Equinja

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Summary

Equinja are master riders capable of riding or piloting animals or vehicles to ridiculous effect. Equinja skills are all about teamwork and mobility.

High Level Equinja can use wild animals as mounts, give movement bonuses to said mounts, and use their rides to gives themselves unusual and powerful maneuvers.

History

The Equinja are natural scouts of the Ninja territories. With their lightning speed and maneuverability, they are completely invaluable for the transfer of items and information. Considering G&W's advancements in steam ships and even the rumored airships, this is an important thing to have in the war against pirates.

The Equinja were originally a smaller school of the Evadinja. Thus, there can be drawn some comparison between their love for high speed movement and the Evadinjas'. Many of the Equinja still practice in Evadinja schools to hone their mastery of their rides further and the two factions are mostly still on good terms.

It's no secret that Ebbin Flow, the grandmaster of the Evadinja, despises the Shoninja. He considers them a poisoning to the grand tradition of Ninja as silent skilled assassins. They're loud, boorish, over-confident, and worst of all, remarkably similar to pirates. He even went as far as to blame the recent movement of Rokinja and claimed that they would do the same to the other factions. After all, all that loud attitude had to come from somewhere.

However, when Ebbin Flow took the time to publicly chastise Burning Soul, the grandmaster of the Shoninja, the Equinja grandmaster Midnight Rider chose not to side with his long-time Evadinja ally, but with the Shoninja leader.

Midnight Rider saw something in the Shoninja that the Equinja themselves valued more highly than anything else; loyalty and companionship. While their tactics were not traditional, Midnight Rider saw a group of young ninjas that truly cared for their brethren and would do anything to make sure everyone got out alive.

Needless to say, Ebbin Flow didn't take too kindly to this and hasn't spoken to Midnight Rider since. The rest of the Evadinja don't forget their ties to the Equinja as easily though and will freely teach their allies. Just don't bring up "the traitors" in front of Ebbin Flow himself.

There is one group that hates the Equinja more than Ebbin Flow though, and that's the Gunnars. While the Equinja started out as mere riders of animals, some Equinja got it in his head a few years back that all the stuff that Gunnars were working on was nice and would make a good mount. As such, a few dedicated Equinja decided to salvage whatever they could find and toiled endlessly on reverse engineering the Gunnar's technology. The results were overwhelmingly successful.

While not as elegant as Gunnar technology, the Equinja managed to change it to their own ends. They quickly made their own steam-powered vehicles and some Equinja started to find that they were even faster than their favorite mounts. The most advanced Gunnar technology, such as the fabled airships of G&W, hasn't been duplicated yet, but the Equinja have managed to put their own spin on things.

There's even rumors that the Equinja have managed to invent personal motorized bicycles. These vehicles are elegant, fast, dangerous, and perfect for the Equinja. If such a thing were true, the Equinja would definitely be a force to be reckoned with.

Attribute Scores

Agility and Body are the Equinja's primary stats. The Equinja will need at least one of these at a decent level in order to ride a lot of animals as ride checks can use either of these. Body represents a general ability to hold on while agility represents an Equinja's general ability to perform complex maneuvers.

Abilities

Level 1

Born in the Saddle
Ninja 1
Cost: Passive
Equinja were born to ride. It's in their blood. It's in their very being. The Equinja with this skill gains a +2 to all agility or body checks to riding animals or vehicles, holding on, or doing any tricks. While riding a mount, the rider gains the move speed of the animal or vehicle he is riding and gains access to any special move abilities (such as flight) as long as he pays the cost. Everything else is based on the Equinja's abilities. The Equinja can use any attack abilities like normal while on a mount.


Break it in!
Ninja 1
Cost: 1 Awesome Point
Equinja love to acquire new mounts. Some Equinja will even go so far as to try to train wild animals for the purposes of riding them. When an Equinja with this ability knocks a wild animal unconscious or otherwise subdues them, the Equinja can spend an awesome point and attempt to break it in with an opposed body or agility check (whichever is higher for both sides). The Equinja must have an agility or body score of at least half the monster's effective body to attempt this. Furthermore, the monster must have at least half of the Equinja's body score to carry them. Most animals that pose little threat should be treated as a straight check. Encounter tiered enemies that are at least the size of a human should be treated as having an effective +2 body for carrying and the ride check for breaking it in. Boss Tiered Monsters should gain a +4 effective body, and legendary monsters like the Kraken should either be immune to this ability or gain a +8. Trained mounts need not be broken in, and sentient monsters cannot be broken in (although, they can willingly let the Equinja treat them as a mount). If the Equinja fails the check, the can continue to spend awesome points to keep retrying.


