Ninja
Work in progress: Ninja is being built toward this design, and current game behavior differs in places.
Ninja is disciplined stealth and controlled violence. A Ninja wins by choosing when the fight starts, what the target loses first, and when to vanish.
At A Glance
- Main traits: Precision, Discipline, Shadow
- Progression: practice mastery, secrecy, pressure-point training
- Core tools: stealth, focus, crippling strikes, shuriken, shadow movement
- Combat identity: setup, burst, disables, assassination windows
- Support identity: scouting, tracking, escape, information control
What Makes Ninja Different
Ninja is not Thief with better weapons. Thief is underworld leverage and crime. Monk is open discipline. Ninja is patience, silence, precision, and sudden violence.
| System | Descriptor |
|---|---|
| Practice | Individual ability training and mastery |
| Focus | Readiness for sudden pressure or escape |
| Marking | Target preparation before the strike |
| Shadow | Movement, concealment, and disengagement |
| Pressure Points | Body control, cripples, silence, and finishers |
Advancement
Ninja advancement uses practice mastery. A Ninja improves specific techniques through use, training, and successful setup in meaningful situations.
| Threshold | Opens |
|---|---|
| Initiate | Hide, focus, shuriken, basic strikes |
| Veiled Hand | Tracking, fading, crippling strikes |
| Silent Blade | Stronger setup, pressure points, flash tools |
| Shadow Master | Assassination windows, heartstop, escape mastery |
| Dim Mak | Legendary body control and finishing techniques |
Core Abilities
| Ability | Use |
|---|---|
| Focus | Builds readiness and steadies technique |
| Hide | Conceals presence |
| Fade | Disengages or slips from attention |
| Track | Follows a target's trail |
| Shuriken | Ranged setup and interruption |
| Blind | Denies vision or opening response |
| Cripple | Damages movement, grip, or defense |
| Pressure Point | Controls a specific body weakness |
| Heartstop | High-end assassination technique |
Stealth Loop
Ninja combat uses a clear loop:
| Step | Descriptor |
|---|---|
| Observe | Read room, target, exits, and risk |
| Mark | Prepare the target through focus or tracking |
| Strike | Deliver a disabling or lethal opening |
| Control | Keep the target off-balance |
| Vanish | Leave before the fight turns honest |
Useful Commands For Ninjas
These are useful commands for Ninjas:
ninja,nhist: guild communicationfocus: prepare or steady techniquehide: conceal presencefade: escape attentiontrack: follow a targetshuriken: interrupt or mark at rangecripple: damage movement or offensepoint: attack pressure pointspractice: review mastery
Beta Test Focus
Helpful feedback from beta testers:
- Setup matters without making every fight slow
- Ninja feels distinct from Thief and Monk
- Practice mastery creates identity choices
- Escape tools feel strong but earned
- Assassination windows have clear risk