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Author Topic: Ninja Village Kartaru (Pathfinder Kemonomimi game)  (Read 1369 times)

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Offline NicciKotorTopic starter

Ninja Village Kartaru (Pathfinder Kemonomimi game)
« on: October 12, 2014, 12:53:01 PM »
All right folks, confession time. I do have a certain problem with DMing group games in the past, with being either too strict with the plot or giving up too early. I entirely blame myself for this, as I want to improve my standing here in the community and expand it for the fun and profit of everyone. I'll appreciate any positive feedback on how to improve as a DM and try to make this game be as fun as possible for everyone. Mostly with how everyone would like the plot to progress, as either following a central arch designed by me, or to have you all organically come up with one yourself. Each one has its perks and I want to get more player feedback on which one is favored for the moment.

Anywho, here is the game idea:

The Ninja Village of Kartaru is quite the place to live, as long as you were from one of the four main guilds: Foxes, Cats, Bunnies, and Dogs. These four guilds represent the village in the form of the central forum of elders from all fours guilds, whom maintain order through their exception talents at the ninja and arcane arts. This just maintains order for the most part, as the four guilds don't exactly enjoy each other very much. Rivalries and blood feuds, kidnapping and impregnation of captors, various hijinks, and other debaucheries to keep their ninja arts up to snuff for when real missions come that the elders gather from neighboring kingdoms for their services.

Basically each of you would pick a guild to go into, as I will have to figure out ways to make each guild unique, with different racial powers or ninja arts that only they know. Suggestions are highly encouraged for this. Also each guild has a different social structure that I will expand upon later, but what I have figured out so far is that the bunnies are patriarchal while the kittens are matriarchal. Also you don't have to play as ninjas persay, as you can go into what you feel like that makes sense within the scenario.

-Level 6. Where the first two levels are for ninja classes and the last four are for whatever. This is done primarily so that you at least have a ki pool and be ninja's in name.
-Use the catfolk or kitsune race templates for your race if you are going either doggies or bunnies. Keep it nice and simple.
-Standard gold.
5d6 drop lowest two reroll ones.

Here is a full page summary on how the village works:

Spoiler: Click to Show/Hide
The village of Kartaru resides deep within the old woods of Hasimori, protected by hundreds of miles of wilderness and mountain ranges, safe from the petty squabbles of the local governments that try to gain aid from the village. For this village is very special, being run by four clans of kemonomimi ninja's, representing the dog, the kitsune, the cat, and the bunny. Successive generations of selective breeding and tight control has led to this village being the only source for ki powered individuals, which is a requirement for the ninja arts. As such, the warring governments routinely hire out contract killings, sabotage, kidnappings, and all of that juicy stuff.

The village itself is controlled by a council of elders, two from each clan, as they in turn elect elect the Amryliym Seat, whom acts as the final word on matters of tradition and state. As it stands right now, the Amryliym Seat is being held by a 9-tailed kitsune arch-mage by the name of Yukikaze Pannetone.

Each of the four ninja clans represent entirely different species that cannot interbreed with each other. The Inumimi govern within themselves the eastern section of the village, which spans for miles. They are known for their warrior traditions and culture, and train the best melee sword fighting ninjas out of the four clans. They are ruled internally by a council of honored warriors and maintain strict order and discipline within the ranks.

The Usagimimi are the bunnies and run the southern section of the village, controlled and maintain as a strict patriarchy. Males of respect and success routinely have multiple wives to showcase their superior breeding. Mostly it is the males that maintain the ninja arts, with there being a smaller female ninja population within the Usagimimi Clan. They specialize in the more acrobatic nature of the ninja arts, being able to jump and scale buildings far better than the other four clans.

The Nekomimi Clan runs the west side of the village, as far away as possible from the Inumimi, and loosely run their clan as a society of individuals with similar causes. Not bothering to bog themselves down with tradition and are the more expressive and experimental of the ninja clans, going with the more unorthodox of ninja arts and splicing in the most use of divine magicks into their ninja skills.

