------------- --- Ninja --- ------------- ************* *** Start *** ************* Move - pay 1 action: move a space Daisho - if you are carrying both a katana and a wakazashi in hands at the same time, both deal 1 additional damage ******************** *** Quick Levels *** ******************** 0g Quick Level 0 - gains 1 action per turn; you may only attack once per turn with the same hands; 12g Quick Level 1 - gains 2 actions per turn; you may only attack once per turn with the same hands; 30g Quick Level 2 - gains 3 actions per turn; you may attack twice in a turn with the same hands; 70g Quick Level 3 - gains 4 actions per turn; you may attack twice in a turn with the same hands; you may not use more than three actions per turn on move or run ********************** *** Stealth Levels *** ********************** 6g Stealth Level 1 - infinite range LOS hide 3g Stealth Level 2 - 8 range LOS hide 5g Stealth Level 3 - 5 range LOS hide 14g Stealth Level 4 - 4 range hide 17g Stealth Level 5 - 3 range hide 27g Stealth Level 6 - 2 range hide ******************** *** Focus Levels *** ******************** 8g Focus Level 1 - 2 MP 6g Focus Level 2 - 3 MP 10g Focus Level 3 - 4 MP 25g Focus Level 4 - 7 MP *************** *** Weapons *** *************** 0g Dagger - uses 1 hand; pay 1 action: 1 damage, 1 range, melee type 3g Sie - uses 1 hand; pay 1/2 action: 1 damage, 1 range, melee type, this effect may be used twice per turn for the same weapon; pay 1 action: one use per board, 3 damage, infinite range, ranged type 7g Bo - uses 2 hands; pay 1 action: 2 damage 1 pushback, 2 range (2 diagonals), melee type 10g Nunchukas - uses 2 hands; pay 1 action: 4 damage, 1 range (1 diagonal), melee type 8g Wakazashi - uses 1 hand; pay 1 action: 3 damage, 1 range (1 diagonal), melee type 10g Katana - uses 1 hand; pay 1 action: 3 damage, 2 range, melee type 15g Yoshimitsu Wakazashi - uses 1 hand; pay 1 action: 4 damage, 1 range (1 diagonal), melee type 17g Yoshimitsu Katana - uses 1 hand; pay 1 action: 4 damage, 2 range, melee type 16g Masamune Wakazashi - uses 1 hand; pay 1 action: 4 damage, 1g range(diagonals), melee type; gain 1 max and current MP while this is in hand and lose it when this leaves your hands 19g Masamune Katana - uses 1 hand; gain 1 MP; pay 1 action, 4 damage, 2 range, melee type; gain 1 max and current MP while this is in hand and lose it when this leaves your hands *********************** *** Throwable Items *** *********************** you may use each of these from pouch if you have an empty hand; these may and must be stored in a pouch while on the board 6g Shiruken - uses 1 hand; pay 1 action: one use per board, 2 damage, infinite range LOS; 8g Ninja Star - uses 1 hand; pay 1 action: one use per level, 4 damage, infinite range; 2g Smoke Bomb - uses 1 hand; pay 1 action: one use, 1 range, creates smoke in radius 2 (2 diagonals) (with blast shadow) of target space, smoke dissipates after 5 turns, see general rules for what smoke does; may target empty spaces; ***************** *** Abilities *** ***************** 2g Punch - pay 1 action: 2 damage, 1 range, melee type, must have an empty hand 6g Kick - pay 1 action: X damage, 1 range, melee type, this ability may only be used once per turn, X is your actions per turn 8g Block - gain 2/3 evasion from melee attacks until the end of the turn, any time, lose 1 action per turn until the end of your next turn, you may only use this ability if you have at least 1 action per turn 5g Dodge - all non-melee attacks targetting you miss until the end of the turn, any time, you may use this ability only if you have at least 1 action per turn, lose 1 action per turn until the end of your next turn 9g Run - pay 1 action: move 2 spaces, you are no longer hidden and may not hide until finished moving unless you are in smoke 22g Throw - pay 1 action: roll 1d6, if the result + X - Y is 5 or more then target character takes X + 1 damage and becomes downed, target character may keep its gold, target character gets up at the beginning of their turn after their next turn, target character may still take its next turn, may only target characters you have not damaged this turn, X is your actions per turn, Y is target character's max HP divided by 3 (round up) 30g Patience - your turn now starts at the beginning of each round and ends at the end of each round; you may use all abilities and items as if they were use-able any time and/or between turns; you gain actions and other resources as normal at the beginning of the round when you turn begins; the abilities block and dodge must now be used for 1 action each with none of the normal restrictions; the second effect of the Flame spell may not be used *************** *** Storage *** *************** you may bring up to 2 pouches and/or sheaths onto the board 2g Sheath - you may carry 1 additional weapon in level, you may pay 1/2 action to switch a weapon from this into hands or back, you may pay 1 action to swap a weapon in this with another in hand 2g Pouch - you may carry up to 4 throwable items in this onto the board, you may use items in this from the pouch as long as you have an empty hand ************** *** Spells *** ************** 4g Flame - pay 1 action, 1 MP: 3 damage, infinite range, fire type; pay 1 MP: 2 damage, infinite range, fire type, any time, you may only use this ability if you have at least 2 actions per turn, lose 1 action per turn until the end of your next turn, 12g Invisibility - use 1 turn, 3 MP: you are now invisible 8g Shadow - pay 2 MP: any time, act as if there is a false facsimilie of you any where on the board of your choice, the facsimilie is a shadow, you do not have to declare that you are using this effect or that the shadow is not you, place the shadow any where on the board, the shadow may occupy the same space as anything else, it may have any hide ability you want which can change whenever you want it to, it may move any number of spaces any time, any attack targetting the shadow will miss, the shadow may only be seen, see, move, and be targetted, the shadow may not move more than 15 spaces total per turn, the shadow disappears at the end of the turn 19g Berserk - pay 4 MP: gain actions equal to your normal actions per turn + 1, you may attack as many times as you want with the same hands this turn, this turn you may not use Flame, Shadow, Throw, or Smoke Bombs, this turn you may not move unless an enemy is within infinite range LOS of you in that direction, your punch and kick attacks deal 2 additional damage until the end of the turn, your other melee attacks deal 1 additional damage until the end of the turn, all damage dealt to you until the beginning of your next turn is doubled, you may only use this effect directly after you make a successful melee attack on a character, lose 1 action per turn during your next turn