Reply-To: ModarGreetings from Modar!Subject: ADND-L: Ninja Class: LARGE!!!!
A while back I posted a Martial Artist class. I mentioned at the time that I was working on a variant of it, the Ninja. Several people asked that I post it when it was finished. Well, it's done -- for the moment; so here it is. Enjoy. (Sorry for the length.) Note: In my world, ninja are rare. :)
NINJA
STR 16+ MUST BE HUMAN IQ 13+ WIS 15+ Alignment can only be Neutral (NN) CON 15+ DEX 17+ CHR any COM any SPD 15+GENERAL INFORMATION-- Ninja are knowledgeable on poisons, are masters of disquise, have a virtually perfect sense of balance, have excellent night vision, and are very nimble.
Ninja are close-mouthed about ninja secrets. They have been conditioned so that they will usually die before revealing ninja secrets (even when magics or drugs are used). The ninja may of course attempt to lie when questioned.
Ninja are not required to keep their profession a secret although most do. Being a ninja is like being a thief or assassin, in the fact that it is "neither honorable nor dishonorable". Just announcing that you are a ninja will not get you in trouble with the law -- but it might get you in trouble in other ways.
ABILITIES, MARTIAL--Many of the abilities that a ninja has are martial abilities. To use a martial ability, or to make an Open Hand attack, the ninja must utilize Chi points. Chi points are internal energies the ninja can focus into martial activities (similiar to a spellcaster focusing energies into spells). Each martial ability has a level. The higher the level, the more Chi points that are used up when that action is attempted. The cost is 10 Chi points times the level of the ability. The Open Hand attack is a martial ability that has no level. The cost to do this activity is 1 Chi point per attack (per opponent). [If the ninja strikes with an Open Hand attack at one opponent, the cost is 1 Chi point. If the attack is done against multiple opponents, the cost is 1 Chi point per opponent being attacked, because that is a more complex action.] The Ninja begins with 100 Chi points as 1st level and gains (1d4+2) x 10 Chi points for each level attained thereafter. Chi points are regained by resting at the rate of 5 points per hour of rest.
Open Hand attacks are the strikes, and damage, that a ninja does with bare hands and feet using a Martial Art. The ninja can Open Hand attack more than one opponent at once, if desired, but all targets must be within reach. One roll to hit & one roll to damage is made and damage is evenly distributed amongst those hit. [For example, if 3 people are hit by the ninja for a total of 6 points of damage, then each person takes 2 points of damage.] The amount of Open Hand damage the ninja can inflict is based on level:
1 1d6 5-6 2d8 11-12 4d6 15 4d8 18 7d6 21 9d6 24 2d30+10 2 2d4 7-8 3d6 13 3d10 16 6d6 19 6d8 22 10d6 25 15d6 3-4 2d6 9-10 3d8 14 5d6 17 5d8 20 8d6 23 11d6Martial abilities which are gained as the ninja gains levels (similiar to a mage aquiring spells). Some of these abilities have pre-requisites and/or are pre-requisites themselves. The ninja must have the pre-requisite ability for at least 1 experience level before obtaining the higher level ability requiring the pre-requisite. (i.e. A ninja must have Discipline I before obtaining the Discipline II ability, but cannot obtain both Discipline I and II at the same time.) A ninja may not change an ability once selected. He may take a lower ability than one he is entitled to, in order to build a set of abilities he likes (but never a higher ability than he is entitled to). Many abilities require the ninja to concentrate, meditate, or enter a trance to prepare for their use.
The rate at which the ninja gains these martial abilities are shown in the following chart:
Ability Level Ninja's Level 1 2 3 4 5 6 7 ------------------------------------------- 1 | +1 | - | - | - | - | - | - | ------------------------------------------- 2 | +1 | - | - | - | - | - | - | ------------------------------------------- 3 | +1 | +1 | - | - | - | - | - | -------------------------------------------- 4 | +1 | +1 | - | - | - | - | - | ------------------------------------------- 5 | +1 | +1 | +1 | - | - | - | - | ------------------------------------------- 6 | +1 | +1 | +1 | - | - | - | - | ------------------------------------------- 7 | +1 | - | +1 | +1 | - | - | - | ------------------------------------------- 8 | - | +1 | +1 | +1 | - | - | - | ------------------------------------------- 9 | +1 | - | - | +1 | +1 | - | - | ------------------------------------------- 10 | - | +1 | +1 | - | +1 | - | - | ------------------------------------------- 11 | +1 | - | - | - | +1 | +1 | - | ------------------------------------------- 12 | - | +1 | - | +1 | - | +1 | - | ------------------------------------------- 13 | +1 | - | +1 | - | +1 | - | - | ------------------------------------------- 14 | - | +1 | - | +1 | - | +1 | - | ------------------------------------------- 15 | +1 | - | +1 | - | - | +1 | - | ------------------------------------------- 16 | +1 | +1 | - | +1 | - | - | - | ------------------------------------------- 17 | +1 | - | +1 | - | +1 | - | - | ------------------------------------------- 18 | - | +1 | - | +1 | - | +1 | - | ------------------------------------------- 19 | +1 | - | +1 | - | +1 | - | - | ------------------------------------------- 20 | - | +1 | - | +1 | - | +1 | - | ------------------------------------------- 21 | - | - | +1 | +1 | +1 | - | - | ------------------------------------------- 22 | - | - | +1 | - | +1 | +1 | - | ------------------------------------------- 23 | - | - | +1 | - | +1 | +1 | - | ------------------------------------------- 24 | - | - | +1 | - | +1 | +1 | - | ------------------------------------------- 25 | - | - | - | - | - | - | +1 | -------------------------------------------The list of abilities that the ninja can gain are as follows:
NOTE: A * means the ability is a pre-requisite for 1 or more higher level abilities. CAPITALIZED means the ability has 1 or more prerequisites.
