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 Shinobi rewrite

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Jack

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PostSubject: Shinobi rewrite   Thu Oct 06, 2011 4:49 pm

This thread will contain my ideas for the rewrite of the Shinobi class. More to come.
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Jack

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PostSubject: Re: Shinobi rewrite   Thu Oct 06, 2011 4:58 pm

Simpler scenario for the bonuses to apply: "Bonuses apply to actions pertaining to the shinobi's clan. Otherwise, Combat Sense works as normal."

Comments: This would include anything done to complete/lead to completing clan orders. Also, if we use ninja assassin as an example, if one went clanless, it would apply to things pertaining to revenge on one's clan, joining a new clan, or even forming one's own clan. Feels loose enough to allow role playing flexibility, while still providing a guideline as to when the bonuses can be used.
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khaosus

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PostSubject: Re: Shinobi rewrite   Thu Oct 06, 2011 5:42 pm

Is an attack on ones person an attack on the clan?
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Jack

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PostSubject: Re: Shinobi rewrite   Thu Oct 06, 2011 5:47 pm

The skills the bonus applies to are listed in green below.

Awareness/Notice
Hide/Evade
Shadow/Track
Athletics
Martial Arts: Ninjutsu
Stealth
Disguise
Elect. Security
Pick Locks


Last edited by Jack on Sun Oct 09, 2011 3:47 pm; edited 3 times in total
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Jack

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PostSubject: Re: Shinobi rewrite   Thu Oct 06, 2011 5:53 pm

@khaosus - These bonuses are situational. Attacks on the clan may or may not include attacks on my person, and attacks on my person may or may not be attacks on the clan (thank you, Venn). If we're in the overlap, then I get the bonuses, otherwise no bonuses. It'd be a ruling based on what I know at the time.
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khaosus

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PostSubject: Re: Shinobi rewrite   Thu Oct 06, 2011 6:08 pm

Im visualizing circles, its very helpful.
To sum: Not all attack on the person translate to an attack on the clan.

Is this a cybernetics-free player class?
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Jack

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PostSubject: Re: Shinobi rewrite   Thu Oct 06, 2011 7:06 pm

yup. no metal, just meat. i'm compiling a list of allowed bioware and nanoware.
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PostSubject: Re: Shinobi rewrite   Thu Oct 06, 2011 7:13 pm

So, no headjacks to link into PA or vehicles?
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Jack

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PostSubject: Re: Shinobi rewrite   Thu Oct 06, 2011 7:17 pm

no metal at all. can't even have nanites actively working. they have to do their work, then GTFO.
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PostSubject: Re: Shinobi rewrite   Thu Oct 06, 2011 10:29 pm

