Ichibei Aikawa

* Base
* Fire Nation

—Ichibei in his natural habitat

## Abilities and Powers

Ichibei is a ninja from the Fire Nation. Experienced on ships on which he defended from raiders. He is a master of stealth and agility, capable of precise strikes and use of his tools. Ichibei's training allows him to take full advantage of any opening offered to him to keep pace with benders in battle.

Blessed by a spirits, his skills and abilities are now enhanced beyond what most normal people can aspire to.

### Skills

**Life of Battle A+:** The road of a Ninja in the Fire Nation is paved with espionage and secrecy. One cannot hope to make it far for their master without Stealth and Dexterity. When Unseen or Flanking with an ally they may add 1 damage per attack done on their turn. They have advantage on Reflex saves related to dodging attacks they can see. When throwing weapons they get a +2 to attacks made with them but must spend an AP to retrieve them. They may retrieve up to 3 small weapons each time this is done as long as all three are in the same 10 ft square. You may spend a reaction to attempt to dodge any attacks you can see coming that requires a roll. All Reflex saves are made with advantage

**Oni Training:** Due to training with an Oni the ninja has learned how to better track the movements of those who move with similar speed with their eyes, as well as increased their own speed and precision.

When moving on their turn in combat the ninja is able to move double their speed in addition to jumping to climbing much higher(Reflex DC 15). This allows them to easily scale most buildings and trees as long as they aren't prepared against such scaling.

When striking an opponent while flanking or from stealth with a weapon the ninja may add 1d4 to damage per each AP they use.

**Precise Reflexes:** When attacking an without the intent to kill, one can make a Reflex roll like any normal attack instead of Physique. When attacking around volatile or fragile materials they have no chance of harming anything but their target unless choosing to do so. When handling Volatile materials such as bombs or poisons they may do so without risk of self harm and may exclude one target including themselves from the damage done by these materials.

**Tracking Expertise:** When following a trail or looking for something they have found or know is around they may add their Diligence to their Survival or Insight checks to stay on the trail. When evading pursuers they may roll for their Diligence to remove any trace of their parties movement behind them. If given enough time or a critical success on the above check they may also attempt to give false information to their pursuers making them head in a completely different direction with a technique roll against the pursuers Insight

**Elevated Strike:** The user is able to climb tree and other objects with any form of footholds without using any extra movement. While above a target the user is able to pounce forward toward them and add an extra 10 ft to their movement to reach the target. If the target was already within 10 ft then the user may attack the target with a +2 to hit them. If this attack hits the user may attempt to hide again if there is anywhere to hide on a Technique roll of DC 15. If the user fails they may use 1 AP to succeed the roll.

**Smokescreen:** By tossing smoke bombs you keep on your person you are able to instantly fill a 10 ft square with smoke for a turn while outside or a small room with lingering smoke while inside. Once used you may roll Technique vs Insight to hide their self, they may then move up to 15 ft as a free action regardless of if they are hidden or not, if hidden they take no opportunity attacks. Allies may roll Survival to escape with the user if the user wants to help them. however unless they are trained the DC is very high. The user may use more bombs to increase the area of effect, up to 3 per use.

**Boreal Mark:** To show its gratitude to the non bender that aided it the Onna left a mark upon them. This mark allows the gathering of special items or fauna in the spirit world. Other spirits will notice the mark as one made by a Boreal spirit and may react accordingly. When dealing with malicious spirits, games, or tests in the spirit world this non bender gains a +1 to rolls when not in combat.

**Cloak of Night:** The cloak of night is a small piece of fabric in the possession of those who a spirit has allowed to hold their favor. A shadowy mist seems to spread out around the user as they attempt to vanish. Those around must roll insight to keep track of the mist. A technique roll against the insight checks of those around them must be rolled. At night or in a dark area the check may be rolled with advantage. If they manage to vanish the user is able to then user their full movement to move in any direction as if unimpeded by gravity. If any made the check however the movement ability is unable to activate. Can be used once per day.