Level 1
Bajutsu *Break Boards *Cat's Ears *Cat's Nose *Cat's Walk *Deflection I *Detect Illusion *Discipline I *Eat Pine Cones *Flying Kick Iaijutsu Protect/Sleep *Walk On Fire *Withstand Exposure *Withstand Pain *Zen Bowmanship
Level 2
*BREAK TIMBERS *Cat's Eyes *CURE OWN WOUNDS *DEFLECTION II *DISCIPLINE II Esp PYROGENESIS Rope Trick *SELF-CONTROL Throwing *ZEN BOWMANSHIP IILevel 3
Arm Breaking *BREAK BRICKS *Cat's Paws *Cat's Sleep *Clairaudience *Commune/Animals *Consult I Ching CURE OWN DISEASE *DEFLECTION III *DISCIPLINE III *FLOATING JUMP KYUJUTSU *NEUTRALIZE POISON (SELF) Ni-To-Kenjutsu *Sattan-jitsu Suieijutsu TelekinesisLevel 4
*BREAK STONES CLAIRVOYANCE *COMMUNE/PLANTS *CURE OWN SERIOUS WOUNDS *DEFLECTION IV *DISCIPLINE IV *LEVITATE NINJUTSU *SPINE KICKLevel 5
Astral Projection *BREAK NORMAL WALLS *COMMUNE/OBJECTS *DEFLECTION V *DISCIPLINE V FLY *HEAD KICK MIND BLANK *REGENERATE FLESH *SACCHI-JITSU TeleportationLevel 6
BREAK THICK WALLS COMMUNE/UNIVERSE CONTROL BODY CHEMISTRY DEFLECTION VI DISCIPLINE VI Freeze Time KILLING KICK REGENERATE NERVE SANTSUN-JITSU STALKING SHADOW VENOMOUS TOUCHLevel 7
Be In Two Places... Resist The Elements
An explanation of each of these abilities follows:
Level 1 --------BAJUTSU: This adds 50% to the character's Horsemanship skill while being used. Once this ability is discontinued the skill reverts to its original status. Last for 2 hours at a time.
BREAK BOARDS: Pre-requisite for all higher Breaking abilities. The ninja must concentrate for 1 minute, after which he can break boards up to 1 inch thick with bare hand/foot. Usable against light doors & other thin wood structures. Usable with no prep-aration against wood-hafted weapons. (+1 to hit vs armour class)
CAT'S EARS: Pre-requisite for Ninjutsu. Adds 10% to Hear Noise, when activated.
CAT'S NOSE: Pre-requisite for Ninjutsu. Allows detection/analyse of scents, when activated. The chance of correct assessment is 15% + 5% per level after first level.
CAT'S WALK: Pre-requisite for Ninjutsu. Allows a +15% to walk silent, when activated.
DEFLECTION I: Pre-requisite for all higher Deflection abilities. Increases ninja's a/c vs missles by 1 and allows 15% chance to de- flect 1 missle up to 60 degrees from path (It may hit elsewhere).
DETECT ILLUSION: Pre-requisite for Self-Control and Mind Blank. Allows ninja to detect illusions automatically, and adds 15% chance to saving throws vs other forms of illusion such as Charm Person, when activated. Last for 10 rounds.
DISCIPLINE I: Pre-requisite for all higher Discipline abilities. Allows the ninja a parry vs melee weapons, increases a/c by 1.
EAT PINE CONES: Pre-requisite for Neutralize Poison (Self) and Control Body Chemistry. Allows ninja to eat/digest any organic material, but does not protect against poison. Must meditate for 1 hour afterwards.
FLYING KICK: Pre-requisite for Floating Jump,Fly,Spine Kick,Head Kick,and Killing Kick. A long jump followed by kick to body of op- ponent. Up to 10' from standing start; 20' if get 20' run first. Roll to hit. 1 on 1d20 misses completely (roll on crit to self impact chart). 2-3 misses completely and lands on arse. 4-10 misses but lands on feet. 11-20 hits opponent. Then roll for dam- age (Open-Hand). Any creature man-size or less is knocked down.
IAIJUTSU: Allows a fast draw of weapon and attack in one motion, no matter what the character's fast draw rating is.
