Tumgik
#rolling dice ninja obstacle
ninjasports · 1 year
Text
Rolling Dice - Ninja Warrior Obstacle
Ninja Warrior Obstacle - Rumble Dice Variation - Rolling Dice
Compare to American Ninja Warrior’s Rumble Dice!
This popular Ninja Obstacle is a great addition to your gym. Available in a rainbow of colors, and custom lengths are also an option at an additional cost.
What is included with The Rolling Dice Ninja Obstacle:
Ring Slider base structure (all you need is the rings)
Rolling Dice Attachment (your choice of colors)
Clamps for attaching to 2 in OD Bars
*OD Bars and Trussing pictured available, but sold separately
*Rings available but sold separately to utilize the base of this ninja obstacle as a Ring Slider Obstacle
SHIPPING: Due to the size of these items, they must ship motor freight. There are many variables when shipping via motor freight, so please contact our office for further information so we may calculate actual freight costs.
IF you choose to order online, all freight orders have a standard shipping fee. If your location deems shipping cost more than the fee included in your payment online, we will notify you via email within 24 hours and include a payable invoice for the remainder of the shipping cost. If you do not want to pay the additional shipping cost then you will have the opportunity at that point to cancel your order.
For any questions about shipping, contact our office at: Email: [email protected] Phone: 440-552-4237
Agreement:
Custom Design Crafts, is not responsible for injuries the purchaser may incur due to misuse, improper installation, or falls that may happen while performing the required exercise. Upon purchasing this product the purchaser agree to not hold Custom Design Crafts, its Employees, affiliates or its owners responsible for damages. 
0 notes
theresattrpgforthat · 8 months
Note
Hello! Do you know what TTRPGs are out there for playing as members of a stereotypical western boyband? (With roles like ‘the brooding one’, ‘the sunshine one’, etc.)
THEME: Boyband RPGs
Hello, I found some games that are within the realm of playing a western boyband, but some of them might need some tweaking to get exactly what you're looking for.
Tumblr media Tumblr media Tumblr media Tumblr media
High-Speed Boar-Band, by garvoy.
You are Teenagers. You have a Band. You have a Van. Tonight is your first ever Battle of the Bands! Also, you are Boars.
Ninja Turtles meets Scott Pilgrim, High Speed Boar-Band combines everything that's terrible about being a teenager with everything that's great about being a Boar.  A One-Shot, One-Page TTRPG for 1-8 Players and a GM.
This is less about a western boyband and more about being teenagers trying to make it big, but it does give you some archetypes to play into, called Boarsornalities!. These include options such as Casanova, Wallflower, and Burnout. Your obstacles come in the form of police, family members, inter-band drama, and other bands. This game certainly lives up to its name - character creation looks sleek, requiring only a few dice rolls before you’re ready to go. The game is also divided into acts, so you’ll know exactly what you’re doing after each scene.
Limelight, by Session One Studios.
Limelight is a game where you play high school students who started a band. Can you balance your home, schoolwork, job and personal obligations and issues with life in a shitty band? Will you burn out, fade away or make it big-time? 
Another high school band ttrpg, this game is more down-to-earth. You don’t have any special powers, and you’re just regular high-school students; but you have to find a way to balance all of the responsibilities of a teenager while also pursuing your dream. There are ten character types to choose from, as well as pre-generated characters if you want to get to playing as fast as possible. This game is an ashcan, so don’t expect perfection - hopefully the designers have more coming out soon!
Fantasy Boy Band, by AuContraire.
You play as bards in an unnamed generic fantasy land. The job market has been difficult and it turns out that there is even not that many jobs for artists. And this is how your adventure starts - instead of falling into despair -  you and your friends from the Arts and Poetry Academy decided to form a boy band to finally achieve your well-deserved fame! You are the first ever boy band in those lands! Navigate through blood-sucking managers, the lacking equipment in villages lost in the middle of nowhere, people misunderstanding your art, fans in love and more!
This is a resource-management game that’s just one page. This game does have the different roles that you’re looking for - the shy one, the romantic one, and the bad boy, for example. You’ll deal with problems like the manager from hell, rival boy bands, and literal dragons. Your biggest obstacle is money: you need to be able to afford to get to your next gig with all of your stuff intact. If you want to play a stereotypical boy band but in a fantasy setting, this game is for you.
Sing As One! by Naomi Norbez.
Sing As One! is a TTRPG about being a singer in an up-and-coming group of young superstars.  All of you came from different paths of life, and have varied ambitions & goals, but are coming together in your quest to make music!
This game is more targeted to replicate bands found in anime, so expect a game that’s more about helping you write a narrative, rather than replicating what it means to be an entertainer. Your character has two actions: I Want and Show Off. I Want actions are rolls that you make against a set difficulty, because your character is interacting with the world. Show Offs are contested rolls, rolls against opponents with their own skills. Show Offs happen in this game’s version of a battle, except you’ll likely be competing against rival bands or trying to escape rabid fans. If you want a game about dealing with the life of a star, Sing As One might be for you!
36 notes · View notes
spoilertv · 4 months
Text
0 notes
nomadicauthor287 · 3 years
Text
Magic AU
I created a whole ass magic system on the fly. @eyecandyeoz helped me finetune these headcanons. Also this features the Survivor trio
There are 3 ways that magic is acquired and boosted
Knowledge
Deals
Mana boost
Knowledge
By studying different magic types the user can increase the range of types of magic the user can use
If you understand how different types of magic work you, in turn, can use it
Mana
all things contain some amount of magical powers
the objects or food near leylines have higher magical properties
consuming the food with high mana it boosts internal mana levels for 6 hours
Another way to absorb mana is to keep the object with a high mana count on your person
Deals
This is the most high-risk technique for boosting and acquiring magic
In order to do this process, you need to pick a deity and bring an offering
There are many deities to choose from: angels, demons, gods, spirits, ghosts, etc.
