Job Information
Main Abilities
Innate Ability: Throw
Throw allows the Ninja to launch a single weapon or object with devastating force and accuracy at an opponent - treat this as a normal attack action that receives a +4 bonus to ACC and may target enemies up to a Medium Range away. Use the thrown weapon’s stats for calculating damage, not the weapon the ninja currently has equipped (unless, of course, they are one and the same). Damage is calculated using the Ninja's DEX Attribute, the attack deals twice as much damage as normal, and the Explosive, Spellburst, [Status] Inflict, and [Status] Touch properties of the thrown weapon automatically trigger if the weapon has one of those properties.
Anything used in conjunction with Throw will be irretrievably lost and destroyed for good. The only exception to this is items with the Indestructible property, which are still unavailable until after the battle is over, at which point they can be retrieved normally. If the Ninja chooses to do so, they may grant an object the Indestructible property when thrown by spending 1 point of Destiny.
A Ninja may throw Improbable Weapons as well, dealing standard damage with them based on what Tier they effectively act as. As always, the GM is well within their rights to rule that certain Improbable Weapons would have additional special effects, and a Ninja can only Throw what they can conceivably lift with a Force check.
Defining Ability: Evade Magic
Whenever any spell would affect the Ninja, the Ninja may choose to have the caster make a Finesse roll. If the Finesse roll is lower than the Ninja’s AVD score they are immune to the effects and damage the spell would cause, though this doesn’t protect the character’s allies from the spell. A Boss or Notorious Monster may expend one point of Destiny to negate this benefit for one round.
Defining Ability: Execution
By spending 1 point of Destiny as a Standard action the Ninja calls for the Execution of a single target. The damage dealt by Execution is impossible to trace back to the Ninja – they seem to do nothing. Perhaps this attack takes the form of a poison discreetly placed in your opponent’s drink hours ago and just now taking effect to cause crippling pain, or perhaps it was nothing more than a shocked gesture….which signals an unseen conspirator to fire a crossbow bolt from a nearby rooftop. In this way, the Ninja may continue to seem like an ally or bystander even as their murderous plan unfolds.
Execution deals (MND x AVD Score) + 2d6 points of ARM damage, and the target then suffers a penalty to their ARM and M.ARM scores equal to twice the Ninja’s level until combat ends. This effect is cumulative; an enemy who has been struck by Execution three times would have a penalty to their armor values equal to six times the Ninja’s level.
Because Execution’s damage is calculated by using the Ninja’s current AVD, any temporary effects that would increase your Avoidance, such as being Invisible or Transience, also improve this ability.
Defining Ability: Transience
Once per round as an Instant action you may increase your AVD score by 1d6 whenever AVD is required for something - be it dodging an attack, using Evade Magic to avoid a spell, Executing a target, or something else. You get to choose to use this after you know what the results of the triggering action are. Furthermore, you may choose to use this ability again on the same round by spending 1 point of Destiny (including using this multiple times for the same action).
Ultimate Ability: Frenetic Fighting
By spending 3 points of Destiny the Ninja may make a standard attack or use their Throw ability a number of times equal to one third their AVD score. This happens as an Instant action.
Throw allows the Ninja to launch a single weapon or object with devastating force and accuracy at an opponent - treat this as a normal attack action that receives a +4 bonus to ACC and may target enemies up to a Medium Range away. Use the thrown weapon’s stats for calculating damage, not the weapon the ninja currently has equipped (unless, of course, they are one and the same). Damage is calculated using the Ninja's DEX Attribute, the attack deals twice as much damage as normal, and the Explosive, Spellburst, [Status] Inflict, and [Status] Touch properties of the thrown weapon automatically trigger if the weapon has one of those properties.
Anything used in conjunction with Throw will be irretrievably lost and destroyed for good. The only exception to this is items with the Indestructible property, which are still unavailable until after the battle is over, at which point they can be retrieved normally. If the Ninja chooses to do so, they may grant an object the Indestructible property when thrown by spending 1 point of Destiny.
A Ninja may throw Improbable Weapons as well, dealing standard damage with them based on what Tier they effectively act as. As always, the GM is well within their rights to rule that certain Improbable Weapons would have additional special effects, and a Ninja can only Throw what they can conceivably lift with a Force check.
