Shinobi in Borderline World | World Anvil
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Shinobi

Shinobi
[Adv. Class][Supernatural][+Speed]
Prerequisites: Ninja, Novice Focus, Novice Combat, at least one combat or supernatural class
Static
Effect: You learn the move Ally Switch
Special: When you take this feature, choose one of your combat or supernatural classes. It becomes your Chosen Class, and is used to qualify for Shinobi features. You may apply the Stat Tag corresponding to your Chosen Class instead of the Speed Tag when taking Shinobi Features.
    Clone Jutsu
[+Speed]
Prerequisites: Shinobi, Adept Focus
Static
Effect: You learn the Move Double Team EX
Double Team EX
Move: Double Team EX
Type: Normal
Frequency: Scene
AC: None
Class: Status
Range: Self, Illusion
Effect: The user makes two copies of themselves and places them into the encounter adjacent to the user. The user must place some sign under the token of the original copy to mark it as the original. If a copy is hit by a damaging Move, it is destroyed. If the original is hit by a damaging Move, all copies are destroyed. Any copy can perform a Move but the user is still only allowed one Move per turn. The effects of all Moves used by a 'copy' affect the user normally as if they had used the Move (e.g. - "Substitute" used by a Copy subtracts HP from the real user, and applies the coat to the real user). All copies may shift each turn.
Substitution Jutsu
[+Speed]
Prerequisites: Shinobi, Adept Combat
Scene - Standard Action, Interrupt
Trigger: You are hit by an attack
Effect: You may use the move teleport as an interrupt, as if it were in your movelist, to avoid the attack. This can’t be used to teleport through solid objects.
    Body Flicker Technique
[+Speed]
Prerequisites: Shinobi, Weightless Step
Scene x2 - Free Action
Trigger: You shift
Effect: Nobody can see your movement from your starting point to your ending point. If somebody is looking to your starting/ending point, they will just see you appear/disappear instantly. This doesn’t provoke attacks of opportunity.
Bonus: When using this feature, you may use your Swift Action instead of your Shift Action to shift. Your movement capabilities are still the same, and you still can’t use more than one action per round to shift.
    Jutsu Specialization
Prerequisites: See effect
Effect: When you receive this feature, choose one of the specializations below for which you qualify. You may take Features from that Specialization. Gain one Feature from the chosen Specialization for which you qualify.
Ninjutsu Specialization: Expert Focus, Clone Jutsu, an Elementalist as your Chosen Class
Taijutsu Specialization: Expert Combat, Substitution Jutsu, a Combat Class as your Chosen Class
Genjutsu Specialization: Expert Stealth, Genjutsu, Body Flicker Technique
    Ninjutsu Features
Elemental Clone Jutsu
[+Speed]
Prerequisites: Ninjutsu Specialization
Daily – Standard Action
Effect: You create up to three Elemental Clones at up to 2 meters away from you. These Elemental Clones have HP equal to x, where x is your Trainer Level times 4*, but otherwise use your stats. Your clones are considered to be the type of your Elemental Connection for the purposes of Type Effectiveness and other effects, but don’t apply STAB unless you do. You may Shift them each round on your turn, and you may originate any Move from one of the Elemental Clones instead of yourself. If an Elemental Clones is reduced to 0 HP, you are fainted or the scene ends, it disappears.
Note: This Feature's effect can't be active at the same time as the Move Double Team EX
Special: If you take this Feature, you can’t qualify for the Multi-Elemental Clone Jutsu Feature.
    Multi-Elemental Clone Jutsu
[+Speed]
Prerequisites: Ninjutsu Specialization
Daily – Standard Action
Effect: You become Multiplied until the end of the Scene, you Take a Breather our your Clone HP reaches 0. When you become Multiplied you receive Clone HP equal to your Trainer Level times 6*. Clone HP works like Temporal HP, but is always expended before any other kind of Temporal HP. Your Size Class is increased by +1 while you have Clone HP remaining, and by and additional +1 when your Clone HP is equal or higher than your Trainer Level times 3*. While Multiplied you are slowed and enemies and small obstacles may occupy the same squares as you in the battlefield, but you may use any Melee Moves as Burst 1 Moves that can hit combatants sharing a square with you. You are treated as Slowing Terrain (Urban) and enemies moving through you trigger Attacks of Opportunity. Accuracy Rolls to hit you gain a bonus equal to your current size increase, but all single target damage is resisted one step further. Area of effect attacks and attacks that hit multiple targets are treated as one step more super-effective, however.
