Although ninja come to mind within popular nomenclature as the traditional Japanese agent of sabotage and assassination in the shadows, hitokiri were more prominent during more peaceful times such as the Edo Period and were more explicitly sought for the need to execute others with a greater degree of social flexibility and camouflage, as akin to hitmen; while samurai were allowed to strike down those who offended them, social standing was of utmost importance to those of higher class, and cutting down offenders demanded evidence and lawful reason with legitimate weight of action lest they risk dishonor and be forced to commit seppuku, or be punished by public execution, especially if targets in mind held major social influence and were of nobility.
Essentially acting by proxy, hitokiri in turn were not bound to these strict codes, and were of or could masquerade as ronin and lower ranking samurai, acting as the swords of their superiors and clientele. With their guise, hitokiri were able to strike within the bustle of city crowds as well as the darkness of night and the obscurity of privacy, could also join in the chaos of battle to seek out priority targets while their allies provided distraction, and upon finishing their job, could immediately fade out of public awareness without drawing attention to their superiors. Due to their tactics, their blindsiding and obfuscated nature had their acts appear as if they were the enactment of divine judgement by calamity of the everyday world, and popularly in turn, it was considered custom to leave behind notes reading tenchu, or "heavenly punishment" upon a successful hit to also demoralize and weaken the spirit of their victim's associates, and especially if another series of attacks was needed in times of political unrest or quiet yet another seething civil war.
While existing throughout Japanese history, hitokiri were particularly active during the turbulent years of the Bakumatsu, when both the Ishin Shishi and Bakufu required swordsmen who moved in the shadows, silencing their enemies swiftly and disappearing without a trace. These hitokiri were frequently unknown except in certain circles, where they would often take "professional" names like "Hitokiri Battōsai" and "Hitokiri Kurogasa". Frequently, hitokiri who fail their missions and are captured for interrogation commit seppuku in order to keep their secret orders from being known and sometimes, for the purpose of keeping certain assassinations secret, the hitokiri himself would be murdered or "erased" by his so-called comrades, thereby eliminating the full knowledge of his actions from the world.
Though some consider hitokiri merely murderers, those within the profession have said of that the difference between murderers and hitokiri lies in the fact that, while a hitokiri chooses to become a killer of his or her own free will, the targets to be slain are always chosen by someone else. Any hitokiri who breaks this rule to resolve a purely personal grudge opens himself to discovery, threatening himself, his benefactor as well as his missions and will likely meet a shameful end. Many, whether outright murderers or shameless braggarts, have claimed to be hitokiri in order to make others fear them, but it is said that being a hitokiri is not about killing - Not only does when one turn down the path of a hired blade to kill for a purpose and ambition, but a true hitokiri carries the weight of the lives he's taken upon his back as they drag him down into a hell of his own making all throughout his life for that very motivation. Often, one carries the weight of his assassinations for the rest of his days and those in the know are able to tell a hitokiri by his very presence or the depth of his stare.
Junto con el ttulo de hitokiri, los cuatro hombres tambin eran llamados Los cuatro destajadores (4肉屋, 4 Nikuya?) o La venganza del cielo contra los enemigos de la restauracin imperial (皇室の復元の敵スカイ復讐, Kōshitsu no fukugen no teki sukai fukushū?). La mayora de ellos venan del dominio Chōshū-Satsuma, dominios que eran ampliamente anti-Tokugawa en ese tiempo.
The man walked amongst the crowd, the general hustle and bustle of the festival drowning out almost all other sounds save for the laughter of the crowd. Shoving past the crowded streetside with the crimson scabbard resting on his shoulder, his gait undignified and his appearance shabby, the manslayer walked past the disfaced storefront with an annoyed huff. His irritation practically scribbled on his features. The man is going to die. The hitokiri knows this. His fate has already been sealed, and there is no escaping it, and he is woefully unaware of this fact. A flash of a blade, and a glint of steel, and his head fell separate from his body with a geyser of blood. The laughter continued, unaware of the killing. The hitokiri flicked his blade, sheathed his sword, and kept on his way.
