Cyber Ninja

*"When you need a tough target taken down with brutal efficiency, you need a Cyberninja. Hailing from their homeship, **The Yokai**, they occasionally join crawler crews, pursuing their own mysterious agendas."* - Home Page Character Blurb

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The **Cyber Ninja** is a trained killing machine, dispatching foes with deadly efficiency. As primarily *melee combatants*, they focus on delivering swift and deadly punishment to both individuals and groups of enemies. While exploring, they are invaluable in situations that require subterfuge and cunning.

# Backstory

Based on what the player chooses, there are a number of possibilities and backgrounds for the Cyberninja.

## Childhood

### Outlander

Born far from the *Yokai* in the slums of Luna II, the Cyberninja was raised on the stories and culture of their people. Unable to find implants to undergo ritual modification, they taught themselves and constructed their own.
*This background grants* **Street Code**.

### Clan Tao

Child of a ruling clan on the *Yokai*, the Cyberninja's upbringing was steeped in the martial, cybernetic, and spiritual arts of their people. Though they wanted for nothing, they always dreamed of something more...
*This background grants* **Formal Education**.

### Clan Megeta

Cursed with the stigma that the descendants of their clan are "untouchable," the Cyberninja's family strugged to raise them in the *Yokai* tradition. Unable to afford quality implants, they settled for what they could steal.
*This background grants* **Fringe Culture**.

## Adulthood

### Chimera Soldier

Rejecting the edict of their family to serve no master but the *Yokai*, the Cyberninja sought out Chimera BioPharma. The coredwellers balked at the Cyberninja's demeanor and ways, but their skill with a blade was never questioned.

*This background grants* **+5 Reputation with *Chimera BioPharma*, +5% Accuracy, & +3% Damage**.

### Jiyin Biotech Soldier

The Cyberninja sought permission from their family to join Jiyin Biotech and they begrudgingly acquiesced. Thrilled at the universe beyond the confines of the *Yokai*, the Cyberninja forged valuable alliances with Jiyin.

*This background grants* **+5 Reputation with *Jiyin Biotech*, +5% Critical Hit chance, & +5% Dodge**.

### GalaxyMart Greeter

Though somewhat misleading, the job title was appropriate. First through the hatch when raiding a corp, the Cyberninja soon learned how their employer could afford to undercut the competition so ruthlessly.

*This background grants* **+5 Reputation with *GalaxyMart*, +2% Critical Hit chance, & +2% Damage**.

## Current Exploits (Now)

### Ascendant

Returning to the *Yokai* to face the Trial of Ascendance, the Cyberninja was victorious. Earning the right to wield their family's ancestral blade and become master of their path, they sought their destiny in the **Fringe**.

*This background grants* a **Rare Weapon & 100 Credits**.

### Failure

Returning to the *Yokai* to face the Trial of Ascendance, the Cyberninja failed. Exiled until they regain honor or achieve death, they seek redemption in the **Fringe**.

*This background grants* a **Rare Accessory**.

### Ronin

The Cyberninja's experiences among the stars led them to reject the Trial of Ascendance and the *Yokai*. Banished by their clan, they liberated the family heirlooms on the way out. They serve who they wish.

*This background grants* a **Rare Accessory & 25 Credits**.

# Abilities

Cyberninjas add Combo Points to targets and then consume them to deal bonus damage, add status effects, or boost team defense.

## Combination

### Combo Strike

100% weapon speed

Deals Weapon damage

Requires Melee Weapon

If an ally damages the Combo Strike target, add 1 - 2 Combo Points and you attack for 20% weapon damage. Triggers once per ally.
If an ally damages the Combo Strike target, add 1 - 2 Combo Points and you attack for 25% weapon damage. If your ally crits, you attack an additional time. Triggers once per ally.
If an ally damages the Combo Strike target, add 1 - 2 Combo Points and you attack for 30% weapon damage. If your ally crits, you attack an additional time. Triggers once per ally.
Setup: This ability adds +3% hit chance vs target. Stacks to 10 times and loses 1 stack each turn.

