04-23-2021, 07:20 AM
In honor of today’s debut of the new Mortal Kombat movie, I’m starting a new game involving ninja. It’ll run parallel to anything I happen to be playing at the moment, and will incorporate some of the things I’ve posted elsewhere on the forum, like cut-up story prompts and such. Refer to those if you want more detail.
NOTE: I know this is the internet, and things tend to float around. That’s fine, and my material is posted freely, but if you’re inclined to share it elsewhere, please provide a link back to the original, or at least mention my username. Thanks.
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As is traditional with me by now, I’m going to start this thing knowing almost nothing about the game beyond the core premise. In this case, it’s a story about a ninja. I don’t even have a title for this thing, and the thread will remain as Ninja Game until such time as I figure out what to call it.
I’m using the following resources to build the game. First, a copy of the Swords & Wizardry White Box (1e). Second, the optional Ninja class from The Dragon #16. And, third, the nontraditional gaming oracle, Cut-Up Solo: Hour of the Dragon. I should note that though this uses two different fantasy resources, at this point the game is not necessarily fantastic in setting or tone. We’ll see.
Let’s start with a character. I’m going to generate it the old-fashioned way, with stats rolled in the order they’re listed on the “character sheet,” with the only thing we’re sure about being the class: Ninja.
Let’s roll!
10 = 5[d6]+1[d6]+4[d6]
10 = 4[d6]+5[d6]+1[d6]
9 = 6[d6]+1[d6]+2[d6]
12 = 2[d6]+5[d6]+5[d6]
15 = 5[d6]+6[d6]+4[d6]
13 = 3[d6]+4[d6]+6[d6]
This translates to:
Strength (STR) — 10
Intelligence (INT) — 10
Wisdom (WIS) — 9
Constitution (CON) — 12
Dexterity (DEX) — 15
Charisma (CHA) — 13
Not a bad set of stats. About half average numbers and half above-average. Nothing terrible, which is nice. The only thing that would have been subject to a minimum was INT, because the write-up in Dragon specifies NPC ninja to have an Intelligence of 6. Which, come to think of it, makes the average ninja enemy not particularly bright. Guess that explains why they’re so easy to kill in the comics.
Anyway, we need the rest of our protagonist’s information.
The character’s level is ZERO. We’re going to start from the very bottom, so current XP is also zero. Characters are able to add their WIS and CHA bonuses together to get a bonus to earned XP, but in this case neither is high enough.
This ninja’s beginning base Saving Throw is 15.
Ninja have a 1d4 Hit Points (HP) at the start, so let’s roll.
3 = 3[d4]
Better than it might have been, but not as good as I would have liked. That one HP can make all the difference at early levels.
In S&W, characters have an amount of starting gold and buy their weapons from there. I personally dislike tracking wealth because it turns shopping into a mini-game when you could doing more interesting stuff like crushing your enemies and seeing them driven before you. If a character could reasonably afford something, they can have it. Likewise, if there’s something a character might actually have and be able to carry along with everything else, they can have that, too. The key here is the word reasonable.
As it happens, Dragon specifies some starting equipment:
* ninjatō
* sageo
* saya
* tetsubishi
* osaku
* one (1) choice of disguise
* one (1) choice of equipment
I’m not going to worry about the equipment right now because I don’t even know anything about the game I’m going to play. Also, if you don’t know what any of those items listed above are, they’ll become obvious as the game goes on, I’m sure.
According to the Dragon article, ninja don’t wear armor. This is in keeping with the movie/comic depiction of ninja, so I’m cool with that. However, to make them a bit sturdier than a naked person, a Ninja gets a save against any damage he or she might receive. So, yes, this ninja has a starting Armor Class (AC) of 8 — base of nine, minus one for a higher-than-average DEX — but that same ninja rolls a Saving Throw (ST) against damage.
I should note this isn’t as great as it sounds, because the ST against damage for a 0-level character is 15, and that ST doesn’t get any better until Level 5. My games tend to end with the violent death of the main character long before that character becomes a badass, so…
For all other things, a Ninja saves as a Fighter, so that base ST is 16. Whee.
