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375 lines
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Plaintext
375 lines
24 KiB
Plaintext
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THE NINJA CLASS
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Ninja are a highly specialized breed of individual who
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are taught the arts of fighting nearly from the day they are
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born. Each Ninja has undergone EXTREME rigorous training.
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This training requires equal if not greater discipline than
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that required to learn the skills of the monk. Ninja are
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taught to do one thing, to kill, and to do it stealthfully
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with such quickness that legends describe their abilities as
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magic.
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To become a Ninja a character must have at least a 15
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in strength, dexterity, and constitution. The character must
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also possess at least a 14 in intelligence and wisdom.
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ALL Ninja are absolutely neutral in alignment.
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Variation from this neutrality would be a breech of
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discipline and a threat to clan honor.
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Many Ninja skills are similar to that of monks, and
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like monks Ninja are skilled in open-hand combat. Any open-
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handed strike struck by the Ninja 5 better than what was
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required 'to hit' has a percentage equal to the Ninja's
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assassination chance to stun that creature for 1-6 rounds.
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Though skilled in unarmed combat, Ninja mastery of
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this technique is not equal to that of monks.
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Ninja mastery is centered on defensive and offensive
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weapon combat. Ninja have developed the skill of dodging and
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parrying attacks to a level far beyond other classes. In
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combat a Ninja may completely avoid damage from a blow that
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would have struck damage. Ninja can avoid one such blow for
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every three levels of experience he/she possesses. To
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prevent damage from a blow, the Ninja must make a successful
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save to parry at his/her level (See Ninja ability chart). A
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successful save indicates no damage was taken from the blow.
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(Note: Magical save, dexterity, or any other adjustments
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except those listed below effect the parry roll.) This
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attempt to avoid damage can be made in addition to the
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ninja's regular attacks. If the ninja chooses to make NO
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attacks for the round and do nothing but parry then then the
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ninja will get both strength, dexterity, and weapon plus
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bonuses to the parry roll. (The bonus for specialized
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weapons is also included), if a shield is employed then the
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+2 bonus plus any its bonuses are also included. This means
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generally that an inoffensive ninja is almost impossible to
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hit. Of course no actions or extra movement are allowed
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during such a parrying phase.
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Like monks, Ninja can dodge missiles cast at them. A
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successful save versus paralyzation is required to dodge a
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missile, and if the save is made, no damage is taken. If the
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Ninja is in possession of a shield, +2 is added to the
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Ninja's saving throw to dodge the missile. If the shield is
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magic, and additional +1 is added to the Ninja's save for
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each of the shield's pluses. Unlike monks, Ninja can only
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dodge one missile per round for each of his/her levels of
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experience. If the Ninja possesses a shield, 2 extra
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missiles may be blocked per round.
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Ninja can dodge certain spell effects like monks on a
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successful save versus paralyzation. These effects are:
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Flame strike, blade barrier, trip, ray of enfeeblement,
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lightning bolt, cone of cold (at closer than 30Ft range to
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caster), otilukes freezing sphere. Ninja can also dodge the
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spell like effects of certain items as follows: The ball
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lightning and shooting stars effects of a ring of shooting
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stars, the ray of a wand of negation, paralyzation, or
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polymorphing, and any effects not listed which apply to a
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narrow area of effect no more than 5 feet to either side of
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the Ninja.
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Ninja combat effectiveness is nearly without peer,
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Ninja fight off the fighters chart and save as clerics. For
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every level of the Ninja, he/she inflicts and extra one-half
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point of damage with the weapons he/she uses. When fighting
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with a weapon, any blow struck by the Ninja 5 better than
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required 'to hit', has percentage equal to the Ninja's
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assassination chance of inflicting double normal damage. On
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a hit of natural 20, the Ninja has a chance off the
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assassination chart to instantly kill.
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Ninja completely shun the use of armor unless it is
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used in a disguise they are wearing. Ninja will NEVER wear
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any armor heavier than chainmail. The shield is the only
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armor a Ninja will utilize outside of a disguise. Ninja
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depend on their speed, parrying ability, and natural agility
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to serve as their armor. Ninja unlike monks get their
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dexterity bonus to their armor class. All undisguised Ninja
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are armor class 10 not including their dexterity bonus. This
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may be lowered to 9 or below by a shield or any magical
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analogue, such as a ring or bracers. Ninja will not wear
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cloaks because it impairs their movements.
