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THE NETBOOK OF NINJAS

OPTIONAL RULES: Within this tome are many new rules, Ninja kits, suggestions on roleplaying, details of
weapons, gimmicks, and new proficiencies. This information adds to the rules presented in the Players Handbook.
It is important to note that this book is a supplement to the Players Handbook. All the rules presented here are
optional. As a player, you must have DM consent before using any of these new rules.
The Complete Ninjas Handbook is a book of supplemental rules for adding depth, spice, and life to the ninja.
However, even if your DM should decide that none of the rules within this book can be used in his campaign,
you can still gain a lot by reading the pages that follow. It is also possible mimic most of the ninja kits within the
existing thief class. This tome answers many questions about ninja abilities and presents an extensive list of
weapons and gimmicks available to the ninja. And, finally, this book has lots of information on role playing
ninja characters.
REQUIRERIENTS: Str: 12, Dex: 15, Int: 11.
INTRODUCTION: The ninja, or shadow warriors, are well-known legend in the Oriental lands. They are well
versed in the arts of concealment, stealth, and trickery. Clad in their infamous black uniforms and armed with a
deadly arsenal of weapons and gadgets, ninja are the master assassins and spies for those who can or will hire them.
Terror usually accompanies the mere mention of their name, even among the stoutest samurai, and many common
people ascribe supernatural powers to the ninja, who do nothing to discourage these stories.
The abilities of the ninja are clouded in mystery. Despite their infamy, they are very secretive and unseen. Living
out their days as common townsfolk or farmers, their nights are spent performing their missions of spying and
assassination. Every ninja has an everyday identity that must be maintained.
Every ninja belongs to a clan, or organization of assassins. The head of the clan assigns various missions to the
lesser ninja. These missions must be completed, or the ninja is expected to die trying. Defiance of the clan head
means an all-out attempt on the life of the offender, ending only with his death or the far less likely success of the
offender in taking the clan heads place.

ORIGIN
The exact origin of the Ninja is shrouded in mystery. Many legends speak of them being descended from the Tengu,
the bird-spirits of the mountains.
The true origin of their kind is much more mundane though. Many hundreds of years ago a Samurai by the name
of Daisuke of the Togakure Clan was defeated in battle, but escaped death and fled deep into the mountains.
Whilst there he discovered, hidden in an old ruin, a number of scrolls explaining the teachings of Kain Doshi, an
ancient and revered warrior priest. Using these teachings, Daiske began to develop his own form of martial
technique, now known as Ninjutsu-the way of invisibility. He realized that the samurai codes of combat were too
restrictive, and decided to create his own to eventually defeat his enemies.After many years, he returned form the
mountains and gathered together the surviving members of his clan. He taught each of them the way of ninjutsu.
Once all were adept in the ways of this new art, he explained his plans to them. He intended to create a clan of his
own, dedicated to the arts of stealth and subterfuge, instead of honor and glory. This clan would not concern itself
with the petty intrigue of the other clans, but would use
this for its own gain, by hiring its services to the other clans. This clan would swear allegiance to none but its own
members. With this, the Ninja were born.

HIERARCHY
The clan is led by a Jonin (High Man), who is typically the oldest member of the clan. It is he who decides upon
who they should aid and for what price. He is the most experienced member of the clan, and often takes part in
important missions himself. It is often the case among the clans that the Jonin will remain anonymous to all but
his most trusted friends, to avoid being revealed should an operative be captured.Beneath the Jonin are the
Chunin (Middle Man) and are responsible for training and assigning operatives. It is their job to carry out the
day-to-day running of the clan.
The operatives themselves are the Genin (Low Man) and are responsible for carrying out the missions required
of the clan by clients. In many cases, two Genin are sent out independently, and without knowledge of the other.
This is done to ensure the job is completed and that a double-cross does not occur, either on the part of the Genin
or the client.

NINJA TRAINING
Usually, only the children of Ninja may become Ninja, due to the secrecy surrounding their organization.
Occasionally a ninja clan adopts or simply agrees to train a gaijin (an outsider or foreigner). Training normally
begins when the child reaches the age of five, and involves the practice of physical movement, followed by
development of unarmed techniques as well as use of the sword and staff. Upon reaching the teenage years, the
trainee is taught the disciplines of blade throwing, weapon concealment and the use of the rope and chain
weapons. In addition, underwater movement and wilderness survival training are introduced into the training
program.
During their late-teen the trainees are expected to master the arts of acting and psychology to help them understand
the use of disguises, as well as to understand the mind, and how to determine its weaknesses. The training of a Ninja
is a long and arduous process, requiring total concentration, many trainees are taught to hang upside-down from a
tree for many hours to improve their patience, and well as their stamina.
NOTES: Standard Ninja clothing colors are: BlackNight-time operations; Red/Brown-Forests; GreyMountains;
Green/GreyOpen areas; WhiteArctic areas.
EXPERIENCE & LEVEL IMPROVEMENTS
Since the Ninja is a kit of thief, they use the thiefs experience table listed below. Proficiency and saving throw
numbers are listed in the following table to complete the information for level advancement. If a ninja uses a
weapon with which he isnt proficient, a 3 attack roll penalty is incurred.
NON WEAPON PROFICIENCIES
ALERTNESS 1 slot, Wis +1
A character with this proficiency is able to instinctively notice and recognize signs of a disturbance in the immediate
vicinity, reducing by 1 in 6 the characters chance of being surprised when ever he makes a successful proficiency
check.
ANIMAL NOISE 1 slot, Wis -1
A character with this proficiency is capable of imitating noises made by various animals. A successful proficiency
check means that only magic can distinguish the noise from that of the actual animal being imitated. A failed die roll
means that the sound varies from the correct noise in some slight way.
If the die roll fails, this does not mean that all creatures hearing the noise know that the sound is fake. While
creatures and humanoids that are very familiar with the noise know this automatically, other creatures or characters
in earshot may require Wisdom checks to determine if they detect the fake.
Ninja often use this ability for communication on the job, almost as a variant dialect of thieves cant.

