Kunoichi Online- Blade Wars Page 13
Description: This elite academy brainwashes their students into believing that they are the best trained in the land, which they very well might be.
Mission: To learn the secrets of the other clans to advance their skill sets.
Rival Clan: Senshi Clan
On the surface, the Erito Preparatory Academy appears to be a boarding school for Nara’s elite. Under the shroud of catering to Nara’s most gifted students, Erito is able to take these students who possess unique abilities and cultivate them into fine warriors.
Recruiting the finest practitioners from the city’s elementary schools for admission to the prestigious academy where they instruct high school and college age students, Erito is second to none in terms of instruction, guidance, and training.
The academy has an extensive network of funding all around the world and access to research grants where they experiment with different techniques, weaponry, and contraptions. Erito is a powerhouse for ninja practitioners.
5 Band of Tsuihō
Band of Tsuihō
Asset: Covertness
Description: Not a clan, but a band of individuals. Many are Ronin or ninjas who left their clans. They endeavor to stay out of the business of others, concealing themselves in society.
Mission: They fight for their own reasons.
Rival Clan: Erīto Preparatory Academy
The Band are not a true clan, but nevertheless they have power and influence that cannot be ignored.
Usually from small villages outside of Nara, they are taught in secret the ways of the ninja by relatives.
Others are fugitives from other clans. Some are rebels from the samurai, who have left their stead and decided to fight the War of the Shadows on their own.
Some of them band together and support each other while others go at it alone.
They do not share a common goal other than the despise the Erito Preparatory Academy because they are everything the Band is not.
6 Clan of the Black Harvest
Clan of the Black Harvest
Asset: Dark Arts
Description: This clan specializes in mysticism, blood magic, and sorcery. They are responsible for the return of Amun-Ra the exiled enenra.
Mission: Facilitate the return of Amun-Ra
Rival Clan: Himitsu Agency
The members of this clan are descendants from an ancient order who practiced sorcery in the mountains. Forced to flee their hillside paradise, they sought refuge in the bustling city of Nara, living among everyday people.
Their clan experienced a golden age when they recruited the royal prince, second son of the King and third in line to the throne, Amun-Ra. Then, they had access to the palace, wealth beyond comprehension, and power and influence in the city.
However, the Crown Prince banished his only brother, with the help of the Himitsu Agency, charging that clan with ensuring the enenra never returns.
The clan’s members are sorcerers, people with usual powers and gifts, vampires and lycanthropes are in their ranks.
As a result of the government agency banishing their leader and since have had a long history of persecution by those in power, they maintain a deep hatred for figures and institutions of authority.
7 Kanga Clan
Kanga Clan
Asset: Allurement, seduction, manipulation, and advanced combat
Description: A secret clan comprised of only kunoichi’s. They are recruited to join this clan from other clans.
Mission: Stop the return of Amun-Ra.
Rival Clan: Clan of the Black Harvest
The Kanga Clan began when wives of samurai warriors left their homes and they had to take matters in their own hands. When they were beaten and robbed, they wanted a way to get retribution for the victimization of themselves and their homes. With the husbands away, they turned to each other.
With the covers of being wives, widows, geisha, waitresses, seamstress, and variety of other women occupations, they hide extremely well in society. So well, they are even hidden among the other clans in the World of Shadows. Most clans are not aware of the Kanga Clan, a secret hidden to ensure their success.
Led by Kikyo Minamoto, the Kage of the clan, who oversees the missions and dealings, their sole purpose is to rid the world of the Clan of the Black Harvest and to stope the return of Amun-Ra.
It was thought that the Himitsu Agency banished him in the form of an enenra, but it was Kikyo. She prefers that the world believe it was the Himitsu Agency.
Kunoichi Online Rulebook
1 Clan Rank: Levels
Appendix I
A character has a rank assigned to them after creation based on their ability scores. This rank signifies the character’s influence, power, and prestige within the clan. Most characters begin at Chunin, the middle rank, but sometimes a lower rank is chosen for them.
The Chunin rank would allow the ninja to have cultivated respect in their clans and would have proven themselves to their peers, subordinates, and supervisors.
Those of higher ranks are able to command those of lower ranks. Ninjas in the hierarchy are obligated to obey an order from those above them.
Below, the table shows how many skills, ninpo, secrets, and Honor Beads each rank earns as they increase their level.
Honor Bead represents how much service a character has rendered to their clan. The more Honor Bead accumulated, the more powerful they become. The more Flaws a character begins with, the more likely they are able to accumulate Honor Bead and quicker.