PROTECTION FROM SLEEP: Allows the ninja to do without sleep for 24 hours + 24 hrs/level at no loss to efficiency. Also allows 100% immunity from Sleep spell. When ability runs out, the ninja cannot use the ability for a time equal to the time he went without sleep and he must get 1 hour of sleep per 4 hours he stayed awake. Cost is 10 Chi points per 24 hours period.
WALK ON FIRE: Pre-requisite for Pyrogenesis. Allows ninja to touch fire, hold hot objects, and even penetrate Walls of Fire without harm. The ninja must enter a trance for 1 minute (While in trance [only] he is also immune to fireballs) At other times fire based attacks are -1 on hit and damage (per die) against him. Lasts for 10 rounds.
WITHSTAND EXPOSURE: Pre-requisite for Control Body Chemistry. Allows ninja to ignore cold down to 30 degrees F, +5 degree/level, when activated. Lasts for 2 hours.
WITHSTAND PAIN: Pre-requisite for Cure Own Wounds,Cure Owe Disease Cure Own Serious Wounds,Regenerate Flesh and Regenerate Nerve. The ninja must meditate for 10 minutes after which he can ignore pain for 1 hour/level. Cost is 10 Chi points per use (not hour).
ZEN BOWMANSHIP: Allows m-a to use a bow with no penalty on weapon use, when activated. Pre-requisite for Zen Bowmanship II. Lasts for 2 hours.
Level 2 -------BREAK TIMBERS: Requires Break Boards; Pre-requisite for higher Breaking abilities. Can break pieces of timber up to 3" thick after concentrating 1 minute/inch. Also usable against plaster walls and normal doors. (+2 to hit vs armour class).
CAT'S EYES: Pre-requisite for Ninjutsu. Allows character to see normally up to 120' even in utter darkness, when in effect. Lasts for 10 rounds.
CURE OWN WOUNDS: Requires Withstand Pain; Pre-requisite for Cure Own Disease, Cure Own Serious Wounds, Regenerate Flesh, and Regenerate Nerve. Ninja goes into trance and heals self; time required is 10 minutes per hit point restored. Cost is 20 points per time ability is used (not number of minutes or hit points).
DEFLECTION II: Requires Deflection I; Pre-requisite for higher Deflections. Betters a/c vs missles by 2; allows 30% chance of deflecting 1 missle up to 70 degrees.
DISCIPLINE II: Requires Discipline I; Pre-requisite for higher Disciplines. Betters a/c in melee by 2.
E.S.P.: Requires the ninja to enter trance, during which he can pick up surface thoughts and emotions from a single subject. Lasts for up to 10 rounds.
PYROGENESIS: Requires Walk on Fire. Ninja can start small fires by concentrating. Range 100' on paper,straw & other easily lit stuff. Cost is 20 points per time used.
ROPE TRICK: Ninja goes into trance and compels a rope to rise in air and become taunt. Can do 10' rope/level. Can climb rope himself and/or others. Lasts until commanded by m-a to undo (30 min max).
SELF-CONTROL: Requires Detect Illusion; Pre-requisite for Mind Blank. Allows a +10% addition to save vs Charm and Hold based spells, while in effect. Lasts for 10 rounds.
THROWING: Allows ninja to throw one opponent (man-sized or smaller) on a roll of 12+ on 1d20. Opponent gets a save. If successful, he take 1d3 of damage and is laying on the ground. If unsuccessful he takes 1d6 of damage and is laying on the ground stunned for 2 rounds. [If character fails to make throw, he is holding onto the opponent, upclose and personnal.]
ZEN BOWMANSHIP II: Requires Zen Bowmanship I. Allow the character to be +1 to hit with bow, when in effect. Lasts for 10 rounds.
Level 3 -------ARM BREAKING: Ninja can break a man-sized (or less) opponent's arm or leg on a roll of 11+ on 1d20. Damage to the opponent's hit points is equal to the character's open-hand damage. Modifiers apply for armour class. [If character fails to break opponent's limb, he is holding the opponent, upclose and personnal.]
BREAK BRICKS: Require lower Breakings; Pre-requisite for higher Breaking abilities. Can shatter bricks after concentrating 1 1/2 minutes per inch of thickness. Can break through dungeon doors and wood-frame exterior walls.
CAT'S PAWS: Pre-requisite for Ninjutsu. Allows the character an additional 10% added to climbing ability, when in effect. If the total is still below 75%, will boost it to 75%. Lasts for 15 rounds.
CAT'S SLEEP: Pre-requisite for Ninjutsu. Allows character to sleep lightly (no matter how tired they are) and makes them difficult to surprise. This sleep is only 1/2 restful as normal. Lasts up to 12 hours.
CLAIRAUDIENCE: Pre-requisite for Clairvoyance. Allows the character to enter a trance & duplicates the mage's clairaudience spell (but this not blocked by lead). Lasts 10 rounds.
COMMUNE WITH ANIMALS: Pre-requisite for higher Commune abilities. The character enters a trance and becomes able to communicates with any warm blooded creature. This ability does not, however, automatically make the animal friendly or be able to talk smart. Lasts for 10 rounds.
