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Onmitsu

Onmitsu are one of mystery and shadows wrapping themselves in the cloak of night, stealth, and mystical arts making them legends and mysteries to many of the world of Everlynn. A Ryujin profession by origin many adopt the Onmitsu way intrigued by its art and form. Though not many become Onmitsu, known by other names like Ninja, though not all Onmitsu follow the loyal path of their masters some can be assassins, rouges, extremists, errant of their lord, or simply bringing justice to tyrants and the innocent Onmitsu strike from the shadows unknown to their victims. As Masters of the Shadows and Stealth Onmitsu unlike their mistaken western brethren Rouges are far different in skill and technique. With the proper training they become as light as air moving at unheard of speeds and jumping heights that would normally be impossible. Their ability to balance well as land on their feet regardless of the height tends to save them and make many wonder if there are even mortal. But it doesn’t stop their with advance training with exotic weaponry and being able to use mystical arts to their array of skills they are truly the mystery and unknown force from the shadows.

Benefits> These are basic Abilities you know of easily from your novice training when learning to become an Onmitsu. Some are set specifically for your profession as abilities you may know and how to use. Though they are rarely powerful skills they are useful skills that will assist you in your travels as an Adventurer in the world of Everlynn.

Jump +4> Onmitsu on Athletic Rolls containing the Jump check always get a +4 to any Jump roll since they are taught to be skilled at Jumping to places where they need to be.

Onmitsu Stealth> Unlike the Rouges a Onmitsu gets a +6 bonus to Stealth regardless of Zero Ranks, Few Ranks, or Max Ranks in the skill. This is applied to them because of their constant training making them skilled at Stealth.

Awareness> Onmitsu spend much in increasing their Sense of Hearing and Sight as to make themselves aware of their surroundings and those in it. The training pits the sense of sight and sound to the test constantly by their master giving them a +4 to any Sight or Listen Checks.

Speed of the Fox> Onmitsu are very swift on their feet their for regardless of how unstable or slippery a surface is like Sand, Snow, Ice, Oil, or ankle high water they can make their full movement with out penalty.

Light Armor> Onmitsu can only wear Light Armor and receive a +3 Dodge Bonus when working with light Armor.

Abilities> The Abilities of an Onmitsu are unique since most convey in the Shadows and contain mystical properties. They are also one of the few professions with many Special Movement Abilities that make them able to walk, climb, or run on many different surfaces with out to much of a penalty. Those who seek their work in the shadows and mastering skills of legend should consider the Onmitsu profession.

First Strike> Ninja may choose to make the first attack before a Initiative roll and assign the attack at once. However if the opponent has Pre-Emptive or First Strike as well the action is canceled as the Ninja may notice they to are able to make an attack immediately.
Cost> 20 Exp

Stealth Attack> Similar to a Rogues Sneak attack a Onmitsu may only make this attack during his or her Stealth movement. The Onmitsu can deal +2d6 Damage other than their weapon damage and if the total max Damage is able to kill the opponent regardless of armor and is equal to the opponents Hit Points or more they can perform a Stealth kill. This only can be applied to Non player characters such as weak NPC’s or Henchmen. The Effect does not work on players or SPC/NPC character important to a plot or are higher skilled than the Onmitsu. The instant kill feature is also canceled if the person’s stealth is equal or higher than the Onmitsu’s.
Cost> 40 Exp

Weapon of Choice> Any Onmitsu related Gear that the Onmitsu chooses as their choice or signature weapon gets a +1 ATR bonus. This can be shurikens, Ninja-to, or any Weapon of the Onmitsu class. Also custom weapons created by the Onmitsu can be chosen as their choice or signature weapon.
Cost> 20 Exp

Ki-Sense> Onmitsu train hard to be able to sense the Ki of others when running in stealth as another sensory to avoid being spotted in their line of work. This sixth sense allows them to sense near by auras of animals, people, or other supernatural forces close by the Onmitsu. Its range depends on the Onmitsu’s Spirit for example if the Onmitsu has a Spirit of 10 each Spirit is equal to a 5ft radius. The radius depends on the Spirit of an Onmitsu since 10 is our example it would mean 5ft x 10 equals a 50ft Ki Sense Radius. Anyone aside from the Onmitsu’s Allies can be sensed as Neutral, Hostile, or Enemy Target. This ability is instant as soon as the Onmitsu goes into stealth and begins movement.
Cost> 40 Exp

Onmitsu Vanish> Manually utilize as a form of escape it takes time to master this ability. The Onmitsu can teleport from where they are to any distance equal to their movement as long as objects do not block them. If an Onmitsu has a Movement of 6 she may move up to that full movement in her local area away from her pursuers or attackers as long as her movement isn’t blocked. People generally do not offer any hindrance but artificial and natural structures might. To show an Example let us say you are in a Hallway cornered by Ninja on either side of you. You can use this teleport ability that causes your image to fade out and appear 6 Movement (30ft) away from your opponents. You can move only down the hallway since you cannot go past solid structures like walls but you can move around structures if the space allows you. Another example is if you are trapped in a 10x10ft room and the door is sealed there’s no way for you to teleport to the other side since the ability does not allow you that function nor would you know what the other side may hold. It may be another room or solid rock because of this Onmitsu only use the ability as stated to avoid unnecessary suicide.
Cost> 30 Exp