Combo Points are consumed to power abilities.

### Flipkick

200% weapon speed

Deals Physical damage

4 turn cooldown

If the next character to act is an ally, flip over them in the timeline, reduce the cost of Flipkick to 5 Time Units, and boost damage dealt by 20%.
If the next character to act is an ally, flip over them in the timeline, reduce the cost of Flipkick to 5 Time Units, and boost damage dealt by 30%.
If the next character to act is an enemy, Daze for 30% of the Time Unit value of your weapon and Flipkick has no cooldown.
If the next character to act is an ally, flip over them in the timeline, reduce the cost of Flipkick to 5 Time Units, and boost damage dealt by 50%.
If the next character to act is an enemy, Daze for 30% of the Time Unit value of your weapon and Flipkick has no cooldown.
Setup: This ability adds +3% hit chance vs target. Stacks to 10 times and loses 1 stack each turn.

### Ambush

PASSIVE abilities are always active.

Deals Weapon damage

Requires Melee Weapon

Ambush can trigger 3 times per turn.
When triggered, reduce your Time Units by 10. Ambush can trigger 4 times per turn.
When triggered, reduce your Time Units by 15. Ambush can trigger 5 times per turn.
Setup: This ability adds +3% hit chance vs target. Stacks to 10 times and loses 1 stack each turn.

### Cyclone Kick

125% weapon speed

Deals Physical damage

4 turn cooldown

If a damaged enemy is afflicted by Burn, fan the flames and spread the effect to all enemies.
If a damaged enemy is afflicted by Burn, fan the flames and spread the effect to all enemies.
Setup: This ability adds +3% hit chance vs target. Stacks to 10 times and loses 1 stack each turn.

### Purgin Blow

30% weapon speed

Deals Physical damage

3 turn cooldown

Setup: This ability adds +3% hit chance vs target. Stacks to 10 times and loses 1 stack each turn.

### Richochet

50/25/25% weapon speed

Deals Physical damage

5 turn cooldown

Critical hits against enemies afflicted by Shock deal 15% weapon damage to adjacent targets.
Critical hits against enemies afflicted by Shock deal 30% weapon damage to adjacent targets.
Setup: This ability adds +3% hit chance vs target. Stacks to 10 times and loses 1 stack each turn.

Richochet does not consume Combo Points.

### Skill Name

150/100/50% weapon speed

Deals Physical damage

5 turn cooldown

Each strike deals 50% weapon damage boosted 100% for each stack of Setup and reduces elemental resistances 5% for 3 turns.

Consumes all stacks of Setup on the target.

## Assassination

### Kougeki

100% weapon speed

Deals Weapon damage

Requires Melee Weapon

3 turn cooldown

Light Melee: Strike adds 2 Combo Points to the target and reduces Time Unit cost of Strike 5%.
Paired Melee: Strike adds 0 to 3 Combo Points.
Heavy Melee: Strike adds 3 Combo Points and boost the crit chance of Strike 5%.

Light Melee: Strike adds 2 Combo Points to the target and reduces Time Unit cost of Strike 7%.
Paired Melee: Strike adds 0 to 4 Combo Points.
Heavy Melee: Strike adds 3 Combo Points and boost the crit chance of Strike 10%.

Light Melee: Strike adds 2 Combo Points to the target and reduces Time Unit cost of Strike 10%.
Paired Melee: Strike adds 0 to 5 Combo Points.
Heavy Melee: Strike adds 3 Combo Points and boost the crit chance of Strike 15%.

Death Note: Crits from this ability add a chance for your crits to instantly kill enemies.

Combo Points are consumed to power abilities.

### Expose Weakness

25% weapon speed

Deals Weapon damage

Requires Melee Weapon

5 turn cooldown

Light Melee: Reduce target dodge 10% for 1 turn.
Paired Melee: 30% chance to Shock the target, reducing Energy resistance 10% for 3 turns.
Heavy Melee: Boost chance to deal critical damage to the target 5% for 1 turn.

