Ninjitsu

Ninjitsu

Ninjitsu is the Craft held by the Neko Ninja clans of Minzoku. A clan’s Ninjitsu is more than just tradition, but also their raw strength on the stage of political turmoil. The Neko guard their Craft with fanatical jealousy, and hunt down with lethal intent any who might have stolen their secrets.

All Ninjitsu abilities cost Aura to activate. A ninja may attune to an ability by dedicating a Control slot to it, thereby reducing its total activation Aura cost by one point. Unused Control slots contribute to a ninja’s temporary Aura pool on a one-for-one basis.

There are eight different paths of common Ninjitsu. Each path has a list of abilities that require a minimum Ninjitsu level and usually prerequisite abilities that are learned beforehand. At level 5 Ninjitsu, a ninja may start developing their own unique abilities and paths.

You automatically receive a number of new abilities equal to the XP spent to raise your Ninjitsu (old level + new level) each time your Ninjitsu level goes up. Ninjitsu 1 gives one free ability, Ninjitsu 2 gives three free abilities, Ninjitsu 3 gives five free abilities, and so forth.

Path of Striking

Ninjitsu Combat
Requirement: Ninjitsu 1.
System: Spend an Aura to add your Ninjitsu rating to your Combat rating for any single usage.

Aura-Fueled Damage
Requirement: Ninjitsu 2, Ninjitsu Combat.
System: Spend X Aura to gain +X damage on your attacks for the scene.

Piercing Damage
Requirement: Ninjitsu 2, Ninjitsu Combat.
System: Spend an Aura to make your next attack be armor piercing, which reduces your target’s soak by half. If used multiple times in a single turn, only the first usage gains the attunement cost reduction.

Free Brute
Requirement: Ninjitsu 3, Aura-Fueled Damage.
System: Spend an Aura to gain a free Opportunity Attack, Smite, or Overpower. If used multiple times in a single turn, only the first usage gains the attunement cost reduction.

Ghost Strike
Requirement: Ninjitsu 3, Piercing Damage.
System: Spend an Aura to make your next attack harder to avoid. Roll your accuracy against only half of your target’s hit difficulty. If used multiple times in a single turn, only the first usage gains the attunement cost reduction.

Elemental Strike
Requirement: Ninjitsu 4, Ghost Strike.
System: You cannot make any other attacks this round if you intend to perform an elemental strike. Spend X Aura to add +X damage dice to your next attack and make your attack only soakable as if it were magic damage from your elemental alignment. Unlike the Elemental Fury method, you do gain extra damage dice from critical hits. As a visibly bright display of energies, this attack is in no way subtle.

Maximized Strength
Requirement: Ninjitsu 5, Elemental Strike.
System: Spend an Aura to make each die on a Strength roll automatically count as its maximum value. This does not make it a super-critical roll.

Path of Intuition

Ninjitsu Lore
Requirement: Ninjitsu 1.
System: Spend an Aura to add your Ninjitsu rating to your Lore rating for any single usage.

Find Weakness
Requirement: Ninjitsu 2, Ninjitsu Lore.
System: Spend an Aura to sense the weakest link in a chain, the thinnest part of a wall, the fatigue in metal, or the team member most likely to be a liability in a given situation. If a roll is required, use Intellect + Lore. There is no direct systemic advantage granted by this, but perhaps you will find a way to exploit the weakness you sense anyway. This takes a Perceive mini-action.

Sense Harmonic Discord
Requirement: Ninjitsu 2, Ninjitsu Lore.
System: Spend an Aura to sense nearby disturbances to the harmony of existence as can be witnessed by noticing subtle signs in your surroundings and yourself. If a roll is required, use Intellect + Lore. This takes a Perceive mini-action.

Free Initiator
Requirement: Ninjitsu 3, Fine Weakness.
System: Spend an Aura to gain a free Initiative Boost, Parry, or Riposte. If used multiple times in a single turn, only the first usage gains the attunement cost reduction.