Once you've chosen a deity you offer up an offering and then strike a deal
By striking a deal you've agreed to become an extension of the deity
Your magic now comes from that deity and are bound by contract
The contract is very strict
Depending on what is staked in the deal it also affects the strength of the magic
If something very important is staked in the deal then the magic is strong
Ex.) Necromancy in exchange for the soul- high-level magic
Ex.) Light magic in exchange for a cheeseburger- low-level magic
Familiars
Can store and use magic/mana
can range from creatures to objects
Ex.) Sentient pocket watch
Crosshair
Portal magic
can go literary anywhere but chooses to stay with the Empire
uses his portals to shoot anywhere
Made a deal with a space entity
Contract mark: the circle on his crosshair tattoo
When he uses his magic the circle glows red
He staked his life because he wanted to be strong and dramatic
Omega
Bubble/gum
can steal mana
make explosions from the stored mana in the bubble
Either use bubblegum or soap bubbles or glass bubbles
Can store mana in bubble-like objects
made a deal with a goddess of healing
Contract mark- ring around her thumb and pointer finger
Tumblr media
By dipping her mark in the bubble liquid and creating a bubble the mark glows white
Staked her agility
Wrecker
Fire and explosive magic
can create fire and explosives from his fists
siphons heat from objects of from peppers
can control explosions if he understands how it was created
Mainly uses his fire for cooking which boosts mana levels for 6 hours
Always on the lookout for high-level mana ingredients
Struck a deal with a fire sprite
Contract mark: scars on his hands and forearms
When he uses his magic his scarred eye glows orange with his fists
Tech
uses runes, knowledge, and alchemy
he uses runes/spell cards to fight mainly like Yu-Gi-Oh or Pokemon
Makes potion capsules for mana boosts or containing different magic
It's like ninja smoke bombs
When they visit a village or city Tech will wander off to go trade rune cards
Ditches the others to go to collectors gatherings
Struck a deal with a god of knowledge and a god of strategy
In exchange for his sight and his majestic hair
This is why his vision is shit and his hair makes him look like he's 50 years old
Contract mark: intricate tattoos on his forearms
When he uses his magic his glasses glare up and the wind blows his long robes around dramatically with a green glow around him
Echo
uses elemental magic/controls the elements around him
uses magic to create prosthetic limbs
the strongest out of the entire batch magic wise
When Rex finds Echo again he makes a deal with a demon to save him
Rex trades his ability to be surprised and Echo's fucks to give
As soon as he wakes up he uses his magic to get his melanin back
He's kinda like a bard
Go in punching, ask questions later
10/10 has and will screw a dragon
The demon who saved Echo said there was a drawback to his magic
Echo has to use 20 sided dice to keep his magic in check
That led to him making his decisions based on a dice roll
If he gets a bad roll he just bodyslams the obstacle
keeps a wide array of elements on his person at all times
Uses beskar with a high mana level for his leg prosthetics
Contract mark- scars on his amputated appendages
depending on the element his aura is that color.
Hunter
Animal instinct
his senses are enhanced
his senses and strength are enhanced depending on the animal he decides to mimic
usually uses predators to mimic
while mimicking an animal their diet becomes his
there are times when he turns feral
he made a deal with a god of animals
gave up some of his common sense
Contract mark: his skeleton tattoo on his chest
When he uses his magic the animal he chooses is what his aura is shaped as
Rex
he struck a deal with a god of patience
The god gave him everlasting peace with a side of dealing with Banthashit
he saves all the spite for later when he bitch slaps sense into the others
According to @eyecandyeoz he reserves the strongest bitch slap for the biggest dumbass Anakin, Fives, and Hardcase
He traded his natural hair color for this power
Fun fact of the day: stress can turn your hair white
Contract mark: his hands glow red along with his eyes
Wolffe
After his fight with Asajj Ventress he was left in the snow
A pack of wolves find him and offer him a deal
They would heal him
In exchange at every full moon Wolffe would join a the pack as a wolf
Contract mark: his scarred eye glows
His powers turn him into a wolf at will
Gregor
This guy made a deal with the bouncey ball that belonged to a hyena
he did this when he got drunk and wandered into a zoo
the ball gave him the power to bounce back from anything within reason
Contract mark: ass tattoo of the pixar bouncey ball
Lore
Before the fall of the Republic only the Jedi held the secrets to magic. The Jedi claimed they were the gatekeepers of magic. They taught their students by intense studying and meditation. It was thought that suppressing emotions would make their magic stronger but it wasn't true for most.
Most people knew about the jedi and thought they were myths. But they were feared by parents because they took their children away claiming that they were made for a higher purpose. If not the jedi then the other practioners of magic would sweep the children away, the Sith. The Sith mainly used the deals side of magic in order to become stronger than their light-sided counterparts. But that all came to an end with the rise of a so called "savior" and a war fought with slaves.
The savior was corrupted by the darkest wizard of them all, Sheev Palpatine. With his corruption came the end of a war and a new era dawned on the worlds.
@itsjml @dreamy-day-daze @agentmarymargaretskitz @kratosfan6632466 @eyecandyeoz @echoy-naak @zaffrefox @soundwavetherav
37 notes · View notes
thefreelanceangel · 3 years
Text
Tagged: Getting To Know You
NAME: Crystle
NICKNAME: Angel / Pooka / "Oh god"
FACECLAIM:
Tumblr media
PRONOUNS: She/her
HEIGHT: 5' 6.5" (YES THE HALF INCH IS IMPORTANT)
BIRTHDAY: December 9, 1983 (You're all toddlers to me.)
AESTHETIC: Morticia Addams' 8th Grade Lisa Frank Phase
LAST SONG YOU LISTENED TO: "Daze" - Poets of the Fall
FAVORITE MUSE(S) YOU'VE WRITTEN:
...oof... There's... a LOT of characters to sift through to answer this one...
I'll keep it fairly tame and limit it to JUST characters I've written for MMOs. (20+ years of RP both online and tabletop means I have written... a lot of characters... LOL)
Neverwinter Nights: Heathern Ferne is still one of my darlings. A dumb-as-rocks fighter with a heart of gold (and Chessi's first distant incarnation) she ended up becoming a competent fighter, learning some rogue tricks from the ninja she fell in love with, teaching him to view himself as a person instead of a disposable tool, having a child and overcoming some really impressive obstacles.