Light Melee: Reduce target dodge 20% for 1 turn.
Paired Melee: 60% chance to Shock the target, reducing Energy resistance 10% for 3 turns.
Heavy Melee: Boost chance to deal critical damage to the target 10% for 1 turn.

Vulnerability cannot miss or be dodged.

Light Melee: Reduce target dodge 30% for 1 turn.
Paired Melee: 90% chance to Shock the target, reducing Energy resistance 10% for 3 turns.
Heavy Melee: Boost chance to deal critical damage to the target 15% for 1 turn.

Vulnerability cannot miss or be dodged and on crit, apply Death Note, granting a chance for your crits to instantly kill enemies.

### Deadly Focus

PASSIVE abilities are always active.

Light Melee: On crit, boost dodge 5% for 1 turn.
Paired Melee: On miss, boost hit 5% for 1 turn.
Heavy Melee: In combat, boost crit chance 5%.

Light Melee: On crit, boost dodge 10% for 1 turn.
Paired Melee: On miss, boost hit 7% for 1 turn.
Heavy Melee: In combat, boost crit chance 7%.

Light Melee: On crit, boost dodge 15% for 1 turn.
Paired Melee: On miss, boost hit 10% for 1 turn.
Heavy Melee: In combat, boost crit chance 10%.

### Flurry

30% weapon speed

Deals Weapon damage

Requires Melee Weapon

3 turn cooldown

Each attack boosts crit chance of the next 5%.
Each attack boosts crit chance of the next 5% and if used with 5 Combo Points, the final attack adds a Death Note, granting a chance for your crits to instantly kill enemies.

Time Unit cost increases 30% per Combo Point.

### Marked for Death

30% weapon speed

Deals Weapon damage

Requires Melee Weapon

8 turn cooldown

If the target takes an action that places them before you in the timeline, immediately move in front of them to act first.
If the target takes an action that places them before you in the timeline, add a Death Note and immediately move in front of them to act first.
If the target takes an action that places them before you in the timeline, add a Death Note and immediately move in front of them to act first. On use, double the Death Notes on the target.

### Nanite Toxin

30% weapon speed

Deals Nanite damage

5 turn cooldown

Poison the target, dealing damage each turn for 1% of their health, adding 1 Combo Point, and the duration increases 1 turn or damage increases 1%.
Nanite Toxin cannot miss or be dodged.
Poison the target, dealing damage each turn for 1% of their health, adding 1 Combo Point, and the duration increases 1 turn or damage increases 1%.
Nanite Toxin cannot miss or be dodged and targets that die under the effects of Nanite Tozin spread their unused points to random targets.
Poison the target, dealing damage each turn for 1% of their health, adding 1 Combo Point and a Death Note, and the duration increases 1 turn or damage increases 1%.
Nanite Toxin cannot miss or be dodged and targets that die under the effects of Nanite Tozin spread their unused points to random targets.

### Assassinate

100% weapon speed

Deals Weapon damage

Requires Melee Weapon

7 turn cooldown

If the target is below 20% health, Assassinate cannot miss or be dodged.
If the target is below 25% health, Assassinate cannot miss or be dodged.
If the target is below 30% health, Assassinate cannot miss or be dodged and deals 2x damage.

## Deception

### Vanish

50% weapon speed

Requires Non-Heavy Weapon

In Stealth: Consumes all Combo Points to Stalk the target, boost damage of your next attack on them 20% per Combo Point, and refresh Stealth.
In Stealth: Consumes all Combo Points to Stalk the target, moving in front of them in the timeline, boost damage of your next attack on them 35% per Combo Point, and refresh Stealth.
In Stealth: Consumes all Combo Points to Stalk the target, moving in front of them in the timeline, boost damage of your next attack on them 50% per Combo Point, and refresh Stealth. When you damage a stalked target, Stun them for 200 Time Units.

