Difference between revisions of "Ninja (FiD)"

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{{FiD}}{{FiD-Powers}}
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{{FiD}}{{FiD-Powers}}{{tocright}}
 
As a ninja you are a stealthy shadow, rarely revealing your powers except to your inner circle.
 
As a ninja you are a stealthy shadow, rarely revealing your powers except to your inner circle.
Trying to conceal your ninja identity from your crew is a bad idea, as trust relies on openness.
+
Your identity is secret to the world, not to your team.
  
A ninja uses magic inversely to most other magicians. Instead of channeling power through themselves into the world, they create a magical emptiness which ambient magic will seek to fill.  
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A ninja creates a magical emptiness that ambient magic rushes to fill.
This method is very discreet, emphasizing the ninja's stealthy mindset.
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It is very discreet, but difficult to project over distance.
  
Ninja and [[Chi_(FiD)|Chi]] are opposite sides of the same coin, ninja are the Yin to the Yang of [[Chi_(FiD)|Chi]].  
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Ninja and [[Chi_(FiD)|Chi]] are opposite sides of the same coin Yin and Yang.
The two traditions are similar in their focus on the self, but different in outlook and code of honor.
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They share a focus on the self but differ in outlook and honor.
Where [[Chi_(FiD)|Chi]] is direct and strive to be ideals, ninja obfuscate themselves and seek inner balance.
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Where Chi is direct and strives toward ideals, ninja obscure themselves and seek inner balance.
  
Many ninja operate in clans serving different masters and often in conflict.
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Many ninja serve clans or secret orders; others follow a personal creed.
Such clans have different ranks.
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As a ninja working outside a clan, you might be
Genin (下忍) – Literally “lower ninja.” This is often the entry-level or “operative” rank.
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fulfilling an old obligation,
Chūnin (中忍) – Literally “middle ninja.” This is typically an “officer” rank or mid-tier leadership.
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acting on a long-term secret mission,
Jōnin (上忍) – Literally “upper ninja.” This is the highest standard rank, often a senior or “leader” role.
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hailing from a destroyed clan,
As a ninja that is a part of an adventuring group that operates independently of a clan, you may be  
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or pursuing a personal goal.
an intendent adventurer,  
 
a rebel against your clan,  
 
on a long mission for some distant goal,  
 
or fulfilling a duty or debt of your clan.
 
  
Many fictional ninja have abilities from other playbooks, a ninja focusing on gadgets might be a Savant and a ninja focusing on personal combat might be a Weapon Master in addition to the role as ninja. In a campaign focusing on a ninja clan, such specialists might forego the ninja playbook at the start to focus on their specialized roles, just picking up the Prowl action to be able to join operations.
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'''Touchstones:'''
 
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This playbook draws from the many fictional ninja with mystic powers.
This playbook is inspired by fictional ninja with mystic powers.
 
 
As a ninja you might be known as an assassin, lin kuei, shadow warrior, or shinobi.
 
As a ninja you might be known as an assassin, lin kuei, shadow warrior, or shinobi.
 +
Only ninja use these titles, though most groups have something similar.
  
'''Touchstones:'''
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Jubei Kibagami (''Ninja Scroll'' 1993),
''Ninja Scroll'' (1993),
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Elektra Natchios (''Daredevil'' 2003),
''Naruto'' (2002–2007),
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Oboro (''Shinobi: Heart Under Blade'' 2005),
''Daredevil'' (2003),
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Yukio (''The Wolverine'' 2013).
''Doctor Strange'' (2016).
 
  
=== Trauma Condition—Void ===
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=== Trauma Condition — Void ===
 
To utilize ninja arts, your presence must melt away, creating a void that magic can fill.  
 
To utilize ninja arts, your presence must melt away, creating a void that magic can fill.  
You constantly minimize your own presence—this soon becomes second nature—making any magic you cast on yourself quick and silent.
+
You constantly minimize your own presence — this soon becomes second nature — making any magic you cast on yourself quick and silent.
 
Hand signs and meditation are sufficient to invoke magic on yourself without a sound.
 
Hand signs and meditation are sufficient to invoke magic on yourself without a sound.
  
Creating a magical void outside yourself takes more time and requires a spoken word of activation.  
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Creating a magical void outside yourself takes more time and requires a single word of activation.  
 
This word, typically the name of the [[Powers_(FiD)#Forms|Form]] you are using, must be loud enough for the target to hear.
 
This word, typically the name of the [[Powers_(FiD)#Forms|Form]] you are using, must be loud enough for the target to hear.
  
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Affecting a distant target takes a full minute, making it nearly useless unless your opponent remains entirely unaware.  
 