WoW: Zorayas, the draenei mage, was a spur of the moment character I ended up greatly enjoying because of just how gods damned seriously she took everything. A joke wasn't a joke, it was an offense. A mistake wasn't a mistake, it was a mistake. She was fiercely loyal, extremely suspicious of people who acted free and easy and determined to use her magic for the benefit of herself and the few people she cared about.
GW2: Capricia Vetrov, oh my darling how I love you. While her story never came to a complete conclusion, I've drawn my own mental end for it and honestly... ugh, my heart. My elementalist was vicious and hostile and sarcastic, lashed out at everyone, struck first before anyone could strike at her and had absolutely every reason to be so guarded and bitter. She's still one of my favorite characters, perhaps my absolute favorite, and maybe I'll get around to finishing that novella I started to give her a happy ending.
FFXIV: Having only played the game for about two years, I'd have to say my favorite RP With People character is C'allie Kyho, that outrageously confident, Certified 100% Trauma-Free™ miqo'te. C'allie is a bit of a chameleon, shifting the personality she displays depending on who she's engaging with and why, but I genuinely like the growth she's had and where her story currently is. My favorite character is Annalei d'Latu. I love that thrice-damned bitch. She's vicious and arrogant and brilliant and just downright nasty. I adore her.
--Getting to know the account
WHAT INSPIRED YOU TO TAKE ON THIS MUSE:
C'allie Kyho was my first FFXIV character, made on a trial account just to see what the game was like. Anything with a bow tends to be fairly easy to learn in a new MMO, so I started her off in Gridania and built a vague story about her wanting to see the world and singing her way across it (for the BRD class.) The more I learned about the game's lore and the astounding flexibility of it, the more I started branching out with various characters that I used off and on, depending on who seemed to want what kind of story.
WHAT ARE YOUR FAVORITE ASPECTS OF YOUR CURRENT MUSE:
C'allie Kyho: Being 100% Certified Trauma-Free™ and the fact that her arrogance isn't even arrogance; her self-esteem is just that unshakeable. (True fantasy roleplaying.)
Annalei d'Latu: The development of her marriage to Seifer d'Latu and the fact that she's a mortician, poses as a therapist and would happily bring another Calamity onto Eorzea if it meant more power for her.
Summer Bellmayne: Il Mheg (having an IC tie to it is just... -chef's kiss- dream come true) and the fact that a deranged romance novelist gets some fascinating reactions from people.
C'esti Kyho: Having a fairly stable Kyho (the tribe is very... interesting) with a skill I deeply admire (aerial hoop performances oh my god) who loves coffee as much as I do and who is actually... pretty normal?
Chessi Eder: She is my favorite punching bag, and it's legitimately sweet and heartbreaking seeing how she will absorb pain without question and then find absolute delight in the simplest things.
WHAT'S YOUR BIGGEST INSPIRATION WHEN IT COMES TO WRITING:
Reading, honestly. I just... cannot be bored, it's like physical agony for me (yay ADHD!) and since I'm lucky enough to have no problems comprehending language or typeface, I read CONSTANTLY. Like... if I'm not RPing or watching a movie, there is an ebook open on my phone or a physical book in my hand. I am almost always reading. [I average a book a day and yes, people who know me IRL can vouch for this.] So reading as much as I do and reading SO MANY THINGS means I'm constantly seeing ideas or plot threads or character traits or combinations of things that feed my own creative spark and make me eager to explore.
My biggest inspiration to write is because I just damn well love a good story and if I can make one happen in RP? Yessssssssss... GIMME.
FAVORITE TYPES OF THREADS:
Honestly, anything but lengthy combat threads with constant dice rolls. I don't mind combat as long as I'm writing with someone who can agree "we both take hits and if I win this fight, you win the next fight" but I get bored very very quickly when it's just a "roll... determine outcome of roll...post appropriate physical action...wait for a roll...wait to determine outcome of roll...wait for post of appropriate physical action..."
I'd almost rather just talk it out OOC, agree to who wins the fight and skip ahead to the aftermath.
Tagged: @bek-sc (Thanks hon!)
Tagging: @luck-and-larceny; @dumb-hat; @eorzeanstarlight; @kich-rp; @miqojak; @ketsuchikotetsu; @mirugaidoesthings; anyone who feels like it! [And feel free to skip the non-RP-related questions if you're not comfortable answering those. ^^]
6 notes · View notes
5eforgemaster · 5 years
Text
Conversion Kit: The Assassin
Continuing my Conversion Kit series of articles, we discuss the Assassin subclass! Turn any character into a master of ambushes and terribly efficient killer with just three levels of Rogue.
Below the readmore, you can find Additional Support for this kit, as well as Pitfalls and Character Suggestions.
Kit Overview
Investment Type: Multiclass Dip
Minimum Investment: Take 3 Levels of Rogue, selecting the Assassin archetype at level 3.
Overall Impact: Your character now has the mechanical backing to follow through on clever schemes with lethal force.
Investment
Much like our last conversion kit, once you select the Assassin subclass, you can immediately set off to do what assassins do best. Once again, you'll need to satisfy the multiclassing requirement- just a score of 13 in Dexterity, plus a score of 13 in whatever attribute your other class of choice requires.
You don't necessarily need a Dexterity higher than this, but remember that your bonus to Stealth rolls keys off of it. You can mitigate the problems of a low Dexterity score by taking proficiency in Stealth and using the Rogue's Expertise feature to double your proficiency bonus.
Truth be told, you can abandon Stealth entirely if it doesn't fit your concept. However,  you'll want to keep in mind that the assassin's primary feature requires Surprise. While by the Rules as Written, Stealth is the only way to gain surprise, many GMs will allow betrayals or sudden strikes to grant surprise.
Perhaps you can take advantage of Deception or Persuasion to lure your target into a false sense of security, or use a spell like Dimension Door or Invisibility to suddenly appear behind (or even before) a foe and strike them down.
All that said, regardless of the method you'd like to use, you're very likely to want stealth proficiency. It's the least reliant on GM interpretation and applies to the greatest variety of situations.
