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AD&D - PHBR15 - The Complete Ninja's Handbook (2e) - I hate including this one, but it completes the collection. Do with it what you will.

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Published by Capn_Ragnar, 2023-01-06 00:37:51

AD&D - PHBR15 - The Complete Ninja's Handbook (2e)

AD&D - PHBR15 - The Complete Ninja's Handbook (2e) - I hate including this one, but it completes the collection. Do with it what you will.

Keywords: Dungeons & Dragons,AD&D,DnD,TTRPG,TSR

kick, and cannot learn it, unless he stud- aware of the attacks. She makes a separate
.ies a different martial arts that includes attack roll against each oncoming blow.
this maneuver.)
When the Attack Roll Fails: The opponent's
This restriction still allows characters learn- blow hits.
ing the same martial art to develop very per-
sonal, individual forms of the art. Weapons Allowed: Any. Characters using sai
or jitte weapons receive a +2 bonus to hit with
For example, Akira has decided to concen- the parry all maneuver.
trate on the principal method of ninjutsu,
learning all the movement maneuvers before Grappling Block: With this advanced
learning anything else. maneuver, the martial artist parries an incom-
ing weapon attack and is able to grab the
Koichi, however decides to learn all the weapon, making it harder for the attacker to
basics first, picking up the maneuvers rated use it against him. If the martial artist is un-
"1" before progressing on to any rated "2." armed, the grappling block requires both his
Koichi will not have the movement expertise hands to perform; ifhe is armed, it requires
of Akira but will have a much better ground- his weapon hand.
ing in the overall art.
The grappling block takes one of the mar-
Principal Method: Block tial artist's attacks, just like the basic parry. If
Basic Parry: The basic parry maneuver pre- it is successful, the martial artist and the
attacker both have a grip on the weapon. The
vents melee attacks from hitting the martial grip is never a dangerous one for the martial
artist. It does not work against missile attacks. artist. For example, the grappling block al-

A character can perform the basic parry if lows the unarmed martial artist to clap the
he has not used both his martial arts attacks blade of a sword-wielding opponent between
for that round. Even if his opponent has ini- his palms, preventing it from striking.
tiative, the martial artist can announce that
he's using one of his attacks to parry. The In order to strike the martial artist with the
martial artist rolls an attack against his oppo- weapon, the attacker must get it free. To do
nent, taking into account all normal adjust- this, the attacker rolls ld20 and compares the
ments to his opponent's AC and the "Un- number rolled to his Strength score. If the
armed vs. Armor" conditions described later attacker succeeds in his Strength check, he
this chapter. If the attack hits, the martial recovers his weapon. If he loses his roll by 4
artist has parried the first blow struck at him or more, he loses his weapon (it is now in the
this round by his opponent.
martial artist's hand). Any other result leaves
When the Attack Roll Fails: The incoming the two combatants still grappling for the
attack hits. weapon. The attacker may make as many
Strength checks per round as he has attacks
Weapons Allowed: Any. Characters using sai available, and can release the weapon volun-
or jitte weapons receive a +2 bonus to hit with tarily at any time.

-the 1:>~Jic parry maneuver. The martial artist can make further attacks
on his opponent with a +2 to his chance to
Parry All: The parry all maneuver is a more hit, if the grappling block maneuver has left
advanced form of the basic parry. It requires his principal body part free to make the
two of the character's attacks for the round attack. For example, if he used a chain to
(the total number of attacks for most charac- catch his opponent's attack, and his principal
ters). With this expenditure, the martial artist attack method is the kick, he can attack with
gets to roll a block against every melee attack a leg. But if he used a two-handed sword to
aimed at her this round, so long as she is catch his opponent's attack and his principal

50 • Chapter Four

Table 19: Special Maneuvers

Maneuver Effects
Principal Method: Block
Blocks 1 melee attack
1. Basic Parry Costs 2 attacks; blocks all melee attacks
2. Parry All Blocks 1 melee attack; pins weapon
Costs 2 attacks; blocks all missile attacks
3. Grappling Block
Add ld2 hp to basic damage
4. Arrow Parry Leap; add ld4 hp to basic damage
Principal Method: Kick Kick person behind; basic damage

1. Circle Kick Takes +1 round; victim passes out
Pins weapon/limb; +4 to hit with other attacks
2. Flying Kick Add ld4 hp to basic damage; limb useless
3. Backward Kick Victim immobilized
Principal Method: Lock
1. Choke Hold Costs extra attack; +3 to hit
Suffer no kneel/sit/prone penalties
2. Locking Block Save vs. paralyzation to not budge
3. Incapaci.tator Leap great distances
4. Immobilizing Check Dexterity; result/4=extra attacks
Principal Method: Movement Immune to slow spells
1. Feint
2. Prone Fighting Push foe 1'/level; knockdown if push over 3'
While touching, +2 to hit, -2 to AC
3. Immovability Concentrated push at range
4.Leap
5.Speed ld6 hp damage plus Strength bonuses with blows
Break inanimate objects; 1 attack/ row1d
6. Slow Resistance ld8 hp damage plus Strength bonuses; 1 attack/round
Principal Method: Push
Take half damage from falls
1. Concentrated Push Stand quickly (nepates 1-round penalty)
2. Sticking Touch Throw target ld4; add ld4 hp damage
Throw target 1'/level; 2x base damage
3. One Finger Push
Principal Method: Strike Victim-2 to hit, +2 to AC, for ld3 rounds
Save or be stunned for ld4 rounds
l. Iron Fist Save at-2 or be paralyzed for 2d4 rounds
2. Crushing Blow Pain, stunning, paralyzation, or 2x base damage at range
3. Eagle Claw
Principal Method: Throw Automatically breaks normal weapons
l. Fall Wield 6'-10' cloth as normaJ spear

2. Instant Stand 1 hour meditation=2 hours sleep
Aware of attacks from all around
3. Hurl +2 on saving throws against mental attacks
4. Great Throw Can hit as if a magical weapon
Principal Method: Vital Area Only-1 when fighting in darkness
1. Pain Touch -2 to AC when not wearing armor
2. Stunning Touch Float 5 '/round/experience level

3. Paralyzing Touch
4. Distance Death
Principal Method: Weapon
1. Weapon Breaker

2. Steel Cloth
Mental and Physical Training

1. Meditation
2. All-Around Sight
3. Mental Resistance
4. Ch'i Attacks

5. Blind Fighting

6. lronskin
7. Levitation

Proficiencies and Martial Arts • 51

attack method is a fist strike, he has no hands to the head or upper body. If the kick con-
free to attack. Additionally, any other charac- nects, the character adds ld4 hp to the normal
ter making an attack against either of the two martial arts damage.
combatants grappling for the weapon gets +2
to hit. When the Attack Roll Fails: The attacker falls
to the ground adjacent to the intended target
When the Attack Roll Fails: The martial artist and must spend one round getting back tohis
has managed to foul his own weapon on that feet (unless he knows the prone fighting or
of his opponent. If his opponent can then instant stand maneuvers}.
make a normal attack roll against him- re-
quiring no time and not costing him an attack Weapons Allowed: None.
-the opponent yanks his weapon free, leav-
ing the character disarmed. Backward Kick: This seemingly innocuous
kick is extremely difficult to master. The char-
Weapons Allowed: Any. Characters using acter attempts a normal attack at any creature
chain or rope weapons receive a +2 bonus to directly behind him, either kicking his foot
hit with the grappling block maneuver. forward and straight up (like a Radio City
Music Hall Rockette), with his toe ending up
Arrow Parry: With this maneuver, the mar- behind his own head to connect with the
tial artist is able to parry thrown and missile enemy, or lashing out straight backward. He
weapons. This maneuver requires two attacks does not have to turn around and face his
for the round and applies to all attacks that attacker. The kick does normal damage.
the martial artist is aware of.
When the Attack Roll Fails: The attacker suf-
When the Attack Roll Fails: The weapon
strikes the martial artist. fers no ill effects.

Weapons Allowed: Any. Characters using Weapons Allowed:None.
shields receive.a +2 bonus to hit with the
arrow parry maneuver. Principal Method: Lock

Principal Method: Kick Locking is the art of gripping an opponent
Circle Kick: In this dramatic kick, the at-
in a way that prevents him from acting: twist-
tacker builds up power and momentum by
spinning in a complete circle before landing ing an arm so the joint is locked, applying
the kick (usually on the upper body). The
maneuver can also be performed as a snap or pressure to choke off breathing and blood
thrust kick.
flow, etc.
A successful kick (requiringa normal attack
roll) adds ld2 hp to the character's normal Choke Hold: This maneuver teaches the
martial arts damage.
correct way of applying pressure to render an
When the Attack Roll Fails: As she tries to
recover his balance, the martial artist loses the opponent unconscious. To initiate a choke
next attack she would ordinarily be allowed.
Her Armor Class is worsened by 2 points hold, the martial artist must make a success-
until the next round.
ful attack roll. For the maneuver to work as
Weapons Allowed: None.
Flying Kick: This spectacular kick requires intended, the martial artist must maintain the
at least 5 feet of running space. The character
leaps high into the air (4-6 feet upward, ~12 choke hold until the end of the next melee
feet forward) and leads with a powerful kick
round. During that time he can take no other

action and cannot attack again; he is entirely

occupied in gripping and holding his oppo-

nent. The opponent can attempt to escape by

making a successful attack roll with a -2

penalty. The escape attempt can be tried as

many times as the opponent has attacks for

the round. ·

If the opponent fails to escape, he falls

unconscious at the end of that round and

52 • Chapter Four

remains unconscious for 1d3 rounds. During lncapacitator: By gripping the opponent
the ti.me the choke hold is in effect, the oppo- and twisting his joints, the martial artist can
nent cannot cry out for help or cast spells render one finger, arm, or leg useless for 24
requiring verbal components. hours and cause 1d4 hp damage in addition
to his normal martial arts damage.
When the Attack Roll Fails: The attacker suf-
fers no ill effects. If the incapacitator's attack roll is success-
ful, the maneuver does the damage noted
Weapons Allowed: Chain weapons, rope above and the opponent must make a saving
weapons, lash weapons, axes (using shafts}, throw vs. paralyzation. If he fails the saving
throw, the appropriate limb is rendered use-
clubbing weapons, flails, karate weapons less. If he makes the saving throw, the dam-
(using shafts), picks (using shafts), sickles, age remains but there is no paralysis.
staves, bladed poles (using shafts), and spears
Application of a cure wounds or remove
(using shafts) tight groups. paralysis spell will eliminate the paralyzing
Locking Block: This action can be at- effects of this attack.