Sense Killing Intent
Requirement: Ninjitsu 3, Sense Harmonic Discord.
System: Spend an Aura to sense who in your vicinity actively wishes to inflict violent harm at that moment. Such intent reveals itself in unconscious body language and psychic pressure. The roll is Intellect + Lore. This takes a Perceive mini-action.

Sense Ninjitsu
Requirement: Ninjitsu 4, Sense Killing Intent.
System: Spend an Aura to sense people nearby who know Ninjitsu. You can automatically detect upon a glance anyone whose Ninjitsu level is lower than yours, but equal and higher levels require an Intellect + Lore roll with a secret target number that starts at 15 increases by +5 for each level of difference. This takes a Perceive mini-action.

Maximized Intellect
Requirement: Ninjitsu 5, Sense Ninjitsu.
System: Spend an Aura to make each die on an Intellect roll automatically count as its maximum value. This does not make it a super-critical roll.

Path of Rapidity

Ninjitsu Survival
Requirement: Ninjitsu 1.
System: Spend an Aura to add your Ninjitsu rating to your Survival rating for any single usage.

Aura-Fueled Accuracy
Requirement: Ninjitsu 2, Ninjitsu Survival.
System: Spend X Aura to gain +X accuracy on your attacks for the scene.

Shuriken Swarm
Requirement: Ninjitsu 2, Ninjitsu Survival.
System: Spend an Aura to send a swarm of shuriken and throwing knives at your target. This target cannot be within melee range or outside the confines of the scene. Roll Agility + Survival for accuracy versus the target’s Hit Difficulty. The damage is lethal physical, starts at one die and gains a number of dice equal to the difference between your attack roll and their hit difficulty in dice. This takes a main-action.

Free Ambidex
Requirement: Ninjitsu 3, Aura-Fueled Accuracy.
System: Spend an Aura to gain a free Draw Weapons, Flurry, or Flank. If used multiple times in a single turn, only the first usage gains the attunement cost reduction.

Disarm
Requirement: Ninjitsu 3, Shuriken Swarm.
System: Spend an Aura and roll Agility + Survival for accuracy versus your target’s Hit Difficulty. If successful, you knock your opponent’s weapon from their hand. If you succeed by 10 or more, their weapon is in your hand now. This takes a main-action. If your target is dual-wielding, you need to perform this ability on both weapons separately.

Replacement
Requirement: Ninjitsu 4, Disarm.
System: Spend an Aura after an attack has landed on you (but before the damage is rolled) to roll Agility + Survival. If your roll equals or exceeds the accuracy of the attack, you may instantly move yourself out of harm by swapping places with something or someone else nearby. If you chose the latter, your roll must also equal or exceed their Hit Difficulty or the whole ability fails and you take the full damage of the attack. This takes a Dodge mini-action.

Maximized Agility
Requirement: Ninjitsu 5, Replacement.
System: Spend an Aura to make each die on an Agility roll automatically count as its maximum value. This does not make it a super-critical roll.

Path of Perseverance

Ninjitsu Athletics
Requirement: Ninjitsu 1.
System: Spend an Aura to add your Ninjitsu rating to your Athletics rating for any single usage.

Aura-Fueled Soak
Requirement: Ninjitsu 2, Ninjitsu Athletics.
System: Spend X Aura to gain +X soak on attacks made against you for the scene.

Endurance Running
Requirement: Ninjitsu 2, Ninjitsu Athletics.
System: Spend an Aura to run without tiring for an hour at full sprint. Additional hours spent running cost additional Aura, and only the first gains the attunement cost reduction. This type of running is done without pumping your arms, they are instead held out behind you.

Free Warder
Requirement: Ninjitsu 3, Aura-Fueled Soak.
System: Spend an Aura to gain a free Movement, Block, or Backlash. If used multiple times in a single turn, only the first usage gains the attunement cost reduction.

Marvelous Leap
Requirement: Ninjitsu 3, Endurance Running.
System: Spend an Aura to perform an amazing jump within the scene. This also allows you to land on your feet from any height safely without harm. This takes a Movement mini-action.

