Originally, these rules were for the Ninja aspect of my seven great spheres of hope setting. I am posting this first because i wanted to share what I had created first before going on to start the creation of my magic ninja roleplaying game.
A Ninja is a powerful martial artist that typically uses stealth to defeat opponents. Ninja in this world are capable of mastering their own inner strength in order to perform feats of skill, strength and deception. A ninja is skilled in attacking vital points, making it possible to perform severe strikes. This may not be enough so they also learn special techniques such as covering a kunai in fire and throwing it or fooling an opponent into thinking they destroyed them. As an aside, Ninja cannot be detected by anyone else other than another ninja. Because of this, this allows tools such as smoke bombs to be quite effective in hiding. If that isn’t enough, some ninja are born with incredible genetic gifts making them even more deadly.
Combat Skill- Ninja use power control and power accuracy. They can also use melee and thrown weapons.
Feature- Ninjutsu- Ninja receive a suite of abilities that all Ninja learn in addition to their own custom techniques. These include clone, art of substitution and transformation.
Ninja are trained from youth to become the ultimate assassin and warrior. They are raised in secret villages, each one becoming a top resource in the village. Many ninja belong to a clan, which has its own secret techniques they pass down in addition to what a ninja learns during their early life training.
Perfect balance- Ninja have perfect balance and can stand easily on small objects like poles.
Leaping- ninja can leap as high and as far as their move from a standing position. This allows them to jump from tree to tree with ease.
Art of concealment- Years of training allow a ninja to hide in dark places with ease. If a ninja needs to hide they gain a + 5 bonus to their stealth check to avoid detection.
Art of shadow- This allows a Ninja to completely conceal their focus. They cannot be detected by anyone without this technique.
Clone technique- The clone technique allows a ninja to transform another object into a duplicate of himself. If the ninja is affiliated with the water element for example, they may make a clone out of a cup of water. The clone has the exact same stats as the user that created it. A clone is destroyed as soon as it is struck with any hostile force. A ninja may create up to three clones of himself. Each clone costs 10% of the creator’s focus. If a ninja creates a clone, they may use the deception skill (deception vs awareness) to fool their opponent into thinking that the clone is the original. Clones all act on the same initiative as the original and each clone has their own set of actions during the turn.
Transformation technique- This technique allows a ninja to change their body physically to match another object. It costs 20 focus to initiate and 5 focus per round to maintain as it takes quite a bit of concentration to maintain. A character may use this to deceive an opponent. If an opponent touches the transformed person they will instantly know what they are touching is fake. Generally there is no chance to tell otherwise, but if someone is extremely observant, you can have them roll deception vs awareness with the deception roll receiving a +5 bonus.
Art of substitution- A ninja can perform this technique to interpose an object, typically a clone or a piece of wood with an opponent the moment the opponent’s attack connects. A substitution drains 10 % of a ninja’s power and allows a ninja the opportunity to strike, lay a trap, run or perform another kind of action. The attacker believes they have landed the attack until the start of their next turn or if they are attacked by the ninja that substituted a decoy.
Ninja Tools-these are basic versions of tools starting characters receive. Stronger versions can exist, especially if you have a gadgeteer friend.
Kunai- a throwing spike that Ninja use. Typically these, like shuriken are used to distract or misdirect rather than kill, but they do have a sharp point. Adds 3d6 damage to the melee damage value.
Rope- mundane npcs can be bound easily with rope. Powered opponents may need seals or other bindings to accomplish keeping them bound.
Smoke bomb- creates a zone of black smoke that is difficult to breathe in (except for the person that uses the bomb). The smoke is thick and covers a zone of 30 move radius. The smoke lasts for 2 phases but can be blown away easier by anything that can produce strong wind. While inside the smoke cloud, a ninja automatically passes a stealth vs awareness.
Explosive tag- An explosive tag is a paper seal with the word explode written on it. It can be set to a fuse (user determines how many phases it lasts until it explodes) or activated at will by the user spending 20 focus and making the snake hand sign. Tags explode damaging everything in a 10 move radius dealing 20 dice damage. Ninja can create their own explosive tags, increasing the damage they do as they gain more skill.
Body armor- Ninja wear protective gear that helps them avoid injury. This includes a headband protector that lets one know at a glance what village they represent. Increases defense by x points.
Element- at character generation, roll 1d6. The result will tell you what element you are aligned with. Your element will flavor what techniques you can learn as well as what techniques work well against you. Lightning, air, fire, water, earth, yin-yang.
Learning elements outside of your alignment is possible, but difficult. Add 10 to the power control check to master the technique. Also the attack’s focus cost is increased by 25%. Most ninja are not able to learn more than two elements.
Counterbalancing- If an attack is used against a ninja and the ninja were to use the element that is strong against the original attack to intercept it, the strong attack counts as twice as powerful, which in many cases will cause the weak element to cancel.