A Shinobi in Star Wars

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A Shinobi in Star Wars

Unread postby JamestheFox » November 17th, 2012, 10:52 pm

Yeah, yeah, another quest, by me. I mentioned it a while back in the KHVD thread that I was considering a Naruto/Star Wars Crossover Quest. Well, here it is.

Except not quite yet. First, prep.

The conceit of this quest is simple: An single, average Shinobi from the Naruto universe has, by being caught in a space-time Jutsu, been thrown to a Galaxy Far, Far Away. From there, we'll play it by ear.

Before we get started with the quest, I need you guys to help build your character. First, you have two POVs to choose from:

The first is The Shinobi, tossed into another world and time, must find a place to stay, a way of life, and maybe, POSSIBLY, a way back home. The Shinobi is Chunin Rank, but will likely spend most of their beginning working alone. You'll choose their name, what time period he/she comes from (For example: The First Shinobi War, Naruto Part 1, The Fourth Shinobi War, etc.), where they come from (Leaf Village, Land of Rice Paddies, etc.), some backstory (if you don't I will), their age, gender, and appearance, and their stats. The only constant is that this ninja will come into contact with a foe with Space-Time Jutsu, and will have been caught in said jutsu. If you apply a clan of some sort, their traits will take up a few of your power slots (see below).

The other option is a member of the Jedi Order, a Padawan to be exact, with more skilled allies to help you along. You'll choose their name, race, the planet they were picked up from, some backstory (again, if you don't I will) gender, appearance, age, and stats. The Padawan starts later in The Shinobi's story, which I will set up. If you choose a race known for specific powers, their traits will take up a few of your power slots (again, see below).

In both cases, they can't be characters named in the Naruto/Star Wars canon. You can be an Uchiha, but you can't be Sasuke Uchiha, or Madara Uchiha, or Setsuna Uchiha or... you get the picture.


Second, we'll need some stats. Unlike my KH Quest, there will not be much in the way of leveling up. Instead, we'll be building characters based on This tutorial, with some changes:

First, the Ranks. I've added room for younglings and other characters.
Spoiler: show
  • Rank 0: Examples are Younglings or Academy Students. They get about 90 Points to spend on stats, to start with.
  • Rank 1: Examples are Genin, Clone Trooper Flunkies, B1 Battle Droids, and Padawans. They get about 100 Points to spend on stats, to start with.
  • Rank 2: Examples are Chunin, B2 Battle Droids, and Jedi Knights. They get about 110 Points to spend on stats, to start with.
  • Rank 3: Examples are Jounin, ANBU, Boba Fett, Jedi Masters, most Space Fighters, etc. They get 120 Points to spend on stats, to start with.
  • Rank 4: Examples are the Kages, Sannin, Akatsuki, most people in the Jedi Council, Darth Sideous, and Battle Cruisers. They get 140 Points to spend on stats, and their likelihood of gaining more is limited.
  • Rank 5: Examples are Tailed Beasts, the Death Star etc. These get 150 Points to spend on stats, and will not gain any more.


For most characters the stats will be:
Spoiler: show
Strength: This is your physical strength and muscle. Your ability to carry heavy objects, or jump high, or climb a building, or swing a heavy weapon, is based on this. A good way to think of this is that you can bench press 20 lbs for every point you put into this. 9-10 points is the average for men, and 6-8 is the average for women.

Constitution: How naturally healthy you tend to be. This affects your ability to take a hit, resist disease and poison, and even how much alcohol they can handle. Someone with high constitution but low stamina can take a nice bunch of hits, but will tire out in a marathon fight. The average person lands on a 9-10 here, but a ninja or a droid's average is about 12-14.
Stamina: How long you can resist exhaustion when giving your all. A person with high stamina but low constitution is able to run for days on end, but if their foe catches up, they probably will not be able to take a hit. The average person has a stamina of 9-10, but ninja, jedi, or droids usually land anywhere between 14-16.

Agility: How good you are at moving your body. How fast you are, how good you are at dodging, jumping precision, etc. Someone with high Agility but low Dexterity may dance and dodge around the battlefield, but their skills with precision instruments tends to suck. 9-16 is about average for a Ninja or Jedi, but normal folk tend to hit 9-10.
Dexterity: How good you are with your fingers and wrists. This is used for how good your aim with a weapon or your fists are, and how skilled you are with computers, handwriting, Handseals, and the like. A person with high Dex but low Agility may be clumsy at times, but are really good at mechanics, or a well aimed shuriken to the head.

Intelligence: The ability to learn, memorize, and keep track of information in your head. Low intelligence people are not very good at remembering things, or learning in general. A character with a high intelligence but low wisdom is book-smart, but are not exactly good at applying what they know to situations. Your average Intelligence ranks about 9-10.
Wisdom: Common sense, and cunning. A person with low Wisdom tend to be very gullible, very easy to manipulate, while wise characters will be like Shikamaru and be able to predict most foes' general tactics. A character with high Wisdom and low Intelligence is street-smart, but isn't likely to remember information they can use. Your average person is on a 9-10

Charisma: How good your character is at talking with others. People with low Charisma are REALLY bad at diplomacy, or getting people to join their cause, while high-charisma characters are practically magnetic. A person with High Charisma but low Comeliness is likely to be ugly as sin, pushing away most on instinct, but those who get to know you are more likely to want to stick with you. 9-10 is the average level.
Comeliness: How pretty your character is. Basically, how attractive your character is, physically. Because beauty can be useful too. A person with high Comeliness but low charisma may be beautiful, but is painfully, PAINFULLY shy. 9-10 points is the average person.

In all cases, anything above 18 is godlike.
For ships:
Spoiler: show
Capacity: This is the ship's ability to carry heavy objects. What kind of weapons or cargo they're outfitted with depends on this. Your average escape pod or starfighter has a capacity of 1-4. The Death Star has a gargantuan capacity of 23.

Studiness: This is how good the ship's armor is. Your average ship has a Sturdiness of 13-15. The Death Star has a godly 20, except for one, little spot...
Energy: This effects how much energy your ship will have for shields, special weapons, lighting, etc. Your average ship has 10-12 Energy. The Death Star, when fully armed and functioning, has 25 Energy. All the better to blow your planet up, my dear.

Manuveurability: How fast your ship is. 12-16 is about average for a fighter. When dogfighting, fighters combine this with their pilot's dexterity. The Death Star has 9.

Precision: The average accuracy of the ships' weapons. This is combined with the pilot's dexterity to make shots. The average is 9-10. The Death Star has a total of 15.

Computer Storage: How much data on things your ship can keep in its computers. Your average fighter has a computer storage of 9-10, your average warship usually ranks about 14-15, and the Death Star ranks 18.
Navigation: How much the ship's onboard computers can take care of long-distance navigation. This affects your ship's accuracy with Hyperdrive, and how well it can drive without someone at the wheel. The Death Star doesn't need this, it always has plenty of people working the navigation when it needs navigating, so it dumped this at 5. The average for a ship is 10-12.

Communications: How good are your ship's communications? Are they secure? Are they clear? And most importantly, can they do that hologram thingy!? The Death Star has a full communications array of 20.

Shine: How pretty and comfy your ship is. The Death star is always kept nice for its occupants (excepting the dirty rebel scum, we have special places for them), so it has a beautiful shine of 15.
At certain points in the story (like a time skip where the Padawan becomes a Jedi Knight in their own right, or if you get your hand cut off), your character will gain (or lose) points.


Now, after this, you have Powers and Flaws.

Powers are your special traits and skills, your Jutsu or specialties in the Force. You get six slots for these, and they come in two varieties:

Major Powers are your BIG powers. Most Bloodline Limits, Invented/Rare Jutsu/Force Techniques, Special/Legendary Weapons/Armor, Big Summons, Natural Gifts in certain skills that are odd for your stats (IE being an amazing puppeteer or Piloting with low Dexterity, Medical techniques or Hacking without Intelligence and Dexterity, mastery of wielding a Lightsaber without the Force, etc.) are examples of Major Powers. They each take up 2 Power Slots.

Minor Powers are less over the top, but can have certain perks to them. Having an Animal Companion/Small Summon, having a natural sense of direction, most Jutsu/Force Powers, the ability to speak/learn multiple languages, and resistance to mental attacks are all examples of Minor Powers. They each take up 1 Power Slot.

Flaws are as important as your Powers. You HAVE to have 2 flaws, at least. Every 4 flaws you take other than the first two, however, give you a single Power Slot to fill. Flaws can include being terrible at something despite your stats, getting lost easily, not having even basic weapons training, not having Chakra (Kinda like Rock Lee, but without the awesome sensei), having night terrors, insomnia (with all the related problems of insomnia), chronic lateness, a gambling/drinking/etc. dependence or addiction, psychological disorders, injuries, illnesses, etc.

Powers and flaws can be just about anything you want, though I as the GM have to approve it and add it to the list of Powers/Flaws you can take, so that the other players can decide whether they like it or not. I'll give you all about two weeks (or until you're ready, the two weeks are just so you have time to enjoy your holiday) to discuss and decide how you want the main character. I know this sounds like a lot, so if there are questions, PM me (or post it here) and I'll answer them as best I can. All this is mainly to avoid doing all this work in the future. Note that you can also keep those Power Slots open so you can learn something later if you like.

I guess the first thing you can do is decide whether you're the Padawan or the Shinobi. Note that due to the mechanics of this world (Which will be explained more in-depth later) Chakra and the Force are mostly incompatible with each other; The Midichlorians that communicate with the almighty Force for you also clog up your Chakra network, which needs to flow in order for Chakra to come out.

Yes, that means that Rock Lee would have had potential to be an UNSTOPPABLE Jedi, at the very least until he started busting out the Eight Gates, which probably opened up his Chakra Network too much...