Note: The damage dealt to your Clone HP considers you to be the Type of your Elemental Connection. For example, if you have Water Connection, have 10 Clone HP left and receive 15 Electric Type Damage, you lose all of your Clone HP and still receive 10 Damage.
Note 2: This Feature's effect can't be active at the same time as the Move Double Team EX
Special: If you take this Feature, you can’t qualify for the Elemental Clone Jutsu Feature.
    Jutsu Development
[+Speed]
Prerequisites: Ninjutsu Specialization, at least 3 Ninja and 3 Chosen Class Features
Once per character - Extended Action
Effect: Choose one of the Moves in your movelist granted by your Chosen Class. You may apply one of Ace Trainer’s technique modifications to one of your moves, ignoring the Training Feature Prerequisites. It becomes your Signature Jutsu, and it is advised to fluff it and give it its own name. You can’t switch the chosen Move in any way, but this feature increases its number of uses by +1 at Trainer Level 20.
  Signature Technique Modifications
Cone, Line, Burst, and Blast Moves:
At-Will – Extended Action / 2 Tutor Points
  • Scattershot: Instead of the Move’s normal range, it has a range of 4m, 2 Targets.
  • Shock and Awe: Foes targeted by the Move take a -2 penalty to Save Checks and a -1 Penalty to Evasion until the end of the user’s next turn. This effect applies whether the attack hits or misses.
  • Vicious Storm: The Move gains the Smite keyword. Applicable to Damaging Moves only.
  •     Single Target Moves
    At-Will – Extended Action / 2 Tutor Points
  • Guarding Strike: If this Move hits, the user gains +5 Damage Reduction against the target of the attack until the end of their next turn.
  • Unbalancing Blow: Whether the Move hits or misses, the target becomes Vulnerable until the next time they are hit by a Damaging Attack or one full round has passed, whichever comes first.
  • Reliable Attack: If the Move misses its target, its Frequency is not spent and the user may immediately make a Struggle Attack as a Free Action. Cannot be applied to Moves with the Smite keyword.
  •       Damaging Moves:
    At-Will – Extended Action / 2 Tutor Points
  • Alternative Energy: Switch the Class of the Move from Physical to Special or vice versa.
  • Bloodied Speed: This Move may be used as Priority (Advanced) if the user has less than half of their maximum Hit Points.
  • Double Down: The Move gains the Double Strike keyword. Effects and Effect-Ranges may be triggered only once (but either roll may trigger the effect). This may only be applied to Moves with a Damage Base of 4 or less, and may not be applied to Moves whose Damage Base change upon certain conditions (such as Fury Cutter or Ice Ball) or moves with Special-Case Damage (such as Night Shade).
  •       Status Moves:
    At-Will – Extended Action / 2 Tutor Points
  • Burst of Motivation: After this Move is Resolved, the user may increase any Stats with negative Combat Stages by up to +2 Combat Stages (but this cannot put Combat Stages above +0 CS total).
  • Supreme Concentration: This Move may be used even if the user is Paralyzed, Flinched, Enraged, or has failed their Confusion Save Check.
  • Double Curse: The user may target an additional foe with this Attack. This may be applied only to 1-Target Moves.

  • Forbidden Jutsu

    [+Speed]
    Prerequisites: Jutsu Development, 4 Ninja Features, 6 Chosen Class Features, Master Focus
    Effect: You may use the Forbidden Technique** corresponding to the Type your Elemental Connection. Initiating the technique causes you to gain 1 Injury, and at the end of the scene you gain another one. Both Injury gains can’t be prevented in any way.
    Normal
    Complete Normalcy
    Drain 2AP - Daily
    Swift Action
    The field becomes blanketed in a monochrome light. All Moves and Pokemon types are changed to pure normal type (so a Water/Ground would become Normal, not Normal/Water or Normal/Ground) for 2+1d6 rounds. In addition, until the end of the scene, there is no longer a cost to use your prismatic allignment.
