Solaris RPG
Class Name:
Ninja
Energy Potency:
0.80
Available Armors:
Cloth, Light
Class Type:
Physical
Elemental Potency:
0.80
Available Weapons:
Light, Ranged
Instead of training to carry heavy weapons and fight in tight rows like a soldier, ninjas instead learn balance, acrobatics, and stealth. They may not hit as hard as some of the other martial classes, but their rapid attacks weaved throughout elaborate dodges (not to mention their affinity for killing at a range by throwing anything from rocks to swords) often times leave them as the last one standing. Most ninjas shun the use of bulkier weapons because it inhibits their quick tactics, and some even use no weaponry at all. Ninjas shun the use of the heavier armors as well, and who could blame them? The best defense is not getting hit.
Level 1 Ability:
Throw Weapon - Ninjas do not incur any penalty to Hit SVS when throwing a melee weapon. The ninja may throw any weapon that he has the Base STR PVS requirement to wield. (Utility Ability)
Level 5 Ability:
Egress - Twice per battle, when a ninja fails to dodge an attack, he may choose to activate Egress and dodge it anyway. Using this capability will also trigger exceptional speed for a very short duration, similar to an Energy Dash. (Reaction Ability)
Level 10 Ability:
Roll With the Punches - If a ninja makes a dodge roll and fails to roll the target by 10 or less, he may choose to take half base damage from the attack in an “almost dodge”. If he uses any capability that would allow him to reroll the dodge and he fails by more than 10, he cannot go back to his original attempt and activate Roll With the Punches. This works against all types of attacks. (Passive Ability)
Level 20 Ability:
Initiative - If the ninja deals physical damage with the first attack he makes in a fight, he stuns his target. The stunned opponent is unable to take any action on his next turn; then for his next two turns, he is immobilized and deals half base damage with all of his attacks. (Passive Ability)
Level 30 Ability:
Stealth – Regardless of how high the level of another character is, stealthed ninjas cannot be detected, and they can't even be detected by devices specifically used for the purpose of detecting stealthed beings. In general, all ninjas of level 30 or above are considered being under the protection of stealth until they let themselves be known. Often times, one might hear the door open but see nothing when they peer at the noise, only to have the ninja sitting next to them when they look back. A ninja can only go into stealth-mode when no one is watching and it usually takes time to prepare his body and mind for his trick of absolute undetectability, but a trained ninja can go from being detected into being stealthed once per battle. A ninja can skirt around and hide behind a tree; when his opponent runs around it to take a look, the ninja could be gone! Ninjas will often time use Energy Dash in conjunction with being stealthed in order to jump invisibly from hiding spot to hiding spot. While the first attack from Stealth will be very difficult to dodge (because the defender cannot see, hear, or even sense the attack coming); the ninja cannot use this advantage to “auto” another character or creature. Stealthing requires absolutely no peering eyes, even from allies. (Action Ability)
Level 50 Ability:
Catch - If a ninja successfully parries a projectile, he may catch it instead of knocking it away with a blade. He must have one hand free (or both, if the projectile is large enough). A ninja may attempt a block/parry roll while unarmed and a success must be described as a catch. Ninjas can catch projectiles fired by a ranger. (Reaction Ability)
Level 75 Ability:
Improvisation - Any improvised weapon wielded by a ninja assumes an attack value equal to that of his primary weapon. (Utility Ability)
Level 90 Ability:
Yin and Yang - Once per battle, a ninja can clone his primary weapon and begin to dual-wield for the duration of Yin and Yang. If the ninja successfully hits when he strikes with both blades, he deals double base physical damage of his primary weapon. Yin and Yang lasts until he has made two successful dual strikes or until he fails to make a physical attack during his turn with either weapon. (Action Ability)
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