Surface Attunement
Requirement: Ninjitsu 4, Marvelous Leap.
System: Spend an Aura to be able to stand, walk, or run on any surface no matter what degree of inclination for the scene. You may even use the surface tension of water. Your body’s orientation during this is purely personal preference.

Maximized Vitality
Requirement: Ninjitsu 5, Surface Attunement.
System: Spend an Aura to make each die on a Vitality roll automatically count as its maximum value. This does not make it a super-critical roll.

Path of Calligraphy

Ninjitsu Engineering
Requirement: Ninjitsu 1.
System: Spend an Aura to add your Ninjitsu rating to your Engineering rating for any single usage.

Secret Message
Requirement: Ninjitsu 2, Ninjitsu Engineering.
System: Spend an Aura to craft a secret message that will be understood automatically by the person for whom the message is intended. For all others, your Concealment rating is equal to Dexterity + Engineering. This message could be in subtle body movements or the positioning of objects in a room or even embedded in written script. The Detection rating is Perception + Engineering to spot a secret message as a third party, and this does not carry immediate understanding of its meaning.

Minor Scroll
Requirement: Ninjitsu 2, Ninjitsu Engineering.
System: Spend an Aura to activate an elemental pictogram inscribed on specially prepared paper. The exact result of this depends upon both the element in question and the application of the scroll; however these effects are not to be useful in combat. A minor fire scroll can warm a room or heat a pot of water, a minor stone scroll can lock a door or bind a crack, a minor wind scroll can provide fresh air to breath, etc.

Free Marksman
Requirement: Ninjitsu 3, Secret Message.
System: Spend an Aura to gain a free Item Manipulation, Aim, or Blitz. If used multiple times in a single turn, only the first usage gains the attunement cost reduction.

Item Scroll
Requirement: Ninjitsu 3, Minor Scroll.
System: Spend an Aura to summon an item from a scroll. This is a real item that was placed into specially prepared paper ahead of time, turning its physicality into pictograms until it is summoned. The larger or more complex the item, the larger of a scroll is needed to hold it. While the item is bound to the scroll, it has no weight. If the scroll is lost, the item is lost with it.

Exploding Scroll
Requirement: Ninjitsu 4, Item Scroll.
System: Spend an Aura to activate an elemental pictogram inscribed with special ink on specially prepared paper. When activated, this scroll will explode, inflicting your Ninjitsu rating in dice of magic damage of that element. The damage is reduced by 3 for each length distance from the center of the blast. Multiple major scrolls can be activated at once, but each requires an Aura and you only get attunement cost reduction for the first.

Maximized Dexterity
Requirement: Ninjitsu 5, Exploding Scroll.
System: Spend an Aura to make each die on a Dexterity roll automatically count as its maximum value. This does not make it a super-critical roll.

Path of Blood

Ninjitsu Biorhythms
Requirement: Ninjitsu 1.
System: Spend an Aura to add your Ninjitsu rating to your Biorhythms rating for any single usage.

Aura-Fueled Hit Difficulty
Requirement: Ninjitsu 2, Ninjitsu Biorhythms.
System: Spend X Aura to gain +X hit difficulty on attacks made against you for the scene.

Suppress Impurity
Requirement: Ninjitsu 2, Ninjitsu Biorhythms.
System: Spend an Aura to automatically negate an ordinary impurity in your blood stream. If the toxin or disease is extra-ordinary, you will be allowed a Mind + Biorhythms roll against a difficulty set by the severity of the impurity to purge it from your system.

Free Swash
Requirement: Ninjitsu 3, Aura-Fueled Hit Difficulty.
System: Spend an Aura to gain a free Kickup, Dodge, or Wheel. If used multiple times in a single turn, only the first usage gains the attunement cost reduction.

Rapid Healing
Requirement: Ninjitsu 3, Suppress Impurity.
System: Spend an Aura while sleeping to regenerate all damage. Spend an Aura while awake to prevent yourself from bleeding to death.

