Evadinja

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Summary

The Evadinja Style is one of the earliest schools founded by Ellipsis. Students of this discipline focus on their agility and dodge their foes with lightning reflexes.While not as aggressive as other Ninja schools, the Evadinja still hold their share of offensive arts and focus on the counterattack techniques for hurting their foes.

High level Evadinja are known for their ability to dodge anything, move on anything, and even, in some cases, teleport.

History

Ellipsis founded the Evadinja 50 years ago in order to answer the age old question: "Can a ninja evade his own shadow?" While few people know if Ellipsis ever found his answer, the school was quite successful and continues to be prosper to the this day as one of the most influential schools of Ninja.

The current Grand Master of the Evadinja is Ebbin Flow. Like most Grand Masters, his name is a symbol of his fighting power. In combat, Ebbin is known primarily for his ability to avoid even the most impossible to dodge hits. His signature move takes attacks thrown at him and turns them into deadly weapons against his foes. Not one to land the first punch, Ebbin is a very calm and patient master and will smile to anyone he meets.

Unless that person is a Pirate.

Ebbin is one of the most staunch anti-Pirate Ninjas around and will do everything in his power to make sure that no Pirates enter his Dojo or learn any of the Ninja's secret attacks. He hates the cheap scrolls on the market and tutors that have allowed Pirates to learn the Evadinja's most famous move, the Water Walk.

Attribute Scores

Dedicated Evadinja focus their attributes into Agility. The vast majority of their skills rely on it.

Abilities

Level 1

Mountain Goat Stride
Ninja 1
Cost: Passive
Evadinja are masters of movement. They've learned to keep their speed, even in the roughest terrain. Mud, Sand, Rocky Cliffs. Nothing stops the Evadinja from his or her target. Evadinja gain a +2 on agility checks for climbing and moving through terrain that would slow them down.


Water Walk
Ninja 1
Cost: 1/turn
When this ability is active, the user can walk and run on water at their normal speed as if it were solid ground. The water is treated as a flat plain in terms of terrain unless the water is severely disturbed.


Quickstep
Ninja 1
Cost: 1
Even the most basic Evadinja has mastered the ability to move quicker than other Ninjas and uses his great agility to give himself momentum while dodging. This technique is used by Evadinja to get a little bit extra movement. Whenever an Evadinja is attacked and dodges, the Evadinja may spend 1 life point to move 1 square in whatever direction he desires. There is no limit to the number of times he may do this as long as he keeps dodging attacks.


Winding Arc Punch
Ninja 1
Cost: 1
A very basic and weak technique that allows the Ninja to throw his momentum into a single arcing punch. This attack does 5 damage or the Ninja's agility score. Whichever is higher.

Level 2

Agile Rejuvination
Ninja 2
Cost: Passive
It's no secret that the Evadinja lack the stamina of other fighters. However, a good Evadinja makes up for this by using his constant momentum to get his adrenaline pumping and to keep him up for just a little bit longer. For every attack the Evadinja dodges, he gains back 2 life points.


Up the Walls
Ninja 2
Cost: 1/turn
The well-trained Evadinja has learned that Gravity is merely a theory and not to be paid too much attention to. Evadinja with this ability can run up any solid surface up to a 90 degree angle. The Evadinja can keep doing this over multiple turns, but must move his FULL movement to keep the bonus over multiple rounds. Otherwise, the Evadinja will lose momentum and fall.


Rubber Sole
Ninja 2
Cost: 1/turn
The Evadinja has learned to jump great distances both vertically and horizontally in order to reach places that others dare not go. When active, the Rubber Sole doubles the Evadinja's jump distance. This does not up move speed, merely jumping speed.


Read the Foe
Ninja 2
Cost: Passive
Whenver an Evadinja writes down his attack action at the beginning of the round, he can choose to also write down the name of a target and the attack he thinks that target will use. When the target attacks, if the Evadinja was right, the Evadinja gets a +2 to hit and to dodge against the target for the turn. If the Evadinja was wrong, he instead takes a -1 to hit and dodge against that target.


Ninjas Don't Get Hit!
Ninja 2
Cost: 6
A common chant for Ninja teachers to yell at young ninja students when they complain an attack just cannot be dodged. By reminding himself of the horrible trauma of his teacher hitting him before yelling this chant, the Evadinja focuses more on the battle and gains a +2 to all dodges until the end of turn.


Counter Blow
Ninja 2
Cost: 3
The Evadinja are masters of counters. This attack can only be used against an opponent that has attacked the Evadinja this turn. Whether they hit the Evadinja or not, the Evadinja swings around with a melee attack and counters the foe for 15 damage.