Quick Side-swipe
Ninja 1
Cost: 1
The Equinja is a master of using his ride as a weapon. When using this melee attack, the Equinja rams a target with his ride and does damage equal to the Ride's body score. For mechanical rides, assume a body score between 6 (for small vehicles) and 10 (for large multi-person vehicles).


Look Ma! No Hands!
Ninja 1
Cost: Passive
Whether it be because of a natural understanding between the Equinja and his mount or a jury rigged system for his vehicle, the Equinja are master riders that are capable of riding their vehicles without their hands being attached most of the time. An Equinja with this ability is capable of carrying something in each hand while riding a ride.


Perfect Momentum
Ninja 1
Cost: 2
Equinja are at their best when constantly moving and can do amazing things when they nail all their stunts. The Equinja can use this ability to gain a +1 to hit on the round as long as he hit with an attack last round.


T-Rex Whisperer
Ninja 1
Cost: Passive
Equinja are one with their animal mounts and can understand their inner emotions. Equinja with this ability can understand the thoughts of any mount they've broken in. While not directly talking, this has the same impact. The Equinja can just sense the mount's thoughts, emotions, and feelings and can communicate his own to the mount. This is primarily used to get animals to follow lengthy commands.

Level 2

The Ghost in the Machine
Ninja 2
Cost: Passive
While the Equinja started out riding animals, some felt themselves drawn to the cold steel machines the Gunnars built. They called out to them. These Equinja are capable of feeling the souls inside of machines and inanimate vehicles and tapping into their inner powers. Equinja with this ability can treat any non-living vehicle or ride as a mount for the purposes of their Equinja powers. For larger vehicles (like ships), the GM may decide that the vehicle has too high of a "body score" to use as a ride. For instance, a pirate ship might have an effective body of 14, thus requiring an effective 7 agility or body to treat as a ride. For the purposes of carrying multiple passengers on the ride, common sense applies. A cart should be able to carry multiple people without issue and no party members should be too heavy for a ship.


Steed Booster
Ninja 2
Cost: Passive
Sometimes an Equinja needs just that extra bit of speed. By jumping off her mount, the Equinja gets this extra boost of speed. Any time the Equinja is actively riding a mount or ride of any kind, the Equinja can use this ability to immediately dismount and gain an extra move action. They cannot get back on the mount at any point during this move action.


Stripped Down Chasis
Ninja 2
Cost: Passive
Equinja know that a proper physical form and build is required to ride some of the more wily and outrageous mounts. However, this often comes at the cost of being unable to ride the lighter mounts. So, some Equinja learned to shift their weight for riding. The Equinja with this ability is treated as having a 1 Body for the purposes of weight on a mount.


Twitch Reflexes
Ninja 2
Cost: Passive
Equinja's have inhuman reaction times that go beyond the abilities of their body and mind. Equinja's with this ability have a permenant +1 to the reaction stat. Should their reaction somehow go over 10, their bonus does allow an 11 reaction, but the Equinja will win all ties on reaction (instead of lowest natural reaction winning).


Ride the Currents
Ninja 2
Cost: 2
Equinja are willing to use anything to speed themselves up, even if it means using the force of an attack to propel themselves forward. Whenever an Equinja with this ability dodges an AOE attack, the Equinja can use this ability to move immediately to the nearest edge of said attack without spending any kind of action.


Crash the Gates
Ninja 2
Cost: 4
The Equinja's rides are sturdy and durable. This gives the Equinja the courage to charge head first. The Equinja starts by moving in a straight line of at least 2 squares towards a target and then ends their move by ramming the target for 15 damage. The move action for this must be an absolutely straight line. If something is in the Equinja's way, they must move through it or jump over it.


Drive By!
Ninja 2
Cost: 6
During this attack, the Equinja can move through enemy squares freely. This attack happens during the Equinja's move action. Any enemy square the Equinja passes through during this attack, the Equinja can attack. The attack does 5 damage to every target it hits.


Ninja Express
Ninja 2
Cost: 1 Awesome Point
The Equinja are the delivery men of the Ninja kingdoms. Nothing is outside their range when everything is riding on them. The Equinja with this ability can spend an awesome point whenever making a lengthy trip. No matter the location, the Equinja can make the trip in a day maximum as long as they can physically make it there to begin with. This won't speed up the Equinja's party, but it can allow an Equinja to deliver an emergency message or package.