tempted instead of a normal attack. It can be When the Attack Roll Fails: The martial artist
used against unarmed fighters or attackers suffers no ill effects.
using melee weapons.
Weapons Allowed: chain weapons, rope
The martial artist makes a normal attack weapons, lash weapons, clubbing weapons,
roll. If successful, the attacker has trapped karate weapons, staves, and spears (using
her opponent's weapon, arm, or leg in a scis- shaft) tight groups.
sors arm-lock; the trapped element cannot
be used to make attacks. In addition, so long Immobilizing: With one hand the martial
artist grips and holds an opponent in such a
as the opponent is so trapped, the attacker way that the opponent cannot take any
can make other attacks (using the feet only) action. The martial artist is still able to make
with a +4 to her chance to hit. The opponent attacks (using either his feet or his other
can break the lock by expending an attack hand), and even apply an immobilizing lock
on another opponent. A successful attack roll
and making a normal attack roll for success. must be made to initiate the immobilization,
This attempt to break free does no damage. but the attack does no damage. Immobilized
The locking block maneuver also causes no characters can attempt to escape by spending
damage. a melee attack to break the hold. However,
the chance of success is modified by -6 to the
When the Attack Roll Fails: Whenused against die roll.

an unarmed opponent, an unsuccessful lock- When the Attack Roll Fails: The martial artist
ing block causes no ill effects except for the suffers a -4 modifier on his next attack.
loss of an attack. However, when used against
a weapon, an unsuccessful locking block re- Weapons Allowed: chain weapons, rope
sults in damage to the martial artist: In at- weapons, and lash weapons tight groups.
tempting to make the block, the character is
hit by the weapon. She takes normal damage Principal Method: Movement
for the weapon, not modified by the Strength This method requires training to control

bonus of the weapon wielder. and position the martial artist's own body-
Weapons Allowed: medium blades, oriental posture, stance, and reflexes. From this
method, students learn the importance of
blades, short blades, chain weapons, rope speed, sudden changes of direction, and foot-
weapons, lash weapons, axes, clubbing weap- work. It is seldom very offensive, but when
ons, flails, karate weapons, picks, sickles,
staves, and spears tight groups. Characters
using sai or jitte weapons receive a +2 bonus
to hit with the locking block maneuver.

Proficiencies and Martial Arts • 53

combined with other styles creates a danger- knocked down, lifted, or thrown off his feet.
ous and deadly fighter. Any time an attack would result in one of
these consequences, the character is automat-
Feint The martial artist begins an attack in
one direction and at the last moment changes ically allowed a saving throw vs. paralyza-
it to another direction. Or he begins an attack tion. If the save is successful, the character
but does not follow through, in order to draw
his opponent offbalance or make the oppo- remains standing.
nent commit to a futile defense. Weapons Allowed: Any. The character using

The martial artist makes a regular attack immovability does not attack with these
but adds the feint, which costs an extra attack weapons, but uses them to brace himself.
and gives him a +3 to hit. They confer no bonus to hls immovability.

When the Attack Roll Fails: The martial Leap: The martial artist is able to perform
artist's attack does not hit, but he suffers no extraordinary feats of springing and leaping
other ill effects. by channeling his ch'i, or inner power, men-
tally making himself as light as a feather.
Weapons Allowed: Any.
From a standing start, the character can
Prone Fighting: Prepared for any circum- leap 4 feet into the air and 3 feet forward, plus
stance, the martial artist who knows this spe- 1 foot up and forward for each experience
cial maneuver is able to fight effectively even level the character possesses. (Thus a 10th-
sitting, kneeling, prone, or supine. This spe-
cial maneuver requires no time and is always level character with this special maneuver
in effect; it applies any time the character is could leap 14 feet into the air and 13 feet for-
knocked from her feet or falls down. How- ward.) He can also flip in midair to automati-
cally change his facing.
ever, the character can perform no other spe-
cial maneuver (except instant stand) when on Standing-start leaps do not take an entire
the ground. She can still use her weapons melee round, costing instead only one attack
and the basic damage from her martial arts allowed during the round. Thus a character
style, and suffers no Armor Class penalty for could flip over an opponent, land behind
being on the ground. him, and execute an attack from the rear with
his next melee attack.
A character without this skill who fights
From a running start, the character can leap
from the ground is easier to hit than a stand- 8 feet upward and 10 feet forward plus 1 foot
ing character. Attacks against a kneeling up and forward for each experience level the
character receive a +1 to hit; against a sitting character possesses. The character must have
character, +2 to hit; against a character who is room to run at least 10 feet before making
flat on the ground, +4 to hit. The character such a leap.
who is down suffers equivalent penalties to
hit when attacking someone who is standing: With either a standing start or running start
-1 to hit if the attacker is kneeling, -2 if he is leap, the character must make a normal attack
roll vs. AC 10 to land safely. If the roll is suc-
sitting, -4 if he is lying flat. The character
who knows prone fighting suffers none of cessful, the leap is successful.
When the Attack Roll Fails: The character
these penalties.
Weapons Allowed: Any. Fighters are even leaps the full distance but falls to the ground

trained to use two-handed and long weapons on landing. See the prone fighting maneuver

effectively from positions on the ground. described earlier for penalties to fighting
Immovability: By carefully positioning his
from the growtd.
feet and learning to tense and relax various
muscles, the martial artist can avoid being Weapons Allowed: The character can carry
any weapon when using the leap maneuver.

Speed: The martial artist has developed

54 • Chapter Four

lightning-fast reflexes and powerful muscles. nent must make a successful saving throw
Once per day, the character can make a Dex- vs. paralyzation to remain on his feet. If the
terity check. For every four points by which opponent hits a solid object, he suffers dam-
she makes the roll (round fractions to the age as if he had fallen the same distance.
nearest whole number), she receives one extra Those who know the immovability maneu-
attack, which may be used with weapons or ver can resist being knocked back.
martial arts. Such extra attacks last only one
round. When the Attack Roll Fails: For the remain-
der of the round, all of the martial artist's
Example: Tamako has the speed ability opponents get a +2 bonus to their attack rolls.
and a Dexterity score of 13. In the midst
of a deadly battle, she makes a Dexterity Weapons Allowed: clubbing weapons, staves,
check and rolls a 4. Her check succeeds bladed poles (using shaft}, pole spears (using
by 9 points. The result (rounded) of 9 shaft), and spears (using shaft) tight groups.
divided by 4 is 2. In this round only,
Tamako gets two extra attacks. Sticking Touch: The martial artist has so
attuned her sense of touch that by lightly
This special maneuver is difficult and tir- placing her hand on an opponent she can fol-
ing. Once the battle is done, the martial artist low that person's every move. A normal
must rest one turn per extra attack she has
made, or be reduced to halfher normal move- attack roll must be made, and the touch does
ment until she is able to rest. no damage. However, so long as the martial
artist remains in contact, she gains +2 on all
Weapons Allowed: Any. subsequent attack rolls and her Armor Class
Slow Resistance: Having developed his improves by 2, because she is able to feel the
body and disciplined his mind, the martial
artist is automatically immune to slow effects. impending moves of her opponent before
This condition is in effect all the time; it does they happen.
not have to be activated like a combat maneu-
ver. The touch can be broken only by the oppo-
Weapons Allowed: Not applicable. nent moving ina way or at a speed beyond the
abilities of the character. Thus, an opponent
Principal Method: Push who knows the leap maneuver can use it to
Pushing is a soft form of combat, relying on break contact. However, if both combatants
know that maneuver, the martial artis,t can
the character's understanding of the forces of
motion. Many pushing techniques turn the automatically choose to leap at the same time
opponent's own force against him, deflecting as her opponent, keeping the contact unbroken
his attack, throwing him off balance, or (unless the opponent's leap is longer than the
knocking him backward with a single touch. character's).
Leaming this art takes great mental discipline
but does not require great strength. When the Attack Roll Fails: The touch does
not "stick."
Concentrated Push: The character focuses
his inner energy into his hands, giving great Weapons Allowed: None; this is an unarmed
results even from a gentle push. On a suc- maneuver only.
cessful attack roll, the opponent is knocked
back 1 foot per level of the martial artist. If One Finger Push: This skill requires long
the distance is greater than 3 feet, the oppo- and difficult practice. It is said that the stu-
dent first learns to push a suspended heavy
bell with the touch of a single finger. He con-
centrates then on touching it more and more
lightly while making the bell swing even
more. Finally, he reaches the point where he
can make the bell move without actually
touching it. His inner power extends out

Proficiencies and Martial Arts • 55

from his finger and pushes the bell. At this The crushing blow requires great concen-
point he has mastered the one finger push. tration and is the only action the character
can take in a round regardless of the number
One finger push gives the martial artist the of attacks normally allowed. In all cases a
power of concentrated push without having normal attack roll must be made. The DM
to touch the target. The character simply con- must determine the number needed to hit a
centrates and points his finger at the oppo- stationary object (assigning AC based on its
nent. The range is equal to 1 foot per character hardness).
experience level. One finger push requires
great concentration and is the only action that When the Attack Roll Fails: If the martial
can be taken in the melee round regardless of artist attempts to strike a hard object (such as
the number of attacks the character can nor- stone) and the attack roll fails, he seriously
mally make. A normal attack roll must be injures his hand, suffering damage equal to
made. If successful, the opponent is affected what he would do on a normal attack. The
as if hit by a concentrated push. hand is unusable for 24 hours, even if healed
before that time has elapsed.
When the Attack Roll Fails: The one finger
push does not take effect. Weapons Allowed: None.
Eagle Claw: Through physical exercise and
Weapons Allowed: None; this is an unarmed concentration, the martial artist can summ.on
maneuver only. immense crushing strength into his hands.
On a successful attack roll, he can shatter
Principal Method: Strike objects (snap spear shafts, crush stones, etc.),
Iron Fist: Through various toughening crush metal items, and cause ld8 hp damage
(plus damage bonuses for Strength) per at-
exercises, the martial artist hardens his hands tack. This ability requires great concentration
so much that they feel like steel. The character and is the only action the character can take
does ld6 hp damage from each attack (plus during the round.
bonuses for Strength) if the principal attack When the Attack Roll Fails: The attacker does
uses the hands. If the principal attack is not not damage anything but suffers no ill effects.
the hands, the character does ld6 hp damage Weapons Allowed: None.
on only one attack per melee round.
Principal Method: Throw
When the Attack Roll Fails: The blow does Fall: The martial arts student learns to fall

not land. and roll correctly, taking the impact of the fall
Weapons Allowed: Any melee weapon. on the safest areas of the body. Once learned,
Crushing Blow: The martial artist is able this maneuver is constantly in effect. There-
after, the character suffers only half normal
to shatter or break hard objects-wood, ceram- damage from any fall (if she is conscious and
ics, and masonry, but not metal-with a blow able to move).
of the hand. The character can break a half-
inch of wood or a quarter-inch ofbrittle stone Weapons Allowed: The character can carry
per experience level. The DM can modify this any weapon when performing this maneuver.
based on the shape, hardness, and age of the
object. If used against a living target, the Instant Stand: After learning to fall, the
character causes normal damage plus hit student learns how to gain her feet quickly,
points equal to half his experience level either by rolling up to a standing position or
(rounded down); Strength damage bonuses using an acrobatic jump. Normally, one round
do not apply. (Example: An 11th-level charac- is required for a character to gain her feet, but
ter who normally does ld4 hp damage with a character knowing this maneuver can regain
his martial arts attack would do ld4+5 hp
damage per crushing blow.)

