Carpentarrs

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Summary

Carpentarrs are natural survivors. Poor Pirates that have lost one or more limbs and replaced them with shockingly effective prosthetic limbs with some amazing hidden attacks.

High Level Carpentarrs can use their limbs themselves as potent weapons, craft usable prosthetic limbs for other allies, do a bit of healing, and unleash a shocking array of attacks.

History

What do you get when you mix Gunnar Technology and Craftsman quality? You get the first Carpentarr arm that wasn't a basic hook.

Carpentarrs have historically been Pirates that learned to fight with their natural disadvantages (ie. missing limbs, eyes, and other body parts). Up until the creation of G&W (the Gunnar Guild), Carpentarrs relied on well made hook hands and peg legs. These are great for intimidation and style, but not as good for fighting and basic motor skills. So, the Carpentarrs worked alongside G&W when they were just starting out to make working prosthetic limbs that would combine the Gunnars' metal working skills and their newly found knowledge of steam hydraulics. The effects were shockingly potent. The Carpentarrs then got the help of the Craftsmen to hone their skills.

Ultimately, G&W got bored and left the production of limbs to the Carpentarrs while they worked on new technologies. Eventually, the Gunnars all but forgot the major secrets of creating Carpentarr limbs. The Carpentarrs, however, needing them to survive, perfected the art even further. The Carpentarr arms and legs are something the Gunnars at G&W wish they could get their hands on. Despite this, the Gunnars and Carpentarrs are still on friendly terms and collborate on a number of invention ideas. The Carpentarrs ultimately bring a refreshing and interesting point of view to the table and a certain blue collar skill that some Gunnars lack.

Carpentarrs are called such, not because of an excellent ability to build houses (that is still craftsmen territory), but as a pun on their original peg legs and hook hands that were made of wood. Other Carpentarrs even replaced eyes and other body parts with wood.

The Carpentarr faction is a lot like the Lucky faction in that a lot of people have Carpentarr limbs, but actually identify with a second faction. Carpentarrs can easily be Charrismatic Lords or Drunkarrds (although, Gunnars and Arrcrobats are less common).

Still, there are organized Carpentarrs. They make most of their money making prosthetic limbs for adventuring Carpentarrs that don't have the time to make their own or new amputees without the know-how and skill. It's far more common than you'd think in a world with live T-rexes. Furthermore, they can fill in emergency rolls as ship medics, mechanics, and strong arms in a pinch.

A number of Carpentarrs choose to hide their fake limbs so as not to be seen as weak or to surprise their foes with some of their attacks. Because of this, some people could be working with a Carpentarr for years and not realize it.

Attribute Scores

While the Carpentarr's prostetic limbs do not give a penalty on precision or agility, some of their attacks remove these and give them a penalty for the missing limb. As such, a number of Carpentarrs choose to keep these high to help with the inevitable minuses. However, others choose to accept their weakness and focus on a high body and will instead.

Abilities

Level 1

Got Your Nose!
Pirate 1
Cost: Passive
Carpentarrs have, through necessity, learned to craft their own prosthetic limbs. They can make a peg leg or hook hand that can negate the penalties of a missing limb (minus small motor skills) in minutes. However, the complex mechanical limbs that the Carpentarrs are known for are much more difficult. Each of these takes a week to make. Carpentarrs without Craftsmen friends would be wise to keep extra arms around as these limbs are not indestructible quality without the Craftsmen ability of the same name used on the materials.


Steel Heart
Pirate 1
Cost: Passive
Carpentarrs often have portions of their torso covered in a light sheet of metal to help support their limbs. This gives them a slightly tougher body. When calculating Damage Reduction for Carpentarrs with this ability, round up half of body instead of down.


Hidden Compartment
Pirate 1
Cost: Passive
Carpentarrs can keep small hollowed out spaces in their prosthetic limbs for hiding various items. This compartment is small, but is hard to find without someone knowing it is there. Make a 15 precision check to spot it while checking a person if you don't know they have a prosthetic limb (12 if you know it's prosthetic. 9 if you know there's a compartment). This compartment can hold handheld size items.


Hand Gun
Pirate 1
Cost: 2
Carpentarrs have developed small short range guns in their prosthetic hands. The Carpentarr can aim this by pointing his finger and clicking his thumb. This attack does 10 damage at a range of 4 and because of the shocking nature of it, the opponent rolls agility at a -2 to dodge. However, this gun only holds one round and requires a full round to reload. Both hands can hold this if they are prosthetic. This attack requires a hand shaped attachment on the arm at the time.


I Challenge You to A Duel!
Pirate 1
Cost: 2
Carpentarrs often have hard metal hands and can use them to hit their opponents for significant damage. The Carpentarr that uses this ability removes his hand and slaps his opponent hard with this attack. This attack does 10 damage, but hits at a -2 to hit as the opponent often sees it coming.