Combo Points are consumed to power abilities.

### Falling Rain

200% weapon speed

Deals Weapon damage

Requires Non-Heavy Weapon

In Stealth: Boost damage of Falling Rain 30%.
Damaged targets are Soaked, causing them to suffer 30% weapon damage if hit with a Shock effect.
In Stealth: Boost damage of Falling Rain 40%.
Damaged targets are Soaked, causing them to suffer 50% weapon damage and be Dazed for 25 Time Units if hit with a Shock effect.
In Stealth: Boost damage of Falling Rain 50%.

### Dash

100% weapon speed

Deals Weapon damage

Requires Non-Heavy Weapon

2 turn cooldown

In Stealth: Boost dodge by 15% for 1 turn.
Damaged targets have a 10% chance per Combo Point to be Shocked, reducing Energy resistance 10% for 3 turns.
In Stealth: Boost dodge by 20% for 1 turn.
Damaged targets have a 20% chance per Combo Point to be Shocked, reducing Energy resistance 10% for 3 turns.
When Dash ends, gain Haste, reducing the cost of your next action by 25 Time Units for each damaged enemy.
In Stealth: Boost dodge by 30% for 1 turn.

### Rolling Thunder

PASSIVE abilities are always active.

Deals Energy damage

Every 3rd crit against a Shocked target has a 15% chance to deal 30% weapon damage to adjacent targets.
Every 3rd crit deals 100% bonus weapon damage and will Shock the target, reducing Energy resistance 10% for 3 turns.
Every 3rd crit against a Shocked target has a 30% chance to deal 30% weapon damage to adjacent targets.

### Concealing Mist

200% weapon speed

8 turn cooldown

When dodge boost is reduced to 0, the effect ends.
In Stealth: When an ally with Concealing Mist dodge, your TIme Units are reduced by 5.
When dodge boost is reduced to 0, the effect ends. You gain Stealth when activating Concealing Mist.
In Stealth: When an ally with Concealing Mist dodge, your TIme Units are reduced by 10.
When dodge boost is reduced to 0, the effect ends. You gain Stealth when activating Concealing Mist.
In Stealth: When an ally with Concealing Mist dodge, your TIme Units are reduced by 15.

### Eye of the Storm

200% weapon speed

Deals Weapon damage

Requires Non-Heavy Weapon

5 turn cooldown

In Stealth: Reduce the dodge chance of the primary target 20% for 1 turn.
Daze damaged targets for 50 Time Units.
In Stealth: Reduce the dodge chance of the primary target 35% for 1 turn.
Enemies adjacent to the primary target suffer 50% weapon damage with a bonus 30% crit chance and Daze damaged targets for 50 Time Units.
In Stealth: Reduce the dodge chance of the primary target 50% for 1 turn.

### Shadowfall

200% weapon speed

Deals Weapon damage

Requires Non-Heavy Weapon

10 turn cooldown

You gain the Shadowfall effect with stacks equal to the number of Combo Points consumed, up to 4. Each time an enemy misses while you are affected by Shadowfall, 1 stack is lost and you deal 100% weapon damage.
In Stealth: On use, add 1 Combo Point to all foes.
You gain the Shadowfall effect with stacks equal to the number of Combo Points consumed, up to 5. Each time an enemy misses while you are affected by Shadowfall, 1 stack is lost and you deal 125% weapon damage.
Attacks from Shadowfall cannot miss and will Blind the target.
In Stealth: On use, add 1 Combo Point to all foes.
You gain the Shadowfall effect with stacks equal to the number of Combo Points consumed, up to 3. Each time an enemy misses while you are affected by Shadowfall, 1 stack is lost and you deal 150% weapon damage.
Attacks from Shadowfall cannot miss and will Blind the target.
In Stealth: On use, add 1 Combo Point to all foes.

When all stacks are lost, Shadowfall fades.