Narrative Impact
Though the most apparent Narrative for a character using this kit is that of a professional murderer, it is by no means the only route you can take.   Your character is now mechanically incredibly reliant on first strikes. Hunters-turned-warriors (such as most rangers) gravitate to this approach to combat by default, but characters lacking the stomach for battle might turn to this path to end fights quickly. Elite warriors might prefer ambush tactics, and even certain paladins may find a swift death to be all that their foes deserve. In truth, you could utterly ignore this kit's narrative impact and carry on as if you had never taken a single level in another class. However, I'm inclined to see that as something of a wasted opportunity to set your character apart- where did your character learn to fight dirty? Do they see it as a necessary evil and regret their actions, or do they believe they're justified as there's no justice on the battlefield?
Mechanical Impact
From a mechanical perspective, the Assassin offers lethal first-strikes. Whatever your method of attack- a greatsword, a spell, thrown dagger- your Assassinate feature guarantees you a Critical Hit, as long as the attack hits a surprised target.
I cannot emphasize enough how unbelievably good a Guaranteed Critical Hit is in Fifth Edition D&D, and believe me, if I had a way to highlight that bolded, italicized, underlined phrase I would use it. I thought about including a gif of someone slapping a desk. I need you to see those words and realize what they mean.
A critical hit multiplies all of your damage dice. If you can find bonus dice, you're going to hit incredibly hard. If you have multiple attacks, they will all be critical hits. A critical hit on a Paladin's Smite or Rogue's sneak attack is a lucky break. A full round's worth of critical hits on a Fighter's attack routine or a Wizard's Scorching Ray is a dream. Get the drop on an enemy, and that dream is your reality.
The simple truth is, the Assassinate feature alone is enough to enable ambushes as a tactic.
Kit Support
There are several feats you can take advantage of to make this kit more effective. However, even if feats aren't allowed in your game, or all of yours are already accounted for, you're not out of luck. If you keep some rules of thumb in mind, you'll find yourself faring better than someone who approached their build haphazardly.
This list is in no particular order. This is not an optimization guide, and I don't want to commit to the math necessary to rank these options, nor do I want to limit your creativity. That said, as an Assassin, you want to look for:
More attacks. These are easy enough to get: engage in two weapon fighting, pick a class that has the Extra Attack feature, or find a way to get Haste applied to you.
Extra dice for your attacks: Smite and Sneak Attack are good examples. If you have your eyes on a higher level Rogue feature, the extra sneak attack dice will help with this (if you're using an appropriate weapon).
Similarly, spells that grant multiple attack rolls such as Eldritch Blast or spells that have large dice counts like Chaos Bolt. Both of those can be picked up by classes that can't normally access them using the Magic Initiate feat.
You might also consider certain feats, depending on your build and game:
Alert gives you a large bonus to initiative. Depending on how your GM runs Surprise, you may need to win initiative to take advantage of Assassinate- Alert all but guarantees that you'll move first, especially if your Dexterity is already high.
Lucky adds some reliability to your assassination attempts by letting you try again when you roll poorly. Lucky is good to the point of being considered 'cheese' by the community, and many games ban it, but there is objectively no better way to ensure you don't ruin your big moment.
Skulker is somewhat similar to Lucky for ranged characters, though not as effective. If you're a ranged Assassin, this keeps your position from being revealed. You'd be hard pressed to convince your DM that the enemy is still surprised, but maybe you can retreat and try again. The other miscellaneous stealth bonuses are a nice plus.
Spell Sniper doubles your range for attack roll based spells- it'll be easier to surprise foes from a couple of hundred feat away. As a bonus, you ignore all but total cover and even get access to an attack roll based cantrip if you didn't have one already.
Actor might improve your odds of pulling off a social skill based assassin, just check with your GM to make sure they'll rule in your favor before you invest too heavily in the approach.
Pitfalls
There's not a whole lot you can do as a player to make this kit go wrong. Your biggest obstacles are overspecialization and, potentially, your DM.
In the first case, there will be times when Assassinate will fail you. Perhaps the situation isn't right, perhaps you missed your attack, maybe the enemy got the drop on you. None of that matters though- just keep in mind when making choices about your character that not everything needs to improve their critical damage. Dealing hundreds of points of damage with your first strike only matters if you pull it off.
In the second case, some DMs are combative. You might have a DM that feels as though you're somehow "cheating" by assassinating big threats and coaxing your party towards ambush tactics. Some DMs will simply grumble about it and you may need to back off somewhat.
Others will attempt to sabotage you, either by presenting scenarios that make assassinations difficult or impossible, overwhelmingly pitting you against foes that are impossible to surprise or are immune to critical hits, or, in the most egregious cases, abusing their power and arbitrarily depriving you of surprise when you should have it.
The best thing you can do here is keep a level head and talk to your DM. They likely don't actively want to ruin the game for you, and perhaps they have a reasonable motive- maybe you're taking the spotlight away from other players or even making the game less fun for the DM themselves (believe it or not, this is a reasonable concern for the DM- they should have simply been honest with you in the first place, but berating them now won't help either of you).
Whatever your DM's reasons, you can likely compromise if they're honest with you. If your DM gives you any variation of "this is your fault for picking a specialized feature" or "it's just the way it is", you may need to ask if you can rebuild, as they're unlikely to sympathize with your position. Ultimately, your playstyle may just not align with the DM's or group's. There are hundreds of articles about conflict resolution, some specifically tailored for D&D groups, so for the moment I'll table the specifics and perhaps update this article with a link to a quality one at a later date.
A Few Suggestions
I don't want to leave this article on a low note, so I'll close with some classes you can combine with the Assassin subclass for some exciting (if somewhat obvious) character concepts:
Way of Shadow Monk: This monk path offers several supernatural abilities relating to darkness, silence, and hiding- not the least of which is the ability to teleport between patches of shadow. If that doesn't scream "ninja" to you, I don't know what will. The monk also has access to Flurry of Blows, which can make your assassinations quite potent.
Oath of Vengeance Paladin: The Paladin's Smite might be the easiest on-demand way to take advantage of your Assassinate feature. Very few of this Archetype's features synergize with this kit, but access to Haste and Hunter's Mark doesn't hurt, and the narrative of an avenger fits well with the style of combat you'll be employing. If you liked Pathfinder's inquisitor class, this may be for you.