Level 2

Capping Hook
Pirate 2
Cost: 2
The Carpentarr can, once a turn, replace one of his limb attachments. This ability gives the Carpentarr a grappling hook attachment. This attachment can fire off a hook and grab an object up to 10 squares away. The Carpentarr can then immediately pull himself towards the target it grappled onto. This can also be handy for swinging across pits. This attachment cannot grasp weapons or be used for attacks.


Swift "Hands"
Pirate 2
Cost: Passive
Carpentarrs often have to replace body part attachments while fighting. Switching hands or legs can be time consuming and can normally only be done once a round (before or after the full round of actions). A Carpentarr with this ability has fast hands and may switch out their hand attachments as many times a round as they wish. Leg attachments still can only be switched once a round.


Piston Strike
Pirate 2
Cost: 5
Carpentarrs can charge their fake limbs. The Carpentarr that uses this attack spends one attack action charging up his attack in one of his limbs. Any turn after that, the Carpentarr can unleash this melee attack. This steam piston powered melee strike does 20 damage.


Concealed Sword
Pirate 2
Cost: 3
The Carpentarr can, once a turn, replace one of his limb attachments. This attachment conceals a short saber in one of the Carpentarr's limbs. The Carpentarr can jut this sword out of his wrist, hand, foot, or leg at will for a quick attack. This attack does 10 damage, but gives the opponent a -1 to dodge it.


Level 3

Steam-powered Mayhem
Pirate 3
Cost: Passive
Carpentarrs' mechanical arms are powered by steam hydraulics and springs. Some Carpentarrs have set their limbs so they can store the power of their melee attacks for later attacks. Whenever a Carpentarr makes a melee attack, they can choose to hold back and do 5 less damage. The Carpentarr can keep storing damage like this. When the Carpentarr chooses, they can choose to unleash the damage they have stored up in any melee attack. This must be declared before to hit is rolled and is wasted if the attack misses. Furthermore, attacks with a base damage less than or equal to 5 cannot be stored, and the damage stored in this ability goes away at the end of the battle.


Extendo Arms
Pirate 3
Cost: 3
Carpentarrs often attach their hands and feet onto chains in their fake arms that allow them to reach further and then come back. When a Carpentarr makes a melee attack, he or she can use this ability to make the attack at a range. However, the Carpentarr suffers a -1 to hit for every square of reach after the first. The Carpentarrs range is limited to as many squares as it takes to effectively put him or her at +1 to hit.


Mega Cannon Arm
Pirate 3
Cost: 6
Once a turn, Carpentarrs can replace their limb attachments. This attachment is a miniature cannon that the Carpentarr has learned to load and fire. These cannons are smaller and do less damage and have less range, but can be moved around with the Carpentarr. The Cannon does 20 damage and has a 15 range. However, once fired, this takes a full turn to reload. Carpentarrs cannot use this limb for basic grasping or melee attacks while this attachment is on.


Makeshift Medic
Pirate 3
Cost: 5
Carpentarrs have learned emergency first aid and how to cauterize wounds. This ability allows the Carpentarr to spend an attack action healing an ally for 15 Life. However, these procedures are fairly temporary and the pain of the procedure will kick in after the fight. Every time this attack was used on an ally during battle, the ally will lose 10 life immediately after the battle. This isn't too bad with some rest, but can cause problems if one battle or situation happens before the party can rest. Furthermore, this may knock a party member out immediately after the battle.


Spring Legs
Pirate 3
Cost: 2/turn
The Carpentarr can, once a turn, replace one of his limb attachments. This leg attachment allows the Carpentarr to quadruple his vertical jump, but comes at the cost of being unable to stand still while this attachment is active. If the Carpentarr does not move at least 4 squares in a turn, he falls down.


Everyone Loves Mr. Explodo-Hand!
Pirate 3
Cost: 10
The Carpentarr can, once a turn, replace one of his limb attachments. While usually a hand, this attachment can also be a foot. The Carpentarrs have learned to put an explosive payload in one of their prosthetic hand attachments. When the Carpentarr hits with this melee attack against a target, everything within 5 squares of the of the hit opponent must make an agility check against the Carpentarr's to hit roll. The person that takes the initial hit takes 30 damage while everyone else in the blast takes 20 damage. If the Carpentarr is inside this blast (and he usually will be), he takes 10 damage as recoil from the explosion. Once exploded, that appendage cannot be used for the Explodo-Hand for the remainder of battle.


Level 4

Rocket Digit!
Pirate 4
Cost: 15
The Shoninja aren't the only ones with Raging Digits. Carpentarrs with this skill have loaded an explosive load into one or more of their limbs. The Carpentarr can then spend an attack action firing off this limb at blazing speeds. This attack hits a single target up to 10 squares away for 40 damage. However, the Carpentarr takes the penalties listed in the Dr. Inja skill Disabling Nerve Strike for the missing limb until it is reattached. Unlike attachments, this launches the full limb and must be replaced before new attchments can be used on that limb. This takes a full turn to reattach and that limb cannot be used for Rocket Digit again until the payload is reloaded (usually between battles).