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Ninja are proficient in two weapons at first level and
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thereafter become proficient in one new weapon each
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succeeding level. Ninja who specialize (use two
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proficiencies on one weapon) get increased attacks and combat
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damage (see Ninja ability table), specialized weapons give
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the Ninja +2 'to hit' and damage with that weapon in addition
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to any other bonuses the Ninja may have. Ninja may
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specialize in only up to three weapons. Ninja may NOT double
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speacialize.
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Ninja may disguise themselves as well as assassins, and
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Ninja's of the sixth level and better can change simple
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disguises in a matter of only 3 segments.
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Ninja perform as a thief one level below their own,
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except for moving silently and hiding in shadows which they
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perform at two levels ABOVE their own. Ninja back-stabbing
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ability is equal to that of thieves.
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Ninja, though they only recieve a d4 for hitpoints, are
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entitled to the hit-point bonus restricted to fighters.
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Ninja do not use oil in combat, as it is a dangerous
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item to carry, and to bulky when carried properly.
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Ninja possess a silent language spoken by Genin level
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Ninja and above, different sects of Ninja had differing
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versions of this 'tongue'. Ninja are also conversant in
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thieves Cant, though it is one rare occasion they utilize it.
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Ninja can use any magic item that is UNRESTRICTED to
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other classes, and those items usable by fighters and
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thieves. Ninja though they do not shun magic, feel it is a
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weakness to depend on magicks. They therefore utilize items
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of this nature only rarely. Ninja however, highly prize
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magic weaponry, and such is highly sought after, these and
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magic shields are the only FAVORED magicks.
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Ninja are limited in magicks as followed. No Ninja may
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possess more than three magic weapons, excess will be given
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to the Ninja's Jonin for distribution to worthies. One magic
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shield, and no more than 4 miscellaneous magic items.
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Protection items worn by ninja only give half their bonus to
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armor class (round up) this only applies to A.C. but not
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saving throws which remain uneffected.
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SPECIAL COMBAT SITUATIONS
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-------------------------
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It is inevitable that Ninja and Monks will meet sooner
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or later. The clash of their aspects will almost always come
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to a combat situation.
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The combat style of the Ninja is known to monks as it
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is to other Ninja and this system is provided to relieve the
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tension and apparent superiority of Ninja to monks.
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In a direct confrontation in open-hand combat, or armed
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combat a Ninja's ability to parry blows is changed to an
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armor class. Subtract the Ninja's save to parry from 20.
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Take the result and subtract it from 10, this is the Ninja's
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armor class (to the Monk only!) in a mixed combat situation
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the Ninja will retain the ability to parry the blows of OTHER
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characters besides the monk. For the determination of armor
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class versus the monk, DO NOT add in the Ninja's dexterity
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bonus. (Example: A 10th level Chunin is about to do combat
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with a monk. His save to parry is 11. Subtract this from 20
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and the result is 9. Subtract 9 from 10 and you get 1.
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Armor class 1 is about the same armor class as an uprated
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monk of the same level.)
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In weapon combat the Ninja WILL NOT add one-half point
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of damage per level against the monk. The monks knowledge of
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this style of fighting will negate this ability.
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Consequently, the monks weapon damage bonuses are also
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negated by the Ninja's familiarity with the combat style.
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If the Ninja utilizes a shield in combat, his/her armor
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class will be bettered only by 2 regardless of the plus of
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the shield. His/her saves to dodge missiles will be
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uneffected however.
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The resulting combat will now be more even. The Ninja
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having a hit point and possibly hit point superiority. The
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monk having damage inflicting superiority.
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NINJA EXPERIENCE TABLE
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4- SIDED DICE
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FOR
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ACCUMULATED
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EXPERIENCE POINTS LEVEL HIT POINTS LEVEL TITLE
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---------------------- ----- ----------- -----------
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0 - 5,000 1 2 CHIGO
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5,001 - 10,000 2 3 BUSHI
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10,001 - 20,000 3 4 GENIN
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---------------------- ----- ----------- -----------
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20,001 - 40,000 4 5 GENIN
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40,001 - 80,000 5 6 GENIN
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80,001 - 120,000 6 7 GENIN
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---------------------- ----- ----------- -----------
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120,001 - 200,000 7 8 GENIN
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200,001 - 400,000 8 9 GENIN
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400,001 - 800,000 9 10 CHUNIN
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---------------------- ----- ----------- -----------
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800,001 - 1,200,000 10 11 CHUNIN
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1,200,001 - 1,600,000 11 12 CHUNIN
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1,600,001 - 2,000,000 12 13 CHUNIN
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---------------------- ----- ----------- -----------
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2,000,001 - 2,400,000 13 14 JONIN
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2,400,001 - 2,800,000 14 15 JONIN
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2,800,001 - 3,800,000 15 16 JONIN
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---------------------- ----- ----------- -----------
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3,800,001 - 6,000,000 16 17 JONIN
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6,000,001 + 17 18 MASTER JONIN
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---------------------- ----- ----------- -----------
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NINJA ABILITY EXPLANATIONS
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A) At first level Ninja are able to do a standing vertical
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leap of 50% of their height, +5% for every level above
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second. (A six foot Ninja could jump 3 feet [50%] vertically
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at first level with NO running start.) A Ninja can do a
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running vertical leap EQUAL to their own height, +5% per
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level above second.