Defining Ability: Evade Magic
Whenever any spell would affect the Ninja, the Ninja may choose to have the caster make a Finesse roll. If the Finesse roll is lower than the Ninja’s AVD score they are immune to the effects and damage the spell would cause, though this doesn’t protect the character’s allies from the spell. A Boss or Notorious Monster may expend one point of Destiny to negate this benefit for one round.
Defining Ability: Execution
By spending 1 point of Destiny as a Standard action the Ninja calls for the Execution of a single target. The damage dealt by Execution is impossible to trace back to the Ninja – they seem to do nothing. Perhaps this attack takes the form of a poison discreetly placed in your opponent’s drink hours ago and just now taking effect to cause crippling pain, or perhaps it was nothing more than a shocked gesture….which signals an unseen conspirator to fire a crossbow bolt from a nearby rooftop. In this way, the Ninja may continue to seem like an ally or bystander even as their murderous plan unfolds.
Execution deals (MND x AVD Score) + 2d6 points of ARM damage, and the target then suffers a penalty to their ARM and M.ARM scores equal to twice the Ninja’s level until combat ends. This effect is cumulative; an enemy who has been struck by Execution three times would have a penalty to their armor values equal to six times the Ninja’s level.
Because Execution’s damage is calculated by using the Ninja’s current AVD, any temporary effects that would increase your Avoidance, such as being Invisible or Transience, also improve this ability.
Defining Ability: Transience
Once per round as an Instant action you may increase your AVD score by 1d6 whenever AVD is required for something - be it dodging an attack, using Evade Magic to avoid a spell, Executing a target, or something else. You get to choose to use this after you know what the results of the triggering action are. Furthermore, you may choose to use this ability again on the same round by spending 1 point of Destiny (including using this multiple times for the same action).
Ultimate Ability: Frenetic Fighting
By spending 3 points of Destiny the Ninja may make a standard attack or use their Throw ability a number of times equal to one third their AVD score. This happens as an Instant action.
Job Abilities
Ability: Assassinate
The Ninja’s attacks always result in a Critical Hit when made against an enemy with 25% of their maximum HP or less.
Ability: Beso Toxico
The Ninja treats all non-Improbable Weapons they wield as though they possessed the Spellburst: Virus property. As always, this means that as a standard action or on a critical hit the ninja can cast the Virus spell.
Ability: Daken
When the Ninja misses with a standard attack they may use an Instant action to immediately use the Throw action against a different creature. If they have the Tool Mastery ability they can throw Darts or Shurikens with this ability if they choose to do so.
Ability: Ikkikasei
By spending 1 point of Destiny the Ninja focuses on going all out on attacking. Roll a number of d6s until the total rolled is greater than the Ninja's current AVD. The Ninja makes that many attacks this turn. After these attacks, they are immediately inflicted with Stun until the end of the next round.
Ability: Intimidation
The Ninja has a +2 bonus to Mercantile and Negotiation checks. When making a Mercantile or Negotiation check the Ninja may choose to roll an additional d6. If this roll still fails, the target of the check has their disposition towards the party become 1 step worse.
Ability: Liquid State
The Ninja can now walk over liquids as though they were solid surfaces if they choose to do so. In addition they may sink into their surroundings, gaining the Invisible status effect as a Slow action. This invisibility ends when the Ninja moves, attacks, or uses a spell or ability.
Ability: Migawari
The Ninja is now treated as a Boss-type monster for purposes of immunity and resistance to spells and abilities. This grants the Ninja immunity to instant Death as well as spells and abilities that would deal %-based damage (Such as Demi or falling damage).
Ability: Mijin Gakure
This Last Resort ability can be used once per chapter in case of emergencies. When activated as an Instant action the Ninja explodes, removing themselves from the battle entirely. Each creature (including allies) within a Short range of where the ninja was takes damage equal to the amount of HP the Ninja had when leaving battle, reduced by ARM, Unusual Defense, and Protect as normal. The Ninja still receives the bonuses from a combat they use this ability in.
Ability: Moving Target
The Ninja gains a +2 AVD bonus after moving at least a Short range on a round. This benefit lasts until the end of that round.