Steam Release
Pirate 4
Cost: 15
The Carpentarr builds up a lot of steam and heat while fighting. This needs to be vented off from time to time. The wise Carpentarr chooses to vent it in his opponents face. When a Carpentarr chooses to unleash this attack in his opponent's face, the Carpentarr does 5 damage for every round he has attacked with a Carpentarr attack or an unarmed attack with that prosthetic limb. Furthermore, this melee attack forces the opponent to make a body check of 15 to avoid the damage instead of an agility check. This damage resets after each battle and use of this ability.


Not So Hollow Leg
Pirate 4
Cost: 12
The Carpentarr can, once a turn, replace one of his leg attachments. When a Carpentarr is using this attachment, his or her movement speed is halved and they sink when they attempt to swim. However, these leg attachments do a massive 30 damage per kick.


Burning Hook Shot
Pirate 4
Cost: 12
The Carpentarr can, once a turn, replace one of his limb attachments. When a Carpentar is using this attachment, they have a red hot hook attached to their hand. They can fire this hook in a straight line for up to 8 squares. If this attack hits a target, the target takes 20 damage from the scalding heat of the hook and must make an opposed body check with the Carpentarr or be immediately drawn next to the Carpentarr.


This is my SHOTGUN!
Pirate 4
Cost: 10
The Carpentarr can, once a turn, replace one of his limb attachments. With this attachment, the Carpentarr grabs an opponents face at a -2 to hit and does 30 damage by discharging a shotgun slug right into it. However, this attachment, like Hand Gun, requires reloading and requires a full round to reload.


Level 5

The Last Bomb
Pirate 5
Cost: 20
Despite their best efforts, the Carpentarrs have not been able to replace a lost eye. The best they can manage is a very realistic facsimile. However, some Carpentarrs have taken advantage of this and have used the "extra space" to hide a secret weapon. In the Carpentarr's eye socket lies a small, but powerful concealed bomb that the Carpentarr can light and throw up to 10 squares away. This bomb explodes at a +2 to hit for 40 damage to everyone in a 5 square radius. However, Carpentarrs with this ability are obviously missing an eye and depth perception and therefore have a permenant -1 precision to hit and spot checks. Furthermore, this attack can only be used once a battle unless the Carpentarr is blind and has replaced both eyes with this ability (and do you REALLY want the blind guy sling super powerful explosives?).


Loaded Assault
Pirate 5
Cost: 20
This is often the last desperation attack of a good Carpentarr. The Carpentarr takes all of their hidden weapons in their fake arms and limbs and fires them all at once. Take any number of Carpentarr attack skills the Carpentarr knows. The Carpentarr can unload everything they have with each of these attacks against a target. This attack does 20 damage at a 10 square range plus 5 damage for each attack he or she chooses to unload (this attack does not count). However, this blows all reserves in these attacks (even the ones that don't need reloading). The Carpentarr will need to spend a move action reloading every attack he or she wishes to use after releasing this attack before it can be used again. Keep in mind, that in cases like Rocket Punch and Cost Me an Arm and A Leg, "unloading the attack" counts as losing the limb or destroying it. So, higher end skills should be added to this attack at the user's precaution. Each individual attack only counts once, but unloads all limbs (so both hand guns count for 5 damage to the attack, but this attack unloads both).


Bane of Ninjas and Wanderers
Pirate 5
Cost: Passive
Carpentarrs sometimes get their hands on special materials that burn the skins of Wanderers or Ninjas. Pick one faction (either Wanderers or Ninjas). You make one of your prosthetic limbs out of this material. All attacks dealt to that faction with this limb permanently do 5 extra damage to that faction. This ability can be take multiple times to apply to multiple limbs or factions. Typically only unarmed attacks and Carpentarr attacks will apply for this bonus.


Cost Me an Arm and a Leg
Pirate 5
Cost: 20
Sometimes, a Carpentarr just has to sacrifice it all for the chance to take his opponent down. The Carpentarr pushes one of his fake limbs to their limits and delivers a shattering blow that does 50 damage to his opponent if it hits. However, upon impact, the limb shatters and takes a full day to fix. The attachment that was on when the limb was used is unusable along with its ability until it is fixed.


Carpentarr, My Love!
Pirate 5
Cost: 1 Awesome Point and 15 Life
The Carpentarrs have a secret invention that even the Gunnars and Craftsmen don't know about; the steel heart. This fiery powerful engine in the Carpentarr's chest keeps him alive. Its power can also be briefly unleashed for great power. This attack does 50 damage to everyone within 6 squares of the Carpentarr. However, once activated, the Carpentarr takes a -1 to all attributes until the end of the scene (including the Life loss that comes with it). Unlike other debuffs, this one can not be cured, purged, or otherwise removed. It is a penalty for ripping open your own life force. Furthermore, further uses give an ADDITIONAL -1 to all attributes each time it is used in battle. If an attribute would hit 0 from this, the user is knocked unconscious after use.