BREAKFALL 1 Slot, Lex -2


A character can fall without taking any damage, for a distance of 5 per level of experience he has attained. To do so,
he must not be wearing metal armor except ninja mail and must be able to make periodic contact with a vertical
surface in order to slow his fall. Ifhe falls further than the allowed distance, he suffers normal damage.
CONTORTION 2 slots, Dex -2
A character who has studied Contortion have achieved the ultimate flexibility. They can fit their bodies into spaces
as small as four cubic feet or through holes as tiny as 12 in diameter. This maneuver can also be used to slip out of
bonds or shackles with a 90% chance of success. One turn of concentration is required before attempting a feat, and
one turn of rest is required aftenvard.
GENJUTSU 1 Slot, Int -3
Genjutsu (the art of illusion)is the ninjas skill in setting up images and illusions using props and other devices. For
example, a ninja might set up a lot of dummies and light some fake campfires to make a besieging army look larger
than it really is. These illusions are relatively crude and take a long time to set up or change. A successful
proficiency roll does not mean these props will fool everyone, each sentient being seeing such illusions is
required to make a saving throw vs, spells or believe them to be what they seem to be.
HOLD BREATH 1 Slot, Con -3
A character can hold his breath for a number of rounds equal to his level.
MIRACULOUS SUNBURST 1 Slot, Dex -2
This skill teaches the ninja to use the reflective surface of an object to temporarily blind an opponent. This is usually
done to allow the ninja to make an escape, but it can also be used in combat. A ninja who knows this skill will
usually carry several reflective objects on his person (a gunsen,highly polished pieces ofjewelry or shuriken, and so
forth).
NOROSHIJUTSU 1 Slot, Int -1
This is the skill of using signal-fires to communicate with his allies.
PILOTING, HANG GLIDER 2 Slots, Wis -3
A character with this proficiency has the ability to successfully guide a hang glider to the ground without damage.
Reroll for guests ofwind, tricky maneuvers, etc.
SLEEP OF ESCAPE 1 Slot, Con -3
*HOLD BREATH REQUIRED * This ability allows the ninja to reduce his heartbeat and rate of
respiration, so that he appears to be dead. However, his senses are still active on some level, and he will awaken
when he is safe once more. This ability is often used to escape from prison cells, hence its name.

WEAPON PROFICIENCIES
DANCE OF THE SIX STARS 2 Slots, Weapon kata
This is a rapid-fire shuriken-throwing ability used not only by the ninja, but by some practitioners of Shurikenjutsu
as well. The ninja hides a number of shuriken on his person, anywhere from his feet to his head. (The usual number
is nine, which has special significance for the ninja.) Then in an emergency, he can pull them out and begin throwing
them extremely quickly. In order to avoid presenting a stationary target and to build up momentum for his throws,
the ninja will be spinning, moving and ducking as he reaches to grasp the shuriken and throw them. A highly-trained
practitioners moves are so fluid that they often seem like a sort Of dance, hence this maneuvers name.
In game terms, a first level ninja could throw three in one round, a fifth level ninja could throw six in one round, and
a tenth level ninja could throw nine in one round.
NINJUTSU-KOPPO
This is the unarmed combat art of ninja characters. It is commonly employed as a last resort, however, since ninjas
prefer to fight with weapons.
The art is usually used to get an opponent out of the way so the ninja can pass by or escape. Throws and nerve
strikes are more effective for this purpose than regular kicks and punches.
Name: Ninjutsu
# of At.: 2/1
Damage: ld8
AC: 7
Principle Attack: Hand
SPECIAL RIANEUVERS LOCK
INCAPACITATOR 1 Slot, INT-1, (hard/soft)
By gripping the opponent and twisting the joints, the character can render one finger, arm or leg useless for 24 hours
and cause double normal damage. A successful to hit roll must be made and the victim is allowed a saving throw vs,
paralyzation. If the saving throw is failed, the appropriate limb is rendered useless. If the saving throw is made, the
attack fails. An unsuccessful attack (either a failed to hit or a successful saving throw) has no effect on the attacker
other than the waste of an attack and the lack of damage done. This maneuver is particularly useful to prevent
opponents from escaping or making attacks.
STRIKE:
IRON FIST 1 Slot, N/A, (hard)
Through various toughening exercises, the character has hardened his hands so much so that they feel like steel. The
character does ld10 points of damage on each attack, if his principal body part used is the hands. If the principal
body part is not the hands, the character does ld10 points of damage on one attack per melee round.