Ability: Mudra
The Ninja gains an additional point of MP for every level they have. In addition they gain access to all basic elemental spells - Fire, Blizzard, Thunder, Stone, Aero, and Water. These spells are only usable after taking the Defend action on their previous turn. At 6th level they may increase these to their Intermediate spell form and at 11th level they may increase these to their Advanced spell form.
Ability: Ninjutsu
The Ninja gains an additional point of MP for every level they have. In addition they gain access to specific spells - At 1st level they gain Bind, Hex, Illusion, Poison, and Twilight. At 6th level they gain Bio, Escape, and Invisible. At 11th level they gain Advanced Illusion.
Ability: Recurring Nightmare
Whenever the Ninja defeats an enemy in combat they may immediately take a Standard action (even if they defeat that enemy outside of their normal turn, such as with a poison).
Ability: Reflex
When taking the Defend action the Ninja gains +4 AVD until the end of the round. While Defending if the Ninja would be targeted by a physical ranged attack, such as fired bullets or arrows, hurled shuriken or boulders, they may use an Instant action to make an opposed Force or Finesse check against their attacker. A success means they catch the item and immediately use their Throw ability, throwing the caught item back at the attacker.
Intangible items such as an energy beam cannot be caught, as they are not in a state of matter that can be palmed when they reach the character's grasp. Likewise, projectiles larger than the character could conceivably hold, or lift with an average Force check, are also out of the question.
Ability: Results Guaranteed
When inflicting a negative status effect the Ninja may spend MP equal to their level. If they do so the status effect automatically succeeds.
Ability: Retrieve
Weapons Thrown by the Ninja can be Thrown in such a way so they no longer break, instead remaining on the floor in the location (or enemy) they were thrown to, not dealing any additional damage, not having an ACC bonus, and not automatically triggering any properties. Once per round as an Instant action the Ninja may teleport immediately to one of their thrown weapons within a Long Range of them, immediately retrieving and stowing the item to be used again.
Ability: Shadowbind
Whenever the Ninja successfully damages a foe who is Medium Range away or further, they may choose to deal half damage in order to make an opposed Finesse check. If they succeed, the target is automatically inflicted with the negative status effect Stop, lasting until the beginning of your next turn.
Ability: Shippujinrai
The Ninja may declare a use of Shippujinrai once per combat as an Instant action at the start of a round. They may immediately take their Standard action after this, ignoring any negative status effects that would prevent them from moving or acting (except unconsciousness).
Ability: Shukiuchi
Once per combat the Ninja may move a Long Range as an Instant action. This ability may be taken multiple times, gaining one additional use of Shukiuchi per combat each time.
Ability: Shunsin
As an Instant action the Ninja may spend 1 point of Destiny to evade an attack made against them. This does not work on Limit Breaks or Critical Hits.
Ability: Stamp
Once per chapter the Ninja may transfer all negative status effects afflicting them to a single enemy within Short range. This transfer does not allow for an opposed roll, however creatures may still be immune to these status effects.
Ability: Tabi
When at 25% or less HP the Ninja passively receives the Haste status effect. In addition, they gain a permanent +2 to Stealth.
Ability: Tool Mastery
The Ninja always has hidden tools on their person, allowing them to use an Instant action once per round to pull out that particular tool. Tools created in this way cannot be sold and their properties are as follows:
Ability: Unspell
The Ninja may cast Dispel as a Slow action for no associated MP cost. This targets a single enemy at up to a medium range away and, with a successful opposed roll, removes all positive and negative status effects they currently possess.
Ability: Utsusemi
Utsusemi creates three self-copies as an Instant action once per chapter, each of which grants a bonus of +2 AVD to the Ninja while they are active. Each time the Ninja is targeted by a Single-target attack, one of the copies vanishes (after the attack roll is made) and reduces this evasion bonus accordingly. Each time the Ninja is targeted by a Group or Local attack, all of the copies vanish instead of just one.
Ability: Veil
As a Slow action the Ninja combines three forms together, creating a unique attack.
1st the element is chosen:
Ability: Yonin
As an Instant action the Ninja may temporarily reduce their ACC score. The next attack they make against an enemy provokes their target if they hit them. After being struck a creature must include the Ninja as a target of their attacks for a number of rounds equal to the amount of ACC the Ninja lost during this attack if possible. If they cannot reach the Ninja they are free to move and attack as normal.