56 • Chapter four

her feet automatically instead of making an Because the training requires a knowledge
attack. She may then perform other actions in of anatomy, the special maneuvers listed can
the round if she has attacks available.
be used against only human and humanoid
Weapons Allowed: The character can carry opponents, unless the practitioner has bought
any weapon when performing this maneuver. a nonweapon proficiency related to the

Hurl: This type of throw relies a great deal anatomy of a category of monsters (dragons,
on strength and less on leverage. The martial equines, etc.).
artist can attempt to pick up an opponent and
throw him to the ground ld4 feet away. The Pain Touch: Simply be pressing his finger
attack adds ld4 hp to the basic damage of the
martial arts style. The attacker must make a against specific points of the body, the martial
successful attack roll for the hurl maneuver to artist can cause great pain in his opponent.
work. This can be done in place of a normal attack.
The touch causes no damage, but if the attack
When the Attack Roll Fails: The attacker loses roll is successful, the opponent feels as though
all remaining attacks for the round and auto- he were on fire. Thereafter, he will suffer a -2
matically loses initiative for the next round. penalty to attack rolls and a +2 penalty to his
AC. The effect lasts for ld3 rounds.
Weapons Allowed: None.
Great Throw: Using leverage and his oppo-- When the Attack Roll Fails: There is no ad-
nent's momentum, the martial artist is able to verse effect on the opponent, and the attacker
throw his enemy a great distance. The charac- suffers no ill effects.
ter must make a normal attack roll. If the
opponent is stationary, the character can Weapons Allowed: Clubbing weapons tight
throw him 1 foot per experience level of the group.
martial artist. If the opponent is charging, the
distance thrown is 6 feet plus 1 foot per expe- Stunning Touch: With a light slap of the
rience level of the martial artist. The oppo- fingers in the correct place, the martial artist
nent suffers double normal damage for the can stun and daze her opponent. This can be
martial arts style. done in place of a normal attack and causes
When the Attack Roll Fails: The opponent
counters the move and knocks the martial no damage. The attacker must make a normal
artist off his feet; the character automatically attack roll. If the attack is successful, the
loses initiative the next round. opponent is allowed a saving throw vs. para-
Weapons Allowed: chain weapons, rope
weapons, lash weapons, staves, bladed poles lyzation. The opponent who fails to save is
(using shaft), pole spears (using shaft), and stunned for ld4 rounds, unable to take any
spears (using shaft) tight groups. action.

Principal Method: Vital Area When the Attack Roll Fails: If the attack roll
This method relies on a blow for effect,
fails or the opponent makes the saving throw,
much like a strike or kick. However, the the attack has no effect.
strength of the blow is not as important as the
location where it lands. The vital area method Weapons Allowed: Clubbing weapons tight
teaches the martial artist where and how to group.
strike at the weak spots on his opponent's
body-throat, ears, foot, nerve points, and Paralyzing Touch: By placing pressure on
other places. specific nerve junctions, the martial artist can
paralyze her opponent, leaving him unable to
move for 2d4 rounds. The character must
make a normal attack roll, but the attack does
no other damage. The opponent is allowed a
saving throw vs. paralyzation at a -2 penalty.

When the Attack Roll Fails: If the attack fails
or the opponent makes a successful saving
throw, no damage is done.

Proficiencies and Martial Arts • 57

Weapons Allowed: Clubbing weapons tight breaking them. The breaking action is a swift
group. blow or twist with the weapon. The martial
artist must be wielding a martial arts weapon
Distance Death: Also known as the dim and can use this maneuver only against melee
mak attack or "death touch," this ultimate weapons, not against unarmed fighters.
skill of the vital area method requires great
practice and concentration. To learn this The character must make a normal attack
maneuver, the martial artist must practice at roll. If the roll is successful, the opponent's
a pool of water, driving his finger at the sur- weapon is broken (magical weapons are un-
face without touching it. As he does so, he harmed). This maneuver does no damage to
concentrates on his ch'i power, trying to living creatures or monsters.
extend it from his fingertip. When he can
hear the echo of his thrust rebound from the When the Attack Roll Fails: The weapon is
water, he has mastered the maneuver. unharmed.

Distance death requires great concentration Weapons Allowed: Any melee weapon.
and is the only action the character can make Steel Cloth: With this maneuver, the mar-
during a melee round. It has a range of 1 foot tial artist need never be without a weapon. If
per experience level of the character. the character has a 6-10 foot piece of cloth,
she can whirl it and snap it tight, keeping it in
To use this maneuver, the martial artist constant motion and giving it the rigidity of a
must make a normal attack roll. If the attack spear.
is successful, the character can choose to The cloth is treated as a spear. If you own
apply one of the following effects: The Complete Fighter's Handbook, the cloth's
length determines what type of spear it is. If
Pain: The opponent is not allowed a saving it is 6-8 feet, it is a normal spear; above 8 feet,
throw. The effect is identical to pain touch. it is a long spear. Note that the steel cloth
cannot be thrown. The instant it leaves the
Stunning: The opponent is allowed a sav- attacker's hands, it becomes a normal piece
ing throw vs. paralyzation with a -2 penalty. of cloth.
The effect is identical to stunning touch. This maneuver is automatically successful.
The martial artist does not need to make any
Paralyzation: The opponent is allowed a sort of roll to tum a cloth into a weapon.
saving throw vs. paralyzation, with a -4 Weapons Allowed: One 6-10 foot length of
penalty. The effect is identical to paralyzing cloth, or rope weapons tight group.
touch.
Mental and Physical Training
Double Damage: The character does two The following abilities are gained by the
times the basic damage for his martial arts
style. No saving throw is allowed. martial artist in the course of training. They
reflect superb control over mind and body.
When the Attack Roll Fails: No special effects They do not belong to the categories of princi-
occur. The opponent takes no damage. pal methods as they can be learned by practi-
tioners of any method or style.
Weapons Allowed: None.
Meditation: This ability allows the martial
Principal Method: Weapon artist to enter a mental state in which he can
The martial arts often include training in a focus and regain his energies. For each hour
the character spends in uninterrupted medi-
number of standard and unusual weapons. tation, he gets as much rest as two hours of
The maneuvers described below can be ap- sleep. While meditating, the character is
plied only when using weapons. They are ex-
clusive to practitioners of the martial arts.

Weapon Breaker: Just as martial arts weap-
ons are designed to catch and deflect the
weapons of others, they are also capable of

58 • Chapter Four

oblivious to hunger, thirst, heat, and cold (but lronskin: Rigorous physical training has
he can still take damage from heat- and cold- toughened the martial artist's muscles to the
based attacks). He remains conscious and strength of iron. The Armor Class of the char-
aware of his surroundings, and suffers no acter is improved by 2, but only when he is
penalties on surprise or initiative die rolls. not wearing any other type of armor.

All-Around Sight: The martial artist's Levitation: This is perhaps the rarest of all
training makes him more attuned to his im- the martial arts maneuvers because it
mediate surroundings. He is able to detect requires the utmost concentration and men-
opponents on all sides, provided they are not tal discipline. Daily the martial artist prac-
invisible. The character can never be struck tices at making her body feel lighter, using
from behind or suffer a penalty from a back mental power to negate her own weight.
attack. 1bis maneuver is constantly in effect. Finally, the character succeeds in overcom-
ing all her weight and can levitate for a num-
Mental Resistance: The mental exercises ber of rounds equal to her experience level.
and ordeals of the martial artist's training This maneuver requires one turn of concen-
tration before it takes effect. Thereafter the
have toughened and strengthened her will. character can move up, down, or sideways
She receives a +2 on all saving throws at a rate of 5 feet per round. She can take no
against mental attacks, including charm, illu- actions while levitating and will fall to the
sion, and hold spells. This ability is con- ground if her concentration is broken. On
stantly in effect. completion of the levitation, the character
must rest for one round before taking any
Ch'i Attacks: With this ability, the martial other action.
artist summons his ch'i (life force energy) and
Armed and Armored Opponents
can use unarmed martial arts attacks to hit
monsters that could otherwise be hit only by A character who knows martial arts is for-
magic. See Table 20. This ability is constantly midable but still suffers some penalties when
in effect. facing an armed or armored opponent.

Table 20: Ch'I Attacks Unarmed vs. Armor
Not all martial arts skills are entirely effec-
XP Level Character Hits As A
tive against armored opponents. Table 21
1-4 magical weapon shows which martial arts abilities suffer
+1 magical weapon penalties against various types of armor.
5-9 +2 magical weapon Compare the maneuver to the type of armor;
10-14 +3 magical weapon the result is the penalty to hit.
15-19 +4 magical weapon
If a maneuver is not listed on Table 21, it
20 suffers no penalty against an armored oppo-
nent
Blind-fighting: Under his master's guid-
ance, the martial artist has trained for long Unarmed vs. Weapons
periods while wearing a blindfold or in dark- Likewise, unarmed characters fighting
ened rooms, gaining the ability to detect foes
with senses other than sight. The character armed characters suffer penalties because
suffers only a -1 penalty when fighting in they must cope with their enemies' greater .
darkness, when blinded, or when faced by striking range.
invisible opponents. However, any of these in
combination with a silence spell renders the
character effectively blind. This ability is con-
stantly in effect.

Proficiencies and Martial Arts • 59

When an unarmed character fights an op- Table 22: Penalties Vs.
ponent with a melee weapon, give the un- Armed Opponents
armed character a penaltybased on the length
of the weapon he faces. Opponent's Weapon Penalty to Hit
Small (S) -1
Above "Large," it becomes progressively -2
easier for an unarmed fighter to slip within Medium(M)
the enemy's effective range, hence the de- Large (L) --4
creasing penalties. Giant (G)
Huge(H) -3

-1

Table 21: Penalties and Bonuses Vs. Armored Opponents

Maneuver Leather*, All Chain Full Plate,
Kick Padded, and Mail Field Plate
Armors,
Circle Kick Hide, Brigandine -3
Flying Kick Monsters** -3
Backward Kick -1 -3
Lock -1 -2
Choke H old -1 -5
Locking Block -2 -1
Incapacitator -1 -3
-1 -4
Immobilizing -1 -2 +3
Push +2
+1 -2
Concentrated Push -1 +2
Sticking Touch -1 +1
Strike -2 -2
Iron Fist -1 -2 -3
Crushing Blow -3 -4
Eagle Claw -1
Throw +1 +3
Hurl -3 -2 -4
-2
Great Throw -2 -4 -5
Vital Area -4 -4
-1 -3
Pain Touch -2 -4
Stunning Touch -3
Paralyzing Touch -3
Distance Death -5

Weapon
Steel Cloth

• Includes studded leather
•• All monsters with an AC of 7 or better due to tough hide

60 • Chapter Four

Stunning and Incapacitating Table 23: Martial Arts Hit Locations

In addition to the basic abilities and the Principal Method Die Roll
special maneuvers associated with martial Block
arts styles, all styles have a chance of stunning NIA
or incapacitating a man-sized opponent. Kick
Lock ld20
Whenever the martial artist rolls an unmod- Movement
ified 20 on his attack roll, the opponent must Push 3d6
make a saving throw vs. paralyzation. If the Strike
saving throw is successful, the opponent is not Throw NIA
stunned or incapacitated (although he does Vital Area
take normal damage from the attack). If the Weapon ld10+6
saving throw fails, the opponent is either inca-
pacitated or stunned. Compare the hit dice or 2d6+6
level of the opponent to the die roll. If the
number rolled is less than the hit dice or level NIA
of the target, the opponent is stunned for ld6
rounds. If the number is greater than this, the 2d6+6
opponent is incapacitated for ld3 hours.
3d6
Hit Locations
Roll Hit Location
Players who like to visualize where their 18-20 Head
characters' blows are landing can use a vari- Throat
ant of the Martial Arts Results Table (pre- 17 Shoulder
sented earlier). 16 Upper Arm
Elbow
Each time the character attacks with mar- 15 Lower Arm
tial arts, he makes a die roll and consults 14
Table 23 to determine the location of the blow. Wrist/Hand
The principal method of the martial art deter- 13 Chest/Back
mines the type of roll. 12 Stomach
10-11 Groin

9 Thigh
Upper Leg
8 Knee
7 Lower Leg
6 Foot
5

4

1-3

The hit location does not affect the damage
or effect of the attack; it is for visualization

purposes only.