    Fire
    Spirits of the Flame
    Drain 2AP - Daily
    Swift Action
    Your body becomes covered in flames you gain either Flash Fire or Flame Body (whichever you didn’t have before) until the end of the scene and create 3 copies of yourself on the field. These copies look identical to you and have your stats (except for HP) and the Flash Fire and Flame Body abilities. They cannot use moves or make struggle attacks and are considered to be fire type and take damage accordingly. They have hit points equal to 3 times the sum of your type-linked skill ranks. Each of these clones acts on your turn and always succeed any attempts to cover for you, no matter their distance from you, and may use the move Ally Switch, but only targeting you and at a range of 20. These copies last until the end of the scene. If they are dropped below 0 Hit Points, the copy may make a struggle attack that Burns on an 18+ on the enemy in response with the Firestarter capability as a free action, after which the clone is destroyed.
    Water
    Waterform
    Drain 2AP - Daily
    Swift Action
    Your body becomes more liquid than solid and you gain the Amorphous Capability as well as the Dodge Ability until the end of the scene. Until the end of the scene, you may move from any significant source of water to any other significant source of water up to X meters away where X is equal to twice your type-linked skill ranks. Moving from one source of water to another is considered moving 1 meter’s worth of movement. You may also originate any move granted by the Maelstrom class from any significant source of water up to X meters away.
    Grass
    Soul of Nature
    Drain 2AP - Daily
    Swift Action
    Until the end of the scene, you are treated as having all moves that could be granted by all ranks of the Nature’s Embrace feature on your move list, regardless of the oath you chose. Additionally, you gain all possible Druid abilities regardless of the oath you chose as well as the Covert ability. Treat Grassland, Forest, and all terrain created by Druid’s Call to be your Natural habitat for the purpose of the Covert Ability.
    Rock
    Diamondform
    Drain 2AP - Daily
    Swift Action
    Until the end of the scene, your body becomes covered in diamonds, and you gain the Magic Bounce and Magic Guard ability. In addition, gain all benefits of all Stances and lose all detriments and gain an additional 5 damage reduction.
    Ground
    Wrath of the Desert
    Drain 2AP - Daily
    Swift action.
    Place a Heavy Sandstorm weather effect onto the field for 5 rounds. While Heavy Sandstorm is active, treat it like a normal sandstorm weather effect, but the following effects occur. The field and all objects and combatants (enemies and friends) within it are covered in sand, lowering their Accuracy by 2. Flying-type Pokemon on the field are no longer immune to ground-type moves. When Heavy Sandstorm is placed into effect, all other combatants are knocked to ground level and all movement capabilities are reduced by 1 until the weather is up.
    Steel
    Unbreakable
    Drain 2AP - Daily
    Swift Action.
    Metal coats your skin. For the next 4 rounds, all damage taken is resisted one step further, and you may not be brought below 1 HP by moves, struggle attacks, status conditions, or abilities. Additionally, you may use your Defense stat in place of your Attack Stat when applying damage. You are immune to the Trapped, Stuck, and Slowed status, and cannot be Poisoned, or Paralyzed. This will not cure existing Poison or Paralysis.
    Dark
    Shadow’s Killing Blow
    Drain 2AP - Daily
    Swift Action
    At the end of your turn, you disappear from the battlefield. At the beginning of your next turn, choose one move from your move list and, frequency allowing, use the move on all enemy combatants. When used this way, the move automatically hits all targets (still roll for critical hits), and ignores range restrictions and becomes an X target move, where X is the number of enemy combatants. You then appear in a space adjacent to any enemy combatant. This counts as using a standard action for your turn you reappear.
    Poison
    Plague Incarnate
    Drain 2AP - Daily
    Swift action
    Until the end of the scene, the field becomes Plagued for 2+1d6 rounds. While Plagued, enemies lose a tick of hit points (1/10th) at the end of each of their turns, and suffer a -3 Penalty to their accuracy. If a move would hit automatically, it now has an AC of 2. If an enemy has 50% hp or less, they are slowed.