The Ninja’s attacks always result in a Critical Hit when made against an enemy with 25% of their maximum HP or less.
Ability: Beso Toxico
The Ninja treats all non-Improbable Weapons they wield as though they possessed the Spellburst: Virus property. As always, this means that as a standard action or on a critical hit the ninja can cast the Virus spell.
Ability: Daken
When the Ninja misses with a standard attack they may use an Instant action to immediately use the Throw action against a different creature. If they have the Tool Mastery ability they can throw Darts or Shurikens with this ability if they choose to do so.
Ability: Ikkikasei
By spending 1 point of Destiny the Ninja focuses on going all out on attacking. Roll a number of d6s until the total rolled is greater than the Ninja's current AVD. The Ninja makes that many attacks this turn. After these attacks, they are immediately inflicted with Stun until the end of the next round.
Ability: Intimidation
The Ninja has a +2 bonus to Mercantile and Negotiation checks. When making a Mercantile or Negotiation check the Ninja may choose to roll an additional d6. If this roll still fails, the target of the check has their disposition towards the party become 1 step worse.
Ability: Liquid State
The Ninja can now walk over liquids as though they were solid surfaces if they choose to do so. In addition they may sink into their surroundings, gaining the Invisible status effect as a Slow action. This invisibility ends when the Ninja moves, attacks, or uses a spell or ability.
Ability: Migawari
The Ninja is now treated as a Boss-type monster for purposes of immunity and resistance to spells and abilities. This grants the Ninja immunity to instant Death as well as spells and abilities that would deal %-based damage (Such as Demi or falling damage).
Ability: Mijin Gakure
This Last Resort ability can be used once per chapter in case of emergencies. When activated as an Instant action the Ninja explodes, removing themselves from the battle entirely. Each creature (including allies) within a Short range of where the ninja was takes damage equal to the amount of HP the Ninja had when leaving battle, reduced by ARM, Unusual Defense, and Protect as normal. The Ninja still receives the bonuses from a combat they use this ability in.
Ability: Moving Target
The Ninja gains a +2 AVD bonus after moving at least a Short range on a round. This benefit lasts until the end of that round.
Ability: Mudra
The Ninja gains an additional point of MP for every level they have. In addition they gain access to all basic elemental spells - Fire, Blizzard, Thunder, Stone, Aero, and Water. These spells are only usable after taking the Defend action on their previous turn. At 6th level they may increase these to their Intermediate spell form and at 11th level they may increase these to their Advanced spell form.
Ability: Ninjutsu
The Ninja gains an additional point of MP for every level they have. In addition they gain access to specific spells - At 1st level they gain Bind, Hex, Illusion, Poison, and Twilight. At 6th level they gain Bio, Escape, and Invisible. At 11th level they gain Advanced Illusion.
Ability: Recurring Nightmare
Whenever the Ninja defeats an enemy in combat they may immediately take a Standard action (even if they defeat that enemy outside of their normal turn, such as with a poison).
Ability: Reflex
When taking the Defend action the Ninja gains +4 AVD until the end of the round. While Defending if the Ninja would be targeted by a physical ranged attack, such as fired bullets or arrows, hurled shuriken or boulders, they may use an Instant action to make an opposed Force or Finesse check against their attacker. A success means they catch the item and immediately use their Throw ability, throwing the caught item back at the attacker.
Intangible items such as an energy beam cannot be caught, as they are not in a state of matter that can be palmed when they reach the character's grasp. Likewise, projectiles larger than the character could conceivably hold, or lift with an average Force check, are also out of the question.
Ability: Results Guaranteed
When inflicting a negative status effect the Ninja may spend MP equal to their level. If they do so the status effect automatically succeeds.
Ability: Retrieve
Weapons Thrown by the Ninja can be Thrown in such a way so they no longer break, instead remaining on the floor in the location (or enemy) they were thrown to, not dealing any additional damage, not having an ACC bonus, and not automatically triggering any properties. Once per round as an Instant action the Ninja may teleport immediately to one of their thrown weapons within a Long Range of them, immediately retrieving and stowing the item to be used again.