- +-- r I I 19

Proficiencies and Martial Arts • 6 l

Oriental cultures feature many weapons lower body, the attacker can spend his next
not commonly found in western cultures, and attack to yank the opponent's feet out from
the ninja uses tools that are uncommon even under him, throwing him to the ground. Also,
within his own culture.This chapter describes if the attacker's entangling weapon has an
many of the weapons and gadgets that the attacking part at both ends, as do many of the
presence of ninja will bring to a campaign. weapons described in this chapter, he can
make subsequent attacks against the target
Weapons with the weapon's other end.

Some of the weapons are new to the Prone and Entangled Opponents
AD&D® game, while others appeared previ-
ously in the Player's Handbook. The reason A character who is entangled is easier to
some weapons are repeated here is to show hit; all attacks made against him get a +2
players which "normal'' weapons are also bonus to the attack roll.
available in Oriental cultures. A hand axe
may have a different configuration and a dif- When a character is on the ground, he is
ferent name in an Oriental setting, but it has also easier to hit; all attacks made against him
the same weapon statistics as its cousin from get a +2 bonus to the attack roll.
a western setting.
The poor character who is both entangled
Entangling Attacks and on the ground suffers doubly; the bo-
nuses are cumulative, and his attacker gets a
When attacking with a weapon that makes +4 bonus to the attack roll.
an entangling attack (as noted in many of the
weapon descriptions), the attacker must Weapon Descriptions
specify that he's aiming for either his oppo- Arrows: Arrows for use with the daikyu
nent's upper body or lower body. If the
attack roll succeeds, one end of the weapon (great bow) or hankyu (half bow) come in a
wraps around that part of the body and pins number of different shapes and styles.
it, at least for a moment.
Armor piercer arrows have a narrow spike-
If the upper body is entangled, the oppo- head and are designed to punch through dif-
nent cannot make attacks that require use of ferent types of armor. They receive a +2 bonus
the arms. If the lower body is entangled, the to the attack roll when fired at metal armor.
opponent cannot make attacks that require
use of the legs, nor can he move from that Flight arrows are the most common sort of
spot. arrow, with a wedge-shaped head that is use-
ful in both combat and hunting.
To break free of an entangling weapon,
the opponent must make a successful saving Frog crotch arrows have heads that form a V,
throw vs. paralyzation in place of his next the inner edge of whichis sharp. These arrows
attack in combat. The weapon takes no dam- are used to cut standards and armor cords,
age. If he is unsuccessful, he remains entan- and inflict terrible wounds on anything
gled but can try again to break free on·his caught between the jaws. To successfully use
next available attack. the cutting action, the archer must success-
fully hit a specific point. The DM assigns
Once an attacker has made an entangling attack-roll penalties for difficult targets.
attack, he can make other attacks on the same.
If the attack was made against the opponent's Humming bulb arrows are fitted with carved
wooden heads that whistle loudly when
fired. The sound can be heard up to one mile
away. This type of arrow is normally used for
signaling, but the bulb can also be fitted with

62 • Chapter Five

Table 24: Weapon List

Weight Speed Damage

Item Cost Obs.) Size Type Factor S-M L

Axe, battle Sgp 7 Ms 7 ld8 ld8
5 Ms
Axe, hand 3 1 gp 2 4 ld6 ld4
L- 5 --
Blowgun Sgp 6
sp - ld3 ld2
Dart 1 sp 6 sp
- 11
Needle 2cp 4 LB
Mp 4 ld6 ld6
Bo (staff) & Bow Sep 6 Mp
- ld4+1 ld4
Arrow, armor piercer 2 6 sp/12 6 Ms
- ld6 ld6
Arrow, flight 3 sp/12 6 Mp
Mp - ld6 ld3
Arrow, frog crotch 3 sp/12 6
L- - 1d2 ld2
Arrow, humming bulb 6 sp/12 6
M- - 1d8 1d6
Arrow, sheaf (leaf-head) 6 sp/12 3 M-
7 --
Daikyu (great bow) 100 gp 2 sp
2 6 --
Hankyu (half bow) 75gp MB
6 7 --
Pellet bow 20 gp
3 1 1 hp 1 hp
Chopsticks 1 cp
Club 12 4 ld6 ld3
- 7

Crossbow 6

Chu-ko-nu (repeater) lO0gp 1 M- 10 --
½
Light crossbow 3Sgp 3 s- 7 --

Light quarrel 1 sp 6 Mp - ld4 ld4
2 ld4 ld3
Dagger 3 2gp 1 sp 2 ld3 ld2
1 sp ld6 ld4
Dart, thrown Ssp 1 6 ld2 ld2
1 Mp 1d3 1d2
Fang Sgp 2 1 ld4 ld2
4 sp 5 ld4 ld2
Fukimi-bari (mouth darts) 1 sp 1 sB 2 ld6 ld3
1 sB 3 ld6 ld4
Gunsen (war fan) 5 gp 3 4 ld8 ld6
sB 3 1d3 1d2
Hanbo (half staff) Sep 1 7 1d4 ld2
5 MB ld6 ld4
Jitte 2gp 2 6
3 ss
Jo (stick) 1 sp 3
LB 6
Kama (sickle) 2gp L B/ P

Kau sin ke (whipping chain) 3 Sgp sB

Kawanaga (grapnel) 1•3 1 gp L BIS

Kiseru (pipe) 1 gp

Kusari-gama (chain-sickle) 1, 3, 7 3gp

Kyogetsu-shogi

(cord-and-dagger)1,3 2gp L B/S 6 ld4 ld4
6 ld6 ld8
Lance, light horse 4 6gp Lp

Lasso 1 1 sp L- 7 --

Manriki-gusari (chain) 1, 3, 7 5 sp LB 5 ld4+1 ld4

Tools of the Trade • 63

Weight Speed Damage
S-M L
Item Cost (lbs.) Size Type Factor

Metsubishi (blinding powders) 1 sp 1 s- 3 - -
5 gp
Nage teppo (grenades) 1 sp ½ B9 ld6 ld6
Needle lgp 1 1
Nekode (climbing claws) 1 gp 6 sp 1
½ ss 1 ld4 ld3
Nunchaku (threshing flail) 2gp ld6 ld6
Polearm 5 gp 3 MB 3 1d6 ld6
30gp sB ld4 ld3
Kumade (rake) 7 Sgp 9 ldlO ldlO
Lajatang 7 ld2 ld2
Man catcher 7 8gp 4 L B/ P 7 1d6 ld8
Nagimaki 5 sp
6 L S/P 7
(horseman's halberd) s, 7 3 sp
Naginata (halberd) s, 7 Ssp 8 L- 7
3sp
Sai (short trident) 1 gp 6 L S/P 6
Shuriken (throwing star) 5 cp
1 cp 10 L S/P 8 ld8 ldlO
spike 2 s P/B 3 ld4 ld2
large star 3 -
small star 6 sp 2 ld4 ld3
2sp ½ sp ld6 ld4
Siangkam 1 cp 2 ld4 ld4
6 sp 2 ld4+1 ld4
Sling - 1 sp 2
bullet s6 - --
stone 5gp ½ sB - 6
ld4 ld6+1
Sling, staff 8 sp ½ sB - 1d4 1d4
bullet 2 M-
stone 2gp 11 --
½ sB -
Sod e garami 16 sp ½ sB - 2d4 ld6+2
(sleeve entangler) 1, 7 ld8 2d4
15gp 5 LB 7 ld4 ld3
Spear
Chijiriki (chain spear )1, 3, 5 6 L B/P 7 --

one-handed 10 L p ld6 ld8
two-handed 1d8+1 2d6
Sang kauw
(two-headed spear) 5 7

one-handed 6 Mp 6 1d8 ld6
two-handed 5 Lp 7 2d6 ld8+1
Shakujo yari (staff spear) 3
one-handed ld6 ld8
two-handed 1d8+1 2d6
Trident 3
one-handed ld6+1 3d4
two-handed ld8 2d8

64 • Chapter five

Weight Speed Damage

Item Cost (lbs.) Size Type Factor S-M L

Yari (spear) 3•5 3 gp 8 Lp 8

one-handed 6 ld8 ld8+1
2d6 3d6
two-handed 4
6
Sword
4
Bokken (wooden sword) lOgp 5 MB 4

one-handed 15 ld4 ld.2
5 ld6 ld3
two-handed 3 Ms 2d4 ld6+1
15
Broad sword (dam den) 10 gp 3 M S/P 5
4
Katana (samurai long sword) lOOgp 1

one-handed 6 ldlO ldl2
2d6 2d6
two-handed 7 Ms ld8 ld12
5 ld8 ld6
Longsword 15gp 1 M S/P 5
1 4
Ninja-to (ninja sword) 12gp 2 Ls
1 Ms 10
No-daichi so gp 5 ldlO 3d6
(two-handed sword) 7 Mp 3 ld8 ld8
15 ld6 ld8
Parang (chopping blade) 3 gp Ls 3 ld12 3d6
s S/P ld8 ld8
Short sword 10 gp 2
s S/P 3
Tetsu-to (iron sword) 7 35gp sp 7
6
Wakizashi SOgp LB
LB 3
(samurai short sword)
sB 3
Tanto (dagger) 3 3gp sp 8 ld4 ld3
2 ld4 ld4
Tetsu-bishi (caltrops) 3 gp M ld8 ld8
ld6 ld4
Tetsu-bo (iron staff) 7 2gp sp ld6 1d4
ld4 ld4
Three-section staff 7 lOgp ld2 1
ld4 ld4
Tonfa (handle) Sep

Uchi-ne (short javelin) 3 2gp

Whip ] 1 sp

Yoroi-Toshi 2• 3 Sgp

The "Type" category indicates bludgeoning (B), piercing (P), and slashing (S) weapons. The
type of attack may alter the weapon's effectiveness against various types of armor. See the
optional rule in the Player's Handbook, Chapter 9.