The Kistunemimi Clan runs the north, which has all of the local areas selection of hot springs. Due to the Kitsunemimi having such affinity for the arcane they tend to mix such magicks into their ninja arts, especially the kitsunemimi that have been gifted with additional tails from birth. Their society is a strict matriarchy, with mothers having strict control over their daughters reproductive rights and whom they can marry.

Within the center is the Council Building where the council stays along with their staff to remedy any tensions between the clans and to levy out missions to which clan is best served to accomplish them. Clans are not only encouraged but taught to be competitive within themselves and with each other, since healthy competition makes for better training and sharper skills. Just as long as the competition doesn't get bloody most everything is tolerated, including kidnappings and humiliation and other shenanigans.

It isn't rare for a individual in one clan to kidnap a ninja girl from another clan just to enjoy having a sex slave for a few days before releasing her. Any longer and he would be putting himself as a target for friends or family of the ninja girl to take something valuable of his for ransom. All of which requires stealth and guile to pull off, traits needed for a successful ninja.

Offline Muse

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Re: Ninja Village Kartaru (Pathfinder Kemonomimi game)
« Reply #1 on: October 12, 2014, 12:55:05 PM »
  I'd like to give this a try.  :) 

Offline NicciKotorTopic starter

Re: Ninja Village Kartaru (Pathfinder Kemonomimi game)
« Reply #2 on: October 12, 2014, 01:03:15 PM »
  I'd like to give this a try.  :)

Which clan are you planning on going into?

Offline Muse

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Re: Ninja Village Kartaru (Pathfinder Kemonomimi game)
« Reply #3 on: October 12, 2014, 01:22:03 PM »
Still thinking, but it might be fun to do a kitsune kunochi with the tail feats.  :)  I'll have to look the class over. 

Offline NicciKotorTopic starter

Re: Ninja Village Kartaru (Pathfinder Kemonomimi game)
« Reply #4 on: October 12, 2014, 01:26:29 PM »
Well at level 6 you could manage 4 tails with those feats. I don't think there is any other way to get more within such a level cap.

Offline Chulanowa

Re: Ninja Village Kartaru (Pathfinder Kemonomimi game)
« Reply #5 on: October 12, 2014, 04:24:32 PM »
Question. What does this mean:

-Use the catfolk or kitsune race templates for your race if you are going either doggies or bunnies. Keep it nice and simple.

does that mean use the same statistics / abilities? 'Cause that's just a little odd, giving bunnies a claw attack, or magic tails to dogs  ;D

Offline NicciKotorTopic starter

Re: Ninja Village Kartaru (Pathfinder Kemonomimi game)
« Reply #6 on: October 12, 2014, 04:38:25 PM »
I was thinking more along the lines of attribute bonuses, since catfolk and kitsune have different ones. Yeah, it would be odd to have magical tails for the other races or a bunny claw attack. If one of you wants to go either/or just let me know and we can flesh it out together.

Offline Chulanowa

Re: Ninja Village Kartaru (Pathfinder Kemonomimi game)
« Reply #7 on: October 12, 2014, 05:27:16 PM »
I... actually HAVE stats for doglike / rabbitlike races somewhere on this jumbled hard drive of mine. An old DM wanted to convert the Lupin from D&D to Pathfinder, and also wanted a weird hopi / samurai bunny race. I'll see if I can dig 'em up!

Offline Muse

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Re: Ninja Village Kartaru (Pathfinder Kemonomimi game)
« Reply #8 on: October 12, 2014, 05:32:57 PM »
*Grins *

May I write a minor ninja variation? 

It trades armor proficiency and poison use for a charisma based bonus to armor class wen unarmored and not using a shield.  It advances with nija levels same as the monk bonus.  Identicle to the monk bonus in all ways except charisma based instead ofwisdom.