Oh my... Drunken Jedi Style.
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Re: A Shinobi in Star Wars

Unread postby gman391 » November 18th, 2012, 2:35 am

So do you want us to create a character for you or just vote on various things?

On the off hand that you mean for us to make a character....well here is an outline sort of. No real backstory yet

Shinobi from the Third Era Konohagakure born and bred.
Kyo Iga (Yes I am unoriginal)

14 Strength

12 Constitution

14 Stamina

12 Agility

12 Dexterity

10 Intelligence

12 Wisdom

12 Cha

12 Comeliness

Major Extras

King of Weapons: Not literally what it implies but Kyo much like TenTen in the future has an uncanny ability to master literally any weapon he sets his eyes on. Although perhaps not equal to a true specialist his sheer versatility means he can off use weapons to counter a specialists' style.

Seal Specialist: Owing to his need to carry all those weapons. Kyo has knowledge of seals above what his rank would suggest, although not an inventor like the legendary Yellow Flash, he's good at adapting seals to new purposes.

Minor Extras

Polylinguist: Whether due to seals or just the result of his upbringing Kyo naturally learns languages faster than others. Not to the level of his skill with picking up weapons but enough to be noticeable.

Jack of Trades: With largely balanced stats, Kyo can make do in virtually everything if not as well as someone who actually trains for it.

Flaws:
Technical Pacifist: Kyo hates to kill and while acknowledging it will happen, he prefers to disable when possible, being a ninja and naturally being excellent with weapons meant to kill mean that his dual impulses to protect and to wield his skills to the best of his abilities cause him to take risks and leave enemies alive when he shouldn't.

I Love the Box I Feel Safe in There: Kyo just isn't very good at coming up with unique or creative solutions to problems. As such unorthodox plans leaving him feeling uneasy at best.

Initiative Failure: Either because of his pacifism or just general indifference, Kyo rarely if ever takes the lead in a squad if he doesn't have to. This in turn has lead him to be one of the career chuunin that populate Konoha.
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Re: A Shinobi in Star Wars

Unread postby JamestheFox » November 18th, 2012, 4:24 am

Technically, the first order of business was deciding whether you're playing the Padawan, or the Shinobi, but you seem to have this all down, and we know which guy you're wanting to play as.

That actually looks about right, as far as stats, etc. goes. You didn't dump comeliness for extra points? A little surprising, but good to hear. A good ol' jack of all trades.

I take it you're talking about the Third Shinobi War as the time period? Or just the era that the Third was in charge? Can't seem to remember a time period known as the Third Era...

The Powers you've listed are good, Nothing looks too overpowered for their rank, so I'm approving them. The only complaint I'd have is nitpicking on my part, in that Jack of All Trades sounds more like something that comes naturally from your stats, making it a bit redundant. Of course, in any other type of character, it'd be a Major Power because it helps offset their stats in ANY situation.

As for your flaws...

"I Love the Box, I Feel Safe in There." That's hilarious. All three are approved.
GM of Kingdom Hearts VD: Visions of Destiny. You never know who you'll run into next. Until your Vision shows you.
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Re: A Shinobi in Star Wars

Unread postby gman391 » November 18th, 2012, 4:52 am

Eh heh oh right Third Era is my own fanon.
Third Era roughly refers to the time from Hiruzen's ascension to the start of the Third Shinobi War. For simplicity I'll say it's during the peace between the Second and Third Shinobi Wars.
"My friends, love is better than anger. Hope is better than fear. Optimism is better than despair. So let us be loving, hopeful and optimistic. And we’ll change the world."
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Re: A Shinobi in Star Wars

Unread postby JAGwin » November 18th, 2012, 12:23 pm

POV and Time of Origin: Konoha Shinobi from the Fourth Great Ninja War.

Name: Takao *insert last name because I can't think of one for this character*

Catchphrases: "Why me?" = Used whenever he gets into some trouble that is way beyond what he asked for... which happens very frequently. "This is such a drag." = Picked up from spending way too much time around Shikamaru. Used when in particularly boring or annoying situations. "This is such a drag. Why me?" = Used in situations that give him a severe headache.

Age: 15

Appearance: Short black hair, brown eyes, average hight.

Stats:

Strength: 10

Constitution: 12

Stamina: 14

Agility: 10

Dexterity: 10

Intelligence: 16

Wisdom: 16

Charisma: 12

Comeliness: 10

Major Powers:

Near-Nara Strategy: As his Intell and Wisdom imply, Takao is an expert strategist, and while he could never outsmart a Nara, he can use his strategies to make more effective use of his rather average skills and outsmart most opponents.

What Do You Mean We Don't Have A Plan B!? I Guess I'll Just Have To Make One Then: Takao is also talented in the area of making up backup plans on the fly, which comes in handy when his unpredictible luck decides to blow his first plan to pieces at the worst possible moment.

Minor Powers:

Too Much Nara, Not Enough Akimichi... Or Enough Yamanaka: By fate or chance, Takao spent way too much time around Shikamaru during the Timeskip between parts 1 and 2 of Naruto, though only because they kept getting assigned to the same missions or ones that ended up crossing paths at some point. And when you spend as much time around Shikamaru as Takao has, you tend to pick up more than just how to be as lazy as possible and still get the job done (though, one does have to wonder what counter-influence Choji gets. Ino is probably too stubborn for Shikamaru to rub off on her in any way.).

Unpredictacle Luck: Takao has extremely unpredictable luck that tends to turn a molehill into a mountain and then get him out of it with only minor to moderate injuries. This can be useful on occasion, since it sometimes helps with problems it didn't cause, but not on a regular basis.

Flaws:

Unpredictable Luck: As stated above, Takao's luck is extremely unpredictable, and usually gets him into the situations it gets him out of, making it a double edged sword. When in Takao's company, be ready for the Death Star rising out of the nearest puddle, because all kinds of trouble can cross Takao's path that isn't in any way related to the task at hand.

Deep Sleep: Unfortunately, too much time around Shikamaru has also had some negative effects. Notably, he tends to be impossible to rouse before he decides it's time wake up and will lash out when someone goes too far when they try without waking up. Shake him too forcefully, drop a bucket of cold water on him, or injure him, and your asking for him to hurt you, sometimes with a Jutsu, and he still won't wake up.

Blockheads Will Not Be Tolerated: Takao has little to no tolerance for people who don't think much (such as Naruto), which sometimes dents his social skills. This put him at odds with his original squadmates, who weren't the sharpest tools in the shed.

Where Did That Come From!? I Need A Minute To Come Up With A Plan!: Unfortunately, Takao's skill at creating a Plan B at a moment's notice or less doesn't carry over to creating a Plan A, and when caught off guard, he will need a moment to put a plan together. A moment he doesn't always have.
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Re: A Shinobi in Star Wars

Unread postby JamestheFox » November 18th, 2012, 4:06 pm

My assessment of Takao
Spoiler: show
JAG, your stat build is 1 point above the limit, from my count.

One of your flaws, "Where Did That Come From!? I Need A Minute To Come Up With A Plan!" (Can't improvise when a surprise comes up.) seems to contradict "What Do You Mean We Don't Have A Plan B!? I Guess I'll Just Have To Make One Then" (Can improvise, even in the heat of battle.). I'll approve them as usable, but I'd prefer if they weren't in the same build.

"Near-Nara Strategy" works as a Major Power. It's self explanatory (Large and small scale tactical planning), and works.

"What Do You Mean We Don't Have A Plan B!? I Guess I'll Just Have To Make One Then" also seems more like it'd be a minor ability for the stats you've set up.

"Too Much Nara, Not Enough Akimichi... Or Enough Yamanaka," however, is a bit vague.

"Unpredictable Luck" should probably be two separate entities: one for bad luck for getting into bad situations (Maybe something called "Must've Broke a Mirror"), and one for good luck when getting out of bad situations (Maybe something called "Can Only Go Up From Here"). Aside from that, I'll approve of them.

"Deep Sleep" sounds like it could be a blessing in disguise as a flaw, in that if you're sleeping and some foe attacks, you're likely to fight them in your sleep. I'd suggest something a little more debilitating. Maybe take from gman's character: "Initiative Failure" given for different reasons would be a likely flaw, considering the character's background.

"Blockheads Will Not Be Tolerated," however, is a well-done flaw. I'll approve it.

Now, I'm gonna start posting a list of Major Powers, Minor Powers, and Flaws I've already approved. There will be a few in there I've made up, for those who need ideas. They'll be separated into traits for The Shinobi, and traits for The Padawan, though some may be available for both. The ones that you've made will be on here with more vanilla-style text.

Powers (The Shinobi)
Spoiler: show
Animal Partner: This character has an absolutely loyal animal partner that fights with them. This can be anything, though it can't be giant. The animal must be specified when the Power is taken, and the animal will have been caught in the Space-Time Jutsu along with you. This is a Minor Power, and is required for Inuzuka, Aburame, and other such clans.

Big Summon: This character has a summon contract with a certain animal (to be specified when taking this Power), and can even summon the giants among these creatures (Which are Rank 4 in stats). This is a Major Power.

Byakugan: This Character, as part of the Hyuuga Clan, has access to the Byakugan. With it, they can see in almost all directions, giving them a better ability to dodge even without high Agility. With it, they can see others bodily functions, and with practice, they can more easily tell when someone is lying to them, even without high Wisdom, except for Droids. They can see Chakra, and with a higher Dexterity, they can disrupt it, disabling their foes, though Droids are immune to this. Even without high Dexterity, they can get past most armor, and do unseen damage directly to a foe's inner workings, though Droids are immune to this. This is a Major Power, exclusive and required for Hyuuga.

Can Only Go Up From Here: It's when things seem at their worst that this character's luck turns around; obstacles get removed, sometimes in the most ridiculous or unlikely fashion possible, help comes when they think they're completely finished, etc. This is a Major Power.

