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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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