Shinobi [Spy]
Stealthy ninja, deceptive kunoichi, mystical
martial artists, guerrilla warriors and other more skillful types are
covered by the shinobi class. Many shinobi belong to a dedicated
ninja clan, but others may be in direct service to a daimyo, temple
or even the emperor. Some may not even belong to any sort of covert
organization at all. They use their special skills in stealth,
infiltration and espionage to gather information, raid enemy
fortifications, and solve problems quietly when possible. While they
can fight when needed, they do their best work in the shadows.
Hit Dice: d8
Bonus Dice: Skill
Level
|
XP
|
Att
|
Good
|
Ave.
|
Poor
|
Special Abilities
|
1
|
0
|
+1
|
2d8
|
2d6
|
2d4
|
Skill
Dice, Profile Ability
|
2
|
2000
|
+1
|
2d8
|
2d6
|
2d4
|
+1
Skill Die
|
3
|
4000
|
+2
|
2d8
|
2d6
|
2d4
|
Profile
Ability
|
4
|
8000
|
+2
|
2d8
|
2d6
|
2d4
|
+1
Skill Die
|
5
|
16,000
|
+2
|
2d10
|
2d8
|
2d6
|
+1
Skill Die
|
6
|
32,000
|
+3
|
2d10
|
2d8
|
2d6
|
Profile
Ability
|
7
|
64,000
|
+3
|
2d10
|
2d8
|
2d6
|
+1
Skill Die
|
8
|
125,000
|
+3
|
2d10
|
2d8
|
2d6
|
+1
Skill Die
|
9
|
250,000
|
+3
|
2d12
|
2d10
|
2d8
|
Profile
Ability
|
10
|
500,000
|
+4
|
2d12
|
2d10
|
2d8
|
+2
Skill Dice
|
Shinobi
all have access to ninpo, or special skills, which fit into
six categories: Acrobatics, Deception, Disguise, Escape, Sabotage,
and Stealth. Each shinobi profile has some skills at which they are
good, some in which they are average, and some at which they are
poor, as noted in each profile's description. To use ninpo, the
player rolls two dice (as shown on the advancement chart) and tries
to beat a target number (TN) set by the GM. If the roll matches or
beats the TN, the skill is successful. Shinobi may attempt to use
their ninpo skills as often as desired, as long as time and
circumstances allow.
Shinobi
gain bonus skill dice (a
d6). Any time a shinobi attempts to use ninpo, they may choose
to roll a basic skill die and add the result to the total rolled. A
shinobi may only use one skill die per round of combat. At
first level, the shinobi
gains three skill
dice, plus or minus the prime ability bonus of their profile (minimum
one). Expended skill
dice are refreshed after a night's rest.
Shinobi
Profiles
Kagemusha:
Kagemusha [Shadow Warrior] are shinobi who blend mysticism with ninpo
in order to better fulfill their missions. A kagemusha's ninpo
training makes them good at Deception and Stealth,
average at Disguise
and Escape,
and poor at Acrobatics and Sabotage. Their prime ability is Int.
Kagemusha may select the Kuge, Buke or Shukyo backgrounds. They gain
the Mysticism skill for free, and may choose any three other skills
from their background of choice. They are proficient with basic and
ninja weapons, and with light armor.
Kagemusha
Special Abilities
1st
level: Cat Eyes, Owl Ears
– By spending one skill die, the kagemusha can see twice as well in
dark conditions as normal, and hear twice as well as normal, for one
hour.
3rd
level: select either Mysticism
or Shadow Form.
Kuji-kiri
– Spend one skill die to cast a 1st
level yamabushi spell.
Shadow
Form
– By spending one skill die, the kagemusha becomes insubstantial
for one minute, able to slip through tight spaces, hide, and move
without making noise, but unable to interact with solid objects.
6th
level: select either Hypnotize
or Water Walking.
Hypnotize
– By spending a skill die while engaging in normal conversation,
the kagemusha can implant a single hypnotic suggestion in the mind of
the victim that will last a number of days equal to the result of the
skill die. If the suggestion goes against the normal inclinations of
the victim, they may save vs. fire to resist.
Water
Walking
– By spending a skill die, the kagemusha can walk on the surface of
still water at 1/2 speed for a number of rounds equal to the skill
die result plus Int modifier (minimum 1).
9th
level: select either Detoxify
or
Shadow Step.
Detoxify
– By spending one skill die, the kagemusha can remove poison from
one character (including himself).
Shadow
Step
– By spending a skill die, the kagemusha can teleport from one
patch of shadow to another within 100'.
Ninja:
Ninja [Secret Agent] are shinobi who have mastered the arts of ninpo
by using a combination of rigorous physical and mental training and a
plethora of special tools. A ninja's ninpo training
is varied. Each ninja may select one good and one poor ninpo skill,
and the other four are all average. Their prime ability is Dex. Ninja
may select the Buke, Noumin or Chounin backgrounds. They gain the
Investigation skill for free, and may select three other skills from
their background of choice. They are proficient with all weapons, and
with light armor.
Ninja
Special Abilities
1st
level: Deep
Pockets
– By spending one skill die, the ninja is able to produce one
small-sized piece of normal equipment or a weapon, even if not listed
on the PC's character sheet, or if the ninja has been searched and
all weapons or special gear removed.
3rd
level: select either Backstab
or Cling.
Backstab
– When attacking from a hidden position or with surprise, the
ninja's attacks deal double damage. By spending one skill die, the
damage is instead multiplied by the result of the skill die (minimum
x2).
Cling
– By spending one skill die, the ninja can cling to sheer walls or
ceilings for a number of minutes equal to the result of the skill
die.