Jack of All Trades: This character is able to pick up a bit of skill in almost any task, though they're far from being masters of it. If this character's stats are all in their averages or higher, this is a Minor Power. Otherwise, this is a Major Power.

King of Weapons: This character finds it easy to wield almost any weapon they come across. They may not master it, but they know how to use it. If this character has a Dexterity of 16, this is a Minor Power. Otherwise, this is a Major Power.

Massive Chakra: For some reason, this character has so much Chakra that they don't know what to do with it, and it takes a lot for them to fall to Chakra Exhaustion, even if they don't have a high Stamina. If this character has 18 Stamina, this Power goes without saying. Otherwise, it's a Major Power.

Mental Fortitude: This character, even without a high Wisdom and Charisma, is good at resisting mental attacks like genjutsu, Jedi Mind Tricks, or full blown Mind Reading. If this character has a Wisdom of 16 and a Charisma of 15, this is a Minor Power. Otherwise, it's a Major Power.

Near-Nara Strategy: Though not as naturally talented as a Nara at it, this character has picked up the ability to form workable long-term plans, both on a small scale and a large scale, with or without a godly Wisdom. If this character has a Wisdom of 17-18, then this is a Minor Power. Otherwise, this is a Major Power.

Polylinguist: This character can pick up multiple languages. This is a Minor Power.

Rapid Healing: This character will heal more quickly from injuries, healing from injuries that'd normally take weeks to heal in just days. If this Character's Constitution is 17-18, this is a Minor Power. Otherwise, it's a Major Power.

Seal Specialist: This character knows how to make, adapt, and otherwise work with Sealing Jutsu. If this Character's Dexterity is 14 and their Intelligence is 16, this is a Minor Power. Otherwise, it's a Major Power.

Sharingan: This character, as part of the Uchiha Clan, has access to the Sharingan, which allows them to cast illusions, mimic others' movements with perfect accuracy, and dodge things with greater ease by seeing it coming, even if they don't have a high Intelligence and Wisdom, Dexterity, or Agility, respectively. They can see Chakra, and their Chakra Affinity is automatically Fire. Under certain circumstances, this can change... This is a Major Power, exclusive and required for Uchiha.

Small Summon: This character has a contract with summonable animals. Though he can't call the big guns, he can still call up smaller creatures, up to just above Human Size. This is a Minor Power.

Special Weapon: This character was a wielder of a unique and powerful weapon, and is specialized in it. The weapon must be specified when taking the Power. The rank of the Power depends on the weapon.

What Do You Mean We Don't Have A Plan B!? I Guess I'll Just Have To Make One Then: This character has amazing improvisation skills, and doesn't fluster easily when their first plan gets torn to shreds, even if they lack Wisdom. If your Wisdom is 16 or higher, this is a Minor Power. Otherwise, this is a Major Power.
Flaws (The Shinobi)
Spoiler: show
Blockheads Will Not Be Tolerated: This character has no tolerance for people they see as unintelligent, and often butts heads with others because of this, regardless of their Charisma. Requires an Intelligence above the average.

Chakra Deficiency: This Character, for some reason, can't access their Chakra. Ninjutsu and Genjutsu are forever beyond their reach. However, they might be able to work with another Force...

I Love the Box I Feel Safe in There: This character doesn't like thinking outside of the box, and will generally prefer more orthodox, predictable plans, even if their high Wisdom would say otherwise.

Initiative Failure: This character does not like leading a team, and prefers to stay in the back, leaving decision-making to someone else, even if their Charisma usually makes everyone look to them.

Must've Broke a Mirror: For some reason, this character has terrible luck, and constantly gets into terrible situations. Ambushes out of nowhere, not being able to find the keys to your house, despite having left them in plain view yesterday, to just spilling hot coffee all over themselves.

Technical Pacifist: This character doesn't like killing, and when your foe's lives are on the line this character is likely to choke, or hold back, or something else that ruins their chances of victory.

Terrible Secret: This character has a deep, dark secret, that would likely alienate everyone they know if learned. The secret must be explained when the Flaw is given. If someone learns the secret, it will result in them being utterly repulsed by this character, even if they have high Charisma, unless said person is Evil.

Trauma - Night Terrors: Due to trauma in their past, this character experiences terrible dreams, and thus finds it hard to get a night's rest, though not impossible. Thoughts of these dreams will preoccupy the character's thoughts, unless they can find a friend to talk to.

Trauma - Fractured Mind: As a response to trauma in their past, this character experiences hallucinations, ranging from auditory and visual, to taste, smell, and even touch.

Trauma - Addiction: To cope with trauma in their past, this character started taking a substance, one they are now addicted to and will suffer various side effects without. This can be anything, from caffeine, to tobacco, to alcohol, to more exotic (and illegal) substances.

Wandering Everywhere, Getting Nowhere: This character is prone to getting lost, especially when they need to be somewhere fast.

Weapons Failure: This character is bad at using weapons. They must've slept through the relevant classes. Shuriken? Can't hit the broad side of a Tailed Beast. Kunai? Always fumbles and cuts himself on the sharp end. Katanas? Spears? Hah! Don't make me laugh (though this can be countered with a Weapon Specialization Power). This is despite their high Dexterity.


Powers (The Padawan)
Spoiler: show
Animal Partner: This character has an absolutely loyal animal partner that fights with them. This can be anything, though it can't be giant. The animal must be specified when the Power is taken, and it has grown up with you in the temple. This is a Minor Power.

Battle Meditation: This character is able to wield Battle Meditation, uniting their allies through the Force, and eroding their foes' will to fight. If this character's Charisma is at 17, this is a Minor Power. Otherwise, this is a Major Power.

Can Only Go Up From Here: It's when things seem at their worst that this character's luck turns around; obstacles get removed, sometimes in the most ridiculous or unlikely fashion possible, help comes when they think they're completely finished, etc. This is a Major Power.

Force Unleashed: For some reason, this character has such a powerful connection to the Force that they're able to perform amazing feats, even by Jedi standards, perhaps even bringing down an entire Battle Cruiser or space station. If this character has 18 Wisdom and 18 Charisma, this Power goes without saying. Otherwise, it's a Major Power.

Jack of All Trades: This character is able to pick up a bit of skill in almost any task, though they're far from being masters of it. If this character's stats are all in their averages or higher, this is a Minor Power. Otherwise, this is a Major Power.

King of Weapons: This character finds it easy to wield almost any weapon they come across. They may not master it, but they know how to use it. If this character has a Dexterity of 16, this is a Minor Power. Otherwise, this is a Major Power.

Mental Fortitude: This character, even without a high Wisdom and Charisma, is good at resisting mental attacks like genjutsu, Jedi Mind Tricks, or full blown Mind Reading. If this character has a Wisdom of 16 and a Charisma of 15, this is a Minor Power. Otherwise, it's a Major Power.

Polylinguist: This character can pick up multiple languages. This is a Minor Power.

Rapid Healing: This character will heal more quickly from injuries, healing from injuries that'd normally take weeks to heal in just days. If this Character's Constitution is 17-18, this is a Minor Power. Otherwise, it's a Major Power.

Special Weapon: This character was a wielder of a unique and powerful weapon, and is specialized in it. The weapon must be specified when taking the Power. The rank of this power depends on the weapon.

What Do You Mean We Don't Have A Plan B!? I Guess I'll Just Have To Make One Then: This character has amazing improvisation skills, and doesn't fluster easily when their first plan gets torn to shreds, even if they lack Wisdom. If your Wisdom is 16 or higher, this is a Minor Power. Otherwise, this is a Major Power.

Wisdom of the Masters: Though not as naturally talented as a Jedi Master at it, this character has picked up the ability to form workable long-term plans, both on a small scale and a large scale, with or without a godly Wisdom. If this character has a Wisdom of 17-18, then this is a Minor Power. Otherwise, this is a Major Power.
Flaws (The Padawan)
Spoiler: show
Blockheads Will Not Be Tolerated: This character has no tolerance for people they see as unintelligent, and often butts heads with others because of this, regardless of their Charisma. Requires an Intelligence above the average.

I Love the Box I Feel Safe in There: This character doesn't like thinking outside of the box, and will generally prefer more orthodox, predictable plans, even if their high Wisdom would say otherwise.

Initiative Failure: This character does not like leading a team, and prefers to stay in the back, leaving decision-making to someone else, even if their Charisma usually makes everyone look to them.

Midichlorian Disconnect: This character, despite having been chosen to be part of the Jedi, is not able to connect to the Force. Their Force Powers frequently fail, and unless they have an exceptionally high Dexterity, they can't use a Lightsaber. However, the lack of Midichlorians means another power might be within their reach, with hard enough work...

Must've Broke a Mirror: For some reason, this character has terrible luck, and constantly gets into terrible situations. Ambushes out of nowhere, not being able to find your lightsaber, despite having left it in plain view yesterday, to just spilling hot coffee all over themselves.

Technical Pacifist: This character doesn't like killing, and when your foe's lives are on the line this character is likely to choke, or hold back, or something else that ruins their chances of victory.

Terrible Secret: This character has a deep, dark secret, that would likely alienate everyone they know if learned. The secret must be explained when the Flaw is given. If someone learns the secret, it will result in them being utterly repulsed by this character, even if they have high Charisma, unless said person is Evil.

Trauma - Night Terrors: Due to trauma in their past, this character experiences terrible dreams, and thus finds it hard to get a night's rest, though not impossible. Thoughts of these dreams will preoccupy the character's thoughts, unless they can find a friend to talk to.

Trauma - Fractured Mind: As a response to trauma in their past, this character experiences hallucinations, ranging from auditory and visual, to taste, smell, and even touch.

