the abilities interesting? Is there enough role-playing fluff to the setting to get you interested and excited about it?

2. What would you want to be able to do as a Ninja, Pirate, or Wanderer? What would you want to fight? What kind of themes would you like to see (cliches of the respective genres)?

I want to make this pretty expansive, and I haven't written out the entire world and it's factions yet. So now's a good way to get ideas in.

Quote:
Originally Posted by chiasaur11 View Post
Looks good, but I have to ask:

How would you stat out Dr. McNinja in this system?
Well, he's hardly an amateur. So, you wouldn't be getting a full McNinja at the beginning. You'd want to focus in Precision and Will since his strong suits seem to be mental over physical. Although, all of his attribute are far from bad. So, he'd probably come out EVENTUALLY (ie. By the end of a long campaign) at something like a:

Body: 5
Agility: 5

Precision: 7
Will: 6

As for abilities. He'd probably split between the Hitinja abilities and the abilities for Medical ninja (which I haven't thought of a name or a faction summary for, but they're the next in planning and have some cool abilities I've planned that are right up the Doc's alley). The rest is role-playing, getting a Wanderer Cowboy sidekick, taming a Gorilla as a secretary, hiring a colorist, and riding the first dinosaur you see.

Although, thanks for indirectly reminding me to include Cowboys.

Oh, and Shamrock Shurikens would have to be a custom technique invented by the player.

Edit: This does also show me that I might need to lower the cost on raising attributes a bit. While the lower end scores aren't too bad, the higher end ones takes too long. Assuming you started with the 6 and 7 from your starting points, it would take 76 experience points to raise the stats to what they're required. With those kinds of points, you could buy all the techniques of most factions. So, I either need to lower costs a bit or rethink how many points you should get a session.

Last edited by Dairun Cates : 11-07-2009 at 04:42 AM.
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Old 11-07-2009, 06:03 AM   Top  -  End  -  #24
Jolly Steve
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Default Re: Pirates vs. Ninjas

Quote:
Originally Posted by Dairun Cates View Post
I kinda have.
I had another look and I still couldn't find it

Quote:
Originally Posted by Dairun Cates View Post
I more want general feedback on the system in general.
It'd be close to impossible to give useful feedback without knowing anything about the course. Is it game design? Creative writing? Something else? Do you have to write a pen-and-paper RPG? Any game? Any non-computer game? Are the people who mark it going to be familiar with RPGs and the 'pirates vs ninjas' meme?

Last edited by Jolly Steve : 11-07-2009 at 06:09 AM.
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Old 11-07-2009, 07:18 AM   Top  -  End  -  #25
Mangles
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Default Re: Pirates vs. Ninjas

Just suggesting an ability here for your drunkard. Since he would have a lot of rum on him (probably anyway) some sort of area affect fire damage as he pours the rum on himself and lights himself up and punches ninjas. Everyone knows ninjas can't get you if your on fire!
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Old 11-07-2009, 02:12 PM   Top  -  End  -  #26
Dairun Cates
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Default Re: Pirates vs. Ninjas

Quote:
Originally Posted by Jolly Steve View Post
It'd be close to impossible to give useful feedback without knowing anything about the course. Is it game design? Creative writing? Something else? Do you have to write a pen-and-paper RPG? Any game? Any non-computer game? Are the people who mark it going to be familiar with RPGs and the 'pirates vs ninjas' meme?
I was actually more going with the fact that you should forget that I'm doing this for a grade. My studies are actually in interactive design and game theory. The class is on the history of role-playing games and their evolution. So, yes. This is exactly the assignment. Make a fully functional tabletop RPG that's at least 20 pages long (but I'm a grad student. So, the expectation are a bit longer for me), and this thing's probably going to be WAY longer when its finished.

Even if it weren't, I'd still be doing this though. I've been planning it for a while. This way, I just have a bit of a deadline to get some of it done. This might even be something I release to the public someday, or use as the basis for something I will release to the public. I've got a friend in intellectual property law, and I know generally what I need to do for that kind of release. I've even already got minor expansions in mind for the system.

So, the questions I'm asking literally are the merits of the system itself. The questions I listed are what I'd generally like to be answered. I want to know what you thing of the system as an RPG on the whole and what kind of abilities you'd like to have or places you'd like to go in a world like this one.

I'm just asking for some minor ideas really. I've started working on entire factions because of 1 sentence someone told me before. So, I really do get a lot of input out of even minor statements like "I want a peg leg" or "I want to kill a giant crab with a musical number".

Short version: Ignore the fact that this is technically a school assignment. He expects me to do a little beta-testing. Let me worry about things on the school end. I already have enough written down to ace this assignment.

Quote:
Originally Posted by Mangles View Post
Just suggesting an ability here for your drunkard. Since he would have a lot of rum on him (probably anyway) some sort of area affect fire damage as he pours the rum on himself and lights himself up and punches ninjas. Everyone knows ninjas can't get you if your on fire!
Would you believe I already had this planned?