Fiend Patron Warlock: Eldritch Blast is always good, but you have an extra edge with it. Honestly, there's not much too this other than having an easy on-demand ranged damage option, but something about being a contract killer for your Patron seems like an exciting narrative. Works just as well for other patrons, but the fiend seems most likely to employ contract killers. You can take the Blade Pact Boon and Eldritch Smite invocations if you want to step on the Paladin's turf.
With some examples out of the way, I'll take my leave. There's near limitless potential for this kit, as there's some synergy to be had with nearly every class, so you can experiment with confidence.
8 notes · View notes
Photo
Tumblr media
Getting Started - Building a Character! - Part III
Jobs
Alrighty folks. This is it. The Big Ku-pola. The Omega Weapon and Shambala.
Time to talk about Jobs!!!!! One of the most iconic and intimate and coolest parts of Final Fantasy (in my opinion XP).
But now to the Nitty Gritty!
Every PC has a Job at all times; this helps determine their Stats that have been previously mentioned, whether or not they can learn spells, what armor they can wear. Lots of stuff. And with 18 Core Jobs provided in the PDF, you have a lot of options! But if this is your first dance with Final Fantasy, you may not be familiar with the capabilities and intentions of every Job. That’s okay too!
In either case, I highly suggest you doing your own research in the PDF or at online resources to better understand the Jobs. But at a glance, you can check out pages 15-16 to see how Dust summarizes the various Jobs of FFD6. If you proceed to do that, you’ll notice that Dust also utilizes a four crystal system to explain if the Job deals offense, defense, utility, or support options (Page 14)
However, I’d like to go ahead and try my hand at some flavor texts, and my own descriptions of the Jobs with a more traditional approach to describing their Roles, or their typical functions in a party.
The Four Roles I will recognize are:
Tank: Individuals who are considered tanks boast either hefty physical defenses or ludicrous amounts of HP. Tanks can be relied on to withstand even the most devastating of attacks so they can assist and protect their allies.
DPS: The abbreviated form of “Damage Per Second”, DPS characters are typically the heavy hitters of the party. Whether or not this means they use a blade or magic to decimate their enemies, DPS Jobs can be a good choice for first time players due to the straightforward nature of damaging foes. Not to say you may not be performing more calculations, though...
Support: A support Job focuses on either empowering and healing their allies, or crippling foes to make them more easily taken down. Support is a role comes with a lot of responsibility, due to the fact that, if you play the only Support character, the party will look to you for getting them out of dangerous situations. But that in itself comes with it’s own rewards.
Utilitarian: Why differentiate these characters from Support roles? Utilitarians, though they may help out party members in combat, primarily have a lot of Abilities or techniques that are incredibly helpful outside of battle. Either that, or many of their Abilities focus on indirectly affecting targets.
 It should be noted that, even if I classify a Job under a certain role, you the player can choose to perform whatever roles you’d like to as your character. Don’t let Jobs control how you want to play; let them accentuate it! And, if you have better ideas for categorization, though, I’d love to hear it! 
But with these Roles explained, let’s go ahead and take a glance at Jobs, and what Roles they typically play so you can have a better idea of what Job you’d feel most comfortable playing!
~ ~ ~
Black Mage: Often obscuring their faces, one can often recognize a Black Mage by their mysteriously glowing eyes beneath their shrouded faces. The namesake and primary wielders of Black Magic, these spell casters proudly serve their parties by obliterating obstacles and foes through the sheer force of their destructive, elemental spells. Thundaga!
Innate Ability: Focus - So long as you’re HP’s at 100%, nothing can interrupt your spell-casting!
Starting Weapons: Arcane
Starting Armor: Light
Role Suggestions: DPS
Job Introduced: FF I
Blue Mage: If you enjoy a hands on learning approach to magic, this is the Job for you! Clothed in azure garb, Blue Mages endanger themselves to study and mimic the magics used by Monsters. In this way, they can learn to unleash numerous spells from the eclectic Blue Magic school. And don’t underestimate their capabilities in physical combat either!
Innate Ability: Learning - Sure, it’ll sting for a few moments; but if you’re hit by a monster spell, you can add it to your Blue Magic repertoire!
Starting Weapons: Arcane, Blade, Concealed
Starting Armor: Light
Role Suggested: DPS, Utilitarian
Job Introduced: FF V
Dark Knight: With fiendish powers at their disposal, Dark Knights walk on a treacherous path of morality and mortality to harness ultimate power. Able to dish out ludicrous amounts of damage (often at the price of their own well being) and harrowing status ailments through Black Magic, Dark Knights are some of the fiercest warriors known to the Universe.
Innate Ability: Darkside - By sacrificing 25% of your maximum HP, your next attack deals Physical Shadow damage AND it’s power is boosted! Just make sure to keep track of your HP!
Starting Weapons: Blade, Brawl, Huge
Starting Armor: HeavyRole Suggeted: DPS
Job Introduced: Technically introduced in FF II (through the Character Leon), the option to play as a Dark Knight was more prominent in FF III.
Dragoon: Fighters who embody the majesty of their legendary namesakes, Dragoons utilize incredible acrobatic attacks to overwhelm their opponents. Armed with ranged weapons, to see a Dragoon sail through the sky into battle is akin to seeing a Wyrm take flight; both terrifying and awe-inspiring.
Innate Ability: Jump - With a mighty leap, the Dragoon defies gravity,  taking to the skies until their next turn and removing themselves from combat. And upon their descent, any foe that lays beneath will surely be smitten with draconic fury!
Starting Weapons: Reach
Starting Armor: Medium, Heavy
Role Suggested: DPS, Tank
Job Introduced: First seen in FF II as a group of dragon riders, but became more prominent in FF III.
Engineer: Do you dream of programming the perfect fighting robot companion? Inventing an almighty laser gun to incinerate foes? Then an Engineer may be a Job you should look into!  Deeply focused on imbuing ally’s equipment with incredible properties, Engineers always have just the right machine to make things go boom. The enemy. I meant the enemy.