And that’s it. We have a character, or at least the mechanical aspects of one. Let’s take a break here. Next time we’ll find out who this guy/gal is and what’s going on.
NOTE: I know this is the internet, and things tend to float around. That’s fine, and my material is posted freely, but if you’re inclined to share it elsewhere, please provide a link back to the original, or at least mention my username. Thanks.
---
As is traditional with me by now, I’m going to start this thing knowing almost nothing about the game beyond the core premise. In this case, it’s a story about a ninja. I don’t even have a title for this thing, and the thread will remain as Ninja Game until such time as I figure out what to call it.
I’m using the following resources to build the game. First, a copy of the Swords & Wizardry White Box (1e). Second, the optional Ninja class from The Dragon #16. And, third, the nontraditional gaming oracle, Cut-Up Solo: Hour of the Dragon. I should note that though this uses two different fantasy resources, at this point the game is not necessarily fantastic in setting or tone. We’ll see.
Let’s start with a character. I’m going to generate it the old-fashioned way, with stats rolled in the order they’re listed on the “character sheet,” with the only thing we’re sure about being the class: Ninja.
Let’s roll!
10 = 5[d6]+1[d6]+4[d6]
10 = 4[d6]+5[d6]+1[d6]
9 = 6[d6]+1[d6]+2[d6]
12 = 2[d6]+5[d6]+5[d6]
15 = 5[d6]+6[d6]+4[d6]
13 = 3[d6]+4[d6]+6[d6]
This translates to:
Strength (STR) — 10
Intelligence (INT) — 10
Wisdom (WIS) — 9
Constitution (CON) — 12
Dexterity (DEX) — 15
Charisma (CHA) — 13
Not a bad set of stats. About half average numbers and half above-average. Nothing terrible, which is nice. The only thing that would have been subject to a minimum was INT, because the write-up in Dragon specifies NPC ninja to have an Intelligence of 6. Which, come to think of it, makes the average ninja enemy not particularly bright. Guess that explains why they’re so easy to kill in the comics.
Anyway, we need the rest of our protagonist’s information.
The character’s level is ZERO. We’re going to start from the very bottom, so current XP is also zero. Characters are able to add their WIS and CHA bonuses together to get a bonus to earned XP, but in this case neither is high enough.
This ninja’s beginning base Saving Throw is 15.
Ninja have a 1d4 Hit Points (HP) at the start, so let’s roll.
3 = 3[d4]
Better than it might have been, but not as good as I would have liked. That one HP can make all the difference at early levels.
In S&W, characters have an amount of starting gold and buy their weapons from there. I personally dislike tracking wealth because it turns shopping into a mini-game when you could doing more interesting stuff like crushing your enemies and seeing them driven before you. If a character could reasonably afford something, they can have it. Likewise, if there’s something a character might actually have and be able to carry along with everything else, they can have that, too. The key here is the word reasonable.
As it happens, Dragon specifies some starting equipment:
* ninjatō
* sageo
* saya
* tetsubishi
* osaku
* one (1) choice of disguise
* one (1) choice of equipment
I’m not going to worry about the equipment right now because I don’t even know anything about the game I’m going to play. Also, if you don’t know what any of those items listed above are, they’ll become obvious as the game goes on, I’m sure.
According to the Dragon article, ninja don’t wear armor. This is in keeping with the movie/comic depiction of ninja, so I’m cool with that. However, to make them a bit sturdier than a naked person, a Ninja gets a save against any damage he or she might receive. So, yes, this ninja has a starting Armor Class (AC) of 8 — base of nine, minus one for a higher-than-average DEX — but that same ninja rolls a Saving Throw (ST) against damage.
I should note this isn’t as great as it sounds, because the ST against damage for a 0-level character is 15, and that ST doesn’t get any better until Level 5. My games tend to end with the violent death of the main character long before that character becomes a badass, so…
For all other things, a Ninja saves as a Fighter, so that base ST is 16. Whee.
And that’s it. We have a character, or at least the mechanical aspects of one. Let’s take a break here. Next time we’ll find out who this guy/gal is and what’s going on.