1 May be used to make entangling attacks.
2 +2 to hit vs. all metal armor because of its armor-piercing properties.

3 May be thrown or wielded in hand-to-hand combat.
4 Inflicts double damage when used from the back of a charging mount.
5 Inflicts double damage when firmly set to receive a charge.
6 These items weigh little individually. Ten of these weigh 1 lb.
7 Intended for two-handed use only.

Tools of the Trade • 65

oil-soaked cloth or straw and used as a fire very effective but are better than nothing, and
arrow. When used this way, it causes an addi- they are commonly available.
tional ld3 hp damage from the impact and
flame. It also starts fires in flammable materi- Chu-ko-nu (repeating light crossbow):
als unless put out quickly. This crossbow is capable of firing several
bolts before it must be reloaded. It is similar
Sheaf arrows are fitted with broad heads to the western light crossbow, but mounted
designed to cause great injury. These arrow- on top is a magazine that can hold up to 10
heads are often carved or pierced with artistic
designs, making them works of art. light quarrels. The cocking and reloading
action is worked by a single lever, pushed for-
Axes: Oriental equivalents for the common ward and then pulled back. This allows a
western battle and hand/throwing axes are faster rate of fire than normal. Up to two
quarrels can be .reloaded in the magazine per
readily available. round. Thus, five rounds are required to com-
Blowgun: Many ninja use blowguns, as pletely reload the chu-ko-nu. A character can-
not fire and reload in the same round. The
light weapons or as distractions. Evil ninja chu-ko-nu is heavier than a normal light
crossbow and has a shorter range. (See Table
may use blowguns as a means to deliver poi- 25.)

sons. A blowgun dart is larger and heavier, Club: Improvised clubs are as easy to make
and does more damage than a blowgun nee- in the Orient as in western campaigns. Clubs
dle. The needle is less expensive but just as
good at carrying poisons. are not commonly manufactured for combat
use, so they are not available for sale. See
Blowguns can also be used as breathing instead the jo and hanbo.
tubes for swimming underwater.
Crossbow: Standard light crossbows are
Special reinforced blowguns are available. available in the Orient. See also the chu-ko#
A blowgun costing 6 gp can also be used as a nu.
jo stick; a 7-gp blowgun can be used as a jo
stick or the scabbard for a sword. Dagger: Ordinary daggers are available in
Oriental settings.
Bo (staff): This Oriental equivalent of the
quarterstaff is normally fr7 feet long. Its hard Daikyu (great bow): This is the largest type
wood makes it difficult to cut or break.
of bow found in an Oriental setting. In some
Bokken (wooden sword): This is a wooden
ways, it is similar to the western long bow. It
copy of the katana, designed to simulate that is 7 feet long and bent at the ends for greater
sword's weight and other characteristics. It is power. Unlike most bows, the grip is closer to
the bottom, not centered. This allows the bow
used to practice swordsmanship since it does to be fired from horseback and kneeling posi-
not cause cutting injuries. Wielded aggres- tions.
sively, however, it can cause injury from the
force of the blow. The bokken requires sword Dart, thrown: Ordinary darts are available
proficiency, not club proficiency; it shares a in Oriental settings. Many ninja like them for
weapon proficiency with the katana. their lightness and ease of concealment.

Bow: See Arrows (various types), daikyu, Fang: This heavy iron weapon is similar to
a large-animal goad. It is about the length of a
hankyu, and pellet bow. short sword. One end is sharp, with a heavy
Chijiriki (chain spear): A length of hooked point below it.

weighted chain is added to the butt end of a Fukimi-bari (mouth darts): These small
normal spear. This weapon can be used as a darts are held in the mouth and blown into
normal spear, or the butt-chain can be swung the face of an opponent as a surprise attack.
out, entangling the opponent.

Chopsticks: Chopsticks can be used as a

weapon in case of emergency. They are not

66 • Chapter Five

Up to 10 of them can be carried in the mouth. suspicion. The damage values given for it are
They can be fired singly or all at once. When
fired singly, a normal attack roll is made for for a freshly sharpened weapon. After use in
each dart; a successful hit does ld2 hp dam- the field for several hours, a kama will be
age. When fired in bursts, the die equal to considerably duller, and may, at the DM's dis-
twice the number of darts fired is rolled to
determine the damage. Thus, if four darts are cretion, have reduced values for damage.
fired at once, ld8 is rolled to determine the Katana (samurai long sword): This single-
damage.
edged, slightly curved sword ends in a chisel
Obviously, since the darts are carried in the point. It is perhaps one of the finest types of
mouth, they cannot be poisoned (unless the sword made, noted for its superior construc-
ninja is willing to suffer the effects of the poi- tion and design. Great care is taken in mak-
son as well). Furthermore, the darts have a ing the katana, and the forging and construc-
very poor range and are almost never effec- tion ofit is considered a rare and valuable art.
tive against any type of armor; wielders of The weaponsmith must labor long hours to
this weapon suffer a -6 penalty to the attack achieve the correct temper of the blade. When
roll when firing at an armored target. How- correctly made, the blade is light, well bal-
ever, these darts do have the advantage of anced, strong, flexible, and resilient. The
surprise and distraction because they are a quality of the metal and forging allows the
hidden weapon. blade to be ground to a razor-sharp edge. In
addition, such blades are often beautifully
Gunsen (war fan): This iron fan's main use decorated with etched designs, prayers, or
family lineages. Equal attention is given to
is defensive, counting as a small shield. How-
ever, it can also be used to strike blows. It is the hilt, guard, and scabbard of the weapon.
normally considered a fallback weapon. Katanas may have individual names, reflect-
ing deeds of glory in which they have been
Hanbo (half staff): This 2-3 foot stick is used.
used as a weapon; practitioners often carry
one in each hand. The statistics for the hanbo For the samurai character, the katana is
are used when a sword sheath is used as a more than just a sword. It is part of his honor
weapon. (See ninja-to.) and the honor of his family. It is his personal
weapon, not to be used by others. To touch
Rankyu (half bow): This is the small Ori- the scabbard of the sheathed katana is to
insult the samurai. To draw the blade without
ental bow, often used by ninja. permission is a graver insult. A single k:atana
Jitte: This tapered iron bar has a short may have been in the same family for genera-
tions, becoming a treasured heirloom. To lose
hook projecting near the handle. It is not such a weapon is a shameful disgrace that can
sharp. The jitte is used to block attacks and be swept clean only by the recovery of the
catch weapons. It can also be used to strike weapon and the punishment of those who
blows. The jitte shares a weapon proficiency have taken it. Many samurai have given their
with the sai.
lives to recover a family weapon.
Jo (stick): This stick weapon is about 4 feet
The value of a katana can vary greatly
long, between the bo and hanbo in size. It can depending on the quality of workmanship
and the history of the weapon. The price
be used one-handed and in pairs. The jo is a listed in Table 24 is for an average weapon.
favorite weapon of ninja because it is innocu- Others may be of greater or lesser value,
ous; it is also called the shinobi-zue. depending on the quality and artistic work-
manship of the weapon.
Kama (sickle): This straight-bladed sickle

is a farmer's tool that can also be used as a
weapon to great effect. Ninja like this weapon
because it can be carried without arousing

Tools of the Trade • 67

Kau sin ke (whipping chain): This Kyogetsu-shogi: This is a simple length of
weapon consists of four to six short iron bars rope with a sharp hooked blade at one end
connected by several links of chain. Its ori- and a heavy iron ring at the other. Its uses are
gins can be traced to the agricultural flail. similar to those of a standard chain weapon.
Used properly, it can be a deadly weapon; The rope can be swung to attack with the
the iron bars can wrap around shields to blade or weight, snapped around the feet or
land crushing blows. However, because it is arms to entangle, thrown to entangle, or held
not as flexible as a normal chain or rope while striking with the blade. Although the
weapon, it cannot be used to make entan- rope is far easier to cut or break than a chain,
gling attacks.
the weapon is often used by ninja because it is
Kawanaga (grapnel): This a length of rope, almost silent. It is easy to conceal and can be
with a grapplinghook at one end and a weight worn as a belt or under a sash.
at the other, is both a tool and a weapon. It
can be used as a weapon by swinging the Lajatang: This rare weapon is most often
hook or the weight at an opponent. The grap- found in the hands of a martial artist skilled
pling hook can also be used for climbing, and in its use. It consists of a 3-5 foot shaft with a
the rope canbe used to entangle an opponent. crescent blade fitted at each end. Some indi-
This type of weapon is popular with ninja vidual weapons have smaller barbs project-
because it has several uses and is easily con- ing downward from the outer edges of the
cealed. crescent. The weapon is held with two hands,
much like a bo.
Kiseru (pipe): This is a tobacco pipe made
Lance, light horse: This is the normal sort
of metal. Its innocent appearance disguises its
use as a clubbing weapon. It is popular with of lance available to horsemen in an Oriental
peasants and monks because it is cheap and campaign.
easy to make and does not appear to be dan-
gerous. It can also be used for smoking. Lasso: This weapon does no damage in
game terms but can entangle a target. It is
Kumade (rake): This dual-purpose tool used to unhorse riders and pull humanoid
consists of a spear-length wooden shaft with targets off their feet. When a lasso wielder
a rake head fitted at one end. By setting the attacks a horseman riding past, a successful
rake prongs in a crack, ledge, or sill, a ninja attack roll automatically unseats the rider. A
can climb up the shaft. The kumade can also lasso attack made against the upper body of a
be used as a weapon. Because the kumade humanoid on foot will pull the target off its
has multiple uses and can be carried without feet on a roll of 1 on ld4 if the target weighs
arousing suspicion, it is a common item for no more than half what the attacker weighs,
ninja to use. or on a roll of 1 on ld8 if the target weighs up
the attacker's weight.
Kusari-gama (chain-sickle): This variation
on the kama (sickle) was designed specifi- Man catcher: This is a two-pronged
cally for combat. It is a kama with a length of polearm. Each prong is curved to encircle a
humanoid creature of man size. Creatures
weighted chain attached to the butt end of the larger or smaller than human size by 50% or
handle. The kusari-gama can be used in sev- more are unaffected by this weapon. The Ori-
eral ways: The user can attack with the kama ental man catcher, unlike the western version,
in hand, he can club and entangle with the has spikes and sharpened edges to damage
weighted chain, or he can whirl the kama at the opponent and prevent the use of hands
the end of the chain. This weapon is relatively and arms.
easy to make and is favored by both peasants
and ninja. The victim of a man catcher loses all shield
and Dexterity bonuses. Furthermore, the

68 • Chapter Five

opponent can be pulled and pushed with the chiefly the straight-bladed sword from which

weapon. This pushing and pulling automati- the katana evolved. _
cally causes ld2 hp damage per round. There
is a 25% chance for the opponent to be pulled Nage teppo (grenades): These small
off his feet, to either a kneeling or prone posi-
tion. grenadelike weapons are popular with ninja.

