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- Kunoichi (Level 3 Ninja)
- +1 Guts
- +0 Arcana
- +3 Dexterity
- +1 Reflex
- +2 Pluck
- Skills? Fuck, I gotta think about that. Anyways, skills are actually the dice you roll, and if you don't have any dice, just roll 2d6, and take the worse result
- YOU ARE A KUNOICHI OF THE IMPERIAL CITY OF... FUCK I'M KINDA BAD WITH NAMES, LET'S CALL IT MWINDU, WAIT NO DON'T CALL IT THAT, THAT'S LITERALLY BLACK
- ngl a city of black ninjas would be kinda dank, but let's not go there
- You are a kunoichi, a female ninja, serving one of four "families" leading the criminal underbelly of the Shisui Empire's capital, Suisai-- Specifically, you serve the Pillar of the Snake, responsible for carrying out some of the more... subtle work in the city. In your day-to-day life, you are an accountant for a small gambling house that acts as a front for a Snake outpost, usually very subtly rigging games for your own fun, but only specifically for those that are too cocky.
- You have been tasked with infiltration of a remote island off the coast of Suisai. It is suspected that the Pillar of the Raven, as usual, has been up to no good with their scheming as of late, and due to the Wolf's hands being currently tied due to a temporary "truce" between the two made on decree of the empress, it is up to the Snakes (but specifically you) to do something about the Ravens. Unfortunately, you are also accompanied by an ascetic from the Pillar of the Frog, who is present for record-keeping of any discoveries found there.
- +3 Initiative, 8 Avoid, 7 Resist
- Tier 2 weapon, 6 movement
- POWERS
- Elusive Quick Hit (Ninja Feature, At-will non-action; Martial)
- Trigger: You hit with an attack.
- Range: Close burst 5 (one creature in burst)
- Level 6: One or two creatures in burst
- Level 11: One, two, or three creatures in burst
- Effect: The target takes 4 (2 + Pluck) damage. If the target wasn't targeted by the triggering attack, it also takes a -2 penalty to attack rolls for any attack that includes you as the target until the end of your next turn. You shift 1 square.
- Special: You can only use this ability once per round.
- Spinning Edge (Ninja At-will 1, standard action; Martial)
- Attack: Melee 1 (one creature); +3 (Dexterity) vs. Avoid
- Hit: 1[WD] + 3 (Dexterity) damage, and you knock the target prone. Then, you may swap places with any prone creature within 3 squares, or teleport to the opposite side of the target.
- Level 11: 2[WD] + 3 (Dexterity) damage.
- Effect: If this attack triggers Quick Hit and you changed your position as a result of using this power, you may use your previous position to determine its origin square for the purposes of range.
- Katon (Ninja At-will 1, standard action; Martial, Fire)
- Attack: Close blast 2 (each foe in blast); +3 (Dexterity or Arcana) vs. Avoid
- Hit: 1[D] + 3 (Dexterity) fire damage, and you teleport to any square outside of the blast.
- Level 11: 2[D] + 3 (Dexterity) fire damage.
- Death Blossom (Ninja Encounter 1, standard action; Martial)
- Effect: You may shift 2, and then make the following attack from any square you were occupying during that movement.
- Attack: Close burst 2 (each foe in burst); +3 (Dexterity) vs. Avoid
- Hit: 1[WD] + 3 (Dexterity) damage, and each target is slowed until the end of their turn.
- Roulette (Ninja Limit 1, standard action; Martial, Stance)
- "You offer up a coin to Lady Luck (or to the empress, which is about the same thing), and begin to subtly manipulate the immediate reality around you to your favor."
- Attack: Ranged 5 (one creature); +5 (Dexterity + Pluck) vs. Avoid
- Hit: 3d6 damage.
- Miss: Half damage.
- Effect: You enter the Gambler's Gait stance. While in this stance, you may use the Spin the Wheel power.
- Spin the Wheel (Ninja, non-action; Martial)
- Trigger: You hit with an attack.
- Range: Close burst 5 (one random creature in burst)
- Effect: If the target is an ally, they gain 2d6 temporary HP. If the target is an enemy, they take 2d6 damage.
- Special: You can only use this ability once per round. This ability is treated as Quick Hit. You may not trigger both Quick Hit and Spin this ability with the same attack.
- Shade Shift (Ninja Utility 2, move action; Martial)
- "You use a traditional ascetic technique to fool all six senses, obfuscating your position."
- Effect: Shift 1, and choose one of the following.
- * Immediately attempt to hide (even without cover). You gain a +1 bonus to this attempt.
- * Move up to half of your normal speed, and until the end of your next turn, the square you shifted out of is considered to be occupied by you for the purposes of flanking an enemy, and you may also Quick Hit from that square. (I will clean this text up to be cleaner, I promise!)
- Mug (Ninja Encounter 2, minor action; Martial, Weapon)
- Fuckin' hit a dude for some small damage, and then laugh as his wallet has nothing.
- Trick Attack (Ninja Limit 3, standard action; Martial, Weapon)
- Attack: Melee 1 (one creature); +3 (Dexterity) vs. Avoid
- Hit: 3[WD] + 3 (Dexterity) damage, and if you had combat advantage, it gains vulnerable 5 all (save ends).
- Miss: Half damage, and if you had combat advantage, it gains vulnerable 5 all until the start of your next turn.
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