Shadow Veil> Three times a day a Onmitsu may create a Shroud of Darkness to confuse and blind their enemies of their whereabouts. This can be used defensively in order to escape or cause your enemies to be in pitch black darkness preventing them any sight. Spells or Abilities that bring fourth light will cancel this ability and those in it suffer as if they were in Complete Darkness. Only those with Night Vision or are able to see in the Dark cannot be affected by this ability. Those in combat with this ability set off suffer a -8 to all rolls being unable to even see in front of their face. The Radius of the Darkness is 5ft x the Spirit of the Onmitsu in a radius.
Cost> 40 Exp

Onmitsu Vision> Regardless of how Dark a place is or dimly lit even if caused by a Spell or Ability the Onmitsu can see in the Dark as if able to alter their vision to allow certain amount of light in to see even in the dark. This vision ability can be very useful in very Dark or Dim light places as well when running in Stealth. It also allows a Onmitsu to attack twice the range of any range weapon they may use seeing farther than normal.
Cost> 30 Exp

Defense of the Fox> The Onmitsu may take a defensive positions and take from her ATR to add to her DR when she states this ability on her turn. This increases her chances of Dodging attacks from her opponents making her difficult to hit. This ability allows you to take from your ATR temporarily to add to your DR but you can only increase your DR equal to your ATR this does not let you use more than what you have for DR.
Cost> 20 Exp

Scent of Shuichi> Shuichi was a Onmitsu who’s skill in being untraceable was incorporated to many Onmitsu training. The art taught one to control one’s odor and sweat as well as prevent from making tracks in the ground as well as being skilled at being untraceable. Regardless of the skill of the tracker the Onmitsu with this skill is untraceable therefore cannot be tracked by physical means leaving no odor or physical evidence of their whereabouts.
Cost> 40 Exp

Silent Wind> Taught to many Onmitsu this creates an ability to be practically soundless in movement as well as actions.  Even during combat the only noise made is the whistle and singing of the weapon of the Onmitsu but all other sound is almost silence. Only those with heighten sense of hearing like elves for example could hear an Onmitsu in this form. Other than that regardless of a listen check to the Onmitsu it will always be a Difficulty of 32.
Cost> 30 Exp

Foot steps of the Cat> Further down their movement training a Onmitsu can move silently like a Cat and land as a cat. The Ability grants them half the Damage of any falling and half the effect of any falling damage. For example of an Onmitsu falls 40ft from above they will only suffer 20ft falling damage and effect. This rather a useful ability since an Onmitsu can fall from a great distance with out taking to much damage.
Cost> 40 Exp

Invisibility> At least three times a day a Onmitsu may create the effect of invisibility rendering them unseen by mortal eyes. This effect lasts as long as day as long as the Onmitsu makes no Attack and is not detected. Regardless of being invisible there are other ways to detect invisible opponents so Onmitsu should not be confident of this ability or rely upon it to heavily.
Cost> 50 Exp

Wall Jumping> Another special movement ability for the Onmitsu an Onmitsu can jump from wall to wall as long as the surfaces are parallel to another. They can do this equal to their movement and if moving beyond a run or their movement they must make a Jump Difficulty of 14 or land at the base of the wall. If used to reach vertical heights and they have no more movement they suffer falling damage.
Cost> 20 Exp

Wall Crawl> A supernatural wonder of the Onmitsu they are able to crawl and walk on walls or ceilings as if it were the ground. However when doing this Movement Actions are reduce by half for the Onmitsu since it is not a natural trait for them. Yet only Onmitsu may learn this ability.
Cost> 40 Exp

Zen Water> Onmitsu who learn this ability are able to run over calm water as if able to walk on it. However the Onmitsu must continue running or fall into the water. This also only works in calm waters meaning if the Sea or Ocean is rough it is impossible for the Onmitsu to run across the water surface. When they fail the may choose to make a Jump roll at a Difficulty 18 to continue jumping from each spot in the water however failure after this results in lost momentum and them falling into the water.
Cost> 30 Exp

Knowledge Poison> Onmitsu have extensive knowledge and use into applying poisons since some of their work serves in stealth assassinations so to be undetected and able to poison their victim to death. This gives +4 knowledge of poisons as well as to apply poisons in killing of their victims. This benefit is a hard training for an Onmitsu and also serves as +4 Resist to Natural and Magical poisons when the Onmitsu is afflicted with a poison status.
Cost> 40 Exp

Imitating Sounds> An Onmitsu can create imitated sounds to confuse and bewilder their enemy if their enemy approaches them. This is used to throw the enemy off of the Onmitsu’s whereabouts by imitating an animal or sound exceptionally well. The Enemy makes a Disguise Check Difficulty 18 in order to confuse and change the minds of his enemy to look elsewhere or go another way. If the enemy fails they believe that the sound was just something else and walk back from where they came from. If successful they know the Onmitsu is there and run towards them as quickly as possible.
Cost> 30 Exp

Sense Trap> With their Ki Sense they can now tell of Traps Near by. Onmitsu cannot tell the details of traps but know that one lies close to that area. When they set a trap off they get a +4 to any roll as an addition to a save roll when required by setting off the trap. This lets the Onmitsu be aware of danger of traps now so to avoid them and requires the Ki Sense Ability.
Cost> 20 Exp

 

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