Offline NicciKotorTopic starter

Re: Ninja Village Kartaru (Pathfinder Kemonomimi game)
« Reply #9 on: October 12, 2014, 05:36:00 PM »
Remove no trace as a ninja skill and that should be nice and even. Call this new ability Shadow Armor.

Offline NicciKotorTopic starter

Re: Ninja Village Kartaru (Pathfinder Kemonomimi game)
« Reply #10 on: October 12, 2014, 05:52:15 PM »
I... actually HAVE stats for doglike / rabbitlike races somewhere on this jumbled hard drive of mine. An old DM wanted to convert the Lupin from D&D to Pathfinder, and also wanted a weird hopi / samurai bunny race. I'll see if I can dig 'em up!

Let's flesh it out some more:

Dogfolk:
+2 strength, +2 con, -2 int.
30 foot land speed.
Scent as a ability.
Low light vision.
+2 Perception and Stealth.
1d4 bite attack.

Bunnyfolk:
+2 dex, +2 cha, -2 con.
40 foot land speed.
+5 acrobatics.
Low light Vision.
+2 stealth.


This should be enough diversity to make things interesting.


Offline Chulanowa

Re: Ninja Village Kartaru (Pathfinder Kemonomimi game)
« Reply #11 on: October 12, 2014, 06:51:07 PM »
You know, that's more or less what I had for the rabbits (though I ficused mine more on being hare-like than "bunnies"...)

Usagi
+2 Dexterity, -2 Constitution, +2 Wisdom: The Usagi are fast and attentive, with close ties to the natural world.
Igasu: Usagi are humanoids with the Usagi subtype
Medium: Usagi are medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Usagi have a base speed of 30 feet.
Senses: Usagi have low-light vision.
Fast: Usagi add a racial bonus of +10 feet to their base speed.
Desert Runners: Usagi receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Moon-Blessed: Usagi characters receive a +1 Luck bonus to all saving throws.
Skilled: Usagi characters gain a +2 racial bonus to Acrobatics and Perception
Languages: Usagi start with Common plus Usagi. Furthermore, Usagi with high Intelligence scores can learn any languages they want (except Druidic and other secret languages).

Also had some alternate racial traits which were mostly campaign-specific and a little overpowered...

And the dog / wolf dudes were exactly that (though they had a Ride bonus somewhere in there becuase the base race did...whatever  ;D ;D )

Never did get around to favored class bonuses.

Offline NicciKotorTopic starter

Re: Ninja Village Kartaru (Pathfinder Kemonomimi game)
« Reply #12 on: October 12, 2014, 06:54:36 PM »
You may want to use my version since it has the charisma boost.

Offline Idlewyld

Re: Ninja Village Kartaru (Pathfinder Kemonomimi game)
« Reply #13 on: October 12, 2014, 11:04:42 PM »
Bookmarking this one.

Offline Muse

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Re: Ninja Village Kartaru (Pathfinder Kemonomimi game)
« Reply #14 on: October 13, 2014, 01:56:31 AM »
  *Waves*  hi Idlewild. 

  Does anyone have concept or class determined yet?" 

(I got me some nice rolls, by the way.  18, 16, 16, 13 12, and something.  :)  I left them on my lap top.) 

Offline Chulanowa

Re: Ninja Village Kartaru (Pathfinder Kemonomimi game)
« Reply #15 on: October 13, 2014, 04:34:04 AM »
Just rolled mine out:
rolls
Result: 6, 3, 6, 2, 1,
Re-roll 1's: Result: 3,
Total: 15

Result: 5, 3, 2, 1, 6,
re-roll 1's: Result: 3,
Total: 14

Result: 4, 5, 2, 6, 1,
re-roll 1's: Result: 2,
Total: 15

Result: 4, 5, 1, 4, 3,
re-roll 1's: Result: 6,
Total: 15

Result: 2, 3, 1, 1, 3,
re-roll 1's: Result: 5, 4,
Total: 12

Result: 5, 5, 6, 1, 3,
re-roll 1's: Result: 1,
re-roll the re-roll: Result: 5,
Total: 16