Trauma - Addiction: To cope with trauma in their past, this character started taking a substance, one they are now addicted to and will suffer various side effects without. This can be anything, from caffeine, to alcohol, to more exotic (and illegal) substances.

Wandering Everywhere, Getting Nowhere: This character is prone to getting lost, especially when they need to be somewhere fast.

Weapons Failure: This character is bad at using weapons. They must've slept through the relevant classes. Lightsabers? They'd probably cut their own hand off. Blasters? Completely inelegant. Other weapons? Don't make me laugh (though this can be countered with a Weapon Specialization Power). This is despite their high Dexterity.
Note that these aren't the only ones you can go with, feel free to come up with your own. These are, again, just suggestions.
Last edited by JamestheFox on November 18th, 2012, 10:12 pm, edited 1 time in total.
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Re: A Shinobi in Star Wars

Unread postby JAGwin » November 18th, 2012, 8:02 pm

oog: Actually, I think I got those stat points to exactly 110. Still, you're the GM, so I'll modify that. And, yeah, the powers and flaws need a cleanup.

On another note, you've listed "Blockheads Will Not Be Tolerated" as one of the Shinobi's potential powers.

Anyway, here's a second attempt at stats, powers and flaws.

ig: Stats:

Strength: 10

Constitution: 12

Stamina: 14

Agility: 10

Dexterity: 10

Intelligence: 16

Wisdom: 16

Charisma: 11

Comeliness: 10

Major Powers:

Near-Nara Strategy: As his Intell and Wisdom imply, Takao is an expert strategist, and while he could never outsmart a Nara, he can use his strategies to make more effective use of his rather average skills and outsmart most opponents. This is at least three quarters due to spending way too much time around Shikamaru during the Timeskip between parts 1 and 2 of Naruto. This is a resault of tending to be assigned to the same missions as Shikamaru or missions that end up crossing paths with the missions Shikamaru is on.

Can Only Go Up From Here: Takao has extremely unpredictable luck. It tends to turn a molehill into a mountain and then get him out of it with only minor to moderate injuries. On some occasions, it helps with problems it doesn't cause, but not often.

Minor Powers:

What Do You Mean We Don't Have A Plan B!? I Guess I'll Just Have To Make One Then: Takao is also talented in the area of making up backup plans on the fly, which comes in handy when his unpredictible luck decides to blow his first plan to pieces at the worst possible moment.

Small Summons: When Takao was promoted to Chunin (roughly a year and a half into Naruto's training trip and the Timeskip), his father, a slightly above average Jonin, offered to let him sign the Summong Scroll for Raccoons. Takao accepted. He still doesn't have the Chakra reserves to summon any that are gigantic, but he is on good terms with the raccoons he can summon that are at least slightly smaller than an average human. Any larger, and they tend to disobey him, for some reason. Takao usually only summons some of the smaller ones, not much bigger than a normal raccoon. This is both because it takes less Chakra to summon them, and because they're good scouts and can provide him with more information with which he can come up with a strategy.

Flaws:

Must've Broken A Mirror: As stated above, Takao's luck is extremely unpredictable, and usually gets him into the situations it gets him out of, making it a double edged sword. When in Takao's company, be ready for the Death Star rising out of the nearest puddle, because all kinds of trouble can cross Takao's path that isn't in any way related to the task at hand.

Deep Sleep: Unfortunately, too much time around Shikamaru has also had at least one negative effect. Takao tends to be impossible to rouse before he decides it's time to wake up. Shaking him, dumping a bucket of cold water on his face, yelling in his ear until the person yelling is blue in the face, and just about anything else you can think of short of breaking his nose or one of his fingers (and even that is sometimes debated) doesn't work. Takao can probably sleep through a battle unless he's hurt enough. One incident that forced Takao's mother to buy a new toaster, however, has confirmed that the smell of smoke will wake him up. Though, even when he does wake up, be it on his own or otherwise, he's groggy for at least five minutes.

Blockheads Will Not Be Tolerated: Takao has little to no tolerance for people who don't think much (such as Naruto), which sometimes dents his social skills. This put him at odds with his original squadmates, who weren't the sharpest tools in the shed.

Insubordinate Summons: For some reason, all of Takao's raccoon summons that are at least the size of an average human don't listen to him very often. Takao tries to find out why when he has time, but no luck so far.
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Re: A Shinobi in Star Wars

Unread postby JamestheFox » November 18th, 2012, 10:21 pm

Tried counting again, with the same calculator I used last time, and for some reason, you're right. Alright, I'll approve the first stat build. Why was it one off last time...?

As for the powers and flaws, they're much better than last time. Approved. Also moving BWNOBT to the flaws.

So basically, combine your previous stats, and your current powers, and we've got 2 potential builds (Both being The Shinobi) for this. I'll put them here real quick:


Kyo Iga
Spoiler: show
Konohagakure
Between 2nd and 3rd Shinobi Wars
Stats:
  • 14 Strength
  • 12 Constitution
  • 14 Stamina
  • 12 Agility
  • 12 Dexterity
  • 10 Intelligence
  • 12 Wisdom
  • 12 Charisma
  • 12 Comeliness
Major Extras
King of Weapons: Not literally what it implies but Kyo much like TenTen in the future has an uncanny ability to master literally any weapon he sets his eyes on. Although perhaps not equal to a true specialist his sheer versatility means he can off use weapons to counter a specialists' style.

Seal Specialist: Owing to his need to carry all those weapons. Kyo has knowledge of seals above what his rank would suggest, although not an inventor like the legendary Yellow Flash, he's good at adapting seals to new purposes.

Minor Extras
Polylinguist: Whether due to seals or just the result of his upbringing Kyo naturally learns languages faster than others. Not to the level of his skill with picking up weapons but enough to be noticeable.

Jack of Trades: With largely balanced stats, Kyo can make do in virtually everything if not as well as someone who actually trains for it.

Flaws:
Technical Pacifist: Kyo hates to kill and while acknowledging it will happen, he prefers to disable when possible, being a ninja and naturally being excellent with weapons meant to kill mean that his dual impulses to protect and to wield his skills to the best of his abilities cause him to take risks and leave enemies alive when he shouldn't.

I Love the Box, I Feel Safe in There: Kyo just isn't very good at coming up with unique or creative solutions to problems. As such unorthodox plans leaving him feeling uneasy at best.

Initiative Failure: Either because of his pacifism or just general indifference, Kyo rarely if ever takes the lead in a squad if he doesn't have to. This in turn has lead him to be one of the career chuunin that populate Konoha.

Takao
Spoiler: show
Konohagakure
4th Shinobi War
Age: 15
Appearance: Short black hair, brown eyes, average height.

Stats:
  • Strength: 10
  • Constitution: 12
  • Stamina: 14
  • Agility: 10
  • Dexterity: 10
  • Intelligence: 16
  • Wisdom: 16
  • Charisma: 12
  • Comeliness: 10
Major Powers:
Near-Nara Strategy: As his Intelligence and Wisdom imply, Takao is an expert strategist, and while he could never outsmart a Nara, he can use his strategies to make more effective use of his rather average skills and outsmart most opponents. This is at least three quarters due to spending way too much time around Shikamaru during the Timeskip between parts 1 and 2 of Naruto. This is a result of tending to be assigned to the same missions as Shikamaru or missions that end up crossing paths with the missions Shikamaru is on.

Can Only Go Up From Here: Takao has extremely unpredictable luck. It tends to turn a molehill into a mountain and then get him out of it with only minor to moderate injuries. On some occasions, it helps with problems it doesn't cause, but not often.

Minor Powers:

What Do You Mean We Don't Have A Plan B!? I Guess I'll Just Have To Make One Then: Takao is also talented in the area of making up backup plans on the fly, which comes in handy when his unpredictable luck decides to blow his first plan to pieces at the worst possible moment.

Small Summons: When Takao was promoted to Chunin (roughly a year and a half into Naruto's training trip and the Timeskip), his father, a slightly above average Jonin, offered to let him sign the Summoning Scroll for Raccoons. Takao accepted. He still doesn't have the Chakra reserves to summon any that are gigantic, but he is on good terms with the raccoons he can summon that are at least slightly smaller than an average human. Any larger, and they tend to disobey him, for some reason. Takao usually only summons some of the smaller ones, not much bigger than a normal raccoon. This is both because it takes less Chakra to summon them, and because they're good scouts and can provide him with more information with which he can come up with a strategy.

Flaws:
Must've Broken A Mirror: As stated above, Takao's luck is extremely unpredictable, and usually gets him into the situations it gets him out of, making it a double edged sword. When in Takao's company, be ready for the Death Star rising out of the nearest puddle, because all kinds of trouble can cross Takao's path that isn't in any way related to the task at hand.

Deep Sleep: Unfortunately, too much time around Shikamaru has also had at least one negative effect. Takao tends to be impossible to rouse before he decides it's time to wake up. Shaking him, dumping a bucket of cold water on his face, yelling in his ear until the person yelling is blue in the face, and just about anything else you can think of short of breaking his nose or one of his fingers (and even that is sometimes debated) doesn't work. Takao can probably sleep through a battle unless he's hurt enough. One incident that forced Takao's mother to buy a new toaster, however, has confirmed that the smell of smoke will wake him up. Though, even when he does wake up, be it on his own or otherwise, he's groggy for at least five minutes.

Blockheads Will Not Be Tolerated: Takao has little to no tolerance for people who don't think much (such as Naruto), which sometimes dents his social skills. This put him at odds with his original squadmates, who weren't the sharpest tools in the shed.