CONSULT I CHING: Pre-requisite for Commune with Universe. Character may use this ability to use the mystic yarrow sticks to ask questions of the essence of the world. Up to three questions can be asked. The answers are usually in an oriental philosphy mode. This may be used only once per day. Yarrow sticks cost 30gp per set.
CURE OWN DISEASE: Requires Withstand Pain and Cure Own Wounds. Ninja may cure any disease he gets. Trance 1 hr/level of disease.
DEFLECTION III: Requires lower Deflections; Pre-requisite for all higher Deflections. Improves a/c vs missles by 3 Allows a 45% chance to deflect one missle up to 80 degrees.
DISCIPLINE III: Requires lower Disciplines; Pre-requisite for all higher Disciplines. Improves melee a/c by 3.
FLOATING JUMP: Requires Flying Kick; Pre-requisite for Levitate & Fly. Can jump up to 30' horizontally from a standing position OR up to 50' horizontally with a 20'+ running start. (The 50' begins at the end of the running start.) This action may end with a Flying Kick if desired.
KYUJUTSU: Requires Zen Bowmanship I & II. Allows character to shoot bow as if they were an archer equal in level to their own, while in effect. Lasts for 2 hours.
NEUTRALIZE POISON (SELF): Requires Eat Pine Cones. Pre-requisite for Control Body Chemistry. Can neutralize organic poisons by spending 10 minutes/level of poison in trance. If poison starts to take effect before ninja enters trance, time needed is doubled.
NI-TO-KENJUTSU: Allows character to fight florentine-style (one in each hand), without penalties, while in effect. Lasts 2 hours.
SATTAN-JITSU: Pre-requisite for Sacchi-jitsu and Santsun-jitsu. Allows the character to sense, and somewhat predict, upcoming weather and weather changes. Lasts for 10 rounds.
SUIEIJUTSU: Allows the character to perform special swimming techniques such as high diving and holding breath for extended periods of time (2 minutes + 1 minute/level). Last up to 30 minutes.
TELEKENISIS: Ninja enters trance and is able to move objects at walking speed. Limit is 1 kg/level. Lasts for 10 rounds.
Level 4 -------BREAK STONES: Requires all lower Breaking abilities; Pre-requisite for higher breaking abilities. Can break stones up to 6" thick af- ter concentrating for 2 minutes per inch of thickness. Ordinary brick walls and heavy wood beams may also be broken.
CLAIRVOYANCE: Requires Clairaudience. Ninja enters trance and can duplicate the mage's clairvoyance spell but this is not blocked by lead.
COMMUNE WITH PLANTS: Requires Commune/Animals; Pre-requisite for higher Commune abilities. Ninja enters trance & can talk with plants and cold-blooded animals.
CURE OWN SERIOUS WOUNDS: Requires Withstand Pain and Cure Own Wounds; Pre-requisite for Regenerate Flesh and Nerve. Ninja goes into trance and heals self--3 pts per 10 minutes in trance.
DEFLECTION IV: Requires lower Deflections; Pre-requisite for higher Deflections. A/C vs missles better by 4. Allows m-a a
DISCIPLINE IV: Requires lower Disciplines; Pre-requisite for higher Disciplines. A/C in melee is better by 4. 60% chance of deflecting one missle up to 85 degrees.
LEVITATION: Requires Flying Kick and Floating Jump; Pre-requisite for Fly. Allows character to levitate self (only). Requires 1 minute of meditation and must meditate while levitated. Must begin in the lotus position.
NINJUTSU: Requires ALL Cat's Senses. Allows ninja to hide almost anywhere, even in plain sight. He knows how to hide in shadows, and even how to stand so still in plain sight that he is unnoticed. Includes knowledge of entering and leaving a place unseen, of holding oneself motionless without moving, etc.
SPINE KICK: Requires Flying Kick; Pre-requisite for Head Kick & Killing Kick. 1 on 1d20 misses completely (roll on crit to self impact chart). 2-3 misses completely and lands on arse. 4-10 misses but lands on feet. 11-20 hits opponent. Roll Open Hand damage and if 11+ pts of damage, there is 25% chance of victim becoming paralysed (temporarily or permanent).
Level 5 -------ASTRAL PROJECTION: Allows ninja to enter trance and travel on the astral planes. Lasts 1 hour/level.
BREAK NORMAL WALLS: Requires lower Break abilities; Pre-requisite for Break Thick Walls. Can break hole through a brick or stone wall up to 12" thick; must concentrate 1 1/2 minutes per inch of thickness before doing.
COMMUNE WITH INANIMATE OBJECTS: Requires Commune/Animals & Plants. Enter trance and may "ask" questions of inanimate objects. Answers will not/cannot exceed 3 words. Max of 7 questions.
DEFLECTION V: Requires lower Deflections; Pre-requisite for next Deflection. Improves A/C vs missles by 5 and allows 75% chance to deflect 1 missile up to 90 degrees.
DISCIPLINE V: Requires lower Disciplines; Pre-requisite for next Discipline. Improves A/C in melee by 5.
FLY: Requires Flying Kick, Floating Jump, and Levitate. Ninja seats himself in lotus position, meditates, and remains concentrating while he flies. (Not as versitile as the magical spell.)