Innate Ability: Invent - Even in the heat of battle, Engineers are willing to whip up the perfect augmentation for equipment! From a list of select item properties, you may bestow one property of your choice onto either the weapon or armor of an ally! Just handle with care, since it also gains the Explosive property!
Starting Weapons: Brawl, Huge, Ranged
Starting Armor: Light Medium
Role Suggested: DPS, Utilitarian
Job Introduced: In the game FF IV, Cid Pollendina was a party member whose Job was classified as Engineer.
Entertainer: A wandering minstrel to inspire allies; a charming dancer to dazzle foes. The world’s a stage, and Entertainers are here to steal the limelight! With the ability to empower their friends with an enchanting voice and to manipulate the world around them through song, it’s not hard for this Job to find their niche in a party!
Innate Ability: From the Heart - Rock that music! Passively grant your entire party an Attribute bonus equal to half of your Perform skill! Either that, or let sweet melody soothe the hearts of your foes.
Starting Weapons: Arcane, Brawl, Concealed, Ranged
Starting Armor: Light
Role Suggested: Support, Utilitarian
Job Introduced: The entertainer is a sort of mish-mash of the Bard, Dancer, and Mime Jobs, Bards first appearing in FF III, and Dancers and Mimes as a Job option in FF V.
Gambler: If games of chance are your Forte, forget going to Vegas; take on the Gambler Job and wow your friends with your incredible luck! As a Job that relies on the roll of the dice for many of their abilities, shenanigans are most likely to ensue if you have a Gambler in your party (especially if they tend to roll poorly). But even in moments of loss, a Gambler knows there will be at least twice as many victories in store if they just keep their chin up!
Innate Ability: Slots - It’s pay to play Baby! By activating this instant action, Gamblers can choose from a list of magical slots to play on; success will mean great boons for the party to enjoy. But if you bust...But who cares if you bust?! ROLL THOSE DICE!
 Starting Weapons: Blade, Concealed, Ranged
Starting Armor: Light
Role Suggested: Utilitarian, Support
Job Introduced: In FF VI with the party character Setzer Gabbiani.
Geomancer: Water. Earth. Fire. Air... Thunder, Ice, Holy and Shadow! Practitioners of Geomancy are at one with the natural world. Geomancers come from all walks as life,  and are as unique as the many biomes of the multiverse are. Able to coincide and harmonize with nature to keep balance in the world, the incredible powers of Geomancers are as terrifying as the power of nature itself!
Innate Ability: Geotrance - Embrace Nature! By channeling the environment around you, unleash a myriad effects! Whether it’s meant to heal the party, scorch your foes, or bring forth a natural disaster, Geotrance is a fun option if you want to shake things up!
Starting Weapons: Arcane, Brawl, Reach
Starting Armor: Light, Medium
Role Suggested: DPS, Support, Utilitiarian
Job Introduced: FF III
Monk: Swift as coursing rivers, as strong as typhoons, and all the rest; the discipline and form of Monk’s in combat is breath-taking. By choosing to forgo armor  Monks are but a blur to their Foes as they dish out  powerful, rapid blows . And with years of training in a specific martial art under their belt, the most powerful weapon a Monk wields is his own body. 
Innate Ability: Martial Arts - No matter your style of choice is, this ability grants Monks the ability to power up their unarmed attacks, and grants them counter attacks! Furthermore, they also are able to unleash ultimate combos through Chain Points by focusing on a single target! Finish them!
Starting Weapons: Brawl, Reach
Starting Armor: None
Role Suggested: DPS, Tank
Job Introduced: FF I
Ninja: Elusive, accurate, deadly, relentless; these are but a few words to describe the Ninja Job!  Masters of stealth, deception, and assassination, a Ninja’s overwhelming arsenal of deadly techniques makes the Job a good choice for those who love to quickly dispatch monsters. And if that’s not your style either, stealth attacks and poisons are always a good option.
Innate Ability: Throw - At the cost of destroying the item being thrown Throw calculates damage based off of the tier of the item being thrown! And take a +4 bonus to ACC when you use abililty too!
Starting Weapons: Blade, Concealed
Special: Capable of Dual Wielding! See Pg. 123 for details
Starting Armor: Light, Medium
Role Suggested: DPS, Utilitarian
Job Introduced:  FF I
Paladin: Altruistic and the first to rush at danger headfirst, Paladins are champions of protection. Holy in nature and by fate, these chosen warriors are known to lay down their lives to shield those they care about. Outfitted with incredible defenses and gifted with White Magic, Paladins are the embodiment of  the Holy element.
Innate Ability: Cover - Allow no harm to come to your party! By selecting a single target, the Paladin may throw themselves in front of their chosen target to take whatever damage the target would have!
Starting Weapons: Arcane, Blade, Reach
I would personally allow Paladins to use Huge weapons too
Starting Armor: Light, Medium, Heavy
Role Suggested: Tank, Support
Job Introduced: With Cecil Harvey in FF IV
Ranger: Having also received the names Hunter or Sniper through the years, Rangers are your go to job if you like things that go “pew”. In particular, Rangers are mobile fighters that can unleash volleys of deadly projectiles to slay the unsuspecting enemy. Often armed to the teeth with abilities to debilitate targets and helpful survival skills, you’re in good hands with a Ranger at your side.
Innate Ability: Reversal -  With incredible reflexes and redirection, whenever a Ranger dodges an unfriendly attack due to their AVD stat,  they may instead target a different enemy within short range to receive the blow instead, no roll required!
Starting Weapons: Concealed, Ranged
Starting Armor: Light, Medium
Role Suggested: DPS, Utilitarian
Job Introduced:  FF III
Red Mage: Jacks-of-all-Trades, masters of none, Red Mages are the definition of dilettantes! Clad in scarlet fashion, Red Mages not only are capable fighters, but are also able to learn Black and White magic! If you’re not sure what role you want to play, but want to leave a lasting impression on a party, becoming a Red Mage is a good choice!
Innate Ability: Encyclopedic - Knowing a little bit of everything can go a long way! This ability grants Red Mages the skill, Lore (Everything), which may be improved with skill points (SP) like any other skill, except that it may be used in any situation where the GM may ask for a Lore skill check.