Insubordinate Summons: For some reason, all of Takao's raccoon summons that are at least the size of an average human don't listen to him very often. Takao tries to find out why when he has time, but no luck so far.
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Re: A Shinobi in Star Wars

Unread postby bookworm702 » November 18th, 2012, 11:36 pm

Personally, I'm leaning more towards Kyo Iga.
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Re: A Shinobi in Star Wars

Unread postby gman391 » November 18th, 2012, 11:44 pm

Well I suppose for fairness I should post a Padawan as well. Still prefer Kyo though


Dav Soto

Strength: 12

Constitution: 12

Stamina: 12

Agility: 12

Dexterity: 12

Intelligence: 10

Wisdom: 10

Charisma: 10

Comeliness: 10

Major Powers

Lightsaber Prowess: Through hard work and natural inclination, Dav has become a prodigy with the lightsaber.

The Force Aids Me: Dav is naturally talented at enhancing his physical abilities.

Minor Powers

Run Away Run Away!: Dav has a well honed instinct for when it's okay to run away

Walk Tall: Naturally at ease, Dav can keep his fear from making him look afraid with his body language

Flaws
Use the Force, Wait I need to install new batteries: Although gifted physically and able to use the force to enhance himself, Dav has problems using more visible manifestations of the Force such as telekinesis

Philosophy Majors Are Useless: Despite being a Padawan, Dav just does not get the more esoteric aspects of the Force

Uh huh Right: Owing to decidedly average mental abilities, Dav has an inborn faith in specialists and trusts them more than he probably should
Last edited by gman391 on November 19th, 2012, 3:57 pm, edited 1 time in total.
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Re: A Shinobi in Star Wars

Unread postby bookworm702 » November 19th, 2012, 12:45 am

Woo, Padawans!

Feedo

Strength 9
Constitution 11
Stamina 12
Agility 12
Dexterity 14
Intelligence 9
Wisdom 12
Charisma 11
Comeliness 10

Major Powers:
Trust Your Instincts: Feedo has an unusually strong connection with the Living Force, giving him an unnatural insight into the present situation.

Rodia to Ninja: Feedo's ancestry provides a heightened aptitude for violence. Bad for delicate negotiations, but great for aggresive ones.

Minor Powers:
No, I Definitely Shot First: An itchy trigger finger lets Feedo pull a blaster and squeeze a shot off before some species can blink.

Going Somewhere?: Being so fleet of foot, Feedo has an uncanny ability to intercept a target before it reaches an exit.

Flaws:
Clan War, What's it Good For?: Though taken from home at a young age, Feedo reeks of the Bomu Clan, a smell any Rodian worth his salt can pick up. The Bomu Clan are major rivals and enemies of the Kenu Clan.

Be Mindful of What?: His connection to the Living Force means Feedo has a level of awareness of the future that most Masters would call 'oblivious'.
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Re: A Shinobi in Star Wars

Unread postby JamestheFox » November 19th, 2012, 3:47 pm

Well, this is just to get some options up there, so you all can decide what kind of character you want to play as.

A reminder to all Padawan creators, they get less points to start with (100 points to the Shinobi's 110), symbolizing that they aren't yet as strong as a Chunin or a Jedi Knight.

Assessment of Dav Soto
Spoiler: show
You'll want to reduce his stats a bit.
Aside from that, all of his Powers and Flaws are approved.
Assessment of Feedo
Spoiler: show
Stats are approved.
All of the Powers and Flaws are approved, though I'd set Trust Your Instincts as a minor power, I'd say you have the Charisma and Wisdom for it.

In addition, due to being a Rodian, the character has some Minor Powers that are required in the build, due to them being natural characteristics of the Race:

Infrared Vision: This Character sees in Infrared, and can thus track others by their body heat, and see in the dark. This is required for Rodians, and a Minor Power.
Rodian Dexterity: This character, due to their long, sucker-tipped fingers, are extremely good at climbing and gripping, regardless of the character's Dexterity and Strength. This is a required Minor Power for Rodians, but a Major Power for non-Rodians with Strength or Dexterity below 14.

Moving Trust Your Instincts down to the Minor Powers opened up one Power Slot, but for the other Minor Power, I have a few suggestions:
A: Removing your other Major Power, opening up 2 Power Slots (also gives you room for another Minor).
B: Removing a Minor Power you don't need.
C: Taking 4 more Flaws to give you a Power Slot. As a suggestion, I personally think one or two of the Trauma Flaws and/or a Dark Secret would be good additions, hinting that maybe he got his trigger finger because of something that happened in his past.
D: Reallocating a few stats to put your combined Strength and Charisma at 22 or above. Under those circumstances, I'm willing to take Rodia to Ninja as a Minor Power. Be aware that, as I've listed them in the Padawan Power set, a few of your other Minor Powers need a certain amount of Agility, Dexterity, etc, to not be Major Powers.

(I feel a little proud of myself for recognizing the references in your Power names.)


Powers (The Shinobi)
Spoiler: show
Animal Partner: This character has an absolutely loyal animal partner that fights with them. This can be anything, though it can't be giant. The animal must be specified when the Power is taken, and the animal will have been caught in the Space-Time Jutsu along with you. This is a Minor Power, and is required for Inuzuka, Aburame, and other such clans.

Big Summon: This character has a summon contract with a certain animal (to be specified when taking this Power), and can even summon the giants among these creatures (Which are Rank 4 in stats). This is a Major Power.

Byakugan: This Character, as part of the Hyuuga Clan, has access to the Byakugan. With it, they can see in almost all directions, giving them a better ability to dodge even without high Agility. With it, they can see others bodily functions, and with practice, they can more easily tell when someone is lying to them, even without high Wisdom, except for Droids. They can see Chakra, and with a higher Dexterity, they can disrupt it, disabling their foes, though Droids are immune to this. Even without high Dexterity, they can get past most armor, and do unseen damage directly to a foe's inner workings, though Droids are immune to this. This is a Major Power, exclusive and required for Hyuuga.

Can Only Go Up From Here: It's when things seem at their worst that this character's luck turns around; obstacles get removed, sometimes in the most ridiculous or unlikely fashion possible, help comes when they think they're completely finished, etc. This is a Major Power.

Going Somewhere?: This character is especially good at intercepting targets that are trying to flee. Requires an Agility of 12 or more to be a Minor Power.

Jack of All Trades: This character is able to pick up a bit of skill in almost any task, though they're far from being masters of it. If this character's stats are all in their averages or higher, this is a Minor Power. Otherwise, this is a Major Power.

King of Weapons: This character finds it easy to wield almost any weapon they come across. They may not master it, but they know how to use it. If this character has a Dexterity of 16, this is a Minor Power. Otherwise, this is a Major Power.

Massive Chakra: For some reason, this character has so much Chakra that they don't know what to do with it, and it takes a lot for them to fall to Chakra Exhaustion, even if they don't have a high Stamina. If this character has 18 Stamina, this Power goes without saying. Otherwise, it's a Major Power.

Mental Fortitude: This character, even without a high Wisdom and Charisma, is good at resisting mental attacks like genjutsu, Jedi Mind Tricks, or full blown Mind Reading. If this character has a Wisdom of 16 and a Charisma of 15, this is a Minor Power. Otherwise, it's a Major Power.

Near-Nara Strategy: Though not as naturally talented as a Nara at it, this character has picked up the ability to form workable long-term plans, both on a small scale and a large scale, with or without a godly Wisdom. If this character has a Wisdom of 17-18, then this is a Minor Power. Otherwise, this is a Major Power.

Iai Master: A mastery of quick attacks lets this character perform an attack faster than most people can blink. Requires an Agility and Dexterity of at least 11 each to be a Minor Power. Otherwise, it's a Major Power.

Polylinguist: This character can pick up multiple languages. This is a Minor Power.

Rapid Healing: This character will heal more quickly from injuries, healing from injuries that'd normally take weeks to heal in just days. If this Character's Constitution is 17-18, this is a Minor Power. Otherwise, it's a Major Power.

Run Away Run Away!: This character is able to tell when it is best to run away. If the character's Wisdom is below average, this is a Major Power. Otherwise, it's a Minor Power.

Seal Specialist: This character knows how to make, adapt, and otherwise work with Sealing Jutsu. If this Character's Dexterity is 14 and their Intelligence is 16, this is a Minor Power. Otherwise, it's a Major Power.

Sharingan: This character, as part of the Uchiha Clan, has access to the Sharingan, which allows them to cast illusions, mimic others' movements with perfect accuracy, and dodge things with greater ease by seeing it coming, even if they don't have a high Intelligence and Wisdom, Dexterity, or Agility, respectively. They can see Chakra, and their Chakra Affinity is automatically Fire. Under certain circumstances, this can change... This is a Major Power, exclusive and required for Uchiha.

Shinobi Bravado: This character is good at hiding their fear. This is a Minor Power.

Small Summon: This character has a contract with summonable animals. Though he can't call the big guns, he can still call up smaller creatures, up to just above Human Size. This is a Minor Power.

Special Weapon: This character was a wielder of a unique and powerful weapon, and is specialized in it. The weapon must be specified when taking the Power. The rank of the Power depends on the weapon.

What Do You Mean We Don't Have A Plan B!? I Guess I'll Just Have To Make One Then: This character has amazing improvisation skills, and doesn't fluster easily when their first plan gets torn to shreds, even if they lack Wisdom. If your Wisdom is 16 or higher, this is a Minor Power. Otherwise, this is a Major Power.
Flaws (The Shinobi)
Spoiler: show
Short-Term Thinker: This character isn't especially good at thinking about the long term, regardless of their Wisdom.

Blockheads Will Not Be Tolerated: This character has no tolerance for people they see as unintelligent, and often butts heads with others because of this, regardless of their Charisma. Requires an Intelligence above the average.

Chakra Deficiency: This Character, for some reason, can't access their Chakra. Ninjutsu and Genjutsu are forever beyond their reach. However, they might be able to work with another Force...

I Love the Box I Feel Safe in There: This character doesn't like thinking outside of the box, and will generally prefer more orthodox, predictable plans, even if their high Wisdom would say otherwise.