HEAD KICK: Requires Flying Kick, Spine Kick ; Pre-requisite for Killing Kick. 1 on 1d20 misses completely (roll on crit to self impact chart). 2-3 misses completely and lands on arse. 4-10 misses but lands on feet. 11-19 hits opponent. 20 hits opponent and does 3x damage plus there is a 25% chance of 1 of following (1d8 roll): 1-Break opponent's jaw 2-Blinds one eye 3-Dislocates spine 4-Breaks nose 5-8 unconsious.
MIND BLANK: Requires Detect Ilusion & Self Control. Allows ninja to enter a trance and avoid detection by any magical means and/or from other planes. After 2 hours, however, his mind begins to go blank at the rate of 1 IQ point/hour over the original 2 hours. If IQ reaches 0 he is a permanent vegtable; otherwise it is recovered at the rate of 1 point per week.
REGENERATE FLESH (AND BONE): Requires Withstand Pain, Cure Own Wounds, and Cure Own Serious Wounds. Pre-requisite for Regenerate Nerve. Does as it says, will restore even a limb (though this may take months), but cannot regenerate the nerves.
SACCHI-JITSU: Requires Sattan-jitsu; Pre-requisite for Santsun- jitsu. Allows the character to sense upcoming terrain, while in effect. Lasts for 1 hour.
TELEPORTATION: Similiar to magic spell of same name, but must enter a trance 1 minute before teleporting. Self only and the character is exhausted afterward.
Level 6 -------BREAK THICK WALLS: Requires all lower breaking abilities. Can knock a hole in a wall up to 3' thick, but requires 15 minutes of preparation first.
COMMUNE WITH UNIVERSE: Require lower Commune abilities and Consult I Ching. Ninja goes into trance lasting 1 day and may ask 3 questions of the referee.
CONTROL BODY CHEMISTRY: Requires Eat Pine Cones, Withstand Exposure & Neutralize Poison (Self). Ninja can control his metabolism. He can neutralize all poisons, counter the effects of drugs and speed/slow his body processes.
DEFLECTION VI: Requires all lower Deflections. Improves A/C vs missiles by 6 and allows a 90% chance to deflect 1 missile up to 95 degrees.
DISCIPLINE VI: Requires all lower Disciplines. Improves melee A/C by 6.
FREEZE TIME: Can speed up thought process to think out a complicated line of thought, plan a maneuver, etc. (This speeds up only thought, not the character's body.)
KILLING KICK: Requires Flying, Spine & Head Kick. 1 on 1d20 misses completely (roll on crit to self impact chart). 2-3 misses completely and lands on arse. 4-8 misses but lands on feet. 9-16 does 6d6 damage. 17+ kills. This kick is tremendously exertive and ninja can do nothing for 2 minutes afterward.
REGENERATE NERVE: Requires Withstand Pain, Cure Own Wounds, Cure Own Serious Wounds, and Regenerate Flesh (and Bone). Does as its name implies, regenerates nerves.
SANTSUN-JITSU: Requires Sattan-jitsu and Sacchi-jitsu. Allows the character to sense weakness in one opponent. Last for 10 rounds.
STALKING SHADOW: Requires Ninjutsu. Allows the character to become literally invisible. Leaves no footprints. Lasts for 10 rounds.
VENOMOUS TOUCH: Requires Neutralize Poison (Self). Allows one hand of the character to secret a lightning quick contact poison that does 1d6 x charcter's level of damage, while in effect. Saves vs this poison are at -20%. Last for 5 rounds.
Level 7 -------BE IN TWO PLACES SIMULTANEOUSLY: Allows the ninja to become 2 ninja, each having the original's full capabilities. They can be up to 10'/level of the ninja apart. (They do not have to be in sight of each other.) Each knows all that happens to the other. Only 1 total of hit points is kept, and if either "copy" is killed, the ninja is dead. For each 30 seconds he was doubled, the ninja must spend 2 minutes afterward recovering. Last up to 1 hour.
RESIST THE ELEMENTS: Makes the character temporaily impervious to all fire, water, suffocation, poison, irritant, smoke, gas and powder damages. Can be used only 1 time per day. Lasts for 1/2 hour per level of the character.
ABILITIES, NON-MARTIAL--A ninja also has many non-martial abilities which aid him. Among these are:
Kuji-kuri finger signs; calms, relaxes, removes fear Night Vision at 1st level a ninja can see clearly up to 60' at 6th level and higher it becomes 90' Rope Use +5% to initial Rope Use character skill +5% every level attained Simulate Death done by lowering body temperature, slowing heartbeat, and stopping breath. Lasts for (6 x level of ninja) + 1 rounds. Survival +5% to initial Survival character skill +5% every level attained Tracking Beginning % equal to 1st level Ranger. Gain at same rate as Ranger. Travel At 3rd level a ninja can travel by foot up to 50 miles/day without undue tiring (any over this and he begins tiring at the same rate of a normal person). At 7th level this distance becomes 75 miles/day and at 11th level 100 miles/day.ALIGNMENT--The alignment of a ninja is strict neutrality. Although there is no reason why a ninja cannot cooperate with characters of other alignments. Rather than worrying about grand cosmos balance, a ninja is interested only in what is good for himself. This makes it virtually impossible for a ninja to change alignment. Ninja are almost totally incorruptible in matters of alignment (+50% save vs alignment change except for Paladin's Final Strike). A ninja is able to use any weapons of any alignment with no drawbacks or effects from the item due to alignment.
