Showing posts with label Ninja. Show all posts
Showing posts with label Ninja. Show all posts

Monday, 29 October 2012

Reloading Killshot: Let's Get Mystical, Part 2

The Nine Cuts of the kuji-kiri. Used for reference only.
I am the Warden!!

Seems I broke a small promise to you and went a bit off course from my Reloading Killshot series. With so many things on the go, I guess it's bound to happen, but let's not think of it that way. Let's think of it as appropriate to the topic - ninjas. One minute, your mind is thinking about them and how they might come in through the window to kill you in your sleep until eventually you begin to wonder about other problems... and then BAM!! they slip out of the shadows and dig a knife into your back.

Last time, I wrote about ninja magic in the upcoming theme, Way of the Killshot. As historical accuracy has already been tossed out the driver's seat, playing up on the mystique and terror of these ancient assassins is now par for the course. The trick is devising a magic add-on that not only plays along with the ninja's other assets without overpowering them (i.e. other focuses), but also extends the mechanics without breaking them and enhances the aura of these characters without snapping players out of their expectations.

As the idea of "magical ninja" is intended as a variant for players and Directors to play around with rather than a regular feature, I've created a first draft ninja focus called the Shinobi. These ninja specialize in the mystical art of kuji-kiri, itself based on the actual practise of hand symbols as part of meditation in various Japanese martial arts (including ninjitsu). Each symbol (or cut) represents an aspect of human consciousness and was taught to real world students as part of their path to enlightenment and training. All nine cuts are featured on the diagram to the right.

Thursday, 18 October 2012

Reloading Killshot: Let's Get Mystical

I am the Warden!!

With tentative plans to run a little Way of the Killshot playtest, I spent some time last week working on ninjas. It's what I love about this line of work. I get to sit around and play with ninjas all day. Then break for lunch.

While the playtest never worked out, it gave me the excuse to crack down on how I wanted my Killshot ninja to look and feel. During my initial research, I found out there are two versions of these historical assassins: actual and made-up. What we consider to be the quintessential ninja is a modern, mythological version dressed head to toe in black save for eye slits is pretty far from the truth. Real ninja disguised themselves as yamabushi, or pilgrims, and ambush their marks out in the open. They were more like suicide bombers of today than the masters of darkness rumors may them out to be. Luckily, Killshot is not about historical accuracy and I wanted to present the mythological ninja for this theme.

What I didn't expect was dabbling in the most obscure and unrealistic aspect of the ninja: magic. During my initial research into the ninja, plenty of references were made to the belief in their supernatural powers granted or taught to them by the tengu, half-man and half-crow mystics dwelling in the mountains. Even many modern films and stories portray them as magical beings able to disappear into thin air (even without the iconic smoke bomb) or heal massive amounts of damage with nothing more than meditation (as seen in the recent film, Ninja Assassin). Even in my first impression of the ninja as a child, the classic B-film American Ninja with Michael Dudikoff, he was able to vanish in plain sight by the end.


Monday, 1 October 2012

Killshot... Advanced?

I am the Warden!!

On Thursday, I finally sat down and used a series of words to form sentences, which collected into paragraphs to create an introduction for Killshot: Reloaded. The next supplement has begun.

What was nice about nailing down the intro's first draft was settling on the key aspects for each theme. I had been tossing around a few ideas, collecting notes, yet never truly agreeing on anything save for the general idea and it's name. Having forced myself to make a decision, I can honestly say I'm really looking forward to the challenge this supplement will offer.

Having a basis to work from, I can now sit back and assess what this book is truly about. It's not just about new themes; it's about stepping this game up a notch. An advanced version of Killshot, if you will. I'm going with the assumption many characters (now that "assassin" will not always apply) will be close to 50 training points in total or simply looking to mix it up a little from their previous exploits. I realize now this book has to meet and exceed that challenge in many ways, including handling "higher level" characters.

Let's go through each one by one, shall we?

Tuesday, 13 March 2012

The Killshot Ninja or How To Celebrate IAW's 100th Post

For the 100th time, I am the Warden!!

Ah, the centennial. The last time I marked such an achievement was the 50th post for IAW, it was a reflection on why this blog started and the road it had taken thus far. While I've considered doing the same for today's 100th ramble, that was scrapped to do something fun instead. For not only is today the tenth-squared post, it's also me birthday and the day I reach 2000 tweets. (If you're not following me on Twitter, then what the hell, man? You read my blog and not go the full distance? That's like inviting yourself over for dinner and bailing as soon as the meal's done.)

Those of you in the know are well aware of Killshot and it's progress thus far. To those who don't, go here. Then come back. Currently in development and extended playtesting, the results have been impressive considering this is actually my first original RPG design... ever! Over the past couple of weeks, I've been plugging away at the Director's guide to the game, Killshot: Direction, honing its features and tweaking accordingly under the realization the mechanics are more solid than I had expected. With the design phase complete, I feel like testing it further. Really bashing this thing against the wall and see how it holds up.

Therefore, I'm putting out an open request to anyone reading this sucker: give me an idea and I'll adapt it for Killshot. Even if it's not necessarily an assassin theme, you let me figure that out. As much as I'm setting myself up for buffoonery and wild submissions, that's my challenge to YOU, the reader. Send it to me on Twitter and I'll either reply back with how the existing mechanics already cover that or add it to the list and assemble a new creation in the order it arrives.