Initiative Failure: This character does not like leading a team, and prefers to stay in the back, leaving decision-making to someone else, even if their Charisma usually makes everyone look to them.

Must've Broke a Mirror: For some reason, this character has terrible luck, and constantly gets into terrible situations. Ambushes out of nowhere, not being able to find the keys to your house, despite having left them in plain view yesterday, to just spilling hot coffee all over themselves.

See Underneath the... What Now?: This character isn't especially good at thinking about the implications of others actions or their motivations, regardless of their Wisdom.

Technical Pacifist: This character doesn't like killing, and when your foe's lives are on the line this character is likely to choke, or hold back, or something else that ruins their chances of victory.

Terrible Secret: This character has a deep, dark secret, that would likely alienate everyone they know if learned. The secret must be explained when the Flaw is given. If someone learns the secret, it will result in them being utterly repulsed by this character, even if they have high Charisma, unless said person is Evil.

Trauma - Night Terrors: Due to trauma in their past, this character experiences terrible dreams, and thus finds it hard to get a night's rest, though not impossible. Thoughts of these dreams will preoccupy the character's thoughts, unless they can find a friend to talk to.

Trauma - Fractured Mind: As a response to trauma in their past, this character experiences hallucinations, ranging from auditory and visual, to taste, smell, and even touch.

Trauma - Addiction: To cope with trauma in their past, this character started taking a substance, one they are now addicted to and will suffer various side effects without. This can be anything, from caffeine, to tobacco, to alcohol, to more exotic (and illegal) substances.

Uh huh, Right: This character has an inborn faith in specialists and trusts them more than they probably should. Requires an average intelligence, or lower.

Wandering Everywhere, Getting Nowhere: This character is prone to getting lost, especially when they need to be somewhere fast.

Weapons Failure: This character is bad at using weapons. They must've slept through the relevant classes. Shuriken? Can't hit the broad side of a Tailed Beast. Kunai? Always fumbles and cuts himself on the sharp end. Katanas? Spears? Hah! Don't make me laugh (though this can be countered with a Weapon Specialization Power). This is despite their high Dexterity.

Powers (The Padawan)
Spoiler: show
Animal Partner: This character has an absolutely loyal animal partner that fights with them. This can be anything, though it can't be giant. The animal must be specified when the Power is taken, and it has grown up with you in the temple. This is a Minor Power.

Always a Bigger Fish: It's when things seem at their worst that this character's luck turns around; obstacles get removed, sometimes in the most ridiculous or unlikely fashion possible, help comes when they think they're completely finished, etc. This is a Major Power.

Battle Meditation: This character is able to wield Battle Meditation, uniting their allies through the Force, and eroding their foes' will to fight. If this character's Charisma is at 17, this is a Minor Power. Otherwise, this is a Major Power.

Force Unleashed: For some reason, this character has such a powerful connection to the Force that they're able to perform amazing feats, even by Jedi standards, perhaps even bringing down an entire Battle Cruiser or space station. If this character has 18 Wisdom and 18 Charisma, this Power goes without saying. Otherwise, it's a Major Power.

Going Somewhere?: This character is especially good at intercepting targets that are trying to flee. Requires an Agility of 12 or more to be a Minor Power.

Infrared Vision:This Character sees in Infrared, and can thus track others by their body heat, and see in the dark. This is required for Rodians, and a Minor Power.

Jack of All Trades: This character is able to pick up a bit of skill in almost any task, though they're far from being masters of it. If this character's stats are all in their averages or higher, this is a Minor Power. Otherwise, this is a Major Power.

King of Weapons: This character finds it easy to wield almost any weapon they come across. They may not master it, but they know how to use it. If this character has a Dexterity of 16, this is a Minor Power. Otherwise, this is a Major Power.

Lightsaber Prowess: This character is a prodigy with the lightsaber. For those with a Dexterity of 17 or more, this is a Minor Power. Otherwise, this is a Major Power.

Mental Fortitude: This character, even without a high Wisdom and Charisma, is good at resisting mental attacks like genjutsu, Jedi Mind Tricks, or full blown Mind Reading. If this character has a Wisdom of 16 and a Charisma of 15, this is a Minor Power. Otherwise, it's a Major Power.

No, I Definitely Shot First: An itchy trigger finger lets this character perform an attack faster than most people can blink. Requires an Agility and Dexterity of at least 11 each to be a Minor Power. Otherwise, it's a Major Power.

Polylinguist: This character can pick up multiple languages. This is a Minor Power.

Rapid Healing: This character will heal more quickly from injuries, healing from injuries that'd normally take weeks to heal in just days. If this Character's Constitution is 17-18, this is a Minor Power. Otherwise, it's a Major Power.

Rodia to Ninja/Lightsaber Diplomacy: This character has a heightened aptitude for violence and intimidation, and is at their best when negotiations get... aggressive. A Minor power for characters with combined Strength and Charisma of 21 or above. Otherwise, it's a Major Power.

Rodian Talent: This character, due to their long, sucker-tipped fingers, are extremely good at climbing and gripping, regardless of the character's Dexterity and Strength. This is a required Minor Power for Rodians, but a Major Power for non-Rodians with Strength or Dexterity below 14.

Run Away Run Away!: This character is able to tell when it is best to run away. If the character's Wisdom is below average, this is a Major Power. Otherwise, it's a Minor Power.

Walk Tall: This character is good at hiding their fear. This is a Minor Power.

Special Weapon: This character was a wielder of a unique and powerful weapon, and is specialized in it. The weapon must be specified when taking the Power. The rank of this power depends on the weapon.

The Force Aids Me: This character is good at enhancing their physical abilities. This is a Minor Power for those with 12 Wisdom and Charisma each. Otherwise, this is a Major Power.

Trust Your Instincts: This character has an unusually strong connection with the Living Force, giving them an unnatural insight into the present situation. This is a Minor Power for those with a combined Charisma and Wisdom of 22 or higher. Otherwise it's a Major Power.

What Do You Mean We Don't Have A Plan B!? I Guess I'll Just Have To Make One Then: This character has amazing improvisation skills, and doesn't fluster easily when their first plan gets torn to shreds, even if they lack Wisdom. If your Wisdom is 16 or higher, this is a Minor Power. Otherwise, this is a Major Power.

Wisdom of the Masters: Though not as naturally talented as a Jedi Master at it, this character has picked up the ability to form workable long-term plans, both on a small scale and a large scale, with or without a godly Wisdom. If this character has a Wisdom of 17-18, then this is a Minor Power. Otherwise, this is a Major Power.
Flaws (The Padawan)
Spoiler: show
Be Mindful of What?: This character isn't especially good at thinking about the long term, regardless of their Wisdom.

Blockheads Will Not Be Tolerated: This character has no tolerance for people they see as unintelligent, and often butts heads with others because of this, regardless of their Charisma. Requires an Intelligence above the average.

Clan War, What's it Good For?: For one reason or another, this character's presence is enough to tick certain people off. The reason and the people have to be specified.

I Love the Box I Feel Safe in There: This character doesn't like thinking outside of the box, and will generally prefer more orthodox, predictable plans, even if their high Wisdom would say otherwise.

Initiative Failure: This character does not like leading a team, and prefers to stay in the back, leaving decision-making to someone else, even if their Charisma usually makes everyone look to them.

Midichlorian Disconnect: This character, despite having been chosen to be part of the Jedi, is not able to connect to the Force. Their Force Powers frequently fail, and unless they have an exceptionally high Dexterity, they can't use a Lightsaber. However, the lack of Midichlorians means another power might be within their reach, with hard enough work...

Must've Broke a Mirror: For some reason, this character has terrible luck, and constantly gets into terrible situations. Ambushes out of nowhere, not being able to find your lightsaber, despite having left it in plain view yesterday, to just spilling hot coffee all over themselves.

Philosophy Majors Are Useless: This character just does not get the more esoteric aspects of the Force.

Flying WAY over your Head: This character isn't especially good at thinking about the implications of others actions or their motivations, regardless of their Wisdom.

Technical Pacifist: This character doesn't like killing, and when your foe's lives are on the line this character is likely to choke, or hold back, or something else that ruins their chances of victory.

Terrible Secret: This character has a deep, dark secret, that would likely alienate everyone they know if learned. The secret must be explained when the Flaw is given. If someone learns the secret, it will result in them being utterly repulsed by this character, even if they have high Charisma, unless said person is Evil.

Trauma - Night Terrors: Due to trauma in their past, this character experiences terrible dreams, and thus finds it hard to get a night's rest, though not impossible. Thoughts of these dreams will preoccupy the character's thoughts, unless they can find a friend to talk to.

Trauma - Fractured Mind: As a response to trauma in their past, this character experiences hallucinations, ranging from auditory and visual, to taste, smell, and even touch.

Trauma - Addiction: To cope with trauma in their past, this character started taking a substance, one they are now addicted to and will suffer various side effects without. This can be anything, from caffeine, to alcohol, to more exotic (and illegal) substances.

Uh huh, Right: This character has an inborn faith in specialists and trusts them more than they probably should. Requires an average intelligence, or lower.

Use the Force, Wait I Need to Install New Batteries: This character, for some reason, has problems using the Force externally, such as through levitation, mind tricks, etc.

Wandering Everywhere, Getting Nowhere: This character is prone to getting lost, especially when they need to be somewhere fast.

Weapons Failure: This character is bad at using weapons. They must've slept through the relevant classes. Lightsabers? They'd probably cut their own hand off. Blasters? Completely inelegant. Other weapons? Don't make me laugh (though this can be countered with a Weapon Specialization Power). This is despite their high Dexterity.
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Re: A Shinobi in Star Wars

Unread postby bookworm702 » November 19th, 2012, 4:59 pm

Alrighty, Feedo 2.0!