ARMOUR--Ninja do not like to wear armour. They will refuse to wear plate but some have been known in EMERGENCIES to wear chain or leather.
COMBAT--Ninja can attack open-handed as do martial artists. The ninja's nimbleness allows him to evade damage, as he has a saving throw against being hit in combat by weapons and/or missiles (Save vs Combat). Ninja may use any oriental weapon (see Ninja Weapon List) but are at -3 to hit and -2 to damage to all non-oriental weapons unless they are similiar, in which case they are at -1/-1. Learning to disquise oneself as a member of a character class that uses a non-oriental weapon does NOT gives the ninja mastery over the non-oriental weapons used by that class.
DISGUISES--Ninja are masters of disguise. Ninja are able to live for years in disguise with no one questioning them or guessing the truth. A ninja is able to change disguises with "inhuman" speed. A ninja has an advantage over an assassin in whether the disguise is recognized. A ninja will wear armour as part of a disguise (which he will hate and wish to be rid of as soon as possible), leather if at all possible--chainmail if leather is not possible, BUT NEVER PLATE.
EQUIPMENT--A ninja has many pieces of unusual equipment that he has been taught to use. This equipment can be used by any level ninja and are purchased from their school.
Doka -- shell w/coals for hand warmer/fire starter Kama ikada -- small, folding, portable one-man raft Kyobako-fune -- fur covered wooden chest(s) Mitzu-taimatsu -- torch that will burn in rain/underwater Mizugumo -- "water feet", pair of foot rafts Mizukaki -- swimming flippers Mizuzutsu -- snorkel Musubinawa -- 20' thin concealable rope (very strong) Ninsokudai -- "L" shaped candle to hook on trees, walls, etc Shinobi kumade -- concealable, collapsable 10' pole Tanagokoro -- small torch whose light can be hidden by 1 hand Ukidara -- pair of walking pots for water crossing Ukigusa -- flotation deviceLANGUAGES--A ninja may know a number of languages equal to his intellegence. All ninja share a secret language called Ninjin.
MAGIC--A ninja may use any magic item that a fighter, samurai, thief, thief-acrobat or assassin is allowed to use.
POISONS--Ninja are very knowledeable about poisons. A ninja is able to chemically brew poisons or neutralize poison antidotes. Damage from poisons produced by ninja do damage of 1d6 + level of ninja. The time it takes for a poison to take effect will vary.
SAVING THROWS--A ninja saves the same as a Fighter but has the additional Save vs Combat roll.
SCHOOLS--There are many different schools of ninja, each run by a different clan. Some schools allow the ninja a bonus in a special area. To determine which school a ninja went to, roll on the following chart:
Name Extra Skills Symbol Dice Roll Ryu Araki --- Sun 01-13 Ryu Chujo Animal Friendship Mying Dog 14-17 Ryu Hojo Hojojutsu Lotus Blossom 18-21 Ryu Iga --- Tiger 22-29 Ryu Isshin Karumisutsu Monkey 30-33 Ryu Kagamusha --- Bat 34-41 Ryu Koga --- Crane 42-49 Ryu Nami --- Wave 50-57 Ryu Shinden Suieijutsu Porpoise 58-61 Ryu Shinkage --- Locust 62-69 Ryu Shoden Kyujutsu Praying Mantis 70-73 Ryu Sifu --- Bansai Tree 74-82 Ryu Soken --- Pheasant 83-90 Ryu Toda --- Grey Dragon 91-95 Ryu Tsu --- Temple Gate 96-00TOOLS--A ninja has many kinds of tools that he has been taught to use. This equipment can be used by any level ninja and are purchased from their school.
Kunai -- thin, spatula shaped knife to bore/dig holes Ninja Sandals -- interchangable soles: traction,padded,reverse Osaku -- lockpick set Shikoro -- pointed saw that cuts thru wood and metal Tatami nomi -- "super chisel" Tekagi -- "Tiger Claws" to climb or block with Tsuba-giri -- lever to spring doors & cut locks,hingesWEAPONS--A ninja has been taught to use many kinds of weapons. The following weapons can be used by any level ninja and are usually purchased from their school.
