Wednesday, July 29, 2015

Chanbara Shinobi

And here is the third class in Chanbara (as my current revision stands, anyway), the Shinobi and its profiles, the Kagemusha, Ninja, Taijutsuka, and Uragata.

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.
AlchemyThe 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 DeathBy 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 SpeedBy 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 StrikeWhenever 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 StrikeWhenever 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 MemorizeBy 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 ChangeBy 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.
EnamorWhen 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.
SmuggleBy 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.
AssassinateWhenever 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 FacesBy 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.

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