Affecting a distant target takes a full minute, making it nearly useless unless your opponent remains entirely unaware.  
 
You can release your power at range just as you speak the final word, so you can open an ambush using a Power.
 
You can release your power at range just as you speak the final word, so you can open an ambush using a Power.
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 +
=== Trauma Condition — Void ===
 +
To use ninja arts, your presence must melt away, creating a void that magic can fill.
 +
 +
''Self:''
 +
Powers used on yourself are instant, silent, and immune to detection.
 +
 +
''Touch / melee:''
 +
Powers within weapon reach take a moment and require a single spoken trigger (usually the name of the [[Powers_(FiD)#Forms|Form]]). They function normally, can be heard and be detected.
 +
 +
''Range:''
 +
Activating powers at distance takes long enough that they are useless in open combat, though still effective when used from ambush.
  
 
=== Special Abilities ===
 
=== Special Abilities ===
 
When a special ability refers to Area, Duration, or Range, these are based on your tier, see page 221.
 
When a special ability refers to Area, Duration, or Range, these are based on your tier, see page 221.
  
# '''Motion Veil:''' You may expend your Special Armor to resist a consequence that would allow others to notice you, or to push yourself for a feat of speed or acrobatics.
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==== Power Veil ====
# '''Power Veil:''' You and your powers are difficult to detect, and you are difficult to detect using powers. This reduces effect or improves your position by two steps against supernatural detection. This has no effect on mundane observation.
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You and your powers are difficult to detect. This improves your position by two steps against supernatural detection and one step against mundane observation. Position better than Controlled is safe as long as you have at least Limited effect.
# '''Reaching Veil:''' You use powers and special abilities as if you were touching any target within a number of meters equal to your tier +1.
+
 
# '''Shadow Veil:''' Create an illusory duplicate within Range, taking level 1 harm "Shadow Drain."  This harm only affects ranged powers but can knock you out with repeated use. The clone acts as a Cohort expert (trickster) (p 96), cannot attack or interact physically, and lasts for the Duration or until dispelled, defeated, or struck by sunlight. Common uses:
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==== Reaching Veil ====
#* Assist (p 134) on stealth, misdirection, or sneak attacks, potentially taking consequences.
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You use powers and special abilities as if you were touching any target within a number of meters equal to your tier +1. Reduces the penalties of [[#Trauma Condition — Void|Trauma Condition — Void]]
#* Protect (p 135) someone, sacrificing its existence.
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# '''Shroud Veil:''' You can touch an item affected by a Power, Ritual or that is an Alchemical, Gadget or Magic item to suppress its operation for a minute. This is mainly useful to bypass locks and alarms created by powers, but can also weaken powers and potent weapons used against you. Improves your position when confronting the powers of things you can reach out to touch.
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==== Shadow Veil ====
# '''Sound Veil:''' Anyone you attack in melee is momentarily silenced, the sounds they make swallowed by the void within you. This improves position in connection with sneak attacks and changes the type of consequences you suffer with such an attack, reducing the chance of alarm.  
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Create an illusory duplicate within Range,  
# '''Vision Veil:''' At the start of an encounter, you can begin in hiding if concealment is within Range. When resisting an enemy attack, you can move within the Area, leaving behind a token like a hat or coat. If you reach concealment, you become hidden.
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taking level 1 harm "Shadow Drain."  This harm only affects ranged powers but can knock you out with repeated use. The clone acts as a Cohort Expert (trickster) (p 96),  
# '''Powers:''' [[Abyss Powers (FiD)|Abyss]], [[Air Powers (FiD)|Air]], [[Animal Powers (FiD)|Animal]], <span style="text-decoration: line-through;background-color:red">[[Barrier Powers (FiD)|Barrier]]</span>, [[Darkness Powers (FiD)|Darkness]], [[Death Powers (FiD)|Death]], [[Earth Powers (FiD)|Earth]], [[Electricity Powers (FiD)|Electricity]], [[Fire Powers (FiD)|Fire]], [[Ice Powers (FiD)|Ice]], [[Flux Powers (FiD)|Flux]], [[Illusion Powers (FiD)|Illusion]], [[Kinesis Powers (FiD)|Kinesis]], [[Life Powers (FiD)|Life]], <span style="text-decoration: line-through;background-color:red">[[Light Powers (FiD)|Light]]</span>, [[Metal Powers (FiD)|Metal]], [[Mind Powers (FiD)|Mind]], [[Order Powers (FiD)|Order]], [[Plant Powers (FiD)|Plant]], [[Space Powers (FiD)|Space]], [[Time Powers (FiD)|Time]], and [[Water Powers (FiD)|Water]].
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it cannot attack or interact physically and lasts for Duration or until dispelled or struck by sunlight. Common uses:
 +
# Assist (p 134) on stealth, misdirection, and sneak attacks, suffering no Consequences.
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# Protect (p 135), sacrificing its existence.
 +
 