NANOTECH NANOTECHNOLOGY ENHANCEMENTS
Skinweave N Armors whole body to SP 12. Diff 20 to spot 2000 2d6 CP20
Upgraded Skinweave N 6 / 8 SP, no ATTR loss, Diff 35+/30 to spot 1000/1250 1d6/1d6+1 Chr2
Upgraded Skinweave N 10 SP, no ATTR loss, Diff 25 to spot 1600 1d6+3 Chr2
Upgraded Skinweave N 12 SP, 50% chance -1 ATTR loss, Diff 20 to spot 2000 2d6 Chr2
Upgraded Skinweave N 14 SP, -1 ATTR loss, Diff 20 to spot 2400 2d6+2 Chr2
Upgraded Skinweave N 16 SP, -2 ATTR loss, Diff 15 to spot 2750 2d6+4 Chr2
Lifesaver Skinweave N +1 healing per day 4500 1d6/2+1 Chr1
Weave Maintenance N Required after a Critical or higher wound is taken 500 0 DS
Shark Weave (Partial) N SP 12 to specified area, 1d6/3* damage 4000 1d6 SA
Shark Weave (Full Body) N SP 12 and can cause 1d6/3* damage 12,000 3d6 SA
Nanowear Ozoneshield N Modification of Skin Weave, protects against UV 2000 1 TTB
Anti-Plague Nanotech N +3 vs diseases and biowar agents 1750 .5 Chr1
Nanooptical Upgrade N +2 night vision 1500 1d6/2 Chr2
Armor Weave N +1 BODY, SP 18, -1 REF+MA, need MBL,SKW 4000 1d6 Chr2
NanoAuditory Rebuild N Enhanced Hearing Range & Level Damper 1500 1d6/2 Chr4
Erased Fingerprints N Fingerprints erased 100 0 WS
Altered Fingerprints N Fingerprints are altered 300 0 WS
Altered Retinas M Retinas altered 800 0.5 WS
BIOWARE BIOLOGICAL BASED ENHANCEMENTS
Grafted Muscle MA +1 increase to BODY, max increase is +2 1000/+1 2d6 CP20
Enhanced Antibodies N Improves Healing by +1 point per day 3000 1d6/2 CP20
Toxin Binders N +4 to Poison/Drug Saves 3000 1d6/2 CP20
Speed Grafts MA +2 MA 750 1d6 Chr2
Alpha TuffBone Skeletal Enh M BOD +1 for lift, carry, BTM vs HH/Melee 1300 1d6/2 Chr4
Beta TuffBone Skeletal Enh M BOD +2 for lift, carry, BTM vs HH/Melee, ATT -1 2800 1d6 Chr4
note: muscle and bone lace is off the list, due to the bones being laced with metal and plastic. Maybe TuffBone can be combined with that process to pull off the muscle and bone lace effect.
Hemological Replacement M +1 MA, Endurance,+4min breath, -1 poison/dis 1300 1d6/2 Chr4
NeoAppendix MA +2 to Wilderness Survival for food 500 1d6/2 Chr4
Sunblocker Sunscreen M Prevents sunburn, reduces skin cancer risk 250 1 Chr4
NeoLungs CR Hold breath twice as long as normal 1000 1d6 Chr4
Lung Weave N Toughens lungs for using LBM. 4000 1d6/2 SA
Neural Bridge MA Ambidexterity, no -3 penalty with off hand 600 1d6+2 Chr4
Circulatory Sphincters MA +2 to Stun/Shock Saves after a Serious+ wound 3200 1d6 Chr4
Poison Glands- Teeth MA Natural fangs that inject poison when you bite 500/1000 3d6 Chr4
Poison Glands- Hands MA Can be used to coat Rippers or Wolvers 500-1100 2d6+3 Chr4
Tailored Pheromones-Love M +1 to Seduction. Nasal filters 60% effective 1000 1d6/2 Chr4
Tailored Pheromones-Gullible M +1 to Persuasion. Nasal filters 60% effective 2000 1d6/2 Chr4
Tailored Pheromones-Confu M -1 INT & Initiative (1m). Nasal filters 60% effec 2500 1d6/2 Chr4
"Kaloric" Secondary Gut MA Stores 2 days worth of food 750 1d6/2 Chr4
"Freezeban" Bioconstruct MA +1 Wilderness Survival/Endurance in -10oC 650 1 Chr4
Quickclot Hemofibrinic Node MA Wound states treated as one less, 10% stroke 3000 1d6 Chr4
Flashlite Implant M Non-glare, semi-focused glow, 1m range 290 1-2 Chr4
Replitech Toxin Screen MA 90% chance of vomiting if toxins are eaten 3400 1d6/2 Chr4
T-Maxx Ileocecal Siphon MA Function without water for 24 to 48hrs 500 1 Chr4
Altered DNA N DNA altered using a tailored retrovirus 3000 0 WS
Full-Spectrum Booster N +4 vs illness/infection/poison/drugs, +1 Healing 7500 1/2d6+1 NEO
Sabre Serum RNA Mod N +2 MA, +3 BOD, +2 REF, +1 Heal, 60 day wait NA Special I1.2
Muscle Enhancement N +1 to BT, but not for BTM 1000 1d6/3 DS
Reflex Boost N +1 REF (max +2). 25% chance of -1 Stun/level 3500 1d6+3 DS
Enhanced Sight M 2 max: IR, UV, LL, Tele, Image Enh, Color Shift 1200 2 each DS
Enhanced Hearing M 2 max: Amplified Hearing, or Enhanced Range 1200 2 each DS
Enhanced Sense of Smell M Same effects as Olfactory Boost 1200 2 DS
BIOTECH BIOENGINEERING
Preparatory DNA Mapping N Required for all biotech 2700 0 ES+
Permanent REF Increase N Max +1 5000 1d6+3 ES+
Permanent BOD Increase N Max +2 3400/+1 0 ES+
Permanent ATT Increase N Max +3 1600/+1 1/+1 ES+
Permanent MA Increase N Max +4 2700/+1 1d6/2 /+1 ES+
Reduced Oxygen Demand N Can breathe smog 5900 1 ES+
UV Resistance N No sunscreen needed 7600 1d6 ES+
Toughened Skin N SP6 Soft Armor, can't be told from normal skin 8300 0 ES+
BIOENHANCEMENT TABS TAKE ONE A DAY MAX
Endurance - Ignore fatigue 12 hrs, x2 food, 1d3-1d6 damage 1200 - ES+
Ignore Pain - +4 to Stun Saves for 12 hours, -2 tactile sense 1800 - ES+
Anti-Trauma - +2 to Death Saves for 12 hours 4000 - ES+
RNA MEMORY TABS Over one/day = 80% lose 2d6 skill/amnesia
Skill +1 - Lasts for 3 hours, 1d10>1 or -1 in skill 600 - ES+
Skill +2 - Lasts for 3 hours, 1d10>2 or -1 in skill 1800 - ES+
Skill +3 - Lasts for 3 hours, 1d10>3 or -1 in skill 5000 - ES+
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Jack

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PostSubject: Re: Shinobi rewrite   Fri Oct 07, 2011 6:03 pm

Lastly, Jason mentioned possibly getting special ninja abilities for progressing through ninjutsu. Here's what I envisioned for my clan. The higher level abilities (8 and 10) would vary based on clan. These are just ideas, so I'm open to suggestions. I think the abilities at every even rank and having the higher rank abilities be better than the lower ones makes sense.

Ninjutsu rank 2: Praeternatural senses. (kinda like a spidey sense, where you would know something is about to happen)
Ninjutsu rank 4: Ignore pain. (subtract 2 from body roll when making body checks)
Ninjutsu rank 6: Blind fighting. (a la Hideo in Neuromancer) (darkness does not hinder my fighting)
Ninjutsu rank 8: Shadow Meld.
Ninjutsu rank 10: Meditative healing.
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