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AliNovel > Kunoichi Online > Appendices: Kunoichi Online Rulebook

Appendices: Kunoichi Online Rulebook

    Rank and Level


    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: Jounin-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


    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 Erito 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.


    Attributes and Abilities


    Advancements: Accuracy + IntelligenceYou might be reading a stolen copy. Visit Royal Road for the authentic version.


    Manipulation: Luck + Evasion


    Tactical Combat: Strength + Agility


    Covertness: Evasion + Defense


    Methodology: Stamina + Attack


    Dark Arts: Intelligence + Evasion


    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


    Sleight of Hand


    Extreme and precise hand-eye coordination and manual dexterity. Can perform 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.


    Hand to Hand


    Ability with grappling and unarmed combat. Can fight with one’s bare hands.


    Blade


    Mastery of all melee weapons containing a blade. Such as sword, katana, or ninjato.


    Strength


    Lift, care, and throw incredibly heavy objects. It can increase damage when in battle.


    Athleticism


    Able to climb, jump, swim, or run with ease. Can jump an unusually long distance or pull off a stunt jump. Can swim in treacherous currents.


    Covertness


    Escape


    Able to free oneself, run away from predicaments, or slide out of slippery situations.


    Evasion


    Escapee and avoid sticky situations. Master at excuses for why something did not happen.


    Interception


    Ability to listen through walls and from above ceilings to gather information. Able to convince messengers to give you the message rather than the intended party.


    Ventriloquism


    Ability to make a sound or mimic the voice of others. It can throw one’s voice and appear as though someone is talking when they are creating the voice for said person.


    Invisibility


    Make oneself not visible to others.


    Disguise


    Master at pulling together convincing disguises to blend in, masquerade as an authority figure, or conceal oneself when being targeted.


    Multiplicity


    Perform many tasks at once or able to create multiple clones of oneself.


    Concealment


    Able to conceal themselves or an object in plain sight.


    Craftiness


    Shrewd in deception and trickery. Cleverly deceitful at achieving a task at hand. Earn the trust of others quickly, only to take advantage of them. Have little emotional connection to victims.


    Fraudulence


    Able to forge a document. Masquerade as another to swindle. Make relationships to take advantage of another. Able to sell fake artifacts.


    Burglary


    Able to infiltrate a premise undetected for the purpose of espionage or lifting an item. Able to creep in the black of night.


    Methodology


    Husbandry


    Able to communicate with creatures without using words. Calm a domesticated animal, keep a mount from getting spooked, or understand an animal’s intentions.


    Analysis


    Ability to analyze the movements of an enemy and break down their powers and capabilities.


    Memory


    Remember facts and recall specific details. Able to memorize writing and glyphs just by looking at them.


    Contacts


    Utilize channels of networks of people, both in the underbelly of the ninja clans and in regular life. Have friends in high places.


    Encryption


    Able to encode and decode messages with ease. Has a cunning use of metaphors, able to use hidden gestures and secret languages to transport messages.


    Signal


    Able to use signals, signs, writing, hidden messages, and calligraphy, to pass the information on.


    Insight


    Determine the intentions of someone or something. Can search out a lie or predict someone’s next move. Can glean clues from body language, speech patterns, and changes in mannerisms.


    Tactics


    Ability to move efficiently and effectively within units and troops. Able to infiltrate an army with ease.


    Perception


    Spot, hear or detect the presence of something or someone. Measures general awareness of one’s surroundings. Able to hear a conversation through a closed door, eavesdrop under an open window or hear the stealth movement of monsters. Able to spot obscured items.


    Nature


    Knowledge of terrain, plants, animals, weather, and natural cycles to use toward a plan.


    History


    Able to recall lore about historical events, legends, people, ancient kingdoms, past disputes, recent and ancient wars, and lost civilizations to make decisions about the task at hand.


    Dark Arts


    Necromancy


    Control and summon creatures from the dead. Bring to life deceased bodies, able to bring forward departed spirits.


