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Anima Tactics: Shinobi

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60
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Shinobi are elite assassins said to come from the Eastern island of Varja. Ruthlessly trained in ancestral ki techniques, as well as the darkest arts of infiltration and concealment, these shadowy killers dedicate their entire existence to their lords. Dark Prowler - Lv. 20+ At 4 | Dm 4 | Df 8 | Ar 0 | LP: 11 | Re 8 | Mo 6/10 | AP 2/4 Agent: Shinobi are not unique Characters and you may include 1 for every 150 levels avaliable to a Party of any Faction or Organization. If taken as part of an Organization Party, then Shinobi count toward the number of Agents of that Organization allowed in a Party. For example you could include 1 Shinobi and 1 Azur agent in an Azur Alliance Party of 300 Levels, but not up to 2 Shinobi and up to 2 Azur Agents. ooo - Ninpo (Ki, Attack) + 3 Attack. Shinobi Skill Card A Shinobi can possess any combination of the following options, as long the added levels do not take their total level above 40. Any option can't be chosen more than once. The Shinobi's Speed is increased to 12/16 and they get Open Movement. Lv: +10 The Shinobi recovers one more Action point per turn. Lv: +10 The Agent gets Infiltration and Advanced Deployment. Lv: +5 The Agent gets the Innate Ability Ranged Attack, Distance (8 inch). Lv: +5 The Shinobi gets one of the following Abilities: Lv: +5 oo Stealth (Subterfuge, Effect) The Shinobi becomes Hidden. Upkeep: o 000 Kagetorii (Subterfuge, Run) The Shinobi Runs 16 inches. During this move the Shinobi is Intangible. oo Maboroshi (Subterfuge, Dodge) + 4 Defense The Shinobi gets one of the following Abilities. +5 oo - Korosu (Ki, Attack) + 5 Attack/+4 Damage. This Attack can only be used if the Shinobi is Hidden. ooo Mugen no Ken (Ki, Attack) The Shinobi makes two consecutive attacks against the same target. oooo Hakai Shinken (Ki, Charge) + 4 Attack.

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