Anyone caught in a man catcher can break The version detailed in Table 24 explodes on
out by making a successful roll to bend bars.
Repeated attempts can be made, but the vic- contact with a target. Other sorts of grenades
tim takes ld4 hp damage unless heavy gloves
or gauntlets are worn. Characters other than are described later under "Miscellaneous
the one caught may rescue the victim by
chopping through the weapon's haft (6 points Equipment."
of cutting damage required).
Nagimaki (horseman's halberd): This
Commonly, the man catcher's wielder will
capture an opponent with the weapon, then shortened version of the naginata is used pri-
jerk the victim off his feet or horse, pressing
the pole down to pin his neck to the ground. marily by horsemen. It consists of a 4-6 foot
In such a situation, the captive is virtually
helpless. shaft capped by a curved swordlike blade.

Manriki-gusari (chain): This simple length Naginata (halberd): This lightweight but

of chain with weights at each end can be strong polearm is 6--8 feet long and ends in a
whirled quickly, striking with hard blows
from the weights. One end can be swung out curved swordlike blade. It is used as a stan-

to entangle an opponent, or the entire weapon dard polearm. The naginata is often the pre-
can be thrown, entangling and causing dam-
age at the same time. The manriki-gusari is ferred weapon of women; many female
popular in areas where the lord has forbidden
the use or wearing of other weapons, or when samurai and ninja become proficient with this
secrecy is required. It can easily be worn as a
belt or hidden under a sash. It is often used by weapon.
ninja because it has a great number of uses.
Needle: Although hardly an effective
Metsubishi (blinding powders): A small
wooden device, similar to a short blowgun weapon, needles are occasionally carried by
(1-2 feet long), is used to blow a puff of pow-
der into an opponent's face. It has a mouth- ninja for distraction or surprise. Like the
piece at one end, a chamber for holding the
powder, and a small tube at the other end. fukimi-bari, they are carried in the mouth and
The most common powders are peppers,
ashes, and dust, described under "Miscella- fired by spitting or blowing (using the tongue
neous Equipment." This weapon is often
used by ninja for distraction and escape, and as a blowpipe). Up to 20 needles can be car-
by city constables when attempting to cap-
ried in the mouth. The needles can be fired
ture a criminal.
Long sword: Several varieties of long singly or all at once. When fired singly, a nor-

sword are available in Oriental settings, mal attack roll is made for each needle with a

successful hit doing 1 hp damage. When fired

in bursts, the die equal to the number of nee-

dles fired is rolled to determine the damage.

Thus, if all 20 needles are fired at once, roll

ld20 to determine the damage.

Because needles are carried in the mouth,

they cannot be poisoned (unless the ninja is

willing to sacrifice herself to complete the

mission). As with fukimi-bari, needles have a

very poor range and are almost never effec-

tive against any type of armor. They suffer the

same ~ attack-roll penalty when firing at an

armored target.

Nekode (climbing claws): This dual-pur-

pose ninja tool is a pair of straps or gloves fit-

ted with spikes in the palm. By hammering

the spikes into cracks in a wall or cliff to give

a better grip, the user of nekode receives a

Tools of the Trade • 69

TetstA-to

Cv-ossbow

.,.

Chopsticks

Flight

.Av-v-ow

Bo

TaV\to

Axe N eedle

------=-- - = - -....

10 • Chapter Five

Na9imaki )!ari

Mal'\riki Staff
UtASav-i
)!ov-oi
Toshi

Chijiv-iki

Na9e Teppo

Tools of the Trade • 71

+10% bonus to his climb walls skill. blows of great force. It is commonly found in
the hands of primitive tribesmen, who use it
Nekode can also be used to claw an oppo- for everything and are seldom found without
nent for small amounts of damage. While it.
wearing nekode, a character can still wield
other weapons without penalty. Nekode are Pellet bow: Although almost identical in
usually worn only when needed, because construction and use to a normal bow, the
they easily identify the user as a ninja. pellet bow has a small pocket in the bow-
string for holding a stone or pellet of lead or
Ninja-to (ninja sword): This is the ninja's clay. The pellet can be fired with more force
standard sword. It is approximately the length than from a sling (giving the weapon extra
of a short sword, making it easier to conceal range, though not extra damage). Pellet bows
on the body. The blade of the ninja-to is straight use sling ammunition: sling stones and sling
and of lower quality than that of a katana. bullets.
However, in keeping with the ninja's meth-
ods, the sword and scabbard have multiple Polearm: See kumade, lajatang, man catcher,
uses, which vary from ninja to ninja. Some of nagimaki, and naginata.
these uses include secret compartments in the
hilt of the sword or tip of the scabbard for car- Sai (short trident): This weapon is almost
rying powders, poisons, or daggers.
identical to the jitte, and it is used in the same
The scabbard is normally longer than the manner. The only difference between the two
sword and open at both ends, allowing it to weapons is that the sai has two forward-pro•
jecting tines instead of one. The sai shares a
serve as a blowgun or breathing tube. The
stiff, strong scabbard can also be used as a weapon proficiency with the jitte.
hanbo or the rung of a ladder. See the blow-
gun for the cost of this sort of scabbard. Sang kauw (two-headed spear): This
weapon comes in two forms. The basic form
Strong silk cord may be wrapped around is a double-headed spear with a loop handle
the scabbard, to be unwound for climbing. in the center, from which projects a dagger or
Other devices can be attached or hidden crescent. The weapon is used with one hand
within this weapon as the OM allows. See to parry and attack. Its other form is almost
"Weapon Modifications" later in this chapter. identical; a small buckler is fitted in the center

No-daichi (two-handed sword): This is the with the dagger blade projecting from it.
equivalent of the western two-handed sword. When the second form is used, the character
It is constructed more like the katana or an- is considered to be using a small shield (for
cestral long sword, having a narrow, slightly calculating Armor Class).
curved or straight blade and a minimal circu-
lar or octagonal guard, but has all the charac- Shakujo yari (staff spear): This is a spear
teristics of its western equivalent. concealed within a sheath to look like a staff.
It can be used as a bo when the sheath is in
Nunchaku (threshing flail): This martial place. The shakujo yari can be carried on
arts weapon is derived from the common secret missions or when the character desires
agricultural flail. It consists of two lengths of to look relatively defenseless.
hard wood or iron connected by a short chain
or cord. The nunchaku can be used to parry Short sword: Many varieties of short sword
attacks, club an opponent, or catch weapons.
It is easily concealed. are available in Oriental settings. Some are
better-made parangs; others include the darn
Parang (chopping blade): The parang is dien, a Chinese rapier (longer than the west-
both a tool and a weapon-a heavy-bladed ern short sword, but with a lighter blade).
machete capable of delivering chopping
Shuriken (throwing star): This small
throwing weapon comes in many sizes and
shapes. Three varieties are described here and

72 • Chapter Five

detailed in Tables 24 and 25. Tanto (dagger): This dagger is made in the
All shuriken are thrown by hand and have same style as the katana and wakizashi
(curved blade, small or nonexistent hand
a limited range. They are easily hidden in guard). It shares a weapon proficiency with
folds of clothing or tucked into sashes. Spike the yoroi-toshi.
shuriken can even be worn in the hair.
Tetsu-bishi (caltrops): This are small cal-
Spike shuriken look like large pins, tapering trops, not melee or thrown weapons. Each is a
to a sharp point. ball or four-sided diamond of spikes, de-
signed so that no matter how it lands at least
Large star shuriken are larger. They may also one spike is pointing upward. They are used
be gripped in the fist, with one sharpened to stop or slow the movement of men and ani-
point projecting between the fingers, and mals by making the ground extremely dan-
used as a punching weapon. gerous to walk on.

Small star shuriken have three or more razor- Because of the way tetsu-bishi are designed,
edged points, ensuring that at least one point
will strike the opponent (if a successful attack they cannot be thrown at an opponent for any
roll is made).
good effect. Rather, they are cast on the ground
Siangkam: This weapon hardly appears at the feet of an opponent when the wielder is
useful at all. It looks like a metal-shafted being pursued. They are greatly favored by
arrow with a small wooden handle replacing ninja since they increase the chance for a
the feathers. It is normally used in pairs, one quick and unpursued escape.
for each hand. The siangkam can be used to
jab, thrust, slash, and parry. It cannot be When using tetsu-bishi, the character must
thrown effectively, even though it has the
state how many he will use and how much
appearance of an arrow. area he will cover. The base amount is 10
Sling: Ordinary and staff slings are avail- tetsu-bishi cast down in a 5 'x5' area (25
square feet). Anyone entering the area must
able in Oriental settings. make a saving throw vs. paralyzation. A suc-
Sode garami (sleeve entangler): This high- cessful save means the character has avoided
stepping on any of the tetsu-bishi. An unsuc-
1y specialized weapon is used to catch and cessful save indicates the character has
entangle an opponent without causing great
harm. It is normally made as a pole and cross- stepped on one tetsu-bishi (suffering 1d4 hp
damage) and must halt his movement. If half
bar set with a large number of spikes and the amount of tetsu-bishi are used in the
hooks. On a successful hit, it hooks and catches same area, the opponent gains a +4 on his
the clothing of the opponent, who is allowed saving throw. For every five tetsu-bishi
a saving throw vs. paralyzation to escape. If greater than the base 10 tetsu-bishi used in
the saving throw is unsuccessful, the charac- the given area, the opponent's saving throw
ter is entangled. When used specifically to is reduced by 2 and the opponent suffers an
catch an opponent, the sode garami does no additional 1 hp damage (up to +6 hp dam-
damage. However, forceful blows can also be age). If the opponent is moving at greater
struck with the weapon, resulting in the same than half his normal Movement Rate, he suf-
effect and the damage listed on Table 24. This fers a -2 penalty to the saving throw. One
weapon is often carried by palace guards or check must be made for every 5-square-foot
city constables. section entered. However, characters who
move cautiously (one third their normal
Spear: See chijiriki, sang kauw, shakujo Movement Rate) are not required to make
yari, trident, and yari. any saving throws.

Sword: See bokken, katana, long sword,
ninja-to, no-daichi, parang, short sword,
tetsu-to, and wakizashi.

