Draft:Ninja (chunin)

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Omega 0.90.4
n Ninja (chunin)
FormOrdinary creature
Attacks2 attacks: 0–39 physical each before absorption; 60% poison chance per hit; 2 effective defenses
Special abilitiesSurprise; physical missiles
Base level6
HP100
Hit25
Defense15
Action interval4 ticks; lower is faster
Kill experience200, when death is in sight
GenerationOrdinary and special encounters
Carried itemsNone at ordinary generation
ImmunitiesPoison, sleep
RemainsDead ninja; 50% on normal death
Remains useHuman-corpse food and alignment penalty; no alchemy
Traits
  • Initially hostile and invisible
  • Not hungry
Referenceminit.h in Omega 0.90.4, line 215[1]

A ninja (chunin) is an invisible hostile monster displayed, when visible, as a black n on white. It shares the genin's poisonous attacks and surprise ability, but has more HP, stronger attacks and a higher poison chance.[2]

Generation

Chunin are ordinary random-monster candidates with no fixed or additional random starting possessions. They may also qualify for the later random arena pool, whose strengthened opponents do not use the ordinary card's HP and damage.[3]

Combat

The chunin makes two melee attacks with raw physical damage of 0–39 each. Every successful hit has a 60% chance to add 40 poison counts. It has two defensive actions capable of matching attack locations; they do not add counterattacks. Attack locations can adapt to gaps in your defenses.[4]

Poison immunity prevents the added poison, but physical damage prevention alone does not cancel the poison check. Each poison count is removed at a game-minute status check while attempting three poison damage; longer periodic advances can add checks. Repeated successful procs can extend poisoning well beyond the fight.[5]

Its ranged missile deals 0–39 raw physical damage and does not add poison or consume ammunition. Ordinary firing checks cover three through eight squares and require a hostile, awake ninja with line of sight to a player who is not invisible. Deflection stops a missile that reaches you.[6]

As with the apprentice, a surprise can skip your next action while the ninja is still invisible. Alertness avoids that lost action and reveals it; true sight prevents the surprise branch. Its own innate immunities are poison and sleep. It has no ordinary food-pacification response.[7]

Remains

Half of normal deaths leave a dead ninja. Eating it incurs the human-corpse penalty: if alignment is positive, food becomes 33; otherwise eight food points are added. Alignment then falls by ten, and hunger limits apply. The remains are not poisonous and have no alchemical transformation.[8]

Strategy

Do not handle a chunin as merely a recolored genin. Its 100 HP can require a longer engagement, while each successful poison proc adds a larger burden. Poison immunity and surprise protection address different threats. Deflection or broken line of sight can make disengaging from its missiles safer; ordinary melee still needs to contend with two attacks and two effective defenses.

References