THROW
FALL 1 Slot, N/A, (hard/soft)
The first maneuver any student of this style learns is how to fall correctly. He learns to fall and roll, taking the
impact of the fall on the safest areas of his body. Once learned this maneuver is constantly in effect. Thereafter
he suffers only the normal amount of damage from any fall.
HURL 1 Slot, N/A, (hard)
This type of throw relies a great deal on strength and less on leverage. The character can attempt to pick up an
opponent and throw him to the ground ld4 feet away. The victim suffers double damage from the throw. Characters
with Immovability can resist this maneuver. A successful to hit roll must be made for the Hurl to work. If the roll is
failed, the character loses all remaining attacks for the round and automatically loses initiative for the next round.
VITAL AREA
PAIN TOUCH 1 Slot, INT-1, (soft)
Simply by pressing his finger against specific points on the body, the character causes great pain in his victim. This
can be done in place of a normal attack. It causes no damage, but if the to hit roll is successful, the victim feels as if
he is on fire. Thereafter, he will be -2 on his chance to hit and +2 on his chance of being hit. The effect lasts for 1-3
rounds. There is no adverse effect on the victim if the to hit roll is failed.
STUNNING TOUCH 1 Slot, INT-2, (soft)
With a light slap of his fingers in the correct place, the character can stun and daze his opponent. This can be done in
place of a normal attack and causes no damage. A normal to hit roll must be made. If successful, the victim is
allowed a saving throw vs, paralyzation. If this is failed, the victim is stunned for 1-4 rounds, unable to take any
action. However, if the save is made or the hit roll failed, the attack has no effect.
DISCIPLINES (Proficiencies Both Weapon and NonWeapon)
ALL-AROUND SIGHT 2 Slots, N/A
The characters training makes him more attuned to his immediate surroundings. He is able to detect opponents on
all sides of him provided they are not invisible. The character can never be struck from behind or suffer a penalty
from back attacks. This maneuver is constantly in effect.
BLIND FIGHTING 2 Slots, N/A
Under his masters guidance, the character has trained for long periods while wearing a blindfold or in darkened
rooms. This has given the character the ability to detect his foes with his other senses. The character suffers only a -1
penalty when fighting in darkness, when blinded, or when faced by invisible opponents. However, any of these in
combination with a silence spell renders the character effectively blind again. This maneuver is constantly in effect .

LIGHT STEP 1 Slot, Det -3


The martial artist possessing this ability is able to walk with a feather-light step. When moving at one-half his
normal movement rate, the martial artist is able to walk with the effect of a pass without trace spell
(PHB Pg. 201).
PRONE FIGHTING 1 Slot, Dex -1
Prepared for any circumstance, the character is able to fight effectively even when lying on the ground, this special
maneuver is constant-it applies any time the character is knocked from his feet. The only limitation is that the
character can perform no other special maneuver(except Instant Stand) when prone.
LEAP 1 Slot, Str
The character is able to perform extraordinary feats of springing and leaping by channeling his inner power,
mentally making himself as light as a feather. From a standing start the character can spring four feet into the air and
three feet forward plus one foot for each level of the character. He can also flip in mid-air to automatically change
his facing. Such springs do not take an entire melee round, costing instead only one attack allowed during the round.
Thus a character could flip over an opponent, land behind him, and execute an attack from the rear with his next
melee attack. From a running start, the character can spring eight feet upward and ten feet forward plus one foot for
each level of the character. The character must have at least 10 feet of running space for springing. In both cases, the
character must make a normal to hit roll to see if he lands safely. If the roll is made, the leap or spring is successful.
If the roll is failed, the character makes the leap but falls to the ground upon landing.
NINJA KITS TRUE Basic NINJA
INTRODUCTION: Ninja! The feared assassins of the medieval Japan have an air of mystery about them. Warriors
of the night, they carry an arsenal of tricks and techniques designed for infiltration, penetration, assassination and
terror.
Ninja masters always attempt to finish their fights as quickly as possible. That can mean a devastating attack
with bare hands or weapons, or just the throwing of shuriken to cover an escape. Remember that ninja masters
only care about the mission, killing is unimportant unless it becomes absolutely necessary.
REQUIRERIENTS: Str: 12, Dex: 15, Int: 11.
SECONDARY SKILLS: The player may freely choose the ninja characters secondary skills, keeping in mind the
ninjas need to maintain a cover identity.
WEAPON PROFICIENCIES: Required: Ninja-to & Ninjutsu. Recommended: blowpipe, chain, shuriken. Many of
a ninjas weapons are used only to administer a fatal dose of poison to their victim.
NON-WEAPON PROFICIENCIES: BONUS: Tightrope Walking. REQUIRED: Alertness, Contortion.
Recommended: Blind Fighting, Disguise, Jumping, Survival, Animal Noise, Herbalism, Jumping, Ventriloquism.
THIEF SKILL BONUSES: +10% to Hide in Shadows, +15% to Move Silently, and +5% to Hear Noise.
THIEF SKILL PENALTIES: -10% to Find/Remove Traps & -5% to Read Languages .