Hand Weapons
Weapon S-M L Wt Cost Aiguchi (thrust only) 1-3 1-3 1.0 25 Bo 1-6 1-6 3.0 25 Gunsen (Tessen) 1-5 1-4 0.5 20 Jitte 1-4 1-6 3.0 40 Jo 1-4 1-4 2.0 15 Kama 1-6 1-6 2.0 65 Katana 1-8 1-12 3.0 160 Kento (Ninjato) 1-6 1-8 1.7 100 Kiseru 2-7 2-4 3.5 30 Konsaibo (18+ STR required) 3-8 3-12 20.0 80 Manrikigusari 1-10 1-10 0.6/ft 15/ft Masakari (2-handed weapon) 1-10 1-10 7.5 85 No-dachi (1 1/2-hand sword) 1-10 1-10 9.0 200 Nun-chaku 1-6 1-8 2.0 40 Ono 1-8 1-8 5.0 70 Sai 1-4 1-6 3.0 45 Tanto 1-5 1-4 1.5 70 Tekagi, 1 pr (Nekode)(Shuko) 1-4 1-6 0.2 50 Tetsu-bishi, 10 (Caltrops) 1-2 1-2 --- 1 Tonfa 1-6 1-6 2.5 20 Vajra (Yawara) 1-2 1-2 1.0 15 Wakizashi 1-6 1-8 2.0 140 Yari-naga 1-6 1-6 2.0 40Missile Weapons
Weapon S-M L Wt Cost Arrow, Regular 1-6 1-6 0.2 2 Hankyu (bow) --- --- 2.0 50 Metsubushi (blowgun) --- --- 0.5 20 w / Fukiya (darts) 1-2 1-2 0.1 2 Naga Teppo 1-6 1-4 0.1 15 Shuriken 1-4 1-4 0.2 10Polearms
Weapon S-M L Wt Cost Bishamon-yari 1-10 1-10 7.5 65 Fumata-yari 1-6 1-10 6.0 55 Magari-yari 1-10 1-8 7.0 60 Mojiri 1-6 1-6 6.0 45 Nagamaki 1-6 1-8 5.0 55 Naginata (Bisento) 1-8 1-12 7.0 55 Sasumata (Military Fork) 1-6 2-8 5.0 50 Sodegarami 1-8 1-8 5.0 60 Yari 1-6 1-10 4.0 50Other Weapons
Weapon S-M L Wt Cost Chigirika stick 1-4 1-4 2.0 0+ chain 1-6 1-6 0.6/ft 15/ft Fukumi-bari, 5 (needles) --- --- --- 2 Kawa-naga 1-4 1-4 3.0 35/ft Kusarigama scythe 1-6 1-10 2.0 60+ chain 1-6 1-6 0.6/ft 15/ft Kyoketsu-shoge scythe 1-6 1-10 2.0 60+ rope --- --- 0.1/ft 1/ft Shinobi-zue staff 1-6 1-6 4.0 85 flail 2-7 2-8 --- ---
DM CHARTS ========= Level |HtPts |Spd |Save vs |Open Hand| | |Adj |Combat | Damage | ------|------|----|--------|---------- 1 |Stand.| | 15% | 1d6 | 2 |1d6 |+1 | 20% | 2d4 | 3 |1d6 | | 25% | 2d6 | 4 |1d6 | | 30% | 2d6 | 5 |1d6 |+1 | 30% | 2d8 | 6 |1d8 | | 30% | 2d8 | 7 |1d8 | | 35% | 3d6 | 8 |1d8 | | 35% | 3d6 | 9 |1d8 |+1 | 40% | 3d8 | 10 |1d10 | | 40% | 3d8 | 11 |1d10 | | 45% | 4d6 | 12 |1d10 | | 45% | 4d6 | 13 |1d10 | | 50% | 3d10 | 14 |1d10 |+1 | 50% | 5d6 | 15 |1d12 | | 50% | 4d8 | 16 |1d12 | | 55% | 6d6 | 17 |1d12 | | 55% | 5d8 | 18 |1d12 | | 55% | 7d6 | 19 |1d12 | | 60% | 6d8 | 20 |1d12 |+1 | 60% | 8d6 | 21 |1d12 | | 60% | 9d6 | 22 |1d12 | | 65% |10d6 | 23 |1d12 | | 65% |11d6 | 24 |1d12 | | 65% | 2d30+10 | 25 |1d12 | | 70% |15d6 | DM CHARTS ========= Ninja Thief and Acrobat Capabilities ------------------------------------ Hide in Move Find/Remove Climb Level Shadows Silently Traps Walls Disguise ----- ------- -------- ----------- ----- -------- 1 10 % 15 % 20 % 80 % 20 % 2 15 20 23 81 24 3 20 25 26 82 28 4 25 30 29 83 32 5 30 35 33 84 36 6 34 40 36 85 40 7 38 45 39 86 44 8 42 50 42 87 48 9 46 55 45 88 52 10 50 60 48 89 56 11 54 65 51 90 59 12 58 70 54 91 62 13 62 75 57 92 65 14 66 80 60 93 68 15 70 85 63 94 72 16 74 90 66 95 75 17 78 95 69 95 78 18 82 95 72 95 81 19 86 95 75 95 84 20 90 95 78 96 87 21 91 95 81 96 89 22 92 95 84 96 91 23 93 95 87 96 93 24 94 95 90 97 95 25 95 95 90 97 95 DM CHARTS ========= Ninja Thief and Acrobat Capabilities ------------------------------------ Open Walk Pole Level Locks Tightrope Vault Fall Safe Escape Backstab ----- ----- --------- ----- --------- ------ -------- 1 25 % 20 % 8' 25% 10' 10 % -- 2 28 25 9 50% 10' 14 -- 3 31 30 9.5 75% 10' 18 -- 4 34 35 10 100% 10' 22 -- 5 37 40 10.5 100% 15' 26 x2 6 40 45 11 100% 20' 30 x2 7 43 50 11.5 100% 25' 34 x2 8 45 55 12 100% 30' 38 x2 9 48 60 12.5 100% 35' 42 x2 10 51 65 13 100% 40' 45 x3 11 54 68 13.5 100% 45' 48 x3 12 57 71 14 100% 50' 51 x3 13 60 74 14.5 100% 55' 54 x3 14 63 77 15 100% 60' 57 x3 15 66 80 15.5 100% 60' 60 x3 16 69 83 16 100% 60' 62 x3 17 72 86 16.5 100% 60' 64 x3 18 75 87 17 100% 60' 66 x3 19 78 89 17.5 100% 60' 68 x3 20 81 90 18 100% 60' 70 x4 21 84 91 18.5 100% 60' 71 x4 22 87 92 19 100% 60' 72 x4 23 90 93 19.5 100% 60' 73 x4 24 93 94 20 100% 60' 74 x4 25 95 95 20 100% 60' 75 x5ORIENTAL BLADES