Tools of the Trade • 73

If a character (or creature) steps on a tetsu- thrusting and jabbing. The uchi-ne is often
bishi, he suffers the damage done by the carried by nobles when traveling.
weapon. If he does not stop and remove the
weapon before continuing movement, he suf- Wakizashi: This is a short sword, similar in
fers the same damage for every 10 feet he design and construction to the katana. Like
moves. Removing tetsu-bishi requires one the katana, the wakizashi may be named for
round. some past deed or event. It holds almost as
important a place in the samurai's honor as
In addition, each time he takes damage his katana. Those rules and guidelines con-
from tetsu-bishi, the character must make a cerning the katana and its care also apply to
second saving throw vs. paralyzation to see if the wakizashi when it is part of a matched set.
he is temporarily lamed. If he fails the save,
the character can move at only one third his The wakizashi and the katana are normally
worn as a pair by samurai characters. This
normal Movement Rate, due to pain and dis- pair is known as daisho, or "long and short."
comfort. This restriction lasts for 24 hours or In many lands, the two-weapon combination
until the damage heals, whichever comes first. is a sign of samurai status. Anyone other than
a samurai who wears the long and short
Tetsu-bo (iron staff): This is a bo with at swords together is subject to arrest or imme-
least half its length sheathed in studded iron diate execution.
strips. It is often used by travelers because it
can also serve as a walking stick. Whip: To inflict damage, the whip must
strike exposed or lightly covered flesh. Heavy
Tetsu-to (iron sword): This odd weapon is
basically an iron bar shaped in the fashion of clothing, thick hair, or fur gives considerable
a two-handed Oriental sword. It is a heavy protection until tom away by repeated lash-
weapon used for strength training, not com- ing. The type of arm.or determines how long
bat, and is very slow to use. (It suffers a -3 it takes the whip to begin doing damage.
attack-roll penalty because of its awkward- With heavy clothing, damage begins on the
ness.) However, when the tetsu-to does hit in third successful blow; thick hair or fur, on
combat, it does a lot of damage. the second; padded armor, on the fourth;
leather armor, on the fifth; hide armor, on
Three-section staff: This weapon is another the sixth. The whip can do no harm through
derivative of the agricultural flail. It is made armor heavier than that. Thick hide, such as
of three 2-3 foot sections of hard wood con- that of an elephant or rhinoceros, will allow
nected by short stretches of chain. It can be
used to strike an opponent, block an attack, or a slight sting at best, with no real damage
catch and break a weapon. inflicted.

Tonfa (handle): This is a hardwood rod However, the whip can also be used to en-

with a small handle sticking out off-center tangle a target, and is often more effectively
from the side. The entire length is about 2-3 used in this way than for causing damage.
feet. It was originally the handle of a mill-
stone. With this weapon, a trained fighter can Yari (spear): This is the common Oriental
spear, similar to the western spear.
block, catch weapons, break weapons, and
attack effectively. The tonfa is often used in Yoroi-toshi: This weapon is shaped like the
areas where normal weapons are outlawed. tanto but is designed a bit differently. Its tip,
rather than blade, is reinforced and sharp-
Trident: Oriental versions of the trident are ened. This makes the weapon good for pierc-
available. ing armor, and the yoroi-toshi gets a +2 bonus
when striking against metal armor. The yoroi-
Uchi-ne: This is a short, heavy javelin that toshi shares a weapon proficiency with the
looks like an oversized arrow. It can be thrown tanto.
effectively for short distances or used for

74 • Chapter Five

Table 25: Mlsslle Weapon Ranges

Weapon - Range (tens of yards) -
Name
ROF sM L

Axe, hand 1 12 3
Blowgun dart 2/1
Blowgun needle 2/1 12 3
Bow, Daikyu 2/1
Bow, Hankyu 2/1 12 3

Bow, Pellet 1 7 14 21
Crossbow, Chu-ko-nu 3/2
Crossbow, Heavy 5 10 15
Crossbow, Light ½
Dagger, thrown 1 6 12 18
Dart, thrown
Fukimi-bari (mouth dart) 2/1 24 6
Javelin, thrown 3/1
Kawanaga, thrown 8 16 24
Kusari-gama, thrown 1
1 6 12 18
Kyogetsu-shogi, thrown 1
Manriki-gusari, thrown 1 12 3
Metsubishi, blown* 1
Nage teppo, thrown 1 12 4
Needle, blown* ½
Shuriken, spike, thrown 1 3'
Shuriken, large star, thrown
Shuriken, small star, thrown 1 24 6
Sling bullet 2
3 12 3
Sling stone 4
Staff sling bullet 1 12 3
Staff sling stone 1
Spear, chijiriki, thrown ½ 12 3
Spear, trident, thrown ½
Spear, yari, thrown 12 3
Tanto, thrown 1
Tetsu-bishi, thrown* 1 3'
Uchl-ne, thrown 1
2/1 12 3
Yoroi-Toshi, thrown 1
1 3'
1
1

½1 2

½1 2

5 10 20

4 8 16

3-6 9

3-6 9

12 3

12 3

12 3

12 3

5' 10' 20'

12 3

12 3

*This weapon h as a very limited range, measured in feet rather than the normal tens of
yards value.

Tools of the Trade • 75

Armor Each ninja night-suit is designed to blend

Banded armor, chain mail, hide armor, into a specific background. When worn
leather armor, padded armor, ring mail, scale against the correct background, the night-suit
mail, splinted mail, and studded leather
armor are all available in Oriental campaigns, gives the wearer +10% to his hide in shadows
as are bucklers, medium shields, and large
shields. roll.
The standard night-suit is black with a hint
Such campaigns do feature a few types of
armor not found in mainstream fantasy set- of red. It provides its hide in shadows bonus
tings: when the character is in the equivalent of
"night, full moon" or "night, no moon" light-
Type Cost Wgt (lb.) ing, as described in Chapter 13 of the Player's
Gunsen (war fan) Sgp 1 Handbook. In short, if the light is worse than
Kote (arm.or sleeves) 2gp 2 twilight, the night-suit provides its benefits.
The reddish tinge to the night-suit makes it
Gunsen, described earlier under Weapons, harder to detect blood on the costume, which
are iron war fans. They are used to deflect
blows and can also be used to strike them. in turn makes it harder for a witness to deter-
mine that a ninja has been injured.
Kote are armored sleeves connected by a
band of leather or cloth across the shoulders. The wilderness night-suit is a camouflage
The sleeves extend from the shoulders to the pattern of brown and green. It provides its
hide in shadows bonus when the character is
backs of the hands. They are normally made surrounded by foliage- typically, in the
of mail; some have small metal plates sewn
onto them. They can be plain or highly deco- woods-regardless of lighting conditions.
rated. Kote can be worn inconspicuously The arctic night-suit is white. It provides its
under robes and in combination with other
pieces of armor. hide in shadows bonus when the character is
in snow or dense fog. The character can make
Both gunsen and kote are used like shields, his hide in shadows roll in such circum-
reducing a character's Armor Class by 1 stances even when there are no shadows, if he
when used. However, only one Armor Class remains still.
bonus from shield, gunsen, and kote applies
to the character's Armor Class; he cannot get Other types of night-suits can be specially
a -3 bonus to Armor Class for carrying all made for special circumstances. If a team
three. must break into a palace where everything is
decorated in red, it makes sense for the mem-
Miscellaneous Equipment bers to wear night-suits in the same color.

Ninja make use of many specialized gad- Note: Ninja do not commonly wear night-
gets and weapons to perform their missions. suits under their normal clothing or carry
them around on ordinary missions. The pos-
Description of Equipment sibility that someone will search a ninja or his
Clothing, ninja night-suit: This is the out- baggage and find the telltale costume is too
great. Night-suits are worn only when ninja
fit worn by ninja on intrusion missions. It
consists of close-fitting trousers and tunic, are leaving a safe house for a specific intru-
split-toed footwear, gloves, and a hood. sion mission and then returning to a safe

house where they can change back into nor-
mal clothing. A 1st-level ninja automatically
receive one standard black night-suit in addi-

tion to his starting gold.
Clothing, tear-away: This is a set of clothing

worn by ninja as a disguise. Each set consists

76 • Chapter Five

of a robe, or tunic/trousers combination, or roll, the grenade bursts in a cloud of dust. The
dress, or other principal elements of an ensem- opponent gets a saving throw vs. poison. If he
ble. These items look in every way like a nor- makes the roll, he is unaffected (though cov-
mal set of clothing but are lightweight (1 lb. for
the whole outfit) and can be torn off with a ered by a light layer of dust). If he fails the
simple movement (no Strength roll necessary). roll, he is blinded for ld6 rounds.
Such clothing is ideal for a quick change into
another costume or into the ninja night-suit. Flash powder: When this grenade is thrown
into a fire, it explodes in a brilliant flash of
Eggshell grenades: These weapons consist light, blinding everyone who is looking in
of an irritating or concealing ingredient sealed
in an eggshell, a paper packet, a nutshell, or that direction. The blindness lasts ld3 rounds.
some other container that is small and easy to If the DM does not know where a character is
break. The grenades do not explode, but burst looking, that character must make a saving
when thrown against the ground or into the
face of an opponent. There are four standard throw vs. petrification. If the character is
types of eggshell grenades:
more than 10 feet away from the fire, he gets a
Dust: This grenade is thrown into the face +2 bonus to the roll; more than 20 feet away, a
of an opponent. All targets are treated as AC +4 bonus. Maximum range for the effect of
6. (Eggshell grenades ignore the AC value of
armor but must hit the upper chest or face the flash powder grenade is 30 feet.
area of an opponent.) On a successful attack Pepper: This grenade is thrown into the face

Table 26: Mlscellaneous Equipment of an opponent just like a dust grenade. ff the
attack roll is successful, the pepper gets into
Item
Clothing, ninja night-suit the character's eyes and up his nose. The af-
Clothing, tear-away, common fected character must make a saving throw
Clothing, tear-away, good
Clothing, tear-away, fine Cost Weight
Eggshell grenade, dust 5 gp Obs.)
Eggshell grenade, flash powder 2 gp 2
Eggshell grenade, pepper 5 gp 1
Eggshell grenade, smoke 30gp 1
Hito washi (human eagle) 2gp
Kam.a ikada (raft) 25gp 1
Ladder, folding (per 10 feet) Sgp Xo
Mizugumo (foot pontoons, pair) 25 gp Xo
Powder, ash 75gp Xu
Powder, dust 20gp
Powde~ p epper Sgp ½o
Ravager potion S0gp 50
Rope, light (50 feet) 20
Shinobi-bune (ninja boat) 1 cp
Thirst pills (per 5) 250gp 10
Vaulting pole lOgp 6
Yami doko (man-sized kite) 30gp ½o
l0gp ½u

Sgp ½o
100 gp
1
8
30
½o
5
40

Tools of the Trade • 77

vs. poison. If he fails the roll, he is incapaci- change direction, he must make another
tated for ld6 rounds due to choking and
Giant Kite Flying proficiency check or imme-
sneezing.
Smoke: This grenade can be thrown against diately crash to the ground, taking normal

the ground or into a fire. When thrown against falling damage for the full distance he de-
the ground, it creates a smoky area equivalent
to light fog in a 5-foot radius. (If the ninja has scended from the time he took off. A success-
his back to a forest or other escape route and
has enemies to his front, he may throw a ful roll means he has changed to the correct
smoke grenade in front of him to give him a
moment of distraction, allowing him a round direction.
to flee and make a hide in shadows roll.)
When thrown into a fire, a smoke grenade Landing follows the same rules as changing
creates a smoky area equivalent to dense fog
direction. When the ground is close enough,
in a 10-foot radius.
All eggshell grenades are fragile. If a char- the ninja maneuvers to land, but a failed roll

acter carrying these items falls 10 feet or more means he crashes into the ground and takes
and suffers damage, the player must roll 16 or
better on a saving throw vs. crushing blow (as full damage for the entire distance of his
a bone or ivory object) for each grenade car-
ried (DUNGEON MASTER Guide, Chapter 6). If descent from the time he first took off.
the roll fails, the grenade bursts and is use-
The hito washi is used by ninja who have
less, but unless it was being carried near the
character's face, it will do no harm. no better flight spells or magical items avail-