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Ninja can do a standing long jump equal to 125% of
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their height, +5% at second, and +10% for every level above
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5th. Ninja can do a running long jump equal to 300% of their
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height, +20% for every level above second.
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B) At second level, Ninja gain the ability of VIBRATION
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DETECTION, this ability is similar to thieves hear noise
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ability. Base chance of success at second level is 25% to
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detect moving bodies or object within a 60 foot range indoors
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or up to 100 yards outdoors. This ability increases 3% for
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each level above second.
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Also at second level the Ninja is only surprised 16% of
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the time. For every other level above second the chance to
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surprise the Ninja goes down by 1%.
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C) At third level the Ninja gains the ability to concoct
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poisons. The Ninja learns to make one poison of his/her
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choice at third level and thereafter learns to make one new
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poison at odd numbered succeeding level. Typical poisons
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will take from 2-8 hours to concoct, provided the materials
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are on hand. Deadly poisons will usually require rare and
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hard to find ingredients.
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D) At fourth level the Ninja gains the ability to blend
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into the landscape. For this ability to work the Ninja must
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be in a natural surrounding or near cover of some kind. The
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Ninja needs one turn to prepare and then he/she may hide with
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an 85% chance to be undetected, even in broad daylight. This
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ability increases 5% for every level above 9th. This ability
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generally uses dirt, shrubbs, rocks, ect. to cover the
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Ninja's presence. This ability was primarily used for
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ambushes.
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The fourth level Ninja can fall up to 20 feet without
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taking damage if he/she is within 1 foot of a substantial
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substance from which they can slow their decent.
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E) The ability to draw a weapon and strike in one motion
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is gained at fifth level. Ninja who are NOT surprised may
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initially draw AND strike with a weapon in the first segment
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of combat. Ninja may change weapons during the attack phase
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of combat within 1 segment.
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F) Charm and Fear spells have on a 40% chance of effecting
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a sixth level Ninja. At each level above 6th the chance is
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reduced by 3%.
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A sixth level the Ninja can fall upto 30' if he/she is
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within 4 feet of a surface.
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G) At seventh level the Ninja gains the ability to detect
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life within a creatures body, even the slightest traces will
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be noted by the Ninja's keen senses. This ability can only
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be practiced at ranges of 1 foot or less.
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H) At eighth level a Ninja gains a mind masking ability
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similar to that of monks. E.S.P., empathy, and related
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mental effects have only a 50% chance of affecting an 8th
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level Ninja. The chance of effecting the Ninja goes down 5%
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for every level beyond 8th.
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I) Missile assassination ability is gained at 9th level.
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The Ninja gains the ability to make a back-stabbing or
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assassination attempt with any missile weapon he/she is
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specialized with. To assassinate, the Ninja must surprise
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the victim, all missile assassination attempts are made at a
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-25% penalty to the Ninja's assassination roll. To make a
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backstabbing attempt, the ninja must make a normal
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assassination roll to inflict the damage multiplier elsewise
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the damage is normal.
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J) At tenth level, Ninja become immune to haste and slow
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spells as do monks.
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K) At eleventh level Ninja cannot be Geased or Quested.
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Ninja of this level can pass without trace and move at normal
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speed through overgrown areas as if he/she were a druid of
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seventh level ability.
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L) The ability to recognize toxins is gained at 12th
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level. A 12th level Ninja has a base 75% chance to
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correctly identify a toxin, this ability increases 5% for
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every level beyond 12th. Ninja of 12th level can create
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poison anti-dotes for any poison they RECOGNIZE. The anti-
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dotes effectiveness is equal to the Ninja's chance to
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identify the toxin. Anti-dotes will take 3-12 rounds to make
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with all the proper materials at hand.
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M) At 13th level Ninja can attack more effectively with
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his/her specialized weapon. A strike with this weapon doing
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more than 50% of an opponents emaining |