Ability: Shadowbind
Whenever the Ninja successfully damages a foe who is Medium Range away or further, they may choose to deal half damage in order to make an opposed Finesse check. If they succeed, the target is automatically inflicted with the negative status effect Stop, lasting until the beginning of your next turn.
Ability: Shippujinrai
The Ninja may declare a use of Shippujinrai once per combat as an Instant action at the start of a round. They may immediately take their Standard action after this, ignoring any negative status effects that would prevent them from moving or acting (except unconsciousness).
Ability: Shukiuchi
Once per combat the Ninja may move a Long Range as an Instant action. This ability may be taken multiple times, gaining one additional use of Shukiuchi per combat each time.
Ability: Shunsin
As an Instant action the Ninja may spend 1 point of Destiny to evade an attack made against them. This does not work on Limit Breaks or Critical Hits.
Ability: Stamp
Once per chapter the Ninja may transfer all negative status effects afflicting them to a single enemy within Short range. This transfer does not allow for an opposed roll, however creatures may still be immune to these status effects.
Ability: Tabi
When at 25% or less HP the Ninja passively receives the Haste status effect. In addition, they gain a permanent +2 to Stealth.
Ability: Tool Mastery
The Ninja always has hidden tools on their person, allowing them to use an Instant action once per round to pull out that particular tool. Tools created in this way cannot be sold and their properties are as follows:
- Smoke Bomb: This consumable item has the Escape property.
- Shuriken: This small Shuriken can be used with the Throw action to deal (PWR x Quarter-Level) + 2d6 damage.
- Kodoku: This urn of poison can be used as a Standard action to poison liquids and foods alike. When used the Ninja picks a single consumable item, that item loses all its normal properties and gains the Poison Inflict property.
- Dart: This small Dart can be used with the Throw action to deal damage equal to the Ninja’s level. This weapon has the Poison Inflict property.
- Makibishi: These small spiky objects can be dropped on the ground in a Short range of the Ninja as a Standard action. These make the area Difficult Terrain for all who move within it. A creature can choose to ignore this Difficult Terrain and walk over these objects, taking (PWR x Quarter-Level) + 2d6 damage in the process each time they move within the area.
Ability: Unspell
The Ninja may cast Dispel as a Slow action for no associated MP cost. This targets a single enemy at up to a medium range away and, with a successful opposed roll, removes all positive and negative status effects they currently possess.
Ability: Utsusemi
Utsusemi creates three self-copies as an Instant action once per chapter, each of which grants a bonus of +2 AVD to the Ninja while they are active. Each time the Ninja is targeted by a Single-target attack, one of the copies vanishes (after the attack roll is made) and reduces this evasion bonus accordingly. Each time the Ninja is targeted by a Group or Local attack, all of the copies vanish instead of just one.
Ability: Veil
As a Slow action the Ninja combines three forms together, creating a unique attack.
1st the element is chosen:
- Metal: Physical damage
- Water: Magical water damage
- Fire: Magical fire damage
- Earth: Magical earth damage
- Wood: Non-elemental magical damage
- Metal: Blind
- Water: Seal
- Fire: Confuse
- Earth: Speed Break
- Wood: Stop
- Metal: The attack hits a single enemy in a Short range, dealing (PWR x Level) + 2d6 damage. The damage of this attack is increased by two steps.
- Water: The attack hits all enemies in a Medium range of the Ninja, dealing (PWR x Half-Level) + 2d6 damage.
- Fire: The attack hits a single enemy in a Medium range, dealing (PWR x Level) + 2d6 damage. The damage of this attack is increased by one step.
- Earth: The attack hits a single enemy in a Long range, dealing (PWR x Level) + 2d6 damage.
- Wood: The attack hits all enemies in a Medium range of the Ninja, dealing (PWR x Half-Level) + 2d6 damage. The damage of this attack is increased by one step.
Ability: Yonin
As an Instant action the Ninja may temporarily reduce their ACC score. The next attack they make against an enemy provokes their target if they hit them. After being struck a creature must include the Ninja as a target of their attacks for a number of rounds equal to the amount of ACC the Ninja lost during this attack if possible. If they cannot reach the Ninja they are free to move and attack as normal.