Killing Strike 1 or 2
PowerDungeon Fantasy 12: Ninja · p.5
Open source p.5Prerequisite: Ninja Talent 1+ (for Killing Strike 1); Ninja Talent 2+ and Killing Strike 1 (for Killing Strike 2) Ninja can learn special methods to use their weapons to end a fight quickly with a powerful blow. Add your Killing Strike level to your ST to calculate damage for a single armed attack. Unfortunately, this is hard on the weapon, and it requires a focus of mental energy that can’t be maintained more than a brief interval. Thus, you can deal such a blow once per battle with a given weapon (you’re assumed to maintain your weapons, and refocus your mental energy between fights). Given that each turn in combat is a second, this might seem like forever. The GM battle, even if it involves the same old foes. If you have many weapons, you can Ready or Fast-Draw weapon after weapon to invoke this ability repeatedly. Once you run out of weapons, you can’t use the ability again until the next battle. This is one reason why ninja master – and carry! – many different weapons. The weapons do not have to be of a different type; you can use a succession of knives, ninja-to, and kusari . . . but it’s more stylish to have different weapons. Furthermore, a variety gives you numerous monster-killing options. 9 points A complete miss never expends a use of Killing Strike. However, if the blow either strikes home or is successfully blocked, dodged, or parried, it does count as a use.
Statistics: Striking ST (Once Per Weapon Per Battle, -10%; PM, -10%) [4/level].