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Kunoichi Online- Blade Wars

Page 14

by Honie Jar


  Hand to Hand

  Ability with grappling and unarmed combat. Can fight with one’s bare hands.

  Blade

  Mastery of all melee weapons containing a blade. Such as sword, shinobigatana , or Ninjatō.

  Strength

  Lift, care, and throw incredibly heavy objects. It can increase damage when in battle.

  Athleticism

  Able to climb, jump, swim, or run with ease. Can jump an unusually long distance or pull off a stunt jump. Can swim in treacherous currents.

  Covertness

  Escape

  Able to free oneself, run away from predicaments, or slide out of slippery situations.

  Evasion

  Escape and avoid sticky situations. Master at excuses for why something did not happen.

  Interception

  Ability to listen through walls and from above ceilings to gather information. Able to convince messengers to give you the message rather than the intended party.

  Ventriloquism

  Ability to make a sound or mimic the voice of others. It can throw one’s voice and appear as though someone is talking when they are creating the voice for said person.

  Invisibility

  Make oneself not visible to others.

  Disguise

  Master at pulling together convincing disguises to blend in, masquerade as an authority figure, or conceal oneself when being targeted.

  Multiplicity

  Perform many tasks at once or able to create multiple clones of oneself.

  Concealment

  Able to conceal themselves or an object in plain sight.

  Craftiness

  Shrewd in deception and trickery. Cleverly deceitful at achieving a task at hand. Earn the trust of others quickly, only to take advantage of them. Have little emotional connection to victims.

  Fraudulence

  Able to forge a document. Masquerade as another to swindle. Make relationships to take advantage of another. Able to sell fake artifacts.

  Burglary

  Able to infiltrate a premise undetected for the purpose of espionage or lifting an item. Able to creep in the black of night.

  Methodology

  Husbandry

  Able to communicate with creatures without using words. Calm a domesticated animal, keep a mount from getting spooked, or understand an animal’s intentions.

  Analysis

  Ability to analyze the movements of an enemy and break down their powers and capabilities.

  Memory

  Remember facts and recall specific details. Able to memorize writing and glyphs just by looking at them.

  Connections and Contacts

  Utilize channels of networks of people, both in the underbelly of the ninja clans and in regular life. Have friends in high places.

  Encryption

  Able to encode and decode messages with ease. Has a cunning use of metaphors, able to use hidden gestures and secret languages to transport messages.

  Signal

  Able to use signals, signs, writing, hidden messages, and calligraphy, to pass the information on.

  Insight

  Determine the intentions of someone or something. Can search out a lie or predict someone’s next move. Can glean clues from body language, speech patterns, and changes in mannerisms.

  Tactics

  Ability to move efficiently and effectively within units and troops. Able to infiltrate an army with ease.

  Perception

  Spot, hear or detect the presence of something or someone. Measures general awareness of one’s surroundings. Able to hear a conversation through a closed door, eavesdrop under an open window or hear the stealth movement of monsters. Able to spot obscured items.

  Nature

  Knowledge of terrain, plants, animals, weather, and natural cycles to use toward a plan.

  History

  Able to recall lore about historical events, legends, people, ancient kingdoms, past disputes, recent and ancient wars, and lost civilizations to make decisions about the task at hand.

  Dark Arts

  Necromancy

  Control and summon creatures from the dead. Bring to life deceased bodies, able to bring forward departed spirits.

  Illusion

  It can create realism and believable illusions to manipulate other’s senses. Sensory deception and trickery.

  Domination

  With a longing look into one’s eye, they are able to command them with the power of suggestion or hypnosis.

  Summoning

  Specifically, summon demons and evildoers from other planes and realms to assist with tasks and missions.

  Conjuring

  Able to produce creatures and objects from another plane.

  Transmutation

  Able to change energy and matter into different substances. Similar to alchemy.

  Transformation

  Able to change parts of one’s body into something else.

  Clairvoyance

  Capable of seeing visions of events in faraway places or in distant past or future.

  Curse

  Summoning the dark arts to curse another and bring misfortune, misery, and disaster upon others.

  Channeling

  Have others come and speak through one’s body. Summon spirits to impart information.

  Possession

  Can head hop into different beings, taking over their bodies and controlling them to do acts against their will.

  5 Character Convictions

  Appendix IV

  Characters are created from a sense of perfection that they hold. As a rule, a character will make a decision based on their innate conviction.

  1. Chaos

  Seeks strife, destruction of society, destruction of self and order. A loose cannon loves to watch things go up in flames.

  2. Order

  Demands the world behave through the rule of law. They cannot tolerate hypocrisy. Seeks to correct the world and restore order in it.