Last edited by Dairun Cates : 11-07-2009 at 02:13 PM.
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Old 11-07-2009, 04:11 PM   Top  -  End  -  #27
Krazddndfreek
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Default Re: Pirates vs. Ninjas

Just wondering, its supposed to be nigh impossible to have a 10 in an ability. Or at least in RP terms, right? But you have 16 points to distribute amongst your ability scores in the beginning allowing for people to have an array that looks like this:

Body: 1
Agility: 10
Precision: 4
Will: 1

So you could start out with 10 in one and have either average in all your other stats or above average in one. Seems a little bit wrong there. Maybe you could make higher ability score buys more expensive? Or even make a starting cap as well (6 seems like a good number). Or you could just lower the amount of starting points, 12 could be good in this respect, because as long as you have to have at least one, the highest you could get in any score is nine. Although, in RP terms, this is kind of awkward and you could end up with all of your players doing that.
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Old 11-07-2009, 05:53 PM   Top  -  End  -  #28
Dairun Cates
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Default Re: Pirates vs. Ninjas

Quote:
Originally Posted by Krazddndfreek View Post
Just wondering, its supposed to be nigh impossible to have a 10 in an ability. Or at least in RP terms, right? But you have 16 points to distribute amongst your ability scores in the beginning allowing for people to have an array that looks like this:

Body: 1
Agility: 10
Precision: 4
Will: 1

So you could start out with 10 in one and have either average in all your other stats or above average in one. Seems a little bit wrong there. Maybe you could make higher ability score buys more expensive? Or even make a starting cap as well (6 seems like a good number). Or you could just lower the amount of starting points, 12 could be good in this respect, because as long as you have to have at least one, the highest you could get in any score is nine. Although, in RP terms, this is kind of awkward and you could end up with all of your players doing that.
That build would also have 20 Life points and a mere average +4 to hit. Furthermore, using most attacks for a few turns would literally knock you unconscious. Switch the 4 over to a body score, and you'd have 50 hp, but you'd almost never hit anything. Yes, it's entirely intentional that you can start with a 10 in a stat. It's generally a really bad idea. Sure, you can spend your first oh... 24 experience points to raise your other scores to average, but that's 24 also leaves you with a nice 6 points left over to actually buy abilities. So... Enjoy your 1 level 3 ability.

Anyone with any mildly accurate ability to is going to hit you after a few tries and knock you out in one blow.

Compare to someone who chose to take a mere 8 in their favorite ability. With an 8, 4, 2, 2.

That character has double the Life points of the previous one and double the staying power. The statistics for them to dodge also go down, but not by 50%.

Also, as mentioned, a 2 is below average. It's not average. So, the character you proposed blacks out from drinking apple juice and couldn't convince the average peasant that the sky is blue.

I'd also like to point out that there are abilities that use your will score as the attack stat and defense. So, your dodgey ninja still gets 1 shot by just about ANY Feykinja.

There might need to be tweaking to the cost for attribute gains (since it is pretty cheap to raise low one but expensive to raise high ones), but having a 10 in something at the beginning is not a Gift from God and nowhere near optimum.
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Old 11-09-2009, 04:38 PM   Top  -  End  -  #29
Dairun Cates
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Default Re: Pirates vs. Ninjas

The Hitinja:
Summary: One of the few remaining schools before the advent of the many schools of Ellipsis. The Hitinja are master assassins with perfect perception and precision. While they lack some of the flashy moves of other schools, the Hitinja make up for it with pure skill. If a Hitinja can't hit it, it can't be hit.

High Level Hitinja can hit objects with absolutely brutal accuracy at insane ranges.

History: The Hitinja are one of the oldest schools in the Ninja arts. Some even whisper of rumors that the Hitinja have existed since the dawn of time. Despite not being one of the schools founded by him, Ellipsis spent a considerable amount of time at the school's head branch and with the current Grand Master, Blade of the Infinitesimal. Some even say that Blade has heard the voice of Ellipsis. Although, if it were true, he'd never admit to it.

The Hitinja, being as old as they are, hold on tightly to their code of honor as Ninjas. While they still kill public figures in their sleep for money like all Ninjas, the Hitinja believe heavily in honoring jobs they've been hired to do even in the face of certain death. Hitinjas will also avoid attacking lesser opponents if they can avoid it. Finally, Hitinjas avoid involving innocent bystanders in their jobs.

While most ninja vaguely try to follow these rules as guidelines, the Hitinja take it to heart. While they prefer not to, a true Hitinja would rather work with an honest pirate, than a corrupt Ninja.

Hitinja are not stupid though. Being some of the most perceptive ninjas, Hitinja are also some of the smartest. Without massively damaging abilities or the ability to dodge as well as the Evadinja, the Hitinja need it.

Attribute Scores: Hitinja require a high precision score. Everything they do relies on their ability to hit things as precisely as possible. Everything else is fair game for the Hitinja. Although, like a lot of ninja, they prefer agility over body and will.

Level 1:
Spoiler


Level 2:
Spoiler


Level 3:
Spoiler


Level 4:
Spoiler


Level 5:
Spoiler

Last edited by Dairun Cates : 06-16-2010 at 12:49 AM.
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Old 11-10-2009, 08:19 PM   Top  -  End  -  #30
CarpeGuitarrem
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Default Re: Pirates vs. Ninjas

Two things that might be interesting to incorporate...

Samurai: they're the sworn enemies of ninjas, and they are probably on not-too-great terms with pirates either. It would be fun to see abilities that key against both of them.

Monks: or some sort of martial-arts master, maybe exiled ninjas or reformed pirates could come into this group.
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Every time I see a homebrew D&D 3.5 setting, part of me invents an "Expectation...reality" meme to go with it...
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