Level 3

Together We Ride
Ninja 3
Cost: Passive
Not all Equinja are lone wolves. Many Equinja love to use their abilities to help their allies along and give them a boost in movement. Equinja with this ability can carry multiple passengers on animal mounts (vehicles can normally carry multiple passengers up to a logical point). Any passenger gains the benefits of the mount's movement and any Equinja abilities that give bonuses based on the Equinja's mount. The passenger's movement action must be the same as the Equinja's. A mount can carry any number of passengers at a time as long as the total body score of the riders does not exceed twice the mount's effective body.


Hit the Nitro!
Ninja 3
Cost: Passive
The Equinja and his ride are one and the same. Whatever happens to the ride happens to the Equinja. Equinja with this ability have a special link with their ride. Any movement-based ability (such as Rub Some Cheetah's Blood on It or Up the Walls) can be used by the Equinja to effect any mount or vehicle he is riding at the time.


Split Second Shift
Ninja 3
Cost: 1 Awesome Point
The Equinja know that flexibility is the key to combat mastery. A proper Equinja must be ready to stop on a dime or take a new turn at a moment's notice. As such, the Equinja have a near inhuman capability to switch up their tactics instantly. By spending an awesome point, the Equinja can change what attack they have written down for the turn at any time during their turn.


Catch Some Air
Ninja 3
Cost: 10
The Equinja can't give up the chance to jump off a ramp and soar through the skies. Any turn the Equinja manages to jump his ride off a ramp or a ramp equivalent in a straight line, the Equinja can hit a single target in this straight line for 25 damage.


Perfect Donut
Ninja 3
Cost: 9
The Equinja is a master of fancy maneuvers. Perhaps one of the favorites of the Equinja is a perfect 360 degree turn that whips the ride around and hits everyone around it. When the Equinja use this attack, he attacks everyone within 2 square for 15 damage.


Hit, Stall, Spin
Ninja 3
Cost: 6
The Equinja love using their rides for maximum carnage. When an Equinja attack with their ride using this attack, the target is hit with the front wheel or legs of the ride takes 15 damage and then is knocked back 5 squares as the Equinja has the ride rev up to maximum speed.


Rev Your Engines
Ninja 3
Cost: 3
The Equinja knows how to push his ride to its absolute limits. When using this move, the Equinja can make his ride move 3 times its normal speed as long as the mount moves in a completely straight line for the round.


Level 4

Equinja Kick!
Ninja 4
Cost: 9
The name may be simple, but the results are awe inspiring. The Equinja with this skill realizes that the spirit of the ride lies in the rider's soul and the soul of his ride, not in the physical act of riding itself. The Rider calls upon the spirit of the ride and channels it into the very essence of his attack. The Equinja launches himself into the air and comes crashing down with a thunderous jump kick that channels the spirit of the ride into his very attack. The Equinja rolls to hit as precision as usual, but deals 10 + his agility score + his body score in damage.


Let the Ride Take Over
Ninja 4
Cost: 8
The Equinja are one with their rides. They feel every motion in their souls and gain a perfect unity with their precious mounts. The Equinja would even trust their ride with their very life. When riding a vehicle with an actual agility score (most animals), the Equinja can use this ability to use the ride's agility for dodging instead of her own for the turn.


Knight of Fire
Ninja 4
Cost: 10
The Equinja can rev up his engines and his soul to the point of setting ablaze everything around him. The Equinja uses this ability before making her move action for the turn. Every square the Equinja touches during her move action is set on fire creating a wall of fire in the trail. This wall is 10 feet high and automatically does 10 damage to everything that touches it. A target can take this damage multiple times if they pass through multiple effected squares.


Not So Noble Sacrifice
Ninja 4
Cost: 1 Awesome Point
The Equinja put a great trust in their rides and their rides put a great trust in them. Any ride would be willing to sacrifice itself for its master. As such, the Equinja has the ability to make the penultimate sacrifice with this ability. Whenever an Equinja is attacked by an ability and it hits, the Equinja can spend 1 Awesome Point and have the vehicle interpose the attack instead. When the Equinja does this, the ride is knocked immediately unconscious and will require a days rest to get back up. In the case of non-living mounts, the vehicle is broken and will require a days worth of work to fix. The Equinja must be conscious to use this ability. Also, it's fair to note that destroying an Equinja's vehicle removes their ability to use most abilities in the Equinja set and it's unlikely that an Equinja will be carrying more than one ride at any time due to their size.


Nothing Gonna Break My Stride
Ninja 4
Cost: 5 Life or 1 Awesome Point
Nothing stops an Equinja in motion. Nothing. When an Equinja finds a barrier in front of her, there's no choice but to go through it, and the Equinja does so with ease. Whenever an Equinja comes up against a physical wall, the Equinja can use this ability to burst through the wall. If the wall has any damaging properties (like fire), the Equinja still takes it, but anyone following does not. For regular walls, pay 5 life per wall. For indestructible quality walls, pay an awesome point.


