THE NETBOOK OF NINJAS


Ninja Kanji

By Lord Eadric
Copyright Lord Eadric, 1994

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 Player's Handbook.
     It is important to note that this book is a supplement to the Player's 
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 Ninja's 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 
head's 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: Black--Night-time operations; 
Red/Brown-Forests; Grey--Mountains; Green/Grey--Open areas; White--Arctic 
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 isn't 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 character's 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 ninja's 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 it's 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 practitioner's moves are 
so fluid that they often seem like a sort Of "dance," hence this maneuver's 
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 1/2 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 character's 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 master's 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 character's 
secondary skills, keeping in mind the ninja's need to maintain a cover 
identity.
WEAPON PROFICIENCIES: Required: Ninja-to & Ninjutsu. Recommended: blowpipe, 
chain, shuriken. Many of a ninja's 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 PItoGRESSION: 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.
EQUIPRIENT: 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 DM's 
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 character's secondary 
skills, keeping in mind the Kunoichi ninja's 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 clan's 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 Ch'i. 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 character's 
secondary skills,  keeping in mind the ninja's need to maintain a cover 
identity.
WEAPON PROFICIENCIES: Required: Ninja-to & Ninjutsu. Recommended: blowpipe,  
chain, shuriken. Many of a ninja's 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 DM's 
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 character's 
secondary skills, keeping in mind the ninja's need to maintain a cover 
identity.
WEAPON PROFICIENCIES: Required: Ninja-to & Ninjutsu. Recommended: blowpipe, 
chain, shuriken. Many of a ninja's 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 DM's 
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 illusion--the idea that if one's 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 character's 
secondary skills, keeping in mind the ninja's need to maintain a cover 
identity.
WEAPON PROFICIENCIES: Required: Ninja-to & Ninjutsu. Recommended: blowpipe, 
chain, shuriken. Many of a ninja's 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 DM's 
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

                                               SPEED        DAMAGE
WEAPON         COST   WEIGHT   SIZE     TYPE   FACTOR     S-M     L
Bisento	       12 gp    15	M	B/P	 6	  ld6	   ld8
Bo staff        -- 	 4	L	B	 4	  ld6	   ld6
Cannon	        2 gp
Project. 10 gp     8	M	B	13	  ld10   ld12
Fukumi-bari     1 sp     5	P	1		50% to	poison
Hankyu	       40 gp    10	S	3
Kakae ozutsu   50 gp	15	L		 P	17	ld20
Kawanga	        5 cp	10	S	B/P	 6	ld3	ld2
Kumade	       10 sp	15	S	B/P	 6	ld4	ld3
Kusarigama      7 gp	30	S		 6
     Scythe				P		ld8	ld12
     Chain				B		ld4+1	ld4
     Special				B		Entanglement
Kyoketsu shoge	4 gp	10	S		 6
     Scythe				P		ld8	ld12
     Rope				B		Entanglement
Metsubushi	5 gp	2	L	P	 5	1d2	ld2
Ninja-to       10 gp	3	S	P/S	 2	ld8	ld12
Sageo		8 sp	neg	M	B	 2	ld6	ld6
Shikomi-zuen   14 gp	7	M	B/P	 5
Staff							ld6 	ld8
Sword							ld8 	ld12
Shinobi-zue 	10 gp	6 	L
     Staff				B	4	ld6	ld6
     Flail				B	6	ld8	2d4
Sode tsutsu	50 gp  10	M	P	15	3d8	3d8
Suriken		3 sp 	1	5	P	2
     Dart						ld6	ld4
     Star						ld4	ld3
     Whistler						ld4	ld3
Tetsu-bishi	2 sp  2/10	S	P	1	ld4	ld6
Uzume-bi	20 gp  10	S	P	1	ld10	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 ninja's 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 enemy's 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 kusarigama
with 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 enemy's 
hands (it uses speed and the enemy's 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 ninja's 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 sword's 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 ninja's 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 
tetsu-bishi. 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			COST
Ashiko			3 gp
Doka			8 cp
Face-Shield		8 cp
Ippon-Sugi Nobori	5 gp
Kama ikada		5 sp
Kunai			5 sp
Mizugumo		2 sp
Mizuzutsu		2 sp
Musubinawa		1 gp
Nage teppo		20 gp
Nekade			3 gp
Neru-kawa ito 		10 gp
Ninja Boots		8 gp
Ninja Cloth., Stand	48 gp
Ninja Emerg. Kit 	60 gp
Ninja Hang Glider 	150 gp
Ninja Mail Armor	75 gp
Osaku			1 cp
Sandals			3 gp
Saya			none
Shikoro			5 sp
Shinobi kai		1 sp
Shinobi kumade		2 gp
Tabi			16 cp
Tablets			10 gp
Tatami nomi		5 sp
Tsuba			2 gp
Tsuba-giri		1 sp
Ukigusa			2 sp

Ashiko: These are climbing claws strapped onto the ninja's 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 ability.

Doka: A'clay container designed to hold a burning coal for lighting fuses or 
warming the Ninja's 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 Ninja's usual 
headcovering. This mesh protects the user's 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 spike-studded wood with ropes attached to each end. 
This is used much like a lumberjack's or lineman's 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 one's 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 alchemist's flash pellets.

Nekade: These are also called cat's 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 Ninja's 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 Ninja's 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
     Mystic Arts of the Ninja, The: 1985, Stephen K. Hayes
     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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