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