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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. By: John Givler Re: "NINJA" CLASS ---------------------------------------------------------------------- THE NINJA KIT DESCRIPTION: Ninjas are invisible warriors, spies, and assassins practied in the skills of concealment, stealth, trickery, disguise, and acrobatics. The ninja is a thief that is based upon the medieval Japanese ninja. To become a ninja, the character must meet the minimum scores of 14 in dexterity, and charisma, and a 15 in intell igence to qualify as a ninja. The ninja has no prome requisite, and so never gains the 10% bonus to earned experience. The ninja must be any non good alignment. ROLE: The ninja do not really exist, at least that is what a ninja will have one believe. Their abilities and reputations are clouded in mystery. Many ascribe supernatural powers to them. The ninjas have done nothing to discourage these stories and may have spread the tales themselves. Such confusion only enhances their reputations, inspiring more terror at the mention of their name. SECONDARY SKILLS: Fisher, Hunter, Navigator, and the Scribe, are suggested secondary skills for the ninja, if the DM uses secondary skills. WEAPON PROFICIENCIES: The ninjas use many unique devices. A ninja can use a variety of weapons preferred by his class without loss of honor. These weapons will appear on the Ninja Weapons Table. NONWEAPON PROFICIENCIES: Bonus nonweapon proficiencies: Disguise, and Tightrope Walking. Recocommended: (Rogue) Blind-fighting, forgery, jumping, reading lips, tumbling; (General) Direction Sense, etiquette, riding land-based, and rope use. SKILL PROGRESSION: The vital skills of the ninja are: Hide in Shadows, Move Silently, Find/Remove Traps, Climb Walls, and Open Locks. The ninja seeks a fairly even distribution among these skills. EQUIPMENT: The ninja uses many uniques devices and these devices will be listed on the Ninja Weapons Table. Besides weapons the ninja can use the weapons of the western world if the DM allows it. The ninja will only buy equipment and supplies that he deems necessary for their survival. SPECIAL BENEFITS: The ninja posess a number of unique powers not available to a normal thief. At 1st level the ninja begins using his ki when holding his breath. The character can hold his breath for a number of rounds equal to his level. This power can be used a number of times per day equal to his level. This is the only power that is available to the ninja kit for more information see the Oriental Adventures book. The Ninja get multiple attacks. Level Attacks per round 1 - 6 1 7 - 14 3/2 15+ 2 SPECIAL HINDRANCES: The multiple attacks of the ninja character apply only when using ninja weapons. Honor is extremely important to the ninaj since it is a measure of his reliability. The two most important are secrecy and completion of his mission. Should the idenity of a ninja character ever be discovered, he becomes a nukenin and considered a normal thief and gains no more ninja abilities. Second, failing to complete a mission results in the character becoming a nukenin, although the mission can be attempted more then once, and he is considered a nukenin until he completes his mission. A ninja who refuses to complete a mission becomes a nukenin, and is considered to have defied the head of his clan. Ninjas are ruled absolutely by the head of a clan or family, and any failure to obey him leads in never-ending series of assassination attempts against the offending character. This ends only when the character is dead or when he slays the head of clan or family and establishes himself in the position. A rogue ninja is called a nukenin, sometimes a hero of the common people. RACES: The ninja is only available to humans, and both male and females can be ninjas, but the DM can change this rule. NOTES: If a character becomes a nukenin, by having his identity become known he will not be considered a hero. Attempts may be made on the characters life, but that is up to the DM. Regardless, however the character becomes a nukenin, he needs twice the normal experience to advance in level. In the Oriental Adventures Campaign the ninja is not a class by itself, but to simplify the ninja class, we made it a kit for the thief. For more details on the ninja see the ninja class in the Oriental Adventures book. The Ninja Weapons Table Approximate Damage vs. Damage vs. Weapon Type Weight Size S or M Size L Kawanga 10 1-3 1-2 Kumade 15 1-4 1-3 Kusari-gama 30 1-6 1-4 Kyoketsu-shogi 10 1-4 1-4 Nekode 5 1-4 1-3 Ninja-to 50 1-8 1-6 Shaken 5 1-4 1-4 Suriken, spike 1 1-4 1-3 Suriken star, large 2 1-6 1-4 Suriken star, small 1 1-4 1-4 Tetsu-bishi 3 1-4 1-4 The Metsubishi: is a device used by a ninja to blow powders in a opponents face. These are the ninja prefered weapons although a ninja may use others, from the weapons table in the Oriental Adventures book, and weapons from the western world. For more weapons that mybe available see the ninja class, and weapon restriction for the ninja in the Oriental Adventures book. Oriental Weapons Weight Speed Damage Item Cost (lb.) Size Type Factor S-M L Balisong 2gp 1 S P 2 1d4 1d3 Balkal 5gp 1 S S 2 1d6 1d4 Bokken 10gp 3 M B 3 1d6 1d8 Hanbo - 1 S B 3 1d4 1d4 Jutte 20gp 9 L P/S 8 1d6 1d8 Keibo 10gp 4 L P/S 8 1d4 1d4 Manriki gusari 15gp 6 M B 2 1d8 1d8 Quan Tao 12gp 15 L P/S 9 1d10 1d12 Rokushakubo 8gp 8 L B 7 2d4 2d4 Sai 15gp 5 L P 7 1d8 1d12 Swords Daisho Swords Odachi 15gp 4 M S 4 1d8 1d10 Kodachi 10gp 3 M S 3 1d6 1d8 Daito Sword 25gp 6 M S 5 1d10 1d12 Tachi 30gp 8 M S 6 1d10 2d6 Tanto 3gp 1 S P 2 1d4 1d4 Weapon Description Balisong: folding dagger. Balkal: "footsword" blade attached to the outer edge of the foot below the little toe. Bokken: "wooden sword" this weapon is made from dense wood.. Hanbo: Hanbo jutsu used as a shorter staff, allowing faster deployment in a more confined area. The hanbo can trap an opponents and in the hands of a skilled user provides a good defense against a sword. It is effective in stunning and can be used to lock the elbow and the shoulders joints. Jutte: was a metal truncheon with a tine protruding from and parallel to the baton. Some types have apointed end which with a little practice could be thrown through a criminal's foot, pinning it to the ground. Used the other way around the jutte made an effective stun. The tine gave the fingers some protection and under certain circumstances, it could even trap the blade of a sword. Keibo: wooden truncheon. Manriki gusari: "ten thousand power chain", chain weighted at either end and used as a weapon. Quan Tao: heavy halberd-like weapon. Rokushakubo: "six-foot staff". Sai: short handled and heavy trident which can also serve as a truncheon. Tanto: single-edged dagger. Swords Daisho: "big and small", classical warrior's pair of swords. Odachi: "great sword", weapon worn together with the kodachi by Japanese warriors. Kodachi: small sword", shorter sword of the pair worn by the Japanese warrior, known collectively as the Daisho. Daito: "big blade", Japanese longsword with blade over 2 feet long. Tachi: earlier Japanese lonsword worn with the cutting edge facing downwards, replaced by the circa 1600. * Origin: The Other BBS, Hbg Pa, 717-657-8699 (1:270/101)