SKILL PROGRESSION: Ninja tend to become most proficient in the skills of moving
silently,hiding in shadows, detecting noise, and climbing walls. The open locks skill often comes
in handy for getting to their victims.
EQUIPMENT: Ninja are known for the variety of special equipment they use to complete their missions. Typical
examples include metal climbing claws, and special grenades filled with smoke powder, peeper, or flash powder.
Even their sword scabbards oRen have multiple uses. Some are open at both ends for use as a blowpipe or breathing
tube. The player is encouraged to be imaginative in the creation of special equipment, subject to the DMs approval.
SPECIAL BENEFITS: In addition to standard thieving abilities, ninja possess several special talents that help them
complete their deadly assignments.
SPECIAL HINDRANCES: As mentioned previously, a ninja must maintain a secret identity known only to other
clan members. Should this identity be discovered, all law-enforcement officers in the area will begin a massive
manhunt for the ninja, stopping only when the ninja is captured, dead, or runs too far to follow. The ninja is then
dismissed from his clan, and his fellow clan members will conduct their own manhunt to preserve their secrets.
WEALTH OPTIONS: As Thief.
RACES: The vast majority of ninja are human, as other races might be to easily identify in an all-human
environment. The DM may make exceptions if his campaign will support them. Typically, these exceptions will be
elves and half-elves.
KUNOICHI
INTRODUCTION: Although often presented otherwise by american accounts, kunoichi (female ninja warriors)
were quite limited in ninjutsu activities and fighting in the battlefield. They were sent mainly on missions to obtain
from the bedroom of a feudal warlord through their employment as concubines.
REQUIREMENTS: Str: 12, Dex: 15, Int: 11. Must be a kunoichi or female ninja.
SECONDARY SKILLS: The player may choose the ninja characters secondary skills, keeping in mind the
Kunoichi ninjas need for an artistic talent.
WEAPON PROFICIENCIES: Suggested: Dagger, Gunsen, Knife, Naginata, Needles, Ninjato and Shuriken.
NON-WEAPON PROFICIENCIES: Suggested: Dancing, Disguise, Etiquette, Flower Arranging, Herbalism,
Juggling, Masseuse, Play Instrument, Singing, Sleight of Hand, and Ventriloquism .
THIEF SKILL BONUSES: +15% to Hide in Shadows, +25% to move Silently, and +15% to Hear Noise.
THIEF SKILL PENALTIES: -20% to Find/Remove Traps & -25% to Read Languages.
SKILL PROGRESSION: Kunoichi ninja tend to become most proficient in the skills of moving silently, hiding in
shadows, detecting noise, and climbing walls. The open locks skill often comes in handy for getting to their victims.
EQUIPMENT: The Kunoichi oRen try to impersonate the geisya, so they will generally wear a komono, carry a
tessen (fan), wear their hair up held in place with a needle.
WEALTH OPTIONS: As Thief.
RACES: The vast majority of Kunoichi are human, as other races might be to easily identify in an all-human
environment. The DM may make exceptions if his campaign will support them. Typically, these exceptions will be
elves and half-elves.

NOTES: Kunoichi, just as male ninja, were not to be trusted. Thus knuoichi were often closely
watched by a male ninja agent (anaushi), who did nothing but observe the kunoichi to determine
whether she was going to betray her ninja clan or not. Sometimes, a kunoichi ninja really fell in
love with her employer, the feudal warlord, and revealed her ninja clans secrets. Those
unfortunate women were not treated equally with their male counterparts, who were not subject
to the surveillance of a ninja comrade. Women were often treated as even 4th rated citizens in
ancient Japan.
ALTERNATE NINJA
Japan is not the only land in which stealth, espionage and assassination were employed by corps of elite
warriors. This section presents some information on these alternate ninja. In most cases, these warriors used
tactics and fighting styles that are, for game purposes, the same as those used by the ninja.
LIN KUEI
INTRODUCTION: The lin kuei forest demons are the ninja of ancient China. Some scholars believe that the
ninja learned most of their techniques from the lin kuei, who are said to be Taoists that turned their religious martial
training to the secular ends of deception, assassination and profit.The lin kuei used a style of martial arts known as
An Chi. This style emphasizes the use of hidden weapons and gadgets, and the use of small throwing weapons
(similar to shuriken).
REQUIREMENTS: Str: 12, Dex: 16, Int: 11.
SECONDARY SKILLS: The player may freely choose the ninja characters secondary skills, keeping in mind the
ninjas need to maintain a cover identity.
WEAPON PROFICIENCIES: Required: Ninja-to & Ninjutsu. Recommended: blowpipe, chain, shuriken. Many
of a ninjas weapons are used only to administer a fatal dose of poison to their victim.
NON-WEAPON PROFICIENCIES: BONUS: Tightrope Walking. REQUIRED: Alertness, Concealment,
Contortion. Recommended: Blind Fighting, Disguise, Jumping, Survival, Animal Noise, Herbalism, Jumping,
Ventriloquism.
THIEF SKILL BONUSES: +10% to Hide in Shadows, +15% to Move Silently, and +5% to Hear Noise.
THIEF SKILL PENALTIES: -10% to Find/Remove Traps & -10% to Read Languages .
SKILL PROGRESSION: Ninja tend to become most proficient in the skills of moving silently, hiding in shadows,
detecting noise, and climbing walls. The open locks skill often comes in handy for getting to their victims.
EQUIPMENT: Ninja are known for the variety of special equipment they use to complete their missions. Typical
examples include metal climbing claws, and special grenades filled with smoke powder, peeper, or flash powder.
Even their sword scabbards often have multiple uses. Some are open at both ends for use as a blowpipe or breathing
tube. The player is encouraged to be imaginative in the creation ofspecial equipment, subject to the DMs approval.
SPECIAL BENEFITS: The lin kuei were masters of the thrown weapon; characters with lin kuei training can
attack with thrown weapons as if they were one level higher than their actual level .
SPECIAL HINDRANCES: As mentioned previously, a ninja must maintain a secret identity known only to other
ckan members. Should this identity be discovered, all law-enforcement officers in the area will begin a massive
manhunt for the ninja, stopping only when the ninja is captured, dead, or runs too far to follow. The ninja is then
dismissed from his clan, and his fellow clan members will conduct their own manhunt to preserve their secrets.
WEALTH OPTIONS: As Thief.

