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"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
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Cyber ninja


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.

Childhood

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.

Adulthood

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.

Current Exploits (Now)

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.

Combination

Combo Strike

Prerequisite: N/A; Available at start
150 Time Units (100% Weapon Speed)
Deals Weapon (Physical) Damage
Requires Melee Weapon

Rank 1

The Cyberninja strikes for 70% Weapon Damage, consume 1 Combo Point to deal 30% Weapon Damage, and apply Combo Strike until the Cyberninja's next turn.
If an ally damages the Combo Strike target, add 1 - 2 Combo Points and the Cyberninja attacks for 20% Weapon Damage. Triggers once per ally.
Combo Points are consumed to power abilities.

Rank 2

If the Cyberninja's ally critically hits, the Cyberninja attacks an additional time.

Rank 3

Setup: This ability adds +3% hit chance against the target. Setup stacks up to 10 times and loses 1 stack per turn.

Flipkick

Prerequisite: 3 Points spent in the Combination Ability Tree
300 Time Units (200% Weapon Speed)
Deals Physical Damage
Cooldown: 4 Turns

Rank 1

The Cyberninja kicks for 100% Weapon Damage, adds 1 Combo Point to the target, and backflips away.
If the next character to act is the Cyberninja's ally, the Ninja flips over them in the timeline, reduces the cost of Flipkick to 5 Time Units, and boosts the damage dealt by 20%.

Rank 2

If the next character to act is the Cyberninja's enemy, the enemy is Dzed for 30% of the Time Unit value of the Cyberninja's weapon and Flipkick has no cooldown.

Rank 3

Setup: This ability adds +3% hit chance against the target. Setup stacks up to 10 times and loses 1 stack per turn.

Ambush

Prerequisite: 3 Points spent in Combination Ability Tree
Passive Ability - Always Active
Deals Weapon (Physical) Damage
Requires Melee Weapon

Rank 1

When the Cyberninja's ally dodges, the Cyberninja deals 20% Weapon Damage and adds 1 Combo point to the attacker. If the target is Blinded, the chance to critically hit is boosted 5%.
Ambush can trigger 3 times per turn.

Rank 2

When triggered, the Cyberninja's Time Units are reduced by 10.

Rank 3

Setup: This ability adds +3% hit chance against the target. Setup stacks up to 10 times and loses 1 stack per turn.

Cyclone Kick

Prerequisite: 6 Points spent in Combination Ability Tree
190 Time Units (125% Weapon Speed)
Deals Physical Damage Cooldown: 4 Turns

Rank 1

The Cyberninja whirls around the battlefield, dealing 75% Weapon Damage to each enemy they pass in the timeline. Cyclone Kick cannot miss or be dodged, and enemies gain 2 Combo Points when attacked by the Cyberninja's allies. 1 Turn Duration.

Rank 2

If a damaged enemy is afflicted by Burn, the Cyberninja fans the flames and spreads the effect to all enemies.

Rank 3

Setup: This ability adds +3% hit chance against the target. Setup stacks up to 10 times and loses 1 stack per turn.

Purging Blow

Prerequisite: 9 points spent in Combination Ability Tree 45 Time Units (30% Weapon Speed)
Deals Physical Damage
Cooldown: 3 Turns

Rank 1

The Cyberninja consumes 3 Combo Points to deal 30% Weapon Damage and Purge 2 buff effects from their target.

Rank 2

For each buff purged, the Cyberninja gains Haste, reducing the cost of their next action by 15% the Time unit value of their weapon.

Rank 3

If a buff is purged, the target gains Setup. Setup: This ability adds +3% hit chance against the target. Setup stacks up to 10 times and loses 1 stack per turn.

Ricochet

Prerequisite: 9 Points spent in Combination Ability Tree
75 Time Units (50% Weapon Speed)
Deals Physical Damage
Cooldown: 5 Turns

Rank 1

The Cyberninja bounces off the next target in the timeline to Daze them for 30% of the Time Unit value of their weapon, and they deal an additional 50% Weapon Damage for each Combo Point.
Ricochet does not consume Combo Points.

Rank 2

Critical hits against the Cyberninja's enemies afflicted by Shock deal 15% Weapon Damage to adjacent enemies.

Rank 3

Setup: This ability adds +3% hit chance against the target. Setup stacks up to 10 times and loses 1 stack per turn.

Takedown

Prerequisite: 12 Points spent in Combination Ability Tree
210 Time Units (150% Weapon Speed)
Deals Physical Damage
Cooldown: 5 Turns

Rank 1

The Cyberninja consumes all Combo Points on all Targets to strike once for each Point. Each strike deals 50% Weapon Damage, boosted 30% for each stack of Setup.
Consumes all stacks of Setup on the target.

Rank 2

Each strike from Takedown reduces the target's elemental resistances by 3% for 2 turns.

Rank 3

Each Combo Point on the target makes them Vulnerable, boosting their damage taken by 4% per point until the end of their turn.

Assassination

Kougeki

Prerequisite: N/A; Available at start
150 Time Units (100% Weapon Speed)
Deals Weapon (Physical) Damage
Requires Melee Weapon
Cooldown: 3 Turns

Rank 1

Consume all Combat Points to deal 100% Weapon Damage plus 3 / 5 / 6 / 10 / 17 % Weapon Damage per Combo point.
Light Melee: Strike adds 2 Combo Points to the target and reduces Time Unit Cost of Strike by 5%.
Paired Melee: Strike adds 0 - 3 Combo Points.
Heavy Melee: Strike adds 3 Combo points and boosts Critical Hit Chance of Strike by 5%.
Combo Points are consumed to power abilities.

Rank 2

Kougeki pierces Armor.

Rank 3

On a Critical Hit: Kougeki applies a Death Note, granting a chance for Critical Hits to result in instant kills.

Expose Weakness

Prerequisite: 3 Points spent in Assassination Tree
40 Time Units (25% Weapon Speed)
Requires Melee Weapon
Cooldown: 5 Turns

Rank 1

Deal 70% Weapon Damage and make the target Vulnerable, boosting damage taken 3% per Combat Point until the end of their turn.
Light Melee: Reduce Target's Dodge 10% for 1 turn.
Paired Melee: 30% chance to Shock the target, reducing Energy resistance 10% for 3 turns.
Heavy Melee: Boost chance to deal critical damage to the target 5% for 1 turn.

Rank 2

The Vulnerability effect from Expose Weakness can not miss or be dodged.

Rank 3

On a Critical Hit: apply a Death Note, granting a chance for Critical Hits to instantly kill enemies.

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