Cyber Ninja

"When you need a tough target taken down with brutal efficiency, you need a Cyberninja. Hailing from their homeship, The Yokai, they occasionally join crawler crews, pursuing their own mysterious agendas." - Home Page Character Blurb Looking for another Class?

The Cyber Ninja is a trained killing machine, dispatching foes with deadly efficiency. As primarily melee combatants, they focus on delivering swift and deadly punishment to both individuals and groups of enemies. While exploring, they are invaluable in situations that require subterfuge and cunning. = Backstory = Based on what the player chooses, there are a number of possibilities and backgrounds for the Cyberninja.

Outlander
Born far from the Yokai in the slums of Luna II, the Cyberninja was raised on the stories and culture of their people. Unable to find implants to undergo ritual modification, they taught themselves and constructed their own. This background grants Street Code.

Clan Tao
Child of a ruling clan on the Yokai, the Cyberninja's upbringing was steeped in the martial, cybernetic, and spiritual arts of their people. Though they wanted for nothing, they always dreamed of something more... This background grants Formal Education.

Clan Megeta
Cursed with the stigma that the descendants of their clan are "untouchable," the Cyberninja's family strugged to raise them in the Yokai tradition. Unable to afford quality implants, they settled for what they could steal. This background grants Fringe Culture.

Chimera Soldier
Rejecting the edict of their family to serve no master but the Yokai, the Cyberninja sought out Chimera BioPharma. The coredwellers balked at the Cyberninja's demeanor and ways, but their skill with a blade was never questioned. This background grants +5 Reputation with Chimera BioPharma, +5% Accuracy, & +3% Damage.

Jiyin Biotech Soldier
The Cyberninja sought permission from their family to join Jiyin Biotech and they begrudgingly acquiesced. Thrilled at the universe beyond the confines of the Yokai, the Cyberninja forged valuable alliances with Jiyin. This background grants +5 Reputation with Jiyin Biotech, +5% Critical Hit chance, & +5% Dodge.

GalaxyMart Greeter
Though somewhat misleading, the job title was appropriate. First through the hatch when raiding a corp, the Cyberninja soon learned how their employer could afford to undercut the competition so ruthlessly. This background grants +5 Reputation with GalaxyMart, +2% Critical Hit chance, & +2% Damage.

Ascendant
Returning to the Yokai to face the Trial of Ascendance, the Cyberninja was victorious. Earning the right to wield their family's ancestral blade and become master of their path, they sought their destiny in the Fringe. This background grants a Rare Weapon & 100 Credits.

Failure
Returning to the Yokai to face the Trial of Ascendance, the Cyberninja failed. Exiled until they regain honor or achieve death, they seek redemption in the Fringe. This background grants a Rare Accessory.

Ronin
The Cyberninja's experiences among the stars led them to reject the Trial of Ascendance and the Yokai. Banished by their clan, they liberated the family heirlooms on the way out. They serve who they wish. This background grants a Rare Accessory & 25 Credits.

= Abilities = Cyberninjas add Combo Points to targets and then consume them to deal bonus damage, add status effects, or boost team defense.

Combo Strike
100% weapon speed

Deals Weapon damage

Requires Melee Weapon Combo Points are consumed to power abilities.

Flipkick
200% weapon speed

Deals Physical damage

4 turn cooldown

Ambush
PASSIVE abilities are always active.

Deals Weapon damage

Requires Melee Weapon

Cyclone Kick
125% weapon speed

Deals Physical damage

4 turn cooldown

Purgin Blow
30% weapon speed

Deals Physical damage

3 turn cooldown

Richochet
50/25/25% weapon speed

Deals Physical damage

5 turn cooldown Richochet does not consume Combo Points.

Skill Name
150/100/50% weapon speed

Deals Physical damage

5 turn cooldown Consumes all stacks of Setup on the target.

Kougeki
100% weapon speed

Deals Weapon damage

Requires Melee Weapon

3 turn cooldown Combo Points are consumed to power abilities.

Expose Weakness
25% weapon speed

Deals Weapon damage

Requires Melee Weapon

5 turn cooldown

Deadly Focus
PASSIVE abilities are always active.

Flurry
30% weapon speed

Deals Weapon damage

Requires Melee Weapon

3 turn cooldown Time Unit cost increases 30% per Combo Point.

Marked for Death
30% weapon speed

Deals Weapon damage

Requires Melee Weapon

8 turn cooldown

Nanite Toxin
30% weapon speed

Deals Nanite damage

5 turn cooldown

Assassinate
100% weapon speed

Deals Weapon damage

Requires Melee Weapon

7 turn cooldown

Vanish
50% weapon speed

Requires Non-Heavy Weapon Combo Points are consumed to power abilities.

Falling Rain
200% weapon speed

Deals Weapon damage

Requires Non-Heavy Weapon

Dash
100% weapon speed

Deals Weapon damage

Requires Non-Heavy Weapon

2 turn cooldown

Rolling Thunder
PASSIVE abilities are always active.

Deals Energy damage

Concealing Mist
200% weapon speed

8 turn cooldown

Eye of the Storm
200% weapon speed

Deals Weapon damage

Requires Non-Heavy Weapon

5 turn cooldown

Shadowfall
200% weapon speed

Deals Weapon damage

Requires Non-Heavy Weapon

10 turn cooldown When all stacks are lost, Shadowfall fades.