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Ninja

Sometimes, an individual needs to be zeroed in a quiet way that leaves no trace. Solos or Bandits are much too noisy and Netrunners or Operatives don’t specialize in flatlining their targets. You, on the other hand, excel at this dirty business. Some Ninjas favor long-range snipers to take out a target without the risk of even getting close. Others learn to move silently through buildings and perform a quiet execution with a concealed tanto blade. And then there are jobs that require more discretion in the form of poisons or other methods that can be covered up as accidents. As situations change, you need to change with them. The tools you use in your trade include both your creativity and the equipment you carry. While there are Ninjas out there who have become legends, their real identity is rarely known. It’s even possible that they lead unassuming lives as a cover, and not even those closest to them know what brutal deeds they are prepared to do. A good Ninja is highly sought after by corporations, governments and Fixers alike. A bad one, someone who gets exposed, will find that they have no friends anywhere. There is no room [quote|Rogue Rouge]In a world of neon, holograms and screens, people never seem wary enough of the shadows the lights cast.[/quote]

Lifepath

Role Ability

Preparation is everything. You have a number of points equal to your Role rank that you may allocate between different abilities. You may change your allocation as an Action in combat, or at any time outside of combat.
Martial Skill

Your training allows you a bonus to any Melee or Martial Arts attack or use of a Martial Arts technique. Add +1 to your attack roll for each two points allocated, up to a maximum bonus of +3 for six points.

Poison

You apply a toxin to a Melee Weapon. It requires your expertise to utilize this effectively and thus you can’t prepare someone else’s weapon like this. When you attack someone and penetrate their SP at all, they must make a BODY + Endurance (or Combat #) check against a DV equal to 12 + the number of points allocated. On a failure, they take an additional 1d6 directly to HP.

Precision Kill

When your target is unaware of an attack from you, it’s deadlier. Add 1d6 if you allocate three points to this ability, or 2d6 if you allocate six points, or 3d6 if you allocate nine points.

Seek Cover

By allocating two points to this ability, you increase your possibility of recovering from detection. Add +5 to your Initiative, but your first turn can only focus on hiding or retreating. This includes things like using a smoke grenade to get away.

Silent Death

Each point allocated gives you +1 to any Stealth checks you make.

Threat Detection

You have enhanced situational awareness. Each point adds +1 to Perception checks. This doesn’t stack with the same ability from the Solo role ability if you have both.

Weak-Spot

If the target’s armor’s current SP, or their cover’s current HP, is lower than three times the points allocated to this ability, you may choose to completely bypass that protection with your first attack on your turn. This, naturally, doesn’t ablate the armor. You may allocate no more than five points

Starting Gear

Weapons and Armor
Outfit
Starting Cyberware
PSYCHE loss: 10 (Max reduction: 3)
Starting gear notes

Created by

WriterV.

Statblock Type

Cyberpunk Blue - Role

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