RACES: The vast majority of ninja are human, as other races might be to easily identify in an all-human
environment. The DM may make exceptions if his campaign will support them. Typically, these exceptions will be
elves and half-elves.
SULSA
INTRODUCTION: The sulsa are the ninjas of Korea. They rose to prominence during the Three Kingdoms period
of Korean history, in the first millennia A.D. They practiced the art of concealment (also known as sulsa), and in
many ways could be considered the counterpart of the hwarang (young noble knights).
REQUIREMENTS: Str: 12, Dex: 15, Int: 12.
SECONDARY SKILLS: The player may freely choose the ninja characters secondary skills, keeping in mind the
ninjas need to maintain a cover identity.
WEAPON PROFICIENCIES: Required: Ninja-to & Ninjutsu. Recommended: blowpipe, chain, shuriken. Many of
a ninjas weapons are used only to administer a fatal dose of poison to their victim.
NON-WEAPON PROFICIENCIES: BONUS: Tightrope Walking. REQUIRED: Alertness, Contortion.
Recommended: Blind Fighting, Disguise, Jumping, Survival, Animal Noise, Herbalism, Jumping, Ventriloquism.
THIEF SKILL BONUSES: +15% to Hide in Shadows, +15% to Move Silently, and +5%
to Hear Noise.
THIEF SKILL PENALTIES: -10% to Find/Remove Traps & -5% to Read Languages.
SKILL PROGRESSION: Ninja tend to become most proficient in the skills of moving silently, hiding in shadows,
detecting noise, and climbing walls. The open locks skill often comes in handy for getting to their victims.
EQUIPMENT: Ninja are known for the variety of special equipment they use to complete their missions. Typical
examples include metal climbing claws, and special grenades filled with smoke powder, peeper, or flash powder.
Even their sword scabbards often have multiple uses. Some are open at both ends for use as a blowpipe or breathing
tube. The player is encouraged to be imaginative in the creation of special equipment, subject to the DMs approval.
SPECIAL BENEFITS: In addition to standard thieving abilities, ninja possess several special talents that help them
complete their deadly assignments.
SPECIAL HINDRANCES: As mentioned previously, a ninja must maintain a secret identity known only to other
clan members. Should this identity be discovered, all law-enforcement officers in the area will begin a massive
manhunt for the ninja, stopping only when the ninja is captured, dead, or runs too far to follow. The ninja is then
dismissed from his clan, and his fellow clan members will conduct their own manhunt to preserve their secrets.
WEALTH OPTIONS: As Thief.
RACES: The vast majority of ninja are human, as other races might be to easily identify in an all-human
environment. The DM may make exceptions if his campaign will support them. Typically, these exceptions will be
elves and half-elves.