  3. Self

  Looking out for numero uno first. The first priorities are honor, money, power, status, idea, and safety. Always striving to further a personal goal. Rarely care about someone else.

  4. Passion

  Believes in love. Loving friends, families, and significant others as well as passions for missions and doing a good job. Overall, a passionate person. Protect those who they are passionate for.

  5. Loyalty

  Willing to sacrifice yourself for the clan, a higher purpose, or a belief.

  6. Peace

  The belief that one day Nara and Ukiyo Komorebi will be at peace, walking the path of perfect brotherhood.

  6 Emotional Bonds

  Appendix V

  When engaged with another character during an encounter, a player will form an emotional bond based on their conviction toward the other.

  If an Emotional Bond already exists, the bond may be replaced with a new bond based on the circumstance. The bonds are chosen at random. Convictions 1-3 will have a negative Emotional Bond 75% of the time. Conviction 4 will have a 50% chance of having a positive or negative Bond, and Convictions 5-7 will have a 75% chance of having a positive Bond. Both negative and positive Emotional Bonds and the Bond chosen are done by random.

  The bonds are developed within clans and among clans and add to the complexity of the game.

  Positive

  1. Sympathy

  2. Kinship

  3. Physical touch

  4. Brotherhood

  5. Adoration

  6. Faithfulness

  Negative

  1. Mistrust

  2. Anger

  3. Jealousy

  4. Hate

  5. Inadequacy

  6. Deadly and Destructive Intentions

  7 Character Covers by Clan

  Appendix VI

  Kagaku Clan

  Researcher

  Mechanic

  Engineer

  Artisan

  Doctor

  Archit
ect

  Himitsu Agency

  Bureaucrat

  Samurai

  Police

  Lawyer

  Politician

  Religious Leader

  Senshi Clan

  Detective

  Martial Artist

  Athlete

  Bodyguard

  Mercenary

  Security Guard

  Erīto Preparatory Academy

  Primary School Student

  Secondary School Student

  High School Student

  College Student

  Professor

  Teacher

  Lecturer

  Head of School

  Band of Tsuihō

  Day Laborer

  Artist

  Waiter/Waitress

  Gambler

  Writer

  Wanderer

  Religious Zealot

  Clan of the Black Harvest

  Traveler

  Revolutionary

  Activist

  Poet

  Trader/Importer

  Monk

  Kanga Clan

  Performer

  Wife

  Waitress

  Bartender

  Prostitute

  Geisha

  Samurai

  Librarian

  Religious Devotee

  Weapons

  1 Staff Weaponry

  Damage is calculated based on the character’s strength, the weapon’s attack, and the enemy’s defense. The formula is as follows:

  DMG = (Weapon Attack + Strength) * Attackers Level/8 - (Target Defense + Evasion) * Defenders Level/8

  Staffs and canes have a wide range of uses. Among some of the innovations include, hollowed out and chain for cord weapons secretly concealed inside. Poisoned liquids for powered eye irritants could be housed. In addition, blowgun weaponry can be utilized. These can also be used as an underwater breathing tube.

  Long-Range Ninja Staff

  Varied between six to twelve feet in length. Best used against enemies who wield the traditional samurai sword, or spears, halberds, or staffs of similar reach.

  Attack: 45

  Medium-Range Ninja Staff

  Varied between three to five feet in length. This length is ideal for leverage, pressure point attacks, arm locks, and restraining techniques.

  Attack: 30

  Short-Range Ninja Staff

  Under two and a half feet in length. These could cleverly be concealed in garments and utilized in an element of a surprise attack. Close range techniques involve strangulation, gouging strikes to the vital organs; attacks to the eyes, nose, and ear cavities; securing wrist locks and arm bars; and reinforcing fist or open-hand punching or striking.

  Attack: 15

  2 Blade Weaponry

  Damage is calculated based on the character’s strength, the weapon’s attack, and the enemy’s defense. The formula is as follows:

  DMG = (Weapon Attack + Strength) * Attackers Level/8 - (Target Defense + Evasion) * Defenders Level/8

  Katana

  Characterized by a curved, single-edged blade with a circular or squared guard and long grip to accommodate two hands. Often carried by the samurai of Nara. Roughly between 4 and 5 feet in length. Made of steel.

  Attack: 30

  Ninjatō

  The ninjatō is a short blade and is usually straight. Similar to the samurai katana, but smaller, easier to conceal. Made of steel.

  Attack: 15

  Shinobigatana

  Similar to the ninjatō, but curved and slightly larger. Made of steel, just like the katana and ninjatō.