The Rank displayed below indicates how much Honor Bead to move into that position is required. For example, Jonin costs 20 Honor Beads. Once those are spent, and the Rank is attained, the character begins back at zero, accumulating more Honor Beads for the next Rank. Each increase in Rank is permanent, and with that brings increased skills and Ninpo.
Level 1: Batta
Grasshopper, the academy student who is not considered a ninja yet. May have been recruited by a clan and are learning the basic skills and martial arts to become a ninja.
Ninpo: 0
Skills: 2
Secrets: -
Honor Beads: -
Level 2: Genin
The lowest level of the ninja. Are responsible for the low-level missions that take a day or less to complete. Typically performing low-risk jobs. Could be pulled to do higher-level missions toward the end of this phase.
Ninpo: 2
Skills: 4
Secrets: -
Honor Beads: -
Level 3: Genin-Gashira
Sent on C-rank missions, and are on the verge of becoming a real ninja. Have some leadership over Genin. They have developed teamwork skills.
Ninpo: 3
Skills: 5
Secrets: -
Honor Beads: -
Level 4: Chunin
These have qualified to guide and have power over other ninjas. Have tactical prowess, and are honing their leadership skills.
Ninpo: 3
Skills: 6
Secrets: -
Honor Beads: -
Level 5: Chunin-Gashira
The level below becoming the equivalent of a military captain. A Chunin-Gashira is able to command Chunin. Some of these are teachers and trainers and demonstrate leadership skills.
Ninpo: 4
Skills: 6
Secrets: 1
Honor Beads: 10
Level 6: Jonin
Highly-Experienced ninjas with great military skill. Often a captain in the clan, they are deployed on the A-rank missions. It could be sent on the S-rank missions, which are considered to be the most difficult.
Ninpo: 6
Skills: 7
Secrets: 1
Honor Beads: 20
Level 7: Jonin-Gashira
This ninja is specialized in a single area or skill, yet still competent in the all-around skills that they have developed over the years, yet specifically focus on one skill that they have mastered.
Ninpo: 8
Skills:
8
Secrets: 2
Honor Beads: 50
Level 8: Kage
Those who achieve the rank of Kage are the leaders of their clans. There are seven clans, and these would be the most powerful ninjas in all the land. Once the title is granted, it is held permanently until it is passed on to a more youthful ninja.
Typically a Kage would have family members who were passed Kages.
Ninpo: 10
Skills: 10
Secrets: 4
Honor Beads: 100
2 Life Points
The Life Points (LP) correspond to the six Attributes, one LP is assigned to each of the Attributes.
10 points of damage equals one LP. Once a player character loses the LP in that attribute, they can no longer use any of the skills or ninpo from that category.
3 Attributes and Abilities
Appendix II
Attributes
Advancements
Advancements represent the ability to effectively use various tools and devices. Members of the Kagaku Clan are particularly skillful at using the Advancements Ability.
Manipulation
Is the ability to make things happen in accordance with their plan. The practitioners who have honed their Manipulation Ability are keen on diplomacy, negotiations, and persuasion. They have a knack for influences others. Members of the Himitsu Agency are exceptionally skilled at manipulation.
Tactical Combat
The ability and techniques used to hone one’s control of their body. This ability allows the practitioner to move extensively quickly and extremely capable on the battlefield. Members of the Senshi Clan are skilled in this category.
Covertness
This ability represents the character’s ability to hide one’s presence and at the same time confusing and misdirecting. others. Those who specialize in this ability have heightened senses and are adept at self-preservation. The Band of Tsuiho is exceptionally skilled at Covertness.
Methodology
The Methodology Attribute represents the ability to improve one’s chances of winning a mission or battle by having a strong analytical mind and excellence in command on the battlefield. Members of there Erīto Preparatory Academy are particularly well skilled in Methodology.
Dark Arts
Includes knowledge of magic, mysticism, manipulation of otherworldly forces relating to the dark side. Practitioners of the Dark Arts leverage the powers of the cosmos to utilize legendary and ancient rune powers, lean on esoteric religious powers and practice blood magic. The Clan of the Black Harvest is the keepers of the Dark Arts.
The aforementioned attributes are calculated from the abilities listed below. The average of the ability score yields the attribute score of the assassin.
Attributes and Abilities
Advancements: Accuracy + Intelligence
Manipulation: Luck + Evasion
Tactical Combat: Strength + Agility
Covertness: Evasion + Defense
Methodology: Stamina + Attack
Dark Arts: Intelligence + Evasion
Abilities
Accuracy- The success rate of a practitioner hitting their target during a battle or encounter.
