StarJaunter/Shinobi

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Shinobi Style Martial Arts

This style is a terrestrial style that may be used with any weapons or armor. It is designed to form the
base training for the Ninjas of the hidden villages. They learn this style first, than usually learn
another style to give them a unique edge. This gives all the Shinobi a baseline of ability and the chance
to compete with exalted. Like I said, a chance.

Solid Steps

Cost: 3m
Duration: scene
Type: Reflexive
Keywords: Combo-Ok
Minimums: MA 2 Essence 1
Prerequisites: None

The most basic of charms for the Ninja, enhancing their mobility. This charm reduces the external penalty
of any roll to balance oneself or avoid falling by the Martial Artists Essence score, if the new external
penalty would be zero or less than the Artist need not bother rolling. If the Ninja's Martial Arts score is
higher than their athletic score they may use it instead.

Flashing Steps

Cost: 3m, 1wp
Duration: scene
Type: reflexive
Keywords: Combo-ok
Minimums: MA 3 Essence 1
Prerequisites: Solid Steps

Distance between missions can be huge and the shinobi must arrive in time. This charm doubles the speed
of all dashes and the distance covered by all jumps. This also removes any stamina limit on how long a
shinobi can dash or jump, allowing them to run or jump for the whole scene if needed. This does not alter
normal movement. Artist use this to travel between villages and their missions, but some can some up with
uses in combat.

Cover and Concealment

Cost: 3m
Duration: instant
Type: supplemental
Keywords: Combo-ok
Minimums: MA 2 Essence 1
Prerequisites: none

A ninja would be nothing without the ability to achieve supernatural camouflage and ambushes. The artist
may use this charm to supplement any attempt to hide themselves or something else. This charm doubles the
attribute plus ability used, but this counts as dice from a charm. This charm counts as a magical attempt
at concealment for ambush detecting charms and the like. The Ninja may consider themselves as having one
level of coverage higher than is actually available. Even if no cover is available the Shinobi is considered
as having 25% cover.

Ninja Vanish

Cost: 2m
Duration: Instant
Keywords: Supplemental
Minimums: MA 3 Essence 2
Prerequisites: Cover and Concealment

POOF! This charm supplements an attempt to re-establish surprise. First it removes the +2 bonus on opposed
rolls. He may also attempt it even if no cover is available. If he beats every witness he may also teleport
his (Martial arts times ten) yards without passing through intervening space (although he must be theoretically
able to)

Shinobi Form

Cost: 5m
Duration: scene
Type: Simple
Keywords: Form-Type
Minimums: MA 4 Essence 2
Prerequisites: Ninja Vanish, Flashing Steps

With this from the Shinobi steps into the shoes of the exalted, every generic bonus that all exalted have over
mortals if given to the Martial Artist when this form is adopted. Healing, soaking with stamina, stunts, and
even resisting disease/poisons, anytime their is a question on whether he is exalted or not with this charm
active he is considered to be one. Those already exalted or with similar bonuses, gain instead full lethal
soak with their stamina, but this form only costs 3m for them. Unlike normal form charms this one can be
adopted with another form charm. This form is adopted first, than the artist spends a willpower point to
let them adopt another form, this second form must be from a terrestrial martial arts style.

Transformation

Cost: 3m
Duration: scene
Keywords: combo-ok
Type: Supplemental
Minimums: MA 4 Essence 2
Prerequisites: Shinobi Form

Ninja can conceal their presence even when standing in front of their enemies. This charm supplements an
attempt to disguise oneself. This charm makes the disguise instantaneous and require no tools to achieve.
The Shinobi may also disguise themselves as objects as well as people with no penalty, otherwise the rules
for disguise are the same. The shinobi can also remove the Transformation instantly as well and when knocked
out it will fade automatically.

Substitution

Cost: 2m
Duration: Instant
Keywords: counter attack, Combo-ok, obvious(after attack hits replacement)
Type: reflexive
Minimums: MA 4 Essence 3
Prerequisites: Transformation

A shinobi warrior has no perfect defense, but they can come close by substituting a transformed object for
themselves in the nick of time. When subject to an attack or flurry of attacks the artist may try for a
substitution. They roll Manipulation + Martial Arts + Essence, if there successes beat the attackers MDV
than they found a gap to insert a substitution in which will take all the attacks. Note this counts as a
counter attack, and is subject to the rules as such. Note, objects exceptionally smaller or bigger than
artist can impose an internal penalty on the roll, while very close looking replacements can give a bonus.

Clone

Cost: 4m
Duration: Scene
Keywords: none
Type: Simple
Minimums: MA 5 Essence 3
Prerequisites: Transformation

The ultimate in Shinobi distraction technique. This charm allows a Ninja to create multiple illusory
clones which can distract enemies from the real attack, as well as numerous uses outside of combat.
Roll wits + Martial arts. Each success creates a clone that the original can control fully, however
they will suffer a -1 internal penalty for each clone they are actively controlling. These clones can
not hurt or be harmed by anything.

Essential Development

Cost: -
Duration: permanent
Keywords: none
Type: permanent
Minimums: MA 4 Essence 2
Prerequisites: Shinobi Form

This charm begins a series where the Shinobi has learned to modify the basic pathways of the body to make
themselves closer in power to the Exalts, gods, and demons, who are their common enemies and oppressors.
This charm and those that follow from it have little benefit to an actual Supernatural learning them, so
most don't, even if they learn the rest of the style, unless they wish to teach another. With this charm
the Artist learns secret techniques to enable easier peripheral essence flow. After purchasing this charm,
a mortal martial artist no longer needs to spend a willpower point to use peripheral essence. If the artist
is somehow stopped from performing the needed katas, they lose these advantages after one month, if they are
somehow stopped from even performing the internal only exercises the powers fade after only one week. The
charm is not lost, they will regain their ability as soon as they can perform the exercises again.

Enhanced Transmutation

Cost: -
Duration: permanent
Keywords: none
Type: permanent
Minimums: MA 4 Essence 3
Prerequisites: Essential Development

This charm enhances the exercises developed in its prerequisite. This Shinobi gain additional motes to
their peripheral pool equal to their two highest virtues (this does not apply to exalts). This mote pool
can only be refilled by spending time training, every hour spent training refills one mote. This refilling
can refill normal mote pools as well (this part can apply to exalts)


Masterful Evolution

Cost: -
Duration: permanent
Keywords: none
Type: permanent
Minimums: MA 5 Essence 3
Prerequisites: Enhanced Transmutation, Clone

Developing their body and spirit to the breaking point, shinobi can reach levels that scrape just beyond
the humanly possible, and thus render themselves no longer completely human. After learning this charm
the Artist counts as a god-blood or mutant, or something, rather than a simple human Martial Artist.
Learning this charm grants 3 effects to humans (only one small one to exalts) First, the may make comboes
as long as they are composed only of terrestrial martial arts. Second, the may create new terrestrial MA
styles, although it may be long and difficult. Third, and this can help exalts, the may now purchase TMA
charms with a Essence Four Prerequisite. This opens up the most powerful TMA charms out there to the
mortal reach. Of course an exalt would do better to simply gain essence 4, but most shinobi don't have
that option.

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