Shinobi Skills

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The Shinobi, stealer-in clans, may be found in the mountainous areas of Kinlu. They work for the great houses undertaking reconnaissance, spying, and assassination. A fully trained Shinobi will be skilled with many weapons (several concealable), unarmed combat, the Spy, Thief, & Assassin skills, Stealth, Courtier (or Courtesan), and with Shinobi-jutsu, the "art" of the Shinobi, and Shinobi-do, the "way" of the Shinobi

Shinobi-jutsu and Shinobi-do are quasi-mystical skills and may only be correctly acquired at Rank 0 from a Shinobi-sensei (Teacher).

Once acquired the skills may be ranked normally, either with the Sensei, or with a student of higher Rank. It is not possible to increase rank in either skill without the tutelage of a Sensei or a higher ranked student.

Should a character acquire the skills from a Shinobi who is not a Sensei they will have to pay double the normal EP costs and will never be able to Rank the skill above Rank 5.

GM Note: These skills are intended to be rare. The priviledge of acquring these closely guarded skills should involve considerable character committment. Advanced forms of both skills are rumoured to exist but their secrets are well concealed by the Shinobi clans.

Shinobi-jutsu

Ranks as: Unarmed Combat

(Note: A Character's Rank in Shinobi-jutsu may not be higher than their rank in Unarmed Combat).

Basic Taijutsu

  • Acts as a bonus to unarmed combat.
  • At Rank 0 the student may make Multi-hex Strikes using unarmed, provided that both of their hands are free and used for this purpose.
  • At Rank 4 the Student's unarmed combat base damage is raised to D-3, at Rank 8 it is raised to D-2. This additional damage will stack with other skill or PS bonuses.
  • All other aspects of the the Student's unarmed combat is calculated normally (from their Rank with unarmed).

Iron Skin

  • By tensing specific muscles and rolling with blows the Student is able to lessen damage to their body.
  • Providing that they are Evading and are aware of the source of the damage, the Student suffers:
    • 1/2 Rank, min. 0 less damage from C class sources,
    • 1/5 Ranks, min. 0 less damage from B class sources.
  • This ability is not cumulative with armour, but the Student will receive the better of the two protections.

Breakfall

  • By learning how to fall and roll properly the Student may reduce damage from Falling or being Thrown (such as by TK Rage) by 1 (+1/Rank).

Instant Stand

  • The Student learns to jump up from Prone almost instantly, providing that they are physically capable of doing so (e.g. has not had a leg chopped off).
  • This does not require an action in combat but has a Base Chance of AG (+7/Rank).
  • If the Student fails their Instant Stand roll then standing up will require a Pass action as normal.

Flips & Leaps

  • The Student is able to leap 5 feet (+1/Rank) vertically.
    • This requires a run-up of twice the height to be jumped.
    • If no run-up is available then the height the may be achieved is halved.
  • During leaps it is possible for the Student to change facing.
  • If leaping over a opponent a comparison of IVs is made.
    • If the opponent's IV is at least the (Student's IV -10), they may attempt an attack on the Student as they pass over.

Shinobi-do

Ranks as: Assassin

Block Pain

  • The Student learns to isolate pain within their mind.
  • They gain a bonus to recover from Stun of 2 (+4/Rank).
  • Note that this is an advanced form of the Erelheine Block Pain talent and is not cumulative with it, though the higher of the two may be used.

All-round Sight

  • The Student becomes attuned to their surroundings and is increasingly better at defending against attacks from their flank and rear.
  • Provided that the Student is capable of detecting an Attacker, the Attacker receives (3% x Rank) less advantage for attacking through a flank or rear hex, minimum of 0% advantage.

Blind Fighting

  • The Student trains for long periods either blindfolded or in darkened rooms, and develops the ability to fight using other senses.
  • If the student cannot see their opponent, but the opponent is not undetectable, the student has a chance of sensing them.
  • The Base chance of this is: PC (+5/Rank).
  • This is rolled at the start of a Pulse and if successful the student's modifiers for lighting or vs. Invisible opponent are reduced by 5% (+3/Rank) in Melee, or 2% (+2/Rank) in Ranged combat, minimum 0.

Resist Toxins

  • Through a mystical control of their body the student is better able to resist the effects of disease and poisons.
  • The Student's chance of resisting or throwing off a disease or infection is increased by 5% (+5/Rank).
  • Damage taken from poisons is reduced by 1 (+1/2 Ranks).

No Sleep

  • The Student is trained to do without sleep.
  • They may go for a period of up to 1 day (+1/3 Ranks) without feeling adverse effects.
  • After the duration expires the Student must rest for 10 hours (+4/each additional day without sleep).

Meditation

  • By using the meditative technique of kuji kiri, "nine ways cutting", the student enters a form of trance.
  • The Base Chance of achieving this state is WP (+5/Rank), with each failed attempt wasting 1/2 hour.
  • Whilst meditating the Student focuses and regains their internal energies.
  • Each hour spent meditating is equal to 2 hours of restful sleep.
  • Whilst meditating the Student is oblivious to hunger, thirst, and harsh (though not physically damaging) temperatures.
    • In addition, a Rank 10 Student who rolls a triple effect for this skill will levitate a foot or so off the ground during the trance.
  • The Student does become less aware of their surroundings and suffers the same penalties on surprise or initiative as if sleeping.
  • A Student may remain meditating for up to 1 hour (+1/Rank), after which they may not use the meditation ability for a period equal to half the time spent meditating.
    • (This ability is rumoured to have additional applications if the student has acquired the advanced Shinobi skills).