Intelligence- A measure of a character’s problem-solving ability. Intelligence affects a character’s ability to understand foreign languages. This ability also affects a character’s skill in magic. Also affects a character’s common sense and spirituality.
Strength- The measure of how physically strong a character is. Indicates the maximum weight an assassin can carry. This statistic is used to calculate the damage that an opponent will endure during a battle.
Agility- A character’s ability to duck, weave, tumble, bend, flex, and hop. A higher agility represents a practitioner’s ability to have better reflexes and typically all around better movement skills.
Evasion- The success rate of a practitioner dodging or evading a strike during a battle or encounter. Can be used during poison attacks as well.
Defense- Statistic not including the armor class that is provided to the assassin. The defense is the character’s ability to endure a direct hit. This is a factor when taking damage as it is calculated in the formula.
Stamina- Strength of physical constitution; power to endure disease and fatigue, muscular durability, how far one can run. Also includes endurance.
Attack- The attack power of a practitioner. For magic users, this includes magic attack. For combat users this is physical attack.
4 Skills
Appendix III
Advancements
Acupuncture
Able to use needles to heal or hurt. Also knowledge of pressure points.
Pyromancy
Use of fire-based tools and knowledge of the properties of handling fire and heat. Can set things on fire quickly.
Torture
Knowledge of various forms and tools of torture, how to use and inflict pain to get what they desire.
Advanced Armor
Advancement in creating armor that the other clans do not have. Heightens defense and absorbing damage.
Rope Work
Skills associated with tying knots securely, throwing ropes, and creating nets. Mainly for the use of capturing people or securing them.
Hydromancy
Use of tools that control water, expert diver. Includes knowledge and application of various other liquids.
Hidden Weapons
The ability to conceal weapons in equipment and everyday items, as well as the use of such weapons.
Medicine
Knowledge and application of how to use various substances to heal illness, treat wounds, or heal other ailments.
Demolition
Knowledge and application of destruction of locks, windows, mechanical devices, and the like without the use of explosive devices.
Farming
Advanced knowledge and application in farming techniques. Able to grow highly nutritious vegetables in a quick amount of time.
Engineering
The ability to create and effectively use and repair machines and mechanical devices.
Manipulation
Poison
Knowledge of the application of various poisons, toxins, potions. Knowledge of how to use and employ them effectively and able to create them, rendering them undetectable by taste or odor.
Seduction
Using charisma, intrigue, and mystery to control or deceive people.
Trapping
The ability to set and avoid traps. Able to use various traps and mechanisms on intruders or pursuers.
Intimidation
Influence someone with overt threats, hostile actions, or physical violence. Pry information from a prisoner, confront thugs on the street or use a weapon to convince an assassin to choose another mark.
Deception
The ability to hide their true intentions and able to detect when others are lying.
Performance
Abilities with the arts, such as music or dance. They can memorize and captivate those watching.
Rumor Mongering
Able to create new information, whether true or false and spread it through various networks of people to achieve a task at hand.
Interrogation
Able to pull together information and evidence on people to get them to confess secrets.
Diversion
Create a commotion so one is able to conceal themselves from enemies, slink past guards, or slip away without being noticed.
Hypnosis
Gain control over someone or a creature by mesmerizing them with an oscillating object. Unlike domination, this does not use the dark arts.
Shaming
Able to use sarcasm and put-downs to increase fear and self-doubt in a target. Usually, the target has an emotional connection to the one who is doing the shaming.
Tactical Combat
Slight of Hand
Extreme and precise hand-eye coordination and manual dexterity. Can perfor
m precise movements and quickly execute ninja secret/magical hand-gestures (Kuji-in).
Can plant an object on something or someone, conceal an object on oneself, and can steal or lift an object from another.
Footwork
Walking without making noise, able to keep footing and balance, able to hit long distances.
Contortionist
Able to manipulate one’s own body with ease while keeping perfect balance, dislocating joints, and extreme flexibility.
Speed
Attack and run extremely fast. Art of moving oneself from place to place very quickly.
Endurance
Able to travel long distances without needing a break. Can engage in long battles without experience reduction in mana. Can hold their breath for long time, march or labor for hours without rest, go without sleep, survive without food or water.
Aerial Arts
The ability to leap vast distances, glide through the air, and land safely when falling from great heights.
Acrobatics
Stay on one’s feet in a tricky situation. Able to run across ice, stay upright while a rocking ship is being tossed by a tempest. Able to dive, roll, and perform acrobatic stunts and flips.