Don't you hate when you get stats that don't point in any direction? Bah

As for concepts and such? Not as of yet; All my current inspiration images for these sort of character are full anthro. Or, at least, furrier than your "standard" kemomimi... Would it be cool to use such a picture for a character, Nicci? Something along the lines of...

this
or
this
or...
this

Basically with greater animal features than just ear / tail, but still more "Human" than "feral"?
« Last Edit: October 13, 2014, 07:06:22 AM by Chulanowa »

Offline NicciKotorTopic starter

Re: Ninja Village Kartaru (Pathfinder Kemonomimi game)
« Reply #16 on: October 13, 2014, 10:35:10 AM »
I need you to narrow it down as to which species you want, since I got tons of kemonomimi. Here is a small sample, as since not everyone is okay with full anthro we should avoid that if needed.


http://imgur.com/a/mkEuD

Offline Chulanowa

Re: Ninja Village Kartaru (Pathfinder Kemonomimi game)
« Reply #17 on: October 13, 2014, 02:24:09 PM »
Well, I have an idea for a bunnyboy.

And I'm finding nothing that doesn't make me wince. And that kid from the movie "Gummo" which also makes me wince.

Offline NicciKotorTopic starter

Re: Ninja Village Kartaru (Pathfinder Kemonomimi game)
« Reply #18 on: October 13, 2014, 02:52:47 PM »
Doing a gelbooru search for bunny_ears male should net you results.

Offline Chulanowa

Re: Ninja Village Kartaru (Pathfinder Kemonomimi game)
« Reply #19 on: October 13, 2014, 05:25:32 PM »
Well, that does give me new results, most of which are dressed in leotards and covered in... what I think is margarine (it's not supposed to be yellow, Japan, goddamn!).
This
is the image I had in mind, or
something like that
If those sort of things are a no-go though, I guess I'll swap over to a cat.

I'll keep looking though.

Offline NicciKotorTopic starter

Re: Ninja Village Kartaru (Pathfinder Kemonomimi game)
« Reply #20 on: October 13, 2014, 05:48:23 PM »
Is everyone okay with full furry? Having comments on this will help him select his character idea more readily.

Offline Muse

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Re: Ninja Village Kartaru (Pathfinder Kemonomimi game)
« Reply #21 on: October 13, 2014, 06:43:18 PM »
She's ready except for mundane gear!  *Dances*

http://www.myth-weavers.com/sheetview.php?sheetid=1033629

I was preparing for otherwise, but full furry doesn't bother me.  :) 

(Maybe the guys have more fur than the girls?  OR ti just varies?)  :) 

Offline NicciKotorTopic starter

Re: Ninja Village Kartaru (Pathfinder Kemonomimi game)
« Reply #22 on: October 13, 2014, 06:59:11 PM »
One lewd idea I had with ki recharging is this. Instead of a normal ki recharge you only get ki back via sexual intercourse. Only when you get your sexual partner to cum is when you get the ki back. I am just debating over how much, as a lazy answer would be your charisma modifer.


Offline Idlewyld

Re: Ninja Village Kartaru (Pathfinder Kemonomimi game)
« Reply #23 on: October 13, 2014, 07:02:30 PM »
I guess full furry's OK. I'll need a little time (and maybe help) to get my character ready. I don't have the supplements with ninjas in it.

Offline NicciKotorTopic starter

Re: Ninja Village Kartaru (Pathfinder Kemonomimi game)
« Reply #24 on: October 13, 2014, 07:05:01 PM »
I guess full furry's OK. I'll need a little time (and maybe help) to get my character ready. I don't have the supplements with ninjas in it.

It is on the website. Just pm me with anything you need.