You Shall Not Pass!
Ninja 4
Cost: 10
The Equinja is a master of controlling the motions of others. When the Equinja uses this attack ability, she runs circles around the opponent and freezes them in their place. To use this ability, the Equinja must be adjacent to the opponent at some time during their move action and the Equinja must make an opposed agility check against the opponent at a -2. If the opponent fails, the opponent cannot move at all on their next turn.


Level 5

Wear the Scarf
Ninja 5
Cost: Passive
Style is very important to Equinja. A lot of Ninja don't understand this deep-seeded desire for fashion and appearance, but the Equinja understand it all too well. The best way to take down a foe is by striking them with awe. If the opponent believes that their opponent is more powerful than them, then even the toughest opponent can crumble. The Equinja with this ability has an awesome mannerism, article clothing, or some other stylistic flourish that he loves to use constantly. This makes others believe that the Equinja is more awesome than he may actually be. Equinja with this ability start every session with 2 extra awesome points. These points must be spent in the same session or they are lost.


Be the Ride
Ninja 5
Cost: 1 Awesome Point
Equinja need a ride in order to pull off their best moves. Unfortunately, try as they may, there's just some places where their rides cannot go. A horse is not often welcome indoors and some rides just might be too large to fit indoors. This is when the Equinja's secret weapon comes in handy. Using the best in Equinja and stolen Gunnar technology, the Equinja have managed to create a stealthy suit of wheels and gears similar to a Carpentarr's limbs. When the Equinja uses these devices in just the right way, the Equinja can become a steam-powered vehicle/ninja hybrid for as long as they wish. While in this form, the Equinja acts as a ride for the purposes of all attacks, but does not lose the ability to use non-ride based attacks. Furthermore, the Equinja gains an additional +1 to ride checks on top of any other bonuses and can even carry passengers as per a regular ride (using the Equinja's body score). Finally, while using this ability, the Equinja gains a +4 to his move speed, and all movement altering abilities (rub some cheetah's blood on it, blossom elevator, flight, Nothing Gonna Break My Stride!, etc.) cost 1 less life to use (minimum 1).


Be the Rider
Ninja 5
Cost: 2 Awesome Points
The same technology that allows an Equinja to become their own ride can be applied to the Equinja's allies as well with interesting results. Like Be the Ride, this makes the targeted willing ally turn into a ride with the same properties as that move. However, as the target is not trained with the equipment used, it has some unique side effects. The target this ability is used on is effectively taken out of the scene as they can no longer attack and do not count towards the Kurosawa Corollary. Instead, the Equinja gains a +1 to the highest attribute of the target this ability was used on (in case of ties, target decides which stat to buff), and gains access to one ability the ride knows of the ride's choosing when he is using this ride.


Beat The Clock
Ninja 5
Cost: 1 Awesome Point
Sometimes you have to kick things up a notch. The Equinja knows this better than anyone else. It's not enough to be fast, but to also have control as well. When an Equinja uses this buff, the Equinja gains 2 move actions a turn until the end of combat. This doesn't just double the Equinja's movement though. Moves that take up a move action or the Equinja's full turn only take up one of these move actions. The Equinja can also move, attack, and then move again. Furthermore, any buffs on one move action carry over to the second move action. This allows for some impressive and frightening maneuverability.


Faster Than Light
Ninja 5
Cost: 25
The Equinja and his ride are equals in the eyes of the Equinja. Whether it be a horse, a raptor, a Yatagarasu, or even a humble cart, all rides are the Equinja's comrades in arms. The Equinja brings skill while the ride brings power. Only by working together can the Equinja's true potential be revealed. When the Equinja uses this ability, the Equinja moves at what seems to be impossible speeds and rapidly destroys his foe with hundreds of light speed attacks that combine into one powerful blow. The range of this attack is effectively infinite as long as the Equinja can see the target and the ride can physical fit in the location where the target is. Furthermore, the Equinja makes a ride check to hit (without Born in the Saddle) instead of precision. This attack does 40 damage.


Mach Speed Hurricane
Ninja 5
Cost: 25
The Equinja can move so fast on his mount that he can churn the very winds themselves up into a frenzy. The Equinja activates this attack before moving for the turn. He then uses his movement to attempt to make a circle. If he succeeds, he causes a tornado in that square. The Equinja rolls precision against everyone in the tornado to hit them with debris for 25 damage. Everyone in the Tornado must also make a 15 body check to avoid being thrown 10 squares into the air by the force of the winds. This Tornado lasts until the end of turn and continues to harm/fling anyone that enters it for its duration.