Strength 11
Constitution 11
Stamina 11
Agility 12
Dexterity 13
Intelligence 9
Wisdom 12
Charisma 11
Comeliness 10

Major Powers:


Minor Powers:
Trust Your Instincts
Rodia to Ninja
Going Somewhere?
No, I Definitely Shot First
Infrared Vision
Rodian Talent

Flaws:
Clan War, What's it Good For?
Be Mindful of What?

Rough Backstory:
Spoiler: show
Edited in later. Promise. Was thinking about an aggressive childhood where he got in trouble a lot, paired up with a very stern mentor who molded his aggresion into focus and purpose.
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Re: A Shinobi in Star Wars

Unread postby NotreallyHere » November 20th, 2012, 1:06 am

Name: Juugo Kazumi

Bio: Daughter of Juugo and Karin, Kazumi has both the Senninka of her father, and the immense life-force of the Uzumaki Clan. She was born in Konoha 4 years after the Forth Ninja War, and was show to have her father’s Bloodline limit very early in life. After receiving training in the Sage Arts from her father and uncle she gain great control over her Senninka, but still fears that she might lose control of herself. Kazumi is a beautiful and king young women, but she has little skill in social activities, and tends to say and do the wrong thing at the wrong time.

Strength: 14
Constitution: 15
Stamina: 14
Agility: 14
Dexterity: 11
Intelligence: 10
Wisdom: 10
Charisma: 7
Comeliness: 13

Major Powers:
Senninka- the Kekkai Genkai of a lost clan, it causes Kazumi’s body to absorb Nature Chakra, and alters her body in combat, as well as making her naturally stronger that even a ninja of her size and shape should be.
Rapid Healing-Both half of her heritage give Kazumi the ability to heal minor wound in just second, and drastically reduce her recovery time from major wound.

Minor Powers:
Strong Life-Force- Kazumi has the naturally strong life-force of the Uzumaki Clan, which combined with her sage training, allows her a far greater control of her Senninka that her father.
Two Roads of the Sage- Kazumi is trained in the basic of the Toad Style Sage Arts by her uncle Naruto Uzumaki, and the Snake Style Sage Arts by her father Juugo

Flaws:
Frogs and Snakes Don’t Mix- due to the complete differences of the two Sage Arts Kazumi has been taught she cannot use the true potential of either gaining only a boost to her control of her Bloodline Limit.
Morality of the Devil Within- the Senninka has a great deal of versatility in its ability, but Kazumi’s morals won’t allow her to use the more horrible or evil ones, such as Human Body Absorption, and petrifaction. At least on most targets…
Fear of the Devil Within- Kazumi’s fear of her powers makes the more obvious effects difficult for her to use without great need.
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Re: A Shinobi in Star Wars

Unread postby JamestheFox » November 20th, 2012, 3:52 am

Assessment of Juugo Kazumi
Spoiler: show
Er, can we avoid going with Post-Series Naruto? Just... asking, as a personal thing. If enough people want The Shinobi to come from there, I guess I'll be fine with it, but I'd just rather not.

Also, Juugo and Karin? Somehow... sounds unlikely.


Aside from that, the Stats are approved, but they're 2 points below the max for The Shinobi.

Senninka is approved, as a Major Ability exclusive to those from Juugo's clan.

Rapid Healing has already been approved as a Major Power.

Each "Road of the Sage" would have to count as a Major Power. I've seen what Sage Mode can do. I've also seen what Juugo can do, even without control of his actions, so giving a character these to increase their ability to control that power... is a bit overpowered. Just saying.

However, the Uzumaki Clan's Strong Life-Force, which would give a longer natural lifespan and the ability to survive things that'd normally kill them (within some reason), is approved as a Minor Power for the Uzumaki Clan (A Major Power for non-Uzumakis with less than 17 Stamina), one of two that'd be in play for Uzumakis. The other would be:

Living Cage: This character's chakra is naturally suited to sealing things inside of it. From Demons and god-like entities to ancient weapons, they are perfectly suited to being the Cage other things are sealed in. This is a required Minor Power for Uzumaki Clan characters, and a Major Power for anyone else without a Stamina of 17. This is replaced with Living (X) Container once they've become the containers for whatever they had sealed inside them.

(Living (X) Container is a Minor-to-Major Power, depending on what was sealed, and gives the bearer traits of whatever was sealed inside them, including a bunch of Flaws.)

Going through either or both forms of Sage Training would be difficult for someone from Juugo's clan, and even then (and even with the Uzumaki Clan's talents), it probably wouldn't be enough to completely stop the fits of berserk rage that would come from randomly absorbing Natural Energy. Thus, I must add this Flaw:

Mustn't Lose Control, Mustn't Lose Control...: This character is prone to berserk rages, in which they lose all sense of themselves and may attack anyone, even their friends and family. These are especially common when the character feels powerful emotions, such as anger, lust, etc. As a side effect, this character doesn't like being around others, due to a fear of losing control and harming them.

The Frogs and Snakes thing doesn't sound like it makes sense. She can't use either Sage Mode because she trained in both? And if were just that she couldn't combine the two Sage Modes, that should go without saying.

However, both of the other Flaws are sensible, and thus are Approved. What it means for this character is that between her morals and fear, she'll have great difficulty willingly going into her Senninka, and will likely have to be literally cornered by hordes of enemies with no other way out before she even considers using it.

Oh, and by the by? Juugo never learned Snake Sage Arts. That was a lost art until Orochimaru rediscovered it and tried developing it for himself, and the only one to actually pull it off was Kabuto, who is currently a vegetable.
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Re: A Shinobi in Star Wars

Unread postby JamestheFox » November 22nd, 2012, 6:35 pm

It seems like we're done making potential characters. Now, It's time to decide: Which of these characters will rise from the aether, and become your player character?

Choices are from approved characters. Dav Soto (Too high of stats for The Padawan) and Juugo Kazumi (Requires Uzumaki Clan's powers/Juugo's clan's flaws, and to replace overpowered powers) currently don't meet the requirements for acceptance. However, there is still time. I am giving you the rest of this week and the next one to fix up these characters/make new ones to add to the list of candidates. Voting will continue until next Friday, November 30th, or until one character has the absolute majority (like, 2-3 votes more than the others) of the votes, whichever comes first.

Kyo Iga
Spoiler: show
The Shinobi
Konohagakure, Circa period between 2nd and 3rd Shinobi Wars
Age: TBD
Appearance: TBD
Backstory: TBD

Stats:
  • 14 Strength
  • 12 Constitution
  • 14 Stamina
  • 12 Agility
  • 12 Dexterity
  • 10 Intelligence
  • 12 Wisdom
  • 12 Charisma
  • 12 Comeliness
Major Extras
King of Weapons: Not literally what it implies but Kyo much like TenTen in the future has an uncanny ability to master literally any weapon he sets his eyes on. Although perhaps not equal to a true specialist his sheer versatility means he can off use weapons to counter a specialists' style.
Seal Specialist: Owing to his need to carry all those weapons. Kyo has knowledge of seals above what his rank would suggest, although not an inventor like the legendary Yellow Flash, he's good at adapting seals to new purposes.

Minor Extras
Polylinguist: Whether due to seals or just the result of his upbringing Kyo naturally learns languages faster than others. Not to the level of his skill with picking up weapons but enough to be noticeable.
Jack of Trades: With largely balanced stats, Kyo can make do in virtually everything if not as well as someone who actually trains for it.

Flaws:
Technical Pacifist: Kyo hates to kill and while acknowledging it will happen, he prefers to disable when possible, being a ninja and naturally being excellent with weapons meant to kill mean that his dual impulses to protect and to wield his skills to the best of his abilities cause him to take risks and leave enemies alive when he shouldn't.
I Love the Box, I Feel Safe in There: Kyo just isn't very good at coming up with unique or creative solutions to problems. As such unorthodox plans leaving him feeling uneasy at best.
Initiative Failure: Either because of his pacifism or just general indifference, Kyo rarely if ever takes the lead in a squad if he doesn't have to. This in turn has lead him to be one of the career chuunin that populate Konoha.

Takao
Spoiler: show
The Shinobi
Konohagakure, Circa the 4th Shinobi War
Age: 15
Appearance: Short black hair, brown eyes, average height.
Backstory: TBD - Was a teammate of Shikamaru's during the Timeskip.

Stats:
  • Strength: 10
  • Constitution: 12
  • Stamina: 14
  • Agility: 10
  • Dexterity: 10
  • Intelligence: 16
  • Wisdom: 16
  • Charisma: 12
  • Comeliness: 10
Major Powers:
Near-Nara Strategy: As his Intelligence and Wisdom imply, Takao is an expert strategist, and while he could never outsmart a Nara, he can use his strategies to make more effective use of his rather average skills and outsmart most opponents. This is at least three quarters due to spending way too much time around Shikamaru during the Timeskip between parts 1 and 2 of Naruto. This is a result of tending to be assigned to the same missions as Shikamaru or missions that end up crossing paths with the missions Shikamaru is on.
Can Only Go Up From Here: Takao has extremely unpredictable luck. It tends to turn a molehill into a mountain and then get him out of it with only minor to moderate injuries. On some occasions, it helps with problems it doesn't cause, but not often.

Minor Powers:
What Do You Mean We Don't Have A Plan B!? I Guess I'll Just Have To Make One Then: Takao is also talented in the area of making up backup plans on the fly, which comes in handy when his unpredictable luck decides to blow his first plan to pieces at the worst possible moment.
Small Summons: When Takao was promoted to Chunin (roughly a year and a half into Naruto's training trip and the Timeskip), his father, a slightly above average Jonin, offered to let him sign the Summoning Scroll for Raccoons. Takao accepted. He still doesn't have the Chakra reserves to summon any that are gigantic, but he is on good terms with the raccoons he can summon that are at least slightly smaller than an average human. Any larger, and they tend to disobey him, for some reason. Takao usually only summons some of the smaller ones, not much bigger than a normal raccoon. This is both because it takes less Chakra to summon them, and because they're good scouts and can provide him with more information with which he can come up with a strategy.