    Ice
    Sub-Zero Stasis
    Drain 2AP - Daily
    Swift Action
    All enemy combatants become Frozen, even if they would normally be immune, and may not make Save Checks until the end of their next turn. If and when they cure their frozen condition, they are slowed until the beginning of their next turn. All Ice-Type attacks you make against Frozen targets gain +5 Bonus Damage.
    Flying
    Sirocco
    Drain 2AP - Daily
    Swift action
    A harsh, cutting wind whips around you for 5 rounds destroying all hazards in a Burst 2. All moves made against you suffer a -3 to accuracy, and a -10 Penalty to damage. You are immune to powder moves and moves without an accuracy check are considered AC 2. All combatants who end their turn inside the Burst 2, lose a tick of hit points.
    Electric
    The Thunderbolt Kid
    Drain 2AP - Daily
    Swift Action
    Your body becomes a crackling ball of electricity while moving. Until the end of the scene your Overland becomes X where X is equal to the sum of your type-linked skill ranks, you ignore movement penalties from both rough terrain and combatants, and ignore the stuck, trapped, and slowed status conditions. In addition, once per turn, while moving, you may move through an opponent and make a struggle attack with Zapper Capability as a free action. Struggle attacks this way always hit, and may not be used to initiate combat maneuvers.
    Bug (Arachnid’s Embrace)
    Dangerous Adaptability
    Drain 2AP - Daily
    Swift Action
    When this feature is activated, and at the beginning of each of your turns, gain one level of Evolution until the end of the scene. Levels of Evolution are lost and their effects removed at the end of the scene. Each time you gain a level of evolution, increase one of your stats by a CS. At level 1, increase the range of your Threaded Cabability by 4. You may now initiate combat maneuvers at range with it.
    At level 2, Increase each of your movement capabilities by 2.
    At Level 3, gain the Compoundeyes and Shield Dust abilities.
    At Level 4, Each enemy that passes, or that ends their turn, within a burst 2 of you gains a pheromone stack. The restriction on number of times you may activate Pheromone Stacks per enemy per scene is removed.
    Bug (Monarch’s Embrace)
    Pheromone Plague
    Drain 2AP - Daily
    Swift Action
    The field becomes Infested for 2+1D6 rounds. While infested, all non-Bug-Type enemies are trapped and lose a tick of their HP every turn. At the beginning of each enemy combatant’s turn, they must roll a save check. On a 15 or lower, they gain a Pheromone Stack. On a 5 or lower, in addition to gaining a Pheromone Stack, roll a D6. On a result of 1 or 2, the foe becomes Confused; on a result of 3 or 4 the foe becomes Suppressed; on a result of 5 or 6 the foe becomes Enraged. The restriction on number of times you may activate Pheromone Stacks per enemy per scene is removed. You gain Sky 5 and the Illusion Capability and until the end of the scene.
    Ghost
    Posession
    Drain 2AP - Daily
    Swift Action
    Choose a target in melee range and make a skill check with one of your linked skills opposed by their focus. If you win, disappear and possess the target. Until the end of the scene, you may control the actions of that target and have knowledge of all of their Body skills, abilities, capabilities, and any other information that the GM deems appropriate. You may use your target’s Body skills instead of yours, but not their Mind or Spirit skills. If the target is an owned pokemon who is returned to their pokeball, your possession ends, and you appear in a space adjacent to where the pokemon was, although you may still return invisible, phasing, and/or in shade form. You may be expelled from the target only with the use of a cleanse tag and a focus check (opposed by an occult education check). After the scene is over (or when GM deems appropriate), the Possession ends, and you reappear next to your target, although you may appear invisible or in shade form. You may end the possession at any time as a swift action. This feature ignores the Mindlock Capability.
    Dragon
    Claim the Dragon’s Right
    Drain 2AP - Daily
    Swift Action
    An aura of power and threat surrounds you. When this feature is activated, remove all volatile status conditions from yourself. For each condition you remove, you may not be effected by with that condition again until the end of the scene. Until the end of the scene, you may make a Command check against an enemy as a standard action, opposed by the highest of their focus or command. If you succeed, until the end of the scene, the enemy is considered Awed. While Awed the enemy must pass a DC10 save check to attack you. If the enemy fails, they are immediately tripped and disarmed as they prostrate themselves before your awesome might, and they flinched. If they succeed, they may act as normal.