 +
==== Shroud Veil ====
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Roll Finesse and touch an item affected by a Power, Ritual or that is Potent, an  
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'''[[Alchemy (FiD)|Alchemical]]''',  
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'''[[Gadgets (FiD)|Gadgets]]''',
 +
'''[[Magic Items (FiD)|Magic Item]]''' or affected by a
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'''[[Rituals (FiD)|Ritual]]''' .
 +
Success suppressed its operation for a minute. This is mainly useful to bypass locks and alarms created by powers, but can also weaken powers and potent weapons used against you. Improves your position when confronting the powers of things you can reach out to touch.
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 +
==== Sound Veil ====
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Anyone you attack in melee is momentarily silenced, the sounds they make swallowed by the void.  
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This improves Position in surprise and changes the type of Consequences you suffer with such an attack, reducing the chance of an alarm.  
 +
 
 +
==== Vision Veil ====
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At the start of an encounter, you can begin in hiding if concealment is within Range.  
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When resisting an enemy attack, you can move within the Area, leaving behind a token like a hat or coat. If you reach concealment, you become hidden.
 +
 
 +
==== Additional Playbook ====
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Select another playbook. You gain immediate access to its Inventory and XP conditions.
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From now on, you can choose its Special Abilities.
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You can take this special ability multiple times, each time selecting a new playbook.
 +
''Prerequisite'': To select a playbook, you need an action rating of one in each of its starting actions.''
 +
 
 +
==== Powers ====
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You can learn these powers, expending a Special Ability for each.
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You cannot select powers marked in <span style="text-decoration: line-through;background-color:red">red</span>.
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[[Abyss Powers (FiD)|Abyss]],  
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[[Air Powers (FiD)|Air]],  
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[[Animal Powers (FiD)|Animal]],  
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<span style="text-decoration: line-through;background-color:red">[[Barrier Powers (FiD)|Barrier]]</span>,  
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[[Darkness Powers (FiD)|Darkness]],  
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[[Death Powers (FiD)|Death]],  
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[[Earth Powers (FiD)|Earth]],  
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[[Electricity Powers (FiD)|Electricity]],  
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[[Fire Powers (FiD)|Fire]],  
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[[Ice Powers (FiD)|Ice]],  
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[[Flux Powers (FiD)|Flux]],  
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[[Illusion Powers (FiD)|Illusion]],  
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[[Kinesis Powers (FiD)|Kinesis]],  
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[[Life Powers (FiD)|Life]],  
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<span style="text-decoration: line-through;background-color:red">[[Light Powers (FiD)|Light]]</span>,  
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[[Metal Powers (FiD)|Metal]],  
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[[Mind Powers (FiD)|Mind]],  
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[[Order Powers (FiD)|Order]],  
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[[Plant Powers (FiD)|Plant]],  
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[[Space Powers (FiD)|Space]],  
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[[Time Powers (FiD)|Time]],  
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and [[Water Powers (FiD)|Water]].
  
 
=== Influential Shadows ===
 
=== Influential Shadows ===
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=== Starting Actions ===
 
=== Starting Actions ===
: Finesse 1
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: Finesse 2
: Prowl 2
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: Prowl 1
 
: 4 points by choice, no higher than 2 in any one.
 
: 4 points by choice, no higher than 2 in any one.

Revision as of 04:16, 23 November 2025

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page
Powers (FiD)Fox in the Dark logo

As a ninja you are a stealthy shadow, rarely revealing your powers except to your inner circle. Your identity is secret to the world, not to your team.

A ninja creates a magical emptiness that ambient magic rushes to fill. It is very discreet, but difficult to project over distance.

Ninja and Chi are opposite sides of the same coin — Yin and Yang. They share a focus on the self but differ in outlook and honor. Where Chi is direct and strives toward ideals, ninja obscure themselves and seek inner balance.

Many ninja serve clans or secret orders; others follow a personal creed. As a ninja working outside a clan, you might be fulfilling an old obligation, acting on a long-term secret mission, hailing from a destroyed clan, or pursuing a personal goal.

Touchstones: This playbook draws from the many fictional ninja with mystic powers. As a ninja you might be known as an assassin, lin kuei, shadow warrior, or shinobi. Only ninja use these titles, though most groups have something similar.