TRULKOR
INTRODUCTION: The trulkor is the Tibetan equivalent of the ninja. His fighting and espionage arts were heavily
based on the principles of deception and illusionthe idea that if ones intent could be masked from the enemy, that
enemy was helpless.
REQUIREMENTS: Str: 12, Dex: 15, Int: 12.
SECONDARY SKILLS: The player may freely choose the ninja characters secondary skills, keeping in mind the
ninjas need to maintain a cover identity.
WEAPON PROFICIENCIES: Required: Ninja-to & Ninjutsu. Recommended: blowpipe, chain, shuriken. Many of
a ninjas weapons are used only to administer a fatal dose of poison to their victim.
NON-WEAPON PROFICIENCIES: BONUS: Tightrope Walking. REQUIRED: Alertness, Contortion.
Recommended: Blind Fighting, Disguise, Jumping, Survival, Animal Noise, Herbalism, Jumping, Ventriloquism.
THIEF SKILL BONUSES: +20% to Hide in Shadows, +20% to Move Silently, and +5% to Hear Noise.
THIEF SKILL PENALTIES: -15% to Find/Remove Traps & -15% to Read Languages.
SKILL PROGRESSION: Ninja tend to become most proficient in the skills of moving silently, hiding in shadows,
detecting noise, and climbing walls. The open locks skill often comes in handy for getting to their victims.
EQUIPMENT: Ninja are known for the variety of special equipment they use to complete their missions. Typical
examples include metal climbing claws, and special grenades filled with smoke powder, pepper, or flash powder.
Even their sword scabbards often have multiple uses. Some are open at both ends for use as a blowpipe or breathing
tube. The player is encouraged to be imaginative in the creation of special equipment, subject to the DMs approval.
SPECIAL BENEFITS: In addition to standard thieving abilities, ninja possess several special talents that help them
complete their deadly assignments.
SPECIAL HINDRANCES: As mentioned previously, a ninja must maintain a secret identity known only to other
clan members. Should this identity be discovered, all law-enforcement officers in the area will begin a massive
manhunt for the ninja, stopping only when the ninja is captured, dead, or runs too far to follow. The ninja is then
dismissed from his clan, and his fellow clan members will conduct their own manhunt to preserve their secrets.
WEALTH OPTIONS: As Thief.
RACES: The vast majority of ninja are human, as other races might be to easily identify in an all-human
environment. The DM may make exceptions if his campaign will support them. Typically, these exceptions will be
elves and half-elves.

NINJA

WEAPONS

WEAPON
Bisento
Bo staff
Cannon
Project.
Fukumi-bari
Hankyu
Kakae ozutsu
Kawanga
Kumade
Kusarigama
Scythe
Chain
Special
Kyoketsu shoge
Scythe
Rope
Metsubushi
Ninja-to
Sageo
Shikomi-zuen
Staff
Sword
Shinobi-zue
Staff
Flail
Sode tsutsu
Suriken
Dart
Star
Whistler
Tetsu-bishi
Uzume-bi

COST
12 gp
-2 gp
10 gp
1 sp
40 gp
50 gp
5 cp
10 sp
7 gp

4 gp
5 gp
10 gp
8 sp
14 gp

WGHT
15
4

SIZE
M
L

8
5
10
15
10
15
30

M
P
S
L
S
S
S
P
B
B
S
P
B
L
S
M
M

10
2
3
neg
7

10 gp
50 gp 10
3 sp
1

2 sp
2/10
20 gp 10

L
B
B
M
S

S
S

SPEED DAMAGE
TYPE FACTOR
B/P
6
B
4
B
P
B/P
B/P

13
1
3
17
6
6
6

S-M
ld6
ld6

L
ld8
ld6

ld10
ld12
50% to poison
ld20
ld3
ld4

ld2
ld3

ld8
ld12
ld4+1
ld4
Entanglement
6
P
P/S
B
B/P

P
P

P
P

5
2
5
5
6
4
6
15
2

1
1

ld8
ld12
Entanglement
1d2
ld2
ld8
ld12
ld6
ld6
ld6
ld8

ld8
ld12

ld6
ld8
3d8

ld6
2d4
3d8

ld6
ld4
ld4
ld4
ld10

ld4
ld3
ld3
ld6
ld10

Bisento: The bisento is most like a spear with a scimitar attached to the tip. Unlike a normal spear, it may both thrust
and cut.
Bo Staff: This is the basic quarterstaff.
Fukumi-bari: Some ninja were able to spit poisoned needles called fukumi-bari out of their mouths at their
enemies. They could even do this without injuring themselves. A ninja may spit two needles per melee round up to
15 feet. A maximum of five needles may be held in the mouth at one time. If a needle hits, there is a 50% chance
that it poisoned the target; otherwise, there is no effect.
Hankyu: This is the ninjas bow. The bow is very light with a rapid rate of fire. In the hands of a ninja skilled in its
use, it fires at twice the rate of a short bow.