6th
level: select either Perseverance
or Stealing
In.
Perseverance
– The ninja can go twice as long as normal without food, water or
air. This
ability does not require spending any skill
dice.
Stealing
In
– By spending one skill die, the ninja can move through tight
passages that would slow a normal person to 1/2 or 1/4 speed without
slowing down.
9th
level: select either Alchemy
or Defy
Death.
Alchemy
– The
ninja can produce alchemical items (flash bombs, smoke grenades,
etc.) for half the normal price. By spending one skill die, they can
produce one as needed,
even if not listed on the PC's character sheet, or if the ninja has
been searched and all weapons or special gear removed.
Defy
Death
– By
spending one skill die when captured or struck with a blow that would
reduce the ninja to 0 hit points, the ninja disappears and a straw or
wooden dummy is found in the ninja's place. The ninja will actually
be hiding in a location within 25'.
Taijutsuka:
Taijutsuka [Martial Artist] are shinobi who have turned their bodies
into living weapons through intense unarmed fighting training. Some
taijutsuka may not be spies at all, being temple monks, peasant
rebels, or some other form of martial artist. A taijutsuka's ninpo
training makes them good at Acrobatics and Escape, average at
Disguise
and Stealth, and poor at Deception
and Sabotage. Their prime ability is Str. Taijutsuka may select from
the Buke, Shukyo, Noumin or Chounin backgrounds. They gain the Low
Sport skill for free, and may select any three other skills from
their background of choice. They are proficient with basic and
classical weapons, but are not proficient with any form of armor.
Taijutsuka
Special Abilities
1st
level: Living
Weapon
– The taijutsuka uses
the attack bonus of a bushi and
deals 1d6 damage with unarmed attacks (increases to 1d8 at 3rd
level, 1d10 at 6th
level, and 1d12 at 9th
level), and adds her attack bonus to AC and TD. By
spending one skill die, the taijustuka can jump up to 30' vertically
or horizontally.
3rd
level: select either Burst
of Speed
or Leaping
Strike.
Burst
of Speed
– By
spending one skill die, the taijutsuka can move at double speed for a
number of rounds equal to the taijutsuka's Str modifier (minimum 1).
Attacks are doubled for the round as well.
Leaping
Strike
– Whenever
an
acrobatics skill
is used
in conjunction with an attack and
by spending one combat die, base damage from the attack is doubled
and
the opponent must save vs. metal or be stunned for one round.
6th
level: select either Defensive
Roll
or Exploit.
Defensive
Roll
– By spending one skill die, if the taijutsuka is struck by an
attack or spell, the damage from the attack is reduced to its minimum
value. If
the taijutsuka
already acted this round and used a skill
die, they may still use this ability but may NOT use a skill
die in the following round, or
for subsequent attacks
this round.
Exploit
– Whenever an opponent fails to execute a tactical maneuver on the
taijutsuka, the taijutsuka gains a free tactical maneuver attack on
that opponent. This ability does not require spending any skill dice.
9th
level: select either Immortal's
Feet
or Ki
Strike.
Immortal's
Feet
– The taijutsuka can move at full speed on any surface, and never
sets off pressure-based traps or alarms. By spending one skill die,
the taijutsuka may move stealthily at full speed for one minute per
point of the skill die result.
Ki
Strike
– Whenever
a natural 20 is rolled, or by spending one skill
die, base damage from an
attack is tripled, and
the opponent must save vs. fire or be knocked unconscious for a
number of minutes equal to the skill die result.
Uragata:
Uragata [Infiltrator] are shinobi who specialize in deception and
social manipulation in order to gain access to enemy strongholds or
personnel. They
are consummate actors, able to slip into various roles as needed to
reach their objectives. An uragata's ninpo training makes them good
at Deception and Disguise, average at Acrobatics and Escape, and poor
at Sabotage and Stealth. Their prime ability is Cha. Uragata may
select the Kuge, Buke or Chounin backgrounds. They gain the
Entertainment skill for free, and can select any three other skills
from their background of choice. They are proficient with basic and
ninja weapons, and with light armor.
Uragata
Special Abilities
1st
level: Distraction
– By spending one skill die, the uragata may pass unnoticed for one
minute per point of the skill die result when outside of combat. When
in combat, the skill die result is instead the number of opponents
who ignore the uragata for a number of rounds equal to the uragata's
Cha modifier.
3rd
level: select either Flash
Memorize
or Quick
Change.
Flash
Memorize
– By
spending a skill die, the uragata can instantly remember up to one
page of text or two minutes of spoken dialogue (about 300 words). The
uragata retains the information for a number of days equal to the
skill die result plus the uragata's Cha modifier (minimum 1).
Quick
Change
– By
spending a skill die, the uragata is able to make disguise checks to
change appearance, dress, etc. in only one round.
6th
level: select either Enamor
or Smuggle.
Enamor
– When
using a skill die with a deception check, if the total is 13+, the
target becomes charmed
(as the spell) by the uragata for one day per point of Cha modifier
(minimum 1) unless the target saves vs. earth with a penalty equal to
the skill die check.
Smuggle
– By
spending a skill die, the uragata can hide a number of small objects
equaling the skill die result on her body and they will not be found
no matter how thoroughly she is searched.
9th
level: select either Assassinate
or Thousand
Faces.
Assassinate
– Whenever
a natural 20 is rolled in
combat,
or by spending one skill
die if
attacking an unwary target,
the
opponent takes double damage and must save vs. wood or die instantly.
Thousand
Faces
– By
spending one skill die, the uragata takes on a disguise and persona
so convincing that it cannot be pierced. Even magical detection of
disguise, transformation, or illusion only works if the viewer saves
vs. water.