    Fairy
    Fey Deity.
    Drain 2AP - Daily
    Swift Action
    Until the end of the scene, while under the effects of Enchanting Transformation, you gain the Overcoat ability and whenever you use a Glamour Weaver move, you and your pokemon may gain a tick of hit points. In addition, once per scene, you may have Fey Law effect all enemies on the field, and restore a tick of hit points to all allies.
    *This class considers you are using Dataninja’s Level Compression Rules
    **This techniques have been taken directly from the following post: Elementalist Capstones
    Taijutsu Features
    Supernatural Reflexes
    [+Speed]
    Prerequisites: Taijutsu Specialization
    Static
    Effect: Choose Dodge or Parry. You gain the chosen ability. If you already had the chosen Ability, its Frequency is increased by 1.
        Weapon Specialist
    [Weapon][+Speed]
    Prerequisites: Taijutsu Specialization, Weapon of Choice
    Daily - Extended Action
    Effect: Choose a Large Weapon or two Small Weapons that you own compatible with your instance of Weapon of Choice, and another Large Weapon or pair of Small Weapons (shields included). They become your Specialty Weapons. During combat, you may swap between your sets of Specialty Weapons as a Free Action. Choosing new Specialty Weapons replaces the previous ones.
    Bonus: You gain a second instance of Weapon of Choice, that must be used for a different type of weapon than the first instance.
    Special: If you take this Feature, you can’t qualify for the Hand to Hand Expert Feature.
      Hand to Hand Expert
    [Weapon][+Speed]
    Prerequisites: Taijutsu Specialization
    At Will - Free Action
    Trigger: You hit an enemy with an Unarmed Melee Attack
    Effect: You may make a Physical Attack with an AC of 5 against the triggering foe. If the attack hits, the foe loses a Tick of Hit Points.
    Special: If you take this Feature, you can’t qualify for the Weapon Specialist Feature.
        Open the Seven Gates
    [+Speed]
    Prerequisites: Supernatural Reflexes, 4 Ninja Features, 6 Chosen Class Features, Master Combat
    Daily - Swift Action
    Effect: You gain an Injury, +1 Combat Stages in all of your Stats, and +2 additional CS in a Stat of your choice. At the end of the Scene, you gain 2 additional Injuries. Both Injury gains can’t be prevented in any way.
    Genjutsu Features
    Chakra Illusions
    [+Speed]
    Prerequisites: Genjutsu Specialization, Expert Stealth
    Static
    Effect: You gain the illusionist capability. Illusions created this way can fool the aura. You may use your stealth rank instead of your focus rank to determine the distance your illusions can move away from you. If you already have the Illusionist Capability, this Feature doesn’t take up a Feature slot.
    Bonus: Choose Foresight or Miracle Eye. You learn the chosen Move
        Flawless Illusionist
    [+Speed]
    Prerequisites: Chakra Illusions, 3 Ninja Features, 3 Chosen Class Features, Expert Stealth
    Static
    Effect: You gain the Illusion Ability. Illusions created this way can fool the aura. You can mimic the copied one’s speech but somebody that knows well the target can make a Perception check opposed to your Stealth Roll. You may use your Stealth Rank instead of your Focus Rank to determine the number of targets you can mark with Illusion.
    Bonus: You learn the Moves Supersonic and Encore
        Torture The Mind
    [+Speed]
    Prerequisites: Flawless Illusionist, 5 Ninja Features, 6 Chosen Class Features, Master Stealth
    At Will - Free Action
    Trigger: You hit with a Social or Sonic Status Move
    Effect: You cause the target of the Move the Bad Sleep Affliction even if they are not asleep. Bad Sleep gained this way is only cured when the condition caused by the Triggering Move is cured. Targets affected by Bad Sleep receive a -2 penalty to all save checks, and if they Take a Breather they stay Tripped until they take a Shift Action to recover, and they still take Bad Sleep damage at the end of the turn they took a breather. Targets immune to the Illusion keyword are also immune to this effect.
    Bonus: You may use Supersonic and Encore as a Swift action, and their Frequency is not expended if you miss.

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