Kakae ozutsu: This is a crude, large-barreled one-shot high trajectory mortar made from wood
and paper. It has a minimum range of 30 feet and a maximum range of 90 feet. Treat it as a long
bow for purposes of hitting. If it misses, the DM should determine where the projectile went. The
projectile will burst in a l0-foot blast radius. All within the blast radius take ld20 points of
damage.
Kawanga: The kawanga is both a tool and a weapon. It is a length of rope with a grappling hook at one end and a
weight at the other. It can be used for climbing or as a weapon, by swinging the hook or the weight at the opponent.
In addition, the rope can be used to entangle an opponent. This type of weapon is popular with ninjas since it has
several uses and is easily concealed.
Kumade: The kumade is a dual purpose tool. It is a long wooden shaft with a rake-head fitted at one end. It can be
used for climbing by setting the rake prongs in a crack, ledge, or sill and climbing up the pole. It can also be used as
a weapon. Since it has multiple uses and can be carried without arousing suspicion, it is a common item for ninjas to
use.
Kusarigama: This weapon looks like a scythe with a chain attached to the base of the weapon. The chain is used as
a flail. The weapon may be used in four different attack modes:
Scythe: One-handed, using the scythe blade.
Flail: On-handed, as a flail.Combination: The weapon is held two-handed and gives two attacks each round
without penalty, one attack as a scythe and one as a flail.Special: The chain may be used to entangle the enemys
weapon. This is made as a flail attack, but at -4 to hit.
Kyoketsu shoge: This is a one-handed weapon that looks like the kusarigamawith a chain replaced by a piece of
rope. It may be used as a scythe. It may be thrown as a hand axe. The rope may be used to entangle the enemys
hands (it uses speed and the enemys reflexes against him).
Metsubushi: This is a blowpipe. It fires poison darts called fukiya silently, at a rate of one every other melee round.
The darts cause ld613 points of damage and a poison attack. The maximum range is 30 feet.
Ninja-to: This is the ninjas short sword. It is not generally a particularly fine sword and should usually be treated
as an ordinary sword.Sageo: This is the belt or cord used to wear the swords scabbard. It is a long cord that can
also be used as a rope or garrote.
Shikomi-zue: The shikomi-zue is basically a sword staff, a staff with a concealed sword blade that may be quickly
extended.
Shinobi zue: This is a staff with a concealed flail. It is used in two attack modes, with one attack as a staff and one
attack as a flail. The flail attack does not have to be used if the ninja wishes to keep the flail secret. Both attacks
may be used in one melee round with no penalties.
Sode tsutsu: This is a crude, one-shot shotgun. It fires a triangular cone of projectiles up to 30 feet away and 10 feet
across at the base. He uses it as an arquebus for hitting. It causes 3d8 in damage when it hits.
Suriken: The shuriken is the ninjas main throwing weapon. Normally nine of these are carried, for nine is
considered to be a lucky number. Shuriken are often stuck into the ground with the blades up to deter pursuit.
Placed in the ground this way, they are very hard to see.There are three basic kinds of shuriken; each kind counts as
a separate choice of ninja weapon. General properties of all shuriken are described below, followed by details on
each type.
All Shuriken: One may be thrown each melee round for every two levels of the ninja has attained. This multiple
throw may be made without penalty. Shuriken are easily concealed under robes and by clothing. Concealed

shuriken may, however, be reached as easily as unconcealed shuriken and used without penalty. Shuriken have an
extra penalty of -1 on attack when they face shields. All shuriken have a maximum range of 30 feet.
Dart Shuriken: These shuriken resemble long nails. They attack as a +2 dagger. When they are used against chain,
the chain is considered to give protection equal to leather. the shuriken slips between the links of the chain and is
slowed only by the padding underneath, which is also treated as leather the shuriken does ld6 points of damage
against a man-sized target.

Star Shuriken: these are the standard star-shaped shuriken of legend. The many blades on the shuriken give it a
much greater chance to hit than a dagger. It does a basic ld4 points of damage against man-sized targets, the same as
a dagger.
Whistler Shuriken: These Shuriken are a further modification of the star shuriken. They are shaped as a star
shuriken, but with a hole in the center. The hole causes a loud whistling sound when the shuriken is hurled. Because
of this startling noise, all within the target area save vs fear with +2 on their die roll. Do not give the +2 if they are
surprised or did not expect the noise. For combat purposes, treat whistler shuriken the same as star shuriken. The
hole changes the weight of the shuriken enough to make mastery of this weapon count separately from the star
shuriken. The hole may also be of use when employed as a nail puller.
Tetsu-bishi: These are caltrops. They may be poisoned. They were commonly left on the ground, in a pattern the
ninja knew, over his ground of retreat. These may be sold in shops. Plants can be found that look like natural tetsubishi. These have no cost. There is a 15% chance for each day spent searching that ld6 of these may be found. These
cause the same damage as regular tetsu-bishi made entirely of metal.
Uzume-bi: This is a land mine that bursts when stepped upon. It has a 5-foot blast radius. The blast causes ld10
points of damage.
Hankyu: this is a special bow that shoots arrows, fire bombs, and/or other incendiaries. Treat it as a short bow for
hitting. It has a maximum range of 150 feet.

NINJA GIMMICKS
TOOL
Ashiko
Doka
Face-Shield
Ippon-Sugi Nobori
Kama ikada
Kunai
Mizugumo
Mizuzutsu
Musubinawa
Nage teppo
Nekade
Neru-kawa ito
Ninja Boots
Ninja Cloth., Stand
Ninja Emerg. Kit
Ninja Hang Glider
Ninja Mail Armor
Osaku
Sandals
Saya
Shikoro
Shinobi kai
Shinobi kumade
Tabi
Tablets
Tatami nomi
Tsuba
Tsuba-giri
Ukigusa

COST
3 gp
8 cp
8 cp
5 gp
5 sp
5 sp
2 sp
2 sp
1 gp
20 gp
3 gp
10 gp
8 gp
48 gp
60 gp
150 gp
75 gp
1 cp
3 gp
none
5 sp
1 sp
2 gp
16 cp
10 gp
5 sp
2 gp
1 sp
2 sp