    Illusion


    It can create realism and believable illusions to manipulate other’s senses. Sensory deception and trickery.


    Domination


    With a longing look into one’s eye, they are able to command them with the power of suggestion or hypnosis.


    Summoning


    Specifically, summon demons and evildoers from other planes and realms to assist with tasks and missions.


    Conjuring


    Able to produce creatures and objects from another plane.


    Transmutation


    Able to change energy and matter into different substances. Similar to alchemy.


    Transformation


    Able to change parts of one’s body into something else.


    Clairvoyance


    Capable of seeing visions of events in faraway places or in distant past or future.


    Curse


    Summoning the dark arts to curse another and bring misfortune, misery, and disaster upon others.


    Channeling


    Have others come and speak through one’s body. Summon spirits to impart information.


    Possession


    Can head hop into different beings, taking over their bodies and controlling them to do acts against their will.


    Character Convictions


    Characters are created from a sense of perfection that they hold. As a rule, a character will make a decision based on their innate conviction.


    1. Chaos


    Seeks strife, destruction of society, destruction of self and order. A loose cannon loves to watch things go up in flames.


    2. Order


    Demands the world behave through the rule of law. They cannot tolerate hypocrisy. Seeks to correct the world and restore order in it.


    3. Self


    Looking out for numero uno first. The first priorities are honor, money, power, status, idea, and safety. Always striving to further a personal goal. Rarely care about someone else.


    4. Passion


    Believes in love. Loving friends, families, and significant others as well as passions for missions and doing a good job. Overall, a passionate person. Protect those who they are passionate about.


    5. Loyalty


    Willing to sacrifice yourself for the clan, a higher purpose, or a belief.


    6. Peace


    The belief that one day Nara and Ukiyo Komorebi will be at peace, walking the path of perfect brotherhood.


    Emotional Bonds


    When engaged with another character during an encounter, a player will form an emotional bond based on their conviction toward the other.


    If an Emotional Bond already exists, the bond may be replaced with a new bond based on the circumstance. The bonds are chosen at random. Convictions 1-3 will have a negative Emotional Bond 75% of the time. Conviction 4 will have a 50% chance of having a positive or negative Bond, and Convictions 5-7 will have a 75% chance of having a positive Bond. Both negative and positive Emotional Bonds and the Bond chosen are done by random.


    The bonds are developed within clans and among clans and add to the complexity of the game.


    Positive


    1. Sympathy


    2. Kinship


    3. Physical touch


    4. Brotherhood


    5. Adoration


    6. Faithfulness


    Negative


    1. Mistrust


    2. Anger


    3. Jealousy


    4. Hate


    5. Inadequacy


    6. Deadly and Destructive Intentions


    Character Covers by Clan


    Kagaku Clan


    Researcher


    Mechanic


    Engineer


    Artisan


    Doctor


    Architect


    Himitsu Agency


    Bureaucrat


    Samurai


    Police


    Lawyer


    Politician


    Religious Leader


    Senshi Clan


    Detective


    Martial Artist


    Athlete


    Bodyguard


    Mercenary


    Security Guard


    Erīto Preparatory Academy


    Primary School Student


    Secondary School Student


    High School Student


    College Student


    Professor


    Teacher


    Lecturer


    Head of School


    Band of Tsuihō


    Day Laborer


    Artist


    Waiter/Waitress


    Gambler


    Writer


    Wanderer


    Religious Zealot


    Clan of the Black Harvest


    Traveler


    Revolutionary


    Activist


    Poet


    Trader/Importer


    Monk


    Kanga Clan


    Performer


    Wife


    Waitress


    Bartender


    Prostitute


    Geisha


    Samurai


    Librarian


    Religious Devotee


    Life Points


    The Life Points (LP) correspond to the six Attributes, one LP is assigned to each of the Attributes.


    10 points of damage equal to 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.
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