Starting Weapons: Arcane, Blade, Reach
Starting Armor: Light, Medium, Shields
Role Suggested: DPS, Support, Utilitarian, Tank (Primarily from magic damage)
Job Introduced: FF I
Samurai: Honorable warriors to the last (or at the very least very skilled with a sword), Samurai have turned warfare into an art of expression. At their strongest when armed with a Blade or Reach weapon, these fighters can perform mystical techniques, either attributed to their dedication of practice, or through the Kami spirit tied to their weapon. Behold the expertise and precision of the Samurai!
Innate Ability: Draw Out - While armed with a Reach or Blade weapon, a Samurai can call out the Kami from their weapon to deal massive damage, and cause wondrous effects in a showy display! With so much raw power, though, this often leaves the weapon broken in the Kami’s wrath...
Starting Weapons: Blade, Ranged, Reach
Starting Armor: Light, Medium, Heavy
Role Suggested: DPS, Tank
Job Introduced:  FF V
Thief: Even though the name Thief typically has negative connotations, that should never discourage a hero from becoming one of these desperadoes! Fleet of foot and usually a little mischievous, Thieves are known to expertly beguile baddies, locate loot, and of course, steal stealthily as masters! Playing as Thief can only mean the party is in a wild ride!
Innate Ability: Steal - From the crown on a head to the soles of shoes, anything is fair game for a Thief to nab! With a successful Thievery skill check, these dashing characters can snatch anything from enemies gil, weapons, armor, or pretty much anything they can get their pick pocketing fingers on! This is also an excellent way to obtain and distribute Component Items as well!
Starting Weapons: Brawl, Concealed, Ranged
Starting Armor: Light, Medium
Role Suggested: Utilitarian, DPS
Job Introduced: FF I
Time Mage: Time roulette go! Actually, no parlor tricks here! Time Mages are the real deal; harnessing if not even synthesizing the powers of magic and science, Time and Space, even Physical Mass bends to the whim of Meme Time Mages. Coming from all corners of the universe (if not multiverse) and wielding such awesome powers, Time Mages are often reclusive wanderers through the cosmos.
Innate Ability: Chrono Pocket -  If it belongs to you, it takes only a thought to summon that which you desire. In the state of which they are not in use, these items are safely tucked away in an alternate pocket dimension, frozen in time and at your beckoning call. Great for those who consider themselves item hoarders!
Starting Weapons: Arcane
Starting Armor: Light
Role Suggested:  Utilitarian, Support, DPS
Job Introduced:  FF V
Warrior: With courage in their hearts and incredible versatility in the way of battle, Warriors are no simpletons. Drawing only upon their own discipline, Warriors can turn the tide of battle with precise blows, shots, or whatever weapon suits their fancy. Onward to victory!
Innate Ability: Victory Pose - Dah-dah-dah, daaah-daaah-dot, duh-dahhh! As the enormous monster or foe is felled, Warriors brandish their weapon, both looking cool, and receiving an additional point of Destiny for defeating Bosses or another major enemy.
Starting Weapons: Blade, Brawl, Concealed, Huge, Ranged, Reach.
Starting Armor: Light, Medium, Heavy, Shields
Role Suggested: DPS, Tank
Job Introduced: FF I
White Mage: Renowned for dazzling displays of White Magic, these spell casters are the ultimate support class. Though capable of serving as accomplished offensive party members with Holy and Wind Magics, White Mage’s true strengths come from their healing and protective spells. In robes as pure as new-fallen snow, White Mages are the saviors of the fallen and weary on the battlefield.
Innate Ability: Body and Soul -  When the dust has settled and the coast is clear, White Mages quickly see to the wounded.  A White Mage conscious at the end of battle may restore all party members, including themselves,  to 100% of their Max HP at the end of a battle.
Starting Weapons: Arcane, Huge
Armor: Light
Role Suggested: Support, DPS
Job Introduced: FF I
~ ~ ~
And there you have it folks! The 18 core Jobs of FFD6! Finally finished it! Thank you all for your patience!
Hopefully this list, in tandem with the PDF can reveal a better picture of the capabilities of the multitude of Jobs available to characters in the FFD6 system!
Alrighty: Time for me to go study.. All the best for those of you traveling right now, for those of you tackling finals, and to those of you already on Summer Break, I hope you’re having a blast! Later! ~ Ryan
~ ~ ~
Credit to Pete Davidson at US gamer where I found the image above!
2 notes · View notes
Note
Hi, do you have any recommendations for someone who wants something silly? Or maybe something inspired by platformers like Mario, Sonic, Banjo-Kazooie, Crash, etc.?
THEME: Silly Games
Two platformers and two silly games, coming right up! These are all pretty rules-light recs, which I wasn't super surprised about, considering "silly little guys" is a theme that pops into most TTRPG designers' heads at one point or another - and then by that point you just want to get the game out there.
Tumblr media Tumblr media Tumblr media Tumblr media
Dream Allies, by Quest Friends!
Wishland is under attack! This sleepy magical world has a BIG problem, and the only person who can save it is shaped like a friend.
Dream Allies is a bite-sized tabletop roleplaying game for 2+ players inspired by the Kirby games. Work together to create a friend and help them save Wishland from one of 16 problems, but be careful! Without your help, these problems might be too big for even your friend to chew.
A two-page game with three stats and some very cute character fluff, Dream Allies will all work together to fix a Very Big Problem. In this game, each player creates a character who acts as an ally to the hero, while the hero is created and shared by everyone at the table. As a result, this game works as a GM-less game. There’s interesting enemies, little dances, and a big villain who was there all along.
Spindash, by MadLobotanist.
Spindash is a One-Page RPG inspired by a Certain Blue Hedgehog. It's designed to tell stories about Saving the Day and Beating the Bad Guys. Its simple character creation that leaves room to make all sorts of different characters.
This game is similar to Dream Allies in that it is quick, one page, and has only three stats to worry about. However, each player embodies an equally heroic character, with the Game Master embodying the rest of the scene. There’s a small table of inspiration to get you started - after a few minutes of set-up, you’re ready to go!
