Practitioners of the ancient art of ninjutsu, Ninjas are deadly and feared warriors that excel at using eadly poisons and clever subterfuge. Being a Ninja means first and foremost having a versatile set of options at hand, and thus Ninjas require a broad skillset – they must not only be practiced fighters but also masters of stealth.
A skilled Ninja goes into battle with tools prepared that can be handed off to allies to produce hazards for their opponents or countermeasures to the toxins they study. A Ninja’s deceptive arsenal also includes poisoned weapons and illusionary clones.
As might be expected, Ninjas tend toward using Poison Type Pokémon or those of a stealthy and subtle disposition, but this is not always the case. Sometimes a larger, flashy Pokémon can be the perfect distraction for a Ninja trying to sneak by and deliver a decisive blow elsewhere.
[Class] [+Speed]
Prerequisites: Novice Stealth, Novice Combat
Static
Effect: You gain the Infiltrator Ability and the Stealth Capability.
Bonus: You gain the Sneak's Tricks Edge, even if you do not meet the prerequisites.
Prerequisites: Ninja
At-Will – Extended Action
Effect: You may craft an Antidote, Smoke Ball, Caltrops, Toxic Caltrops, Oil Slick, and Shuriken for $100. Starting at Expert Stealth, you may also craft Poison Gas Bombs, Net Bombs, Exploding Knife, or a batch of Blinding Ink for $250.
[+Speed] [Weapon]
Prerequisites: Ninja, Adept Stealth
1 AP – Free Action
Trigger: You make a Weapon Attack.
Effect: The attack or Move Poisons its targets on 16+, and you may have it deal Poison-Type Damage if you wish. If the Move would already inflict Poison, it may now instead inflict Badly Poisoned.
Bonus: You learn the Move Poison Fang, and any Damaging Physical Moves granted by Ninja Features may be used as Weapon Moves.
[+Speed]
Prerequisites: Ninja, Adept Stealth
At-Will – Standard Action
Effect: You form an Illusion around yourself. This Illusion conceals you, allowing you to use the Hide Manuever as if you were in Obscurring Terrain. This Illusiuon can look like a cloud of darkness, or disguise you as a mundane, inanimate object. The Illusion can even fool Aura, concealing you from Aura Sight for its duration. However, the Illusion requires complete concentration, and is broken if you take any actions at all. Anyone that interacts with the Illusion directly may make an Occult Education or Intuition Check with a DC equal to 10 plus your Stealth Rank; if they succeed, the Illusion is broken, and you are no longer Hidden.
Bonus: You gain the Blender Capability.
[+Speed] [Ranked 2]
All Ranks Prerequisites:: Ninja, Adept Stealth
Static
Effect: You learn two of the following Moves:
Double Team, Substitute, Toxic, Venom Drench, Trick, Role Play, and Mat Block.
[+Speed] [Ranked 2]
All Ranks Prerequisites:: Poison Weapons, Master Stealth
Static
Effect: You learn two of the following Moves:
Poison Jab, Cross Poison, Venoshock, Baneful Bunker, Smart Strike, Corrosive Gas.
Starting at Expert Stealth, you may also craft Poison Gas Bombs, Net Bombs, Exploding Knife, or a batch of Blinding Ink for $250.
This item allows the user to use the Move "Slick" as a Standard Action. The item is then consumed. Oil Slick vials are not usually sold in stores, but may be found from specialty shops for $500.
Type: Normal
Frequency: At-Will
AC: None
Class: Status
Range: 4, Hazard
Effect: Set 6 square meters of Slick within your range, all 6 meters must be adjacent with at least one other space of Slick. Slick causes terrain to count as Slow Terrain, and a grounded foe that runs into a Slick hazard must succeed at a DC 12 Athletics or Acrobatics Check, or else it is Tripped. If a creature inside a square occupied by a Grease hazard, or the square itself, is affected by a damaging Fire-Type attack, then the hazard is destroyed and any creatures occupying the square take a Tick of Hit Points of Typeless or Fire-Type damage, whichever would be more effective, and is Burned if they can be.
This item may be consumed in order to make a Ranged Physical Struggle Attack as a Weapon Move at a Range equal to your Throwing Range. Shuriken are not usually sold in stores, but may be found from specialty shops for $300.
This item allows the user to use the Move "Fume Bomb" as a Standard Action, changing its Range to be "X, Ranged Blast 2", where WR equal to your Throwing Range. The item is then consumed. Poison Gas Bombs are not usually sold in stores, but may be found from specialty shops for $1000.
Type: Poison
Frequency: At-Will
AC: None
Class: Status
Range: 5, Ranged Blast 3, Hazard
Effect: Fume Bomb creates Fume hazards in each square of the Blast; the Fumes persist until the end of the encounter, or until Defog or Whirlwind are used. Creatures within a square occupied by a Fume Hazard are Poisoned and Vulnerable until their next turn. Poison-Type creatures and creatures otherwise immune to Poison are unaffected by Fume hazards.
This item may be consumed in order to make a Ranged Physical Struggle Attack as a Weapon Move at a Range equal to your Throwing Range. If this attack hits, the attack also inflicts a Tick of Hit Points of Typeless or Fire-Type damage in a Ranged Blast 3, centered on the target. Exploding Knives are not usually sold in stores, but may be found from specialty shops for $1500.
Blinding Ink may be used as an AC 6 Cone 2 Status Attack, performed as a Standard Action. Blinding Ink inflicts Blindness on affected targets for 1 full round. Batches of Blinding Ink are not usually sold in stores, but may be found from specialty shops for $1000.