Feign Death
Requirement: Ninjitsu 4, Rapid Healing.
System: Spend an Aura to pass yourself off as dead. Your Concealment rating is equal to your Mind + Biorhythms, which is not considered to be Stealth.

Maximized Mind
Requirement: Ninjitsu 5, Feign Death.
System: Spend an Aura to make each die on a Mind roll automatically count as its maximum value. This does not make it a super-critical roll.

Path of Illusion

Ninjitsu Culture
Requirement: Ninjitsu 1.
System: Spend an Aura to add your Ninjitsu rating to your Culture rating for any single usage.

Disguise
Requirement: Ninjitsu 2, Ninjitsu Culture.
System: Spend an Aura to assume the appearance of someone else for the scene. Your Concealment rating is equal to your Charisma + Culture, which is not considered to be Stealth. A fundamental knowledge of an impersonation target is required to accurately pull off that impersonation. Using this ability requires a mini-action.

Minor Clones
Requirement: Ninjitsu 2, Ninjitsu Culture.
System: Spend X Aura to create X clones. The Concealment rating is equal to your Charisma + Culture to spot you from among your clones, which is not considered to be Stealth. These clones vanish whenever they take any damage, and cannot inflict damage in combat. They cannot even so much as hold an item, which relegates them solely into the realm of distraction and sowing confusion. Making clones requires a main-action.

Free Gallant
Requirement: Ninjitsu 3, Disguise.
System: Spend an Aura to gain a free Orate, Feint, or Rebound. If used multiple times in a single turn, only the first usage gains the attunement cost reduction.

Blink
Requirement: Ninjitsu 3, Minor Clone.
System: Spend an Aura when you perform a Movement mini-action to instantly reach the end of your movement. While visible at your origination and destination, you will not be detectable at any point between. Furthermore, to reach your destination, you must be able to travel there physically and able to easily clear any obstacle along the path taken. You are not vulnerable to Opportunity Attacks when using this ability.

Major Clones
Requirement: Ninjitsu 4, Blink.
System: Spend X additional Aura for X minor clones to make them major clones. Major clones can do anything in combat that you can do, but have no abilities attuned and must rely on your Aura to fuel them. Weaponry and other items are also cloned. These clones still vanish instantly if damaged in combat. The Concealment rating remains unchanged.

Maximized Charisma
Requirement: Ninjitsu 5, Major Clone.
System: Spend an Aura to make each die on a Charisma roll automatically count as its maximum value. This does not make it a super-critical roll.

Path of Stealth

Ninjitsu Larceny
Requirement: Ninjitsu 1.
System: Spend an Aura to add your Ninjitsu rating to your Larceny rating for any single usage.

Detect Stealth
Requirement: Ninjitsu 2, Ninjitsu Larceny.
System: Spend an Aura to detect others in Stealth around you. Your Detection rating is equal to your Perception + Larceny. This is a Perceive mini-action.

Silence
Requirement: Ninjitsu 3, Ninjitsu Larceny.
System: Spend an Aura to Stealth your movements for the turn. Your audible Concealment rating is equal to your Perception + Larceny.

Free Anticipator
Requirement: Ninjitsu 3, Detect Stealth.
System: Spend an Aura to gain a free Perceive, Read, or Intercept. If used multiple times in a single turn, only the first usage gains the attunement cost reduction.

Stillness
Requirement: Ninjitsu 2, Silence.
System: Spend an Aura to visible Stealth into your surroundings so long as you do not move. You may remain perfectly still for a number of hours equal to Ninjitsu x Control. Your Concealment rating is then equal to your Perception + Larceny.

Improved Stealthcraft
Requirement: Ninjitsu 4, Stillness.
System: Spend X Aura to add X dice to your Concealment and Detection ratings for Stealth for the scene. Roll these dice whenever you activate a Concealment rating or use a Detection rating. These dice are considered to be tied to the attribute used as the foundation of the individual rating.

Maximized Perception
Requirement: Ninjitsu 5, Improved Stealthcraft.
System: Spend an Aura to make each die on a Perception roll automatically count as its maximum value. This does not make it a super-critical roll.

Ninjitsu

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