Secret Science Sewer Siblings, by Cloven Pine Games.
You and your siblings are sewer animals mutated into bipedal beings with bodies and minds similar to human adolescents. You've also been trained in ancient martial arts. Go rescue your mentor and learn to share pizza with your siblings!
A simple tabletop RPG in the vein of Lasers & Feelings. Perfect for onboarding interested newcomers into the world of roleplaying games.
Unlike many popular Lasers & Feelings games, this game has four Stats, rather than two: Teenager, Mutant, Ninja and Cryptid. You’ll still assign a number to each one, but in this case, the highest stat is always the best one, and a low roll is always good. This game also has one of the most comprehensive GM page for a Lasers & Feelings kind of game that I’ve seen before - there’s advice on keeping the game in the right genre-space, some good fallbacks when figuring out where to start or what to do next, and a “Team Pie” that works like Forged in the Dark clocks! This game isn’t an ENnie nominee for nothing!
Mouse Cult - by MintRabbit (me!)
You are mice, and you are in a cult.
You may be small, but your dreams are larger than life. Sniff, Squeak, Supplicate and Squeeze your way to increasing your deity's magical power, rolling a number of different polyhedral dice in the process. 
This game is 2 pages, designed for brochure layout. It has information about Mouse stats and powers, as well as a few obstacles for the Game Mouse to present to their players.
This game is meant to be short and silly, and uses 4 different kind of dice. It’s also free!
Other games I’ve recommended in the past
Clown Helsing, by Planarian.
Cephalopod Squad, by The Mirage Company.
Slugblaster, by Wilkie’s Candy Lab.
Jellyfish Felonies, by Penguins King Games.
52 notes · View notes
ninjasports · 4 years
Text
Rolling Dice - Ninja Warrior Obstacle
Ninja Warrior Obstacle - Rumble Dice Variation - Rolling Dice
Compare to American Ninja Warrior’s Rumble Dice!
This popular Ninja Obstacle is a great addition to your gym. Available in a rainbow of colors, and custom lengths are also an option at an additional cost.
What is included with The Rolling Dice Ninja Obstacle:
Ring Slider base structure (all you need is the rings)
Rolling Dice Attachment (your choice of colors)
Clamps for attaching to 2 in OD Bars
*OD Bars and Trussing pictured available, but sold separately
*Rings available but sold separately to utilize the base of this ninja obstacle as a Ring Slider Obstacle
SHIPPING: Due to the size of these items, they must ship motor freight. There are many variables when shipping via motor freight, so please contact our office for further information so we may calculate actual freight costs.
IF you choose to order online, all freight orders have a standard shipping fee. If your location deems shipping cost more than the fee included in your payment online, we will notify you via email within 24 hours and include a payable invoice for the remainder of the shipping cost. If you do not want to pay the additional shipping cost then you will have the opportunity at that point to cancel your order.
For any questions about shipping, contact our office at: Email: [email protected] Phone: 440-552-4237
Agreement:
Custom Design Crafts, is not responsible for injuries the purchaser may incur due to misuse, improper installation, or falls that may happen while performing the required exercise. Upon purchasing this product the purchaser agree to not hold Custom Design Crafts, its Employees, affiliates or its owners responsible for damages. 
0 notes
ninjasports · 4 years
Text
Hamster Wheel Ninja Warrior Obstacle
Ninja Warrior Obstacle - Rolling Dice Variation - Hamster Wheel
The Hamster Wheel Ninja Warrior Obstacle is a popular variation of The Rumble / Rolling Dice Ninja Warrior Obstacle which is a bit easier but still gives the ninjas in training the practice at switching grips and moving along a platform by utilizing the obstacle itself. This ninja obstacle focuses on upper body strength, dexterity, balance, and endurance!
Choose from three different set ups!
Obstacle Only - this option includes the obstacle, the Hamster Wheel. If you choose this option, your rig should already have a platform to place it on where it rolls back and forth while performing the exercise. 2ft H X 50in W 24in Diameter
Hamster Wheel Obstacle with Ring Slider Obstacle Combo - This option includes the obstacle, the Hamster Wheel along with our popular Ring Slider Ninja Warrior Obstacle. The Ring Slider Obstacle is used as the platform to roll the Hamster Wheel Obstacle back and forth while performing the exercise for the Hamster Wheel. It can also double as the Ring Slider Obstacle by removing the Hamster Wheel and using the 2 rings that are also included to hang from as you move along the platform with just the rings getting you from one side to the other. Ring Slider is 10ft long,
Hamster Wheel Obstacle with Bar Hopper Combo - This option includes the Hamster Wheel Obstacle along with our popular Bar Hopper Obstacle. The Bar Hopper Obstacle can be used as a platform for the Hamster Wheel by simply flipping it over and using the underside as the platform to roll the hamster wheel back and forth to perform the exercise. It can also double as the Bar Hopper by flipping it back over to be attached to the rig right side up with the ridges in the platform facing up to then be utilized to perform the Bar Hopper exercise with the included standard 5ft aluminum alloy pole (same pole used with our most popular obstacle the Salmon Ladder SMS). Bar Hopper Combo is 8ft long and 1.5ft wide
All mounting hardware for each Combo Obstacle is included with purchase.
Also see the individual obstacles: Ring Slider and Bar Hopper
SHIPPING: Due to the size of these items, they must ship motor freight. There are many variables when shipping via motor freight, so please contact our office for further information so we may calculate actual freight costs.
IF you choose to order online, all freight orders have a standard shipping fee. If your location deems shipping cost more than the fee included in your payment online, we will notify you via email within 24 hours and include a payable invoice for the remainder of the shipping cost. If you do not want to pay the additional shipping cost then you will have the opportunity at that point to cancel your order.
For any questions about shipping, contact our office at: Email: [email protected] Phone: 440-552-4237
Agreement:
Custom Design Crafts, is not responsible for injuries the purchaser may incur due to misuse, improper installation, or falls that may happen while performing the required exercise. Upon purchasing this product the purchaser agree to not hold Custom Design Crafts, its Employees, affiliates or its owners responsible for damages. 
0 notes