To be a hitokiri one must ask themselves, what drew you to the life of being a political assassin, or hitman? Did you join of your own volition or were you forced into the life? Are you regretful of your killings, or did you embrace it? Whatever your reasons may be, there is a lifetime of blood on your hands, and a mountain of bodies at your back. Did you always have a soul that was meant for horrific deeds in word, action and thought? If this is so, what drove you to such a violent service?
You can make a Hitokiri quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Soldier background. Third, if you are focusing on Strength choose the masakari, wakizashi, and an explorer's pack. If instead you are using Dexterity choose the longbow with 20 arrows and a dagger, leather armor, kusarigama and a burglar's pack. And for both this also include a set of calligrapher's supplies and a dagger.
Hitokiri are as infamous as the weapons that made them. At 1st level you start out with your chosen Hitokiri weapons: the Katana/Masakari/Longbow/Wakizashi, and a Kusarigama. You may carve a symbol of your choice into the weapon. If your weapon is lost or destroyed, you can summon it back to you by drawing the symbol (in blood) you carved onto a solid surface that is larger than your weapon. This requires meditating over a long rest to complete. You must be on the same plane of existence that you lost the weapon to succeed in this.
A Hitokiri's time spent cutting men down has allowed them to perfect their ability to adapt their stances while in combat. At 1st level you can learn a total of 2 different Stances out of the 8 (Nito-ryū is only unlocked at level 8 and Eishin-ryū is only unlocked at level 14). You learn 2 stances at level 2 and learn 2 new stances at the 6th and 15th level. Upon reaching 15th level you gain the ability to activate and maintain two Stances at once. Upon Reaching 20th level you can activate all stances simultaneously and retain them until the end of your 2nd turn after using this ability. After the 2 turns you are unable to enter stances for 2 turns and are only able to move 5ft per turn). All activate can only be used once every 24 hours, in addition you lose access to Eishin-ryū for the duration.
Ono-ryū. While you are in this stance, footwork and defense is your primary focus. When you make an attack, you may choose to use your bonus action to gain a +2 to your AC until the end of your next turn.
Ittō-ryū. Centered entirely on single weapons combat. As long as you are in this stance, you can use the attack action and your bonus action to make a melee attack on all enemies that are within range. These attacks do not benefit from your proficiency bonus.
Nito-ryū. A style of swordsmanship with a focus on duel wielding. While in this stance, you can choose to attack twice with each attack action. If you do not use the attack action, you can use both weapons to parry any physical attack targeted at you.
Eishin-ryū. While in this stance whenever you begin combat, you concentrate on ending combat in one strike. For the first strike against an enemy you haven't attacked before, you gain a +5 to hit the target.
As more bodies drop at your feet, your intimidating aura grows. Starting at 2nd level, your training allows you to harness your bloodlust to terrify your opponents through your sheer brutality. Your access to this is represented by a number of brutality points. Your hitokiri level determines the number of points you have, as shown in the Brutality Points column of the Hitokiri table.
When you spend a brutality point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended brutality points back into yourself. You must spend at least 30 minutes at rest to regain your brutality points.
When you take the attack action on your turn, you can expend 1 brutality point when you hit an enemy with a melee attack to make an additional two melee attacks. These are made without the Proficiency modifier
Before you make an attack action you can expend a brutality point to add an additional +10 to your attack rolls at the cost of losing an equal number of damage points. On hit they must succeed on a DC 8 + your proficiency + your Charisma Modifier constitution saving throw, whenever a target that fails this saving throw makes an attack against the user, they get disadvantage.
Expend a Brutality Point when dropping an enemies health to zero, you can perform an execution, beheading or dismembering them in brutal fashion with a big arch or violent thrust. Frightening enemy creatures that can see you until they succeed a wisdom saving throw equal to 8 + your Charisma Modifier + your proficiency score. They must remake the save at the start of their next turn. You must perform a short rest to use this ability again.
At level 2, as a reaction when you attack a humanoid you can expend a brutality point to deal manslayer damage, but only if you're using your signature weapon. The bonus damage increases as you gain hitokiri levels according to the Hitokiri Table.
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