The Shinobi

The Shinobi
Shinobi.jpg
The Shinobi are a descendant of the ninja; they were an official military order in the 17th century Japan. Many of the legendary mystical abilities of the ninja are likely attributable to the few people actually capable of practicing magic before the awakening. The Shinobi are the mystic arm of the Yakuza. With the rebirth of magic in the 6th world, the Yakuza were quick to adapt to the potential of using magic in their activities.

Relations with the Yakuza
The Shinobi are part of the Yakuza as a whole, but not linked to any particular clan. Members of the Shinobi are free to work with any clan (usually the ‘local’ clan depending on where they live). However, like infighting between different clans, a member of the Shinobi is not supposed to aid one clan fight another. Political maneuvering etc is fairly common and accepted, but actual combat is not supposed to happen. (It does happen, and if it is done well enough (ie. One clan wipes out and takes over another clan decisively) it is usually accepted as a ‘fait accompli’ and the various Oyabuns look the other way).

Members: 100+
Dues: 250¥/month
Areas of Expertise: Adepts, Illusion Magic

Benefits of Membership – Wizards:
Joining the Shinobi grants access to their resources, which include the following:

  • Skill trainers in all magical skills up to R7 at 10% off the normal price.
  • Can purchase spell formulas and foci related to illusion spells for 10% off.
  • Gain access to the various options for Initiation

Benefits of Membership – Adepts:
Joining the Shinobi grants access to their resources, which include the following:

  • Skill trainers in all Close Combat & Stealth skills up to R7 at 10% off the normal price.
  • Purchase of Qi foci related to Close Combat or Stealth skills at 10% off the normal price.
  • Gain access to the various options for Initiation.

Group Initiation
The Shinobi are strict regarding their assistance in Initiation, and will not provide assistance to those that have not been members of their organization for at least 6 months prior to their attempting to initiate.

Initiatory Ordeals
The Shinobi offer a number of options for initiation ordeals, depending on the awakened character’s background. Some common ordeals are listed below.

Magicians

  • Oath: The first time the character wishes to initiate and access the higher secrets of the Shinobi, they must take an oath to never reveal these secrets, under pain of death. In addition to the oath, the character is marked with the symbol of the Shinobi; a small tattoo only visible by the awakened (requires Astral Perception). These are small, and typically located in out of the way locations on the body, but must be presented at meetings of the Shinobi elders.
  • Nine Paths to Enlightenment: the Shinobi often use the Nine Paths to Enlightenment to test the initiates readiness for initiation.
  • Thesis/Masterpiece: The Shinobi are always contemplating new methods and techniques for accomplishing their tasks in the Sixth World. These are typically done as books/scrolls in Japanese calligraphy. These works are only made available to other Shinobi initiates.

Adepts

  • Oath: The first time the character wishes to initiate and access the higher secrets of the Shinobi, they must take an oath to never reveal these secrets, under pain of death. In addition to the oath, the character is marked with the symbol of the Shinobi; a small tattoo only visible by the awakened (requires Astral Perception). These are small, and typically located in out of the way locations on the body, but must be presented at meetings of the Shinobi elders.
  • Nine Paths to Enlightenment: the Shinobi often use the Nine Paths to Enlightenment to test the initiates readiness for initiation.
  • Deed: Often, adept members of the Shinobi are tasked with retrieving a specific item, be ti an ancient katana or scholarly work important to the Shinobi.

Known Shinobi
Izanami
Kazuo Terata
Hone-onna

The Shinobi

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