Ashiko: These are climbing claws strapped onto the ninjas feet; they are the companions of the nekade. They can
become weapons when the wearer uses a kick attack. They provide +5% to the climb walls bility.
Doka: Aclay container designed to hold a burning coal for lighting fuses or warming the Ninjas hands. This pot
will keep a coal burning within for roughly five hours before the heat within is insufficient to light a fuse.
Face Shield: A gauze mesh designed to fit inside the Ninjas usual headcovering. This mesh protects the users eyes
from the effects of gas or blinding powders. However it also reduces all perception skills by 10%.
Ippon-Sugi Nobori: A special tool used ONLY for climbing trees and telephone poles. A short length of spikestudded wood with ropes attached to each end. This is used much like a lumberjacks or linemans leather climbing
belt. Add 25% to climbing skill.
Kama ikada: This is a small, straw, foldable, and portable one-man raft that can be carried concealed under ones
costume.
Kunai: This is a thin, spatula-shaped knife which is used to bore or dig holes. Ninja were able to dig holes very
quickly. Some were reported to dig faster than a mole.
Mizugumo: These are also called water-feet. They are used in pairs. They are basically rafts designed to go on each
foot.
Mizuzutsu: This is a snorkel.
Musubinawa: This is a light, 20-foot-long concealable rope that can hold up to three time body weight.

Nage teppo: These are small grenades made by filling empty eggshells. Treat these as an alchemists flash pellets.
Nekade: These are also called cats claws. They are constructed similar to brass knuckles. The knuckles look like
tiny claws and are worn on the inside of the hand. They are of some small benefit in hand-to-hand fighting. While
they are worn, the ninja may neither use Ninjutsu nor attack open-handed. They add 5% to the climb walls skill.
Neru-kawa ito: This is a thick, laminated leather non-magical shield of special value to a ninja. It is a modification
of the regular wooden shield. Its value to the ninja varies, depending on what the ninja does while using the shield
and whether or not he has mastery of the shield.
Ninja boots: Although tabi socks (below) are fine for indoor use, extended outdoor activity, especially in rough
country, requires more durable footwear. The boots come in the standard colors, lace up to the knee, and have a thick
rubber sole.
Ninja Clothing, Standard: Available in standard colors. consists of jacket, pants, hand gauntlets, tabi socks, double
belt, leg ties, separate leg and arm pieces, and quilted groin and body protector. Numerous pockets are designed for
concealing shuriken and other Ninja items. Also comes with a two-part hood.
Ninja Emergency Kit: This is an assortment of items that a Ninja might need in case of trouble. Ninjas will keep
several of these kits hidden in various places. Included in a small cloth bag would be a Kyoketsu-shodi, 6 shuriken,
12 tetsubishi, a 3 ft towel, a small cooking pot, rice paper, pen and ink, tinderbox, bandages, small scissors,
lockpicks, spare clothing and nagge teppo. Plus enough rice, soybean curd and tea would be included for 7 days of
tight rations.
Ninja Hang Glider: Called Hito Washi, it comes in a small bundle of rods and cloth, weighing about 25 pounds.
When assembled, it allows the character to drop from great heights, even from mountain tops without damage.
Ninja Mail Armor: One of the few forms of chain-mesh armor found in the Orient. Ninja Mail is designed to be
light-weight and maneuverable, allowing freedom of movement (no penalty to thieving abilities) as well as
protection from damage. Worn underneath the Ninjas clothing, Ninja mail armor provides the same protection as
chain mail, but encumbers as leather.
Osaku: This is a lockpick

Reversible Clothing: The standard garb of the Ninja, designed for ease of movement and
camouflage. It is common for the Ninjas clothing to be reversible, being a different color on
each side. Each set of clothing may be of two of the standard color schemes.
Sandal: The sandals of the ninja were specially designed. The sole of the sandal could be removed and changed.
There were two types of soles used. One gave good traction, and the other allowed a more silent step. Each type of
sole costs one gold piece to make per pair.
Saya: This is the scabbard of the ninja-to. It is longer than the sword, so it is often used to hide powders which
might then be blown at the enemy. It is also usable as a snorkel.
Shikoro: This is a pointed saw that cuts through wood and metal.
Shinobi kai: This is a bamboo tube that can be used to conceal a flail.
Shinobi kumade: This is a concealable and collapsible l0-foot-long climbing pole.
Tabi: These are the split-towed shoes favored by the ninja. They provide +5% to move silently.
Tablets: A ninja is able to prepare condensed pellets of food and /or poison. The food and/or poison is obtained as
normal and is then modified.
Tatami nomi: This is used to chisel out locks.
Tsuba: This is the hilt guard of the ninja-to. The price and time listed is the modification cost and time required to
modify the hilt guard on a standard short sword of 10 gp cost. The tsuba was oversized so that when the ninja-to was
sheathed it could be used as a first step up on something. The long sageo was then used to recover the sword.
Tsuba-giri: This is a lever used to spring doors and cut locks.
Ukigusa: This is a flotation device.
CREDITS
BOOKS
Dragon Magazine: Numerous Issues, TSR
GURPS Japan: 1988, Steve Jackson Games
GURPS Martial Arts: 1990, Steve Jackson Games
Ninja Magazine: December/January 1994, GCR Publishing Group, Inc.
Ninjas & Superspies: 1990, Palladium Books
Oriental Adventures: 1985, TSR
Oriental Companion: 1992, Iron Crown Enterprises
Pacific Rim Sourcebook: 1994, R. Talsorian Games
Ultimate Martial Artist, The: 1997, Iron Crown Enterprises

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