  Attack: 50

  Silencer

  Forged from an ice mage from the mountain of Kusimari, this sword is made from frozen Shizen Steel, denser than normal steel, therefore it is more sturdy and can cut through metal if the swing is performed with the correct user. The user must be pure of heart, above the 3. Self in their convictions.

  Attack: 95

  Omega - The Final Blow

  Crafted from crystallized gold, it is unmistakable from its obsidian handle. Able to deal a lethal blow to any as long as the wielder has obtained 6. Peace on their convictions. Sentient elves crafted this sword under the blood moon, taking the evil from the blood moon’s reign and repurposing that energy into good that punishes evil.

  Attack: 103

  Spineripper - The Last Hope for the Dark Souls

  The practitioner must be 2. Order or lower to even pick up the sword. Goblins produced this sword of blackened crystal/iron, which can absorb and drain the life force. Weapons forged from blackened crystal require them to be saturated with health from a stimulant, usually fire, and can merely be competently wielded by the Dead.

  Attack: 83

  Soulblade, Token of Eternal Bloodlust

  To perfectly use this blade, one must be at the 1. Chaos character conviction and will deal a lethal blow if the target is of 4. Loyalty or higher.

  Attack: 95

  Sword of Valeria

  Created from the gods of Pitchu Peak, this sword was crafted from the finest frozen alabaster nickel. There is nothing that it cannot cut through. It is the superior sword of them all, best used with a user who has attained 6. Peace on their conviction as a pure heart is best.

  Attack: 150

  3 Sickle Weaponry

  Damage is calculated based on the character’s strength, the weapon’s attack, and the enemy’s defense. The formula is as follows:

  DMG = (Weapon Attack + Strength) * Attackers Level/8 - (Target Defense + Evasion) * Defenders Level/8

  Kusarigama

  Kusarigama is a weapon that includes a sickle and a weight and appears extremely complex. It joins the two components with a tethering chain. The range of the tether is about 1-3 feet. To control it, the weight was thrown at the enemy’s weapon to knock it or lasso the weight in an arm or the enemy’s weapon with the chain. After that, the practitioner would deal a finishing blow with the sickle to the enemy. The techniques of handling Kusarigama are so diverse that users can strike in any way using a combination of a sickle and a weight. It depends upon the ability of the user. The Kusarigama is the right weapon for Ninjas who have superior ability in body use.

  Attack: 50

  4 Shuriken Weaponry

  Damage is calculated based on the character’s strength, the weapon’s attack, and the enemy’s defense. The formula is as follows:

  DMG = (Weapon Attack + Strength) * Attackers Level/8 - (Target Defense + Evasion) * Defenders Level/8

  Shuriken

  Star-shaped weaponry designed to minimize the chances of missing. The art of throwing star-shaped shuriken was an exact science and required countless hours to perfect. Gripping methods, throwing positions, drawing, trajectory, and penetration must all be factored in when using this weapon.

  Attack: 20

  Sai-Shuriken

  The Sai, the intimidating blocking, trapping and stabbing weapon. The style includes a variety of blocks, parries, strikes, and captures against attackers from all directions and height levels.

  Attack: 30

  5 Weighted Chain Weaponry

  Damage is calculated based on the character’s strength, the weapon’s attack, and the enemy’s defense. The formula is as follows:

  DMG = (Weapon Attack + Strength) * Attackers Level/8 - (Target Defense + Evasion) * Defenders Level/8

  Ninjas rely extensively on the flexibility of the weighted chain weaponry. They proved to be effective in combat.

  Manrikigusari

  Using only one hand to manipulate the tool and usually must be brought from a place of concealment with the one hand. Snap-strikes, circular twirls, lasso techniques, figure-eight omnidirectional offensive-defensive techniques were some of the effective advancements with this weighted chain weapon.

  Attack: 45

  6 Air-Propelled Weaponry

  Damage is calculated based on the character’s strength, the weapon’s attack, and the enemy’s defense. The
formula is as follows:

  DMG = (Weapon Attack + Strength) * Attackers Level/8 - (Target Defense + Evasion) * Defenders Level/8

  Blow Gun

  Hollowed pipe applied to shoot a target in the air at a target. It can use arrows, needles, darts, or poison darts inside the tube. It can use an instrument to obscure the blowgun. The structure of the blowgun is that it has several holes on the frame for the adjustments so they can use it as a music pipe. Inside of the body, however, a coiled Japanese paper. By revolving the paper, the holes can be closed then they can use the pipe as a blowgun.

  Attack: 0

  Darts

 

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