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Old 08-26-2010, 01:37 PM   #11
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Default Re: GURPS Dungeon Fantasy 12: Ninja

Hey Ninjas! Let Kromm go or we'll sic the Apache Vikings on Harleys after you!
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Old 08-26-2010, 01:43 PM   #12
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Default Re: GURPS Dungeon Fantasy 12: Ninja

Damn you, SJG! Just after I had vowed to curb my impulse buying!
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Old 08-26-2010, 01:45 PM   #13
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Default Re: GURPS Dungeon Fantasy 12: Ninja

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Damn you, SJG! Just after I had vowed to curb my impulse buying!
Pfft. Your pitiful vow is nothing to the POWER of Ninja!
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Old 08-26-2010, 01:55 PM   #14
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Default Re: GURPS Dungeon Fantasy 12: Ninja

Having finished reading it, I must say that Kudos to Peter! It really carves it's own niche. Different from the Thief, the Martial Artist, the Swashbuckler and the Artificer. I really loved the ninja suits! Finally a reason to wear the black pajamas (and much more balanced than the one that was in 3rd ed, IIRC).

Just a minor nitpick, there are NO powerups (Unless they outninja-ed me), but there is a mention of Ninja Talent 5 on p18, under the Jonin No Ninja-To, and no way of getting it. What should the powerup of the ninja be?
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Old 08-26-2010, 04:26 PM   #15
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Default Re: GURPS Dungeon Fantasy 12: Ninja

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Are DF Ninja cool? Why yes, yes they are. The only problem I see is that now everybody in my game group is going to insist on playing one.
You guys better come out with DF Pirates pretty goshdarn soon.
That is my thought too. If you make such cool, detailed templates like DF Ninja then nobody will want to play a generic Thief or Knight. Now maybe if there were Samuri and Viking templates as a subset of Knights then people would be more interested IMO.
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Old 08-26-2010, 04:44 PM   #16
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It really carves it's own niche. Different from the Thief, the Martial Artist, the Swashbuckler and the Artificer.
I'm really happy to hear all that, but can we get some light details? Like "The Assassin (since that seems to be the name of the template) gets X, but the Thief still gets Y?"
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Old 08-26-2010, 04:47 PM   #17
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Default Re: GURPS Dungeon Fantasy 12: Ninja

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I'm really happy to hear all that, but can we get some light details? Like "The Assassin (since that seems to be the name of the template) gets X, but the Thief still gets Y?"
I'm fairly sure that "Assassin" is the "nonja" template, that was included if you wanted to use stuff from the .pdf, but not have Japanese-esque characters in your game. At any rate it appears that DF Ninja are primarily gadget-based. Thieves are more skill based.
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Old 08-26-2010, 04:54 PM   #18
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Default Re: GURPS Dungeon Fantasy 12: Ninja

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That is my thought too. If you make such cool, detailed templates like DF Ninja then nobody will want to play a generic Thief or Knight.
Dude, it isn't the ninja's fault that it's "super cool" -- blame years of media exposure for that. :)

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Now maybe if there were Samuri and Viking templates as a subset of Knights then people would be more interested IMO.
That sounds like a good Pyramid article just waiting to happen. You wouldn't even need to bother with lenses -- the knight is already flexible enough to turn into a samurai or viking as-is.
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Old 08-26-2010, 05:00 PM   #19
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Default Re: GURPS Dungeon Fantasy 12: Ninja

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I'm really happy to hear all that, but can we get some light details? Like "The Assassin (since that seems to be the name of the template) gets X, but the Thief still gets Y?"
Ninja are good with light weapons, kinda like the swashbuckler, but instead of being devastating with one weapon they're very good with a range of them. They're also good with improvised weapons. Like thieves, they're good at sneaking around, but they don't have the thief's depth of skill at valuing goods or conning people rather than burglarizing them. They get their effectiveness from specialized gear and almost-but-not-quite-supernatural abilities, which require a certain level of maintenance; lose your fancy ninja gear in the middle of an adventure and you can't use your shticks as effectively; fail to do your ninja exercises and your nigh-mystical abilities degrade.

ETA: as pointed out, the Assassin isn't a ninja. It's a template for a sneak-around-and-kill-people character which doesn't use specifically ninja equipment and traits.
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Old 08-26-2010, 05:13 PM   #20
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Default Re: GURPS Dungeon Fantasy 12: Ninja

The Company comes through! Thank you very much, sir. That is good information to have. I can see that thieves are still very valuable to have in the party and the fighting classes still have their bits of expertise that the Ninja can't touch.

One more bit of curiosity.... is there a Ninja! skill in there? If so, what does it replace?
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