Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Tue Feb 25, 2025 1:53 am

All times are UTC - 8 hours




Post new topic Reply to topic  [ 103 posts ]  Go to page 1, 2, 3, 4, 5 ... 11  Next
Author Message
 Post subject: ninja class
PostPosted: Wed Aug 29, 2007 4:26 pm 
Offline
Mortal

Joined: Sat Aug 24, 2002 6:56 am
Posts: 1858
The playerbase demands a ninja class. Give it to us.


Code:
dagger                         dodge
flail                          sling
sword                          whip

haggle                         parry
second attack                  sneak

dirt kicking                   hide
self defense                   trip

apply poison                   disarm
fast healing                   tumbling

brawling                       climb
endurance                      third attack

disguise                       enhanced damage
lightning reflexes             throw

first strike                   image
scrolls                        wear hood

jaunt                          smoke   


I've tried to pick out all the stereotypes and elite things that myself and others could think of.

Ninjas would be light armor adventurers.

apply poison would allow for a ninja to put poison on any weapon that they can use, and the affect would endure for a couple hours after application. Unskilled ninja may accidentally poison themselves using this technique though.

Throw would just be a change to how the throw code works, by taking it away from all other classes and giving it as a trained skill to ninjas. Ninjas can throw a variety of lethal objects that do more damage than a normal weapon when a weapon makes contact with the victim. Ninja can throw a variety of things such as kunai, and shurikens as well as some other innocuous things. Only specific weapons designed for throwing may be thrown.

Image would just be a technique that advanced ninja use to make copies of themselves as a defensive measure. This is taxing on the ninja's energies. Most ninjas do use this technique before combat, however.

Wear hood is simply the pinnacle of the ninja's training. A well-trained ninja never removes his or her hood, leaving his allies bewildered and mystified at who this person really is. Once a ninja masters the ability to wear a hood, their identity can be completely concealed and their missions can be undergone with maximum stealth. Even a ninja's best friend could be clueless with a master hood wearer in front of them.

Smoke can be used to try and blind an enemy group (like a mass dirt kick) for a limited amount of time. Smoke used successfully can impair sight, causing the accuracy of an opposing group to go down. This can also obstruct their sight, making it difficult for the victim to see his targets.

Ninjas train to be as quick as they can be. So it is only natural that they would develop a heightened ability of movement. With their lightning reflexes it makes them able to dodge almost incredibly, even having the ability to dodge ammunition fired at a close range, as well as increasing their ability to dodge normal attacks. This also helps them dodge spells that would otherwise hit them.

A well-trained ninja will always go first in combat due to their extensive training. For every round that a ninja is in combat, his attacks will come first because of the extreme speed that a ninja is trained to operate at. This has several advantages, because the first to go is the first to deal damage. This is an extension of their lightning reflexes.

At the extremes of a ninjas training they learn to travel great distances in the blink of an eye. As they jaunt from place to place though, they can quickly tire themselves out. A well trained ninja can use this ability however to travel quickly between two places. As this is a supernatural ability though, it can tax the ninjas mind and body quickly. Like a cross between a gate and a teleport the ninja can instantaneously disappear, and then reappear in another location, however, he can only carry himself and his belongings. Some people may be difficult to transport to, however, because of their high defenses.


Last edited by Cyra on Thu Aug 30, 2007 3:08 am, edited 10 times in total.

Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Aug 29, 2007 4:29 pm 
Offline
Mortal

Joined: Fri Mar 01, 2002 4:00 pm
Posts: 2637
Location: Floating in Previous Player Ether
needs steal and plant - and create smokebomb


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Aug 29, 2007 4:36 pm 
Offline
Mortal

Joined: Sat Aug 24, 2002 6:56 am
Posts: 1858
I couldn't really work the smokebomb idea out.

wtf do they need steal and plant for?

I think they need "make corpse out of living man" first.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Aug 29, 2007 4:43 pm 
Offline
Mortal

Joined: Wed Mar 27, 2002 9:59 am
Posts: 318
Location: Tempe, AZ
If they get a 'flip out and kill entire town' skill I'm on board.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Aug 29, 2007 4:44 pm 
Offline
Mortal

Joined: Sat Aug 24, 2002 6:56 am
Posts: 1858
three_sixteen wrote:
If they get a 'flip out and kill entire town' skill I'm on board.


I think it would be counted on the player to do that.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Aug 29, 2007 4:57 pm 
Offline
Mortal

Joined: Sat Jul 16, 2005 7:50 pm
Posts: 1798
If not new class, some of these new skills ideas could still be good additions to the game. The one that stands out the most is apply poison. Rogues in SK could really use something like: slow, mind numbing, damage over time, or paralysis as a small chance poisons.

Otherwise, mercenaries and scouts shoot arrows to all rows and formations, no limitations whatsoever and a lot more constant damage than circle and hamstring.

A certain cabal's skill and cleave from the hellion also serve as equal if not better opening attacks than that of a rogue's. Steal is not that great since people kill others to take everything from them, quicker and easier.

All of those reasons are some factors as to why rogues are less than desirable to be played when other choices are available.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Aug 29, 2007 4:59 pm 
Offline
Mortal

Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
In ancient Zhensh times, during the massive wars of the deserts, the ninja disappeared, leaving room for the monks to take controll, now, the ninja are back, and they are PISSSSSSSSSSSSSSED. 8)


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Aug 29, 2007 5:04 pm 
Offline
Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
I really do think this is a great idea. Obviously, not fully fleshed out but another class would be nice.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Aug 29, 2007 5:04 pm 
Offline
Mortal

Joined: Wed Mar 27, 2002 9:59 am
Posts: 318
Location: Tempe, AZ
Cyra wrote:
three_sixteen wrote:
If they get a 'flip out and kill entire town' skill I'm on board.


I think it would be counted on the player to do that.


Well then it should be an innate skill. It really needs to be on the skill list.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Aug 29, 2007 5:31 pm 
Offline
Mortal

Joined: Tue Dec 26, 2006 9:49 pm
Posts: 497
Location: Arkansas
SK Character: Aurenna, Ceinwyn, Ceridwen
I would totally roll a ninja just for the neenja stahs!!!


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 103 posts ]  Go to page 1, 2, 3, 4, 5 ... 11  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 118 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group