Jubei Kibagami (Ninja Scroll 1993), Elektra Natchios (Daredevil 2003), Oboro (Shinobi: Heart Under Blade 2005), Yukio (The Wolverine 2013).

Trauma Condition — Void

To utilize ninja arts, your presence must melt away, creating a void that magic can fill. You constantly minimize your own presence — this soon becomes second nature — making any magic you cast on yourself quick and silent. Hand signs and meditation are sufficient to invoke magic on yourself without a sound.

Creating a magical void outside yourself takes more time and requires a single word of activation. This word, typically the name of the Form you are using, must be loud enough for the target to hear.

Affecting something by touch takes only a few seconds and a whispered word, which is stealthy but risky in combat. Affecting a distant target takes a full minute, making it nearly useless unless your opponent remains entirely unaware. You can release your power at range just as you speak the final word, so you can open an ambush using a Power.

Trauma Condition — Void

To use ninja arts, your presence must melt away, creating a void that magic can fill.

Self: Powers used on yourself are instant, silent, and immune to detection.

Touch / melee: Powers within weapon reach take a moment and require a single spoken trigger (usually the name of the Form). They function normally, can be heard and be detected.

Range: Activating powers at distance takes long enough that they are useless in open combat, though still effective when used from ambush.

Special Abilities

When a special ability refers to Area, Duration, or Range, these are based on your tier, see page 221.

Power Veil

You and your powers are difficult to detect. This improves your position by two steps against supernatural detection and one step against mundane observation. Position better than Controlled is safe as long as you have at least Limited effect.

Reaching Veil

You use powers and special abilities as if you were touching any target within a number of meters equal to your tier +1. Reduces the penalties of Trauma Condition — Void

Shadow Veil

Create an illusory duplicate within Range, taking level 1 harm "Shadow Drain." This harm only affects ranged powers but can knock you out with repeated use. The clone acts as a Cohort Expert (trickster) (p 96), it cannot attack or interact physically and lasts for Duration or until dispelled or struck by sunlight. Common uses:

  1. Assist (p 134) on stealth, misdirection, and sneak attacks, suffering no Consequences.
  2. Protect (p 135), sacrificing its existence.

Shroud Veil

Roll Finesse and touch an item affected by a Power, Ritual or that is Potent, an Alchemical, Gadgets, Magic Item or affected by a Ritual . Success suppressed its operation for a minute. This is mainly useful to bypass locks and alarms created by powers, but can also weaken powers and potent weapons used against you. Improves your position when confronting the powers of things you can reach out to touch.

Sound Veil

Anyone you attack in melee is momentarily silenced, the sounds they make swallowed by the void. This improves Position in surprise and changes the type of Consequences you suffer with such an attack, reducing the chance of an alarm.

Vision Veil

At the start of an encounter, you can begin in hiding if concealment is within Range. When resisting an enemy attack, you can move within the Area, leaving behind a token like a hat or coat. If you reach concealment, you become hidden.

Additional Playbook

Select another playbook. You gain immediate access to its Inventory and XP conditions. From now on, you can choose its Special Abilities. You can take this special ability multiple times, each time selecting a new playbook. Prerequisite: To select a playbook, you need an action rating of one in each of its starting actions.

Powers

You can learn these powers, expending a Special Ability for each. You cannot select powers marked in red.

Abyss, Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.

Influential Shadows

˄ ˅ Daiyu, an informant.
˄ ˅ Jian, a wandering monk.
˄ ˅ Kazuo, a rival shadow warrior.
˄ ˅ Lin of many faces, a spy.
˄ ˅ Yun Wei, a schemer.

Inventory

◯, ◯, ◯ Darklight Goggles.
☐ Darklight Lantern.
☐ Fine Burglary Gear.
☐ Light Camping Gear.
  • Darklight Goggles ◯: Goggles that let you see in the invisible light of a Darklight Lamp. Vision is sepia-tinted. Gadget.
  • Darklight Lantern ☐: A lantern that emits invisible light. Gadget.
  • Fine Burglary Gear ☐: A set of lockpicks. A small pry-bar. Vials of oil to silence squeaky hinges. A coil of wire and fishing hooks. A small pouch of fine sand. Refined for your use to give increased effect.
  • Light Camping Gear ☐: Bedroll, cooking pot, tarpaulin, fishing line, snares, all personalized and chosen to be lightweight. This gear allows a single downtime action when camping. Lacking camping gear does not allow any effective rest.

XP

  • Every time you roll a desperate action, mark xp in that action's attribute.

At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.

  • You addressed a challenge with stealth or stillness.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Finesse 2
Prowl 1
4 points by choice, no higher than 2 in any one.