Availability: Many times it is difficult to locate oriental blades. Even if they have them MOST sellers will only sell oriental blades to oriental characters. The chances of purchasing an oriental blade are: Samurai or Ninja -- 100% Martial Artist -- 20% Other -- 5%PLUSES FOR ORIENTAL WEAPONS (NON-MAGICAL)
Note: Oriental weapons may do a critical wound if the "to hit" roll made by the player is higher than the number needed. How much higher, than the number needed, is determined by the weapon. The column "Crit" in the following table gives the amount the player's roll has to be over the number needed to hit, to have a critical wound result. (i.e. A character is wielding a Katana (type 3) and gets into a fight. The player needs a 13+ to hit an opponent. He rolls an 18. This is 5+ over what he needs to hit, thereby doing a critical wound to the opponent.
Min G.P. Weapon Type To Hit To Dam Crit Value Aiguchi 0 --- --- 9 over # needed 25 1 +1 +1 9 over # needed 1700 2 +2 +2 9 over # needed 3100 3 +3 +3 8 over # needed 4800 Tanto 0 --- --- 9 over # needed 70 1 +1 +1 9 over # needed 2550 2 +2 +2 8 over # needed 4650 3 +3 +3 8 over # needed 7200 Kento 0 --- --- 9 over # needed 100 1 +1 +1 8 over # needed 3400 2 +2 +2 8 over # needed 6200 3 +3 +3 7 over # needed 9600 Wakizashi 0 --- --- 8 over # needed 140 1 +1 +1 8 over # needed 4250 2 +2 +2 7 over # needed 7750 3 +3 +3 7 over # needed 12000 Katana 0 --- --- 8 over # needed 160 1 +1 +1 7 over # needed 5100 2 +2 +2 6 over # needed 9300 3 +3 +3 5 over # needed 14400 No-dachi 0 --- --- 7 over # needed 200 1 +1 +1 6 over # needed 6800 2 +2 +2 5 over # needed 12400 3 +3 +3 4 over # needed 19200If a critical hit occurs, consult the following chart:
CRITICAL HITS ------------- If a critical hit ocurs, roll 1d100 then: 01-85: 25% of ht pts OR 6 ht pts lost (whichever is greater) + roll 1d100 again. [01-40 -- 1/2 of an extremity cut off 41-00 -- an extremity rendered useless] 86-95: 50% of ht pts OR 12 ht pts lost (whichever is greater) + major damage to torso. 96-00: 100% ht pts lost; decapitation OR instant kill blow Extremities: 1--Right Arm 2--Left Arm 3--Right Leg 4--Left LegKATANAS
Katanas are fairly rare in the occidental lands. They are, of course, fairly common in the oriental lands. Yet the majority of these blades are standard, Type 0, katanas. There are, however, a few katanas that have been created with such skill that they perform as if magical in nature, yet possess no magic whatever. Regrettably, the great Masters who wrought these works of wonder have ceased to exist [as far as anyone knows]. These amazing weapons are so rare that most people consider the blades to be legends rather than actual items. Furthermore, almost all of these unusual blades have been lost over time, with no one knowing where they have ended up. Following is a chart of how many katanas of each type has been produced.
Min GP Type # Exist To Hit To Dam. Crit. Value 0 unlimited --- --- 8 over # needed 160 1 50000 +1 +1 7 over # needed 5100 2 10000 +2 +2 6 over # needed 9300 3 1000 +3 +3 5 over # needed 14400 4 500 +4 +4 4 over # needed 25800+ 5 100 +5 +5 3 over # needed 50000+ 6 50 +6 +6 2 over # needed 100000+ 7 27 +7 +7 1 over # needed 200000+ 8 9 +8 +8 0 over # needed 500000+ 9 3 +9 +9 0 over # needed 1000000+ 10 1 +10 +10 0 over # needed 2000000+