Flaws:
Must've Broken A Mirror: As stated above, Takao's luck is extremely unpredictable, and usually gets him into the situations it gets him out of, making it a double edged sword. When in Takao's company, be ready for the Death Star rising out of the nearest puddle, because all kinds of trouble can cross Takao's path that isn't in any way related to the task at hand.
Deep Sleep: Unfortunately, too much time around Shikamaru has also had at least one negative effect. Takao tends to be impossible to rouse before he decides it's time to wake up. Shaking him, dumping a bucket of cold water on his face, yelling in his ear until the person yelling is blue in the face, and just about anything else you can think of short of breaking his nose or one of his fingers (and even that is sometimes debated) doesn't work. Takao can probably sleep through a battle unless he's hurt enough. One incident that forced Takao's mother to buy a new toaster, however, has confirmed that the smell of smoke will wake him up. Though, even when he does wake up, be it on his own or otherwise, he's groggy for at least five minutes.
Blockheads Will Not Be Tolerated: Takao has little to no tolerance for people who don't think much (such as Naruto), which sometimes dents his social skills. This put him at odds with his original squadmates, who weren't the sharpest tools in the shed.
Insubordinate Summons: For some reason, all of Takao's raccoon summons that are at least the size of an average human don't listen to him very often. Takao tries to find out why when he has time, but no luck so far.
Feedo
Spoiler: show
The Padawan
Birth Planet: TBD
Age: TBD
Appearance: TBD
Backstory: TBD

Stats:
  • Strength 11
  • Constitution 11
  • Stamina 11
  • Agility 12
  • Dexterity 13
  • Intelligence 9
  • Wisdom 12
  • Charisma 11
  • Comeliness 10
No Major Powers:

Minor Powers:
Trust Your Instincts: Feedo has an unusually strong connection with the Living Force, giving him an unnatural insight into the present situation.
Rodia to Ninja: Feedo's ancestry provides a heightened aptitude for violence. Bad for delicate negotiations, but great for aggresive ones.
Going Somewhere?: Being so fleet of foot, Feedo has an uncanny ability to intercept a target before it reaches an exit.
No, I Definitely Shot First: An itchy trigger finger lets Feedo pull a blaster and squeeze a shot off before some species can blink.
Infrared Vision: This Character sees in Infrared, and can thus track others by their body heat, and see in the dark. This is required for Rodians, and a Minor Power.
Rodian Talent: This character, due to their long, sucker-tipped fingers, are extremely good at climbing and gripping, regardless of the character's Dexterity and Strength. This is a required Minor Power for Rodians, but a Major Power for non-Rodians with Strength or Dexterity below 14.

Flaws:
Clan War, What's it Good For?: Though taken from home at a young age, Feedo reeks of the Bomu Clan, a smell any Rodian worth his salt can pick up. The Bomu Clan are major rivals and enemies of the Kenu Clan.
Be Mindful of What?: His connection to the Living Force means Feedo has a level of awareness of the future that most Masters would call 'oblivious'.
Dav Soto
Spoiler: show
The Padawan
Birth Planet: TBD
Age: TBD
Appearance: TBD
Backstory: TBD

Stats
  • Strength: 12
  • Constitution: 12
  • Stamina: 12
  • Agility: 12
  • Dexterity: 12
  • Intelligence: 10
  • Wisdom: 10
  • Charisma: 10
  • Comeliness: 10
Major Powers
Lightsaber Prowess: Through hard work and natural inclination, Dav has become a prodigy with the lightsaber.
The Force Aids Me: Dav is naturally talented at enhancing his physical abilities.

Minor Powers
Run Away Run Away!: Dav has a well honed instinct for when it's okay to run away
Walk Tall: Naturally at ease, Dav can keep his fear from making him look afraid with his body language

Flaws
Use the Force, Wait I need to install new batteries: Although gifted physically and able to use the force to enhance himself, Dav has problems using more visible manifestations of the Force such as telekinesis
Philosophy Majors Are Useless: Despite being a Padawan, Dav just does not get the more esoteric aspects of the Force
Uh huh Right: Owing to decidedly average mental abilities, Dav has an inborn faith in specialists and trusts them more than he probably should.

Current Votes:
Kyo: gman,
Takao: JAG,
Feedo: bookworm,
Dav:


EDIT: You what sometimes stinks? When the forum doesn't notify me about edited posts... Dav is added to the list. He doesn't have any votes, if only because his creator is already voting for his other guy.
Last edited by JamestheFox on November 22nd, 2012, 7:42 pm, edited 1 time in total.
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Re: A Shinobi in Star Wars

Unread postby gman391 » November 22nd, 2012, 6:47 pm

I thought I had fixed Dev's stats...
*shrugs*
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Re: A Shinobi in Star Wars

Unread postby JamestheFox » November 27th, 2012, 11:36 pm

*Poke* *Poke*

Anyone still interested in this? Hello?
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Re: A Shinobi in Star Wars

Unread postby bookworm702 » November 28th, 2012, 12:01 am

I'm sorry, James. It's a good idea, but there just doesn't appear to be enough interest to sustain it right now. I'd love to see this get off the ground, though. Maybe there will be more support later.
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Re: A Shinobi in Star Wars

Unread postby gman391 » November 28th, 2012, 2:39 am

I like it I do but doesn't seem to be much support, maybe run it as a game or something.
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Re: A Shinobi in Star Wars

Unread postby Random_fan » November 28th, 2012, 6:33 am

I'm gonna put my vote towards Kyo.
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Re: A Shinobi in Star Wars

Unread postby shadowspiri5 » November 28th, 2012, 10:07 am

I to throw my support ot Kyo.
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Re: A Shinobi in Star Wars

Unread postby NotreallyHere » November 30th, 2012, 2:19 pm

Kyo
You never want to be in a fair fight if an unfair fight is an option." Forrest Griffin - Be Ready When The Sh*t Goes Down (A Survival Guide To The Apocalypse)

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Re: A Shinobi in Star Wars

Unread postby JamestheFox » December 1st, 2012, 12:31 am

OoG:
Er, sounds like Kyo is our winner. I will update with our Opening Crawl (because this is Star Wars) and the beginning of the quest. Good to see we've got some players.

Alright. A long time ago, in a galaxy far, far away...

Wait, WAIT. Wrong music. Funky, though.

Ah, here we are. Ahem...


ig:

A long time ago, in a galaxy far, far away...


STAR WARS
Corruption spreads in the GALATIC REPUBLIC. Tension is high as the FINANCIAL REFORM ACT, designed to end the corruption, is hotly debated.

However, encouraged by COUNT DOOKU, certain parties are considering separating from the Republic altogehter, forming a dire threat to the peace that had begun with the defeat of the Merchant's Guild.

In the midst of this, a young man awakens on the planet CORUSCANT...

_________________

You pick yourself up off the cold, hard stone you seem to have awoken on. You shake you head a bit.

Last you remember, you had been on a routine mission that had gone sour. That's right... The Third Hokage had called for you to patrol the borders. On your second day, a man had appeared, bearing a headband denoting his place as an Iwa Rouge Ninja.

Say what you will about Iwa (and you can say a lot, considering how recently there was war between your two villages), but traitors of any village deserve nothing less than a beatdown, especially ones that try to sneak into your home. You fought him. He had all sorts of odd powers, though the worst was a jutsu that simply made things disappear. Cease to exist, actually. It had a few weaknesses, but none of your attacks could reach him... Until one of your comrades managed to distract him long enough for you to get past his guard, and cut his throat.

Unfortunately, that put you in range of his final use of that jutsu.

You look around. You were lying on the side of some kind of street, though the buildings stretch upwards forever. Everything's dark, though you can see various lights over shops, glowing by means you don't understand. Is this place hell, or some other form of the afterlife? You sure hope it isn't hell. You grimace when you see someone pass by that looks almost human, but has long... flabby flesh horns coming out where her hair should be, maybe? And her face, from what you could see, was green!

Okay, if this is the afterlife, then definitely hell.

You mentally take stock of your weapons, which you seem to have brought with you, though you're not fully stocked, since you used most of your weapons in the battle. You still have 7 Kunai, 39 Shuriken, a flash tag, a short sword... and your scroll, which has a bow and 12 arrows, a quarterstaff, a mace, two sickles, about 5 Katanas, and enough supplies to make 40 Tags of any type. Though you're not sure if it will help you here, you have a few bills and some coins equalling about 2000 Ryo.

The street stretches out both in front of you, and behind you. Though it's dark, you can see all sorts of flashing lights in the distance.




oog:

Welcome to the Coruscant Underworld, one of the most wretched, impoverished, and dangerous places in Coruscant. We are in the waning days before the Sepratists start separating, about 23 BBY, closer to 22 BBY.

If you'd like to see the Opening Crawl as... well, an opening crawl, here it is, courtesy of the official Star Wars Crawl Creator... It kinda stinks, though.
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Re: A Shinobi in Star Wars

Unread postby gman391 » December 1st, 2012, 6:45 am

Stupid ninja why do they have to dodge? Dammit I just wanted to do a job come home, get drunk and make a pass at Mei-chan again. Alright what did Sensei say if I ever woke up in a strange world I didn't know?

"Remember Kyo, only you can prevent forest fires"

That wasn't as helpful as I would have liked.

Look for a place to hide out while exploring this crazy place.
"My friends, love is better than anger. Hope is better than fear. Optimism is better than despair. So let us be loving, hopeful and optimistic. And we’ll change the world."
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