Level 3

Winding Arc Kick
Ninja 3
Cost: 3
A logical extension of the Winding Arc Punch. The Winding Arc kick is a much more powerful attack with a nasty surprise for its foes. If the attack should miss, the Evadinja can use the momentum of the attack to keep his body moving. This attack does 10 damage. If the attack misses, the Evadinja gains a +1 to his agility for the remainder of the turn.


Blossom Elevator
Ninja 3
Cost: 3/turn
The Evadinja learned through their constant training how to shift their weight to become almost weightless. Whenever an Evadinja uses this ability, he can stand on and jump off of anything as long as the object is physical and can be seen by the naked eye and he will be treated as having no weight by the object. This means that an Evadinja using the Blossom Elevator can run on falling leaves, wall jump off of a flipping coin in the air, or even jump off the back of a bird.


Rub Some Cheetah's Blood On It
Ninja 3
Cost: 2/turn
The Evadinja have learned to go incredibly fast. Faster than the eye can sometimes follow. Evadinja that use this ability will double ALL of their movements until the end of the turn (including ones from other Abilities).


Level 4

Storm of Counters
Ninja 4
Cost: 8
The Evadinja have learned to counter any attack known to man and do so with ruthless efficiency. This ability is activated as the Evadinja's attack action. Anytime, until the Evadinja's next attack action, an attack misses the Evadinja, the Evadinja can make an immediate counterattack at the same range using their Precision as the to hit. If this attack hits. It does 10 damage. There is no limit to the number of extra hits this attack can provide.


Infinite Reflexes
Ninja 4
Cost: 4
The Evadinja have learned the art of timing and know that sometimes, you just have to dodge that omega death attack. The Evadinja can choose to take their attack action and use this ability. Until the end of turn, the Evadinja is at a +4 to all dodges.


Torrential Hurricane Strike
Ninja 4
Cost: 10
Even the Evadinja realize that sometimes there is a need for damage. The Torrential Hurricane Strike is the experienced Evadinja's way of dealing with tough foes. By using all of their built up speed and momentum, the Evadinja focuses all of their speed into one knockout blow. This melee attack does 5 damage for every effective point in agility the Evadinja has, but the Evadinja's Agility is effectively a 1 until their next action if the attack lands.


The Cork in the River
Ninja 4
Cost: 10
The Evadinja has come to learn that force is as much of a weapon for one's opponent as it is for oneself. By turning an opponent's force into a weapon against the opponent, the Evadinja can inflict massive damage. This attack starts out doing 10 damage. For every buff the opponent has been effected by since his last action (defined as any ability that gives beneficial effects to attributes, hit, damage, damage reduction, or dodge, but not Life), this attack does an additional 5 damage. Battle-long buffs such as the Drunkards Mead abilities and the Gunnar's Eagle Eye ability always count as being on.

Level 5

Dimensional Tango
Ninja 5
Cost: 10
Named after a great Evadinja who was believed to be able to literally dance through dimensions. This was his ultimate technique. While very simple in concept, it is ruthlessly efficient in nature. The Dimensional Tango allows an Evadinja to Teleport instantaneously to anywhere he could theorhetically move in one action if gravity or solid matter weren't an issue. This does NOT take up the Evadinja's move action for the turn. Furthermore, this movement is instantaneous, silent, and gives no visible clue. So, a hiding Ninja can use this to sneak right past a place where it would be difficult to remain hidden. Furthermore, targets attacked at the end of a teleport are at a -2 to their dodge because of surprise. It is important to note, however, that Dimensional Tango lost his life by teleporting right into the middle of a wall that he was sure was a room. If an Evadinja teleports into solid matter, he will take an amount of damage at the discretion of the GM.


Ebb and Flow
Ninja 5
Cost: 15
Ebbin Flow's ultimate technique. By becoming one with his motions and truly becoming like the Ebb and Flow of water, he has become able to take any attack without injury and launch it back at his foe with greater force. Ebb and Flow takes a character's attack action for the round, but activates at the beginning of the round. As soon as anyone attacks this character and misses, the player can choose to use his stored up action and turn the attack back on the attacker. The attack hits using precision but does twice the damage that the original attack would've done. Quite the nasty result. If the player is attacked multiple times in a round, this attack can be activated multiple times, evoking the Life cost each time it is used.


Master of Small Techniques
Ninja 5
Cost: 2 Awesome Points
The constant metaphor of the Evadinja is the calm stream. The greatest mountain is eventually worn down from even the calmest stream. To reflect this, the Evadinja have mastered the simplest techniques to brutal perfection. When an Evadinja activates this ability, he or she focuses on the philosophy of the calm river and doubles the raw damage of all level 1 and 2 abilities for the remainder of the scene. Any supplemental damage is not doubled, but these abilities can still critically hit.