Hito washi (human eagle): This is a primi- able and who must make an aerial intrusion.
tive sort of hang glider made of wood, bam-
boo, paper, and fabric. Medieval aeronautics Ninja sometimes launch from portable towers
being a crude science, hito washi are unreli-
able and dangerous. to get over the walls of a citadel or encamp-

The ninja straps him.self into the hito washi ment, or may launch from a nearby hilltop or
and launches from a high place (an altitude of
at least 100 feet). Immediately on launching, mountain.
the character must make a Giant Kite Flying
proficiency check. If he fails, he falls straight Kama ikada (raft): This is a small one-man
to the ground and takes normal falling dam-
age for that distance. (The character is unable raft that ninja can carry around with ease. It is
to benefit from any proficiency or talent that
keeps him from falling, as he is strapped rigid normally used in conjunction with a collapsi-

into a framework and unable to twist his ble pole such as the vaulting pole (described

body to avoid or mitigate the damage.) later). The kama ikada can carry 300 lbs.
If the character survives the liftoff, he can
worth of characters and equipment.
fly the hito washi in the direction he was
pointed when he took off. For every 20 feet Ladder, folding: This is a hinged ladder or
forward he travels, he loses 1 foot of altitude.
(He can lose more altitude if he chooses.) rope ladder with hooks at one end. It is used

Every time the character maneuvers to by ninja for quick escapes or covert intrusions

(especially important when the ninja party is

escorting a character who does not have ninja

climbing abilities). ·

Mizugumo (foot pontoons): These inflat-

able bladders have straps to hold them on the

feet. A highly trained ninja (for example, one

who possesses the Water Walking proficien-

cy) can use them to walk across still bodies of

water. The character walks at a rate of 10

yards per round. His chance for success is

affected by his encumbrance. A ninja on

mizugumo can carry 20 lbs. of gear at his nor-

mal chance ofsuccess, but suffers a -2 penalty

to his proficiency roll for every additional 20

lbs. he carries.

Bec~use mizugumo are not widely recog-

nized and look innocuous when not in use,

78 • Chapter Five

ninja can often smuggle them into secure reach their full effectiveness.
areas and then use them to cross water barri- When taken once per day, in a dose of five
ers such as moats or superheated ponds.
pills, the pills prevent the user from feeling
Powders: These are doses of ammunition the ill effects of thirst. This can be useful
for metsubishi. They come in three types: when the character is making long forced
Ash, dust, and pepper. Dust and pepper marches or is trapped in a situation where she
behave just like dust and pepper eggshell cannot or must not drink.
grenades; ash behaves just like dust eggshell
grenades. However, the character still suffers from
dehydration-she just cannot feel the effects.
Ravager potion: This is a preparation taken The effect of the pills wears off at the end of
by NPCs with the Ravager kit (described in five days. If the character is not able to drink
Chapter 3). It is a slow-acting potion, taking at least a quart of fluid at that time, she begins
effect half an hour after being drunk and end- to die of thirst. Until she gets at least a quart
ing ld3 hours later. While under the potion's of liquid, she must make a saving throw vs.
influence, a character receives the following paralyzation every hour or die of dehydra-
bonuses and penalties: tion.

• He is immune to sleep and chann spells. Vaulting pole: This collapsible pole is used
• He possesses two additional hit points for vaulting over obstacles (or for other pur-
per experience level (up to 10 levels). poses). Under normal circumstances, the pole
• He receives a -2 modifier to individual is about 6 feet long. The wielder can telescope
initiative. If everyone allied with the charac- it out to 15 feet and lock it into place at the
ter has drunk the potion, as is often the case,
new length. Rules for pole vaulting appear
the modifier also applies to group initiative. under the Jumping proficiency in the Player's
• He receives a -2 bonus to Armor Class. Handbook, Chapter 5.
At the end of the potion's effect, all benefits
Yami doko (man-sized kite): This kite is
wear off, and the character must make a Con- large enough to carry a full-sized human aloft
stitution check. If he fails the check, he col- but differs from the hito washi in several
important ways.
lapses in a coma for 3d6 hours. If the character
has sustained enough damage that the sud- The yami doko is launched and flown from

den loss of the extra hit points brings him the ground like a kite. When it is launched, it
down to zero hit points or fewer, he dies (no requires a character with the Giant Kite Fly-
ing proficiency to be on the ground directing
saving throw). its flight, and that character must make one
Rope, light: This rope made of silk, horse- proficiency check for every 50 feet of altitude
the kite gains, with the same results for fail-
hair, or human woman's hair is favored by ure as the hito washi suffers. When the con-
ninja for its light weight. troller decides to land the kite, it requires only
one proficiency check to bring it down from
Shinobi-bune (ninja boat): This small whatever altitude it has attained.
canoeli.ke boat is used by ninja on covert mis-
sions. It is light and collapsible, hence easy to Once the yami doko is successfully
carry. The standard shinobi-bune can carry launched, its rider can cut free and glide
about 300 lbs. and includes a paddle for pro- away, flying it much as a hito washi. To do
pulsion. this successfully, he too must have Giant Kite
Flying proficiency. The act of cutting free
Thirst pills: Thirst pills are nonmagical requires one proficiency check, as does each
medicine. The ingredients include only nor- maneuver and attempt to land, as described
mal herbs and other plant products, but mak-
ing up the pills requires great skill. The pills
must then age for several years before they

Tools of the Trade • 79

for the hito washi. Note, however, that the about 2 feet of length available to be hol-
yami doko's rate of descent is greater than lowed and reinforced. (A dagger is too short
that of the hito washi. For every 10 feet for- to be equipped with a manriki-gusari com-
ward the yami doko moves, it loses 1 foot of partment.)
altitude.
Commonly, staff and stick weapons receive
Yami doko are easy to spot, even when this modification, but other gear is suitable
painted black, on nights with any moonlight. for chain compartments: the forearm portion
Use normal rules for visibility ranges (Player's of a set of kote, the area behind the grip of a
Handbook, Chapter 13). Consequently, yami buckler, a false book, etc.
doko are most often used on moonless nights.
Pop-out knife blade: With this modifica-
Weapon Modifications tion, the wielder of the weapon can press a
secret switch and pop out a spring-loaded
Ninja often pay to have normal weapons knife blade. The blade has characteristics
modified for special uses, or ordinary items identical to the common knife (Type P/ S,
modified to include weapons. The cost of Speed Factor 2, Damage ld3 vs. S-M and ld2
such modifications is applied to the weapon vs. L).
being modified. (See Table 27.)
To accommodate a pop-out knife blade, the
Table 27: Weapon Modifications weapon or item must be at least equal to a
knife hilt in thickness and must have about 6
Modification Cost (gp) Weight inches of length available to be hollowed and

Chain in compartment 5gp Added reinforced. Normal daggers do have enough
3 lbs. room for this modification.
Pop-out knife blade 20gp 1/ 2 lb.
2 lbs. The spring doesn't pop the blade out with
Pop-out spear head 30 gp 0 lbs. enough force to make its emergence an attack;

Secret compartment 3gp the blade must lock into place before it can be
used. But for twice the cost listed, the blade
These modifications can be detected with can pop out with enough force to act as an
attack.
the same chance any character has to detect a
secret door, but only when a character is Pop-out spear head: This modification is
actively looking for changes in the standard
item. identical to the pop-out knife blade, except
the weapon emerging is a narrow spear head,
Chain in compartment: With this modifica- with characteristics identical to the normal
tion, part of the weapon is hollowed out and spear (Type P, Speed Factor 6, Damage ld6 vs.
a manriki-gusari installed in the compart- S-M, ld8 vs. L).
ment. When the weapon bearer pulls off the
compartment's cap, the chain spills out, To accommodate a pop-out spear head, the
remaining attached at one end to the weapon, weapon or item must be at least equal to a
with the cap acting as the chain weight. The spear haft in thickness and must have about
weapon may then be used in its normal fash- 18 inches of length available to be hollowed
ion or as a manriki-gusari (except that it can- and reinforced. Many sticks, staves, and
not be thrown). batons can be modified in this way.

To accommodate a manriki-gusari com- The hidden blade does not pop out with
partment, the weapon or item must be at least enough force to make its emergence an attack;
equal to a spear in thickness and must have it must lock into place before it can be used.
But for twice the cost listed, the spear head
can be modified to pop into place with enough
force to act as an attack.

80 • Chapter Five

Secret compartment: This modification cre- Painter In a Box
ates a secret compartment within the object Talking Paper
being modified. Yami Doko of Takeichi

The standard secret compartment modifi- Books: A book from this list could instead
cation requires that the weapon or item have be a set of scrolls or a series of tablets, as the
an area at least equal to a spear in thickness OM chooses.
and about 2 feet of length available to be hol-
lowed and reinforced. This provides a secret Book of One Art: This item does not per-
compartment large enough to hold about 3 form any magical functions. A detect magic
lbs. of small weapons, scrolls, or other small spell cast on it reveals the presence of magic,
items. but that magical energy comes entirely from
the veneration bestowed on the volume by
It is possible to create smaller or larger generations of students.
compartments as well. A knife hilt could hold
about half a pound of gear, for instance. The Book of One Art contains all informa-
Smaller compartments cost the same as stan- tion necessary to learn every element of a spe-
dard compartments because of the difficulty cific martial arts style. (The OM decides
of working in smaller areas. before a character obtains such a book which
style it describes.) It does not instantly bestow
Larger areas hold more gear. For every any part of that art on a character. Instead, it
additional 3 lbs. of gear the compartment is to acts as a martial arts master who knows the
hold, the modification costs +100% of the entire art. A character with this book can
original cost. learn an art at the usual rate and through the
usual expenditure of proficiencies, but with-
Magical and Special Treasures out the necessity of seeking out a martial arts
master.
Many magical items and other special trea-
sures are found only in Oriental settings. Book of One Maneuver: This magical vol-
ume contains knowledge of one special
The DM can use the magical item tables maneuver. (See the rules for "Advanced Mar-
(Tables 88-110) from the DUNGEON MASTER tial Arts" from Chapter 4.) If a character is a
Guide with little modification. student of a martial art that allows the use of
this maneuver, reading the book will grant
Miscellaneous Magic him knowledge of that special maneuver (if
he does not already know it). After the stu-
Whenever the DM rolls up an item on one of dent reads the book, all the pages become
the standard miscellaneous magic tables blank and the book will never function again.
(Tables 9~104 in the DUNGEON MASTER Guide) If a character is not a student of a martial art
and finds that it does not suit the setting, he that allows the maneuver, or already knows
can substitute one of the following items the maneuver described in the book, both he
instead. and the book are unaffected if he reads it.

Book of One Art Book of One Weapon: This magical vol-
Book of One Maneuver ume contains knowledge on the use of one
Book of One Weapon specific weapon. (The DM decides must de-
Dragon Fog Globe cide which weapon it describes.) A character
Dust of Creaking reading the book receives a weapon profi-
Feather Tabi ciency with the specific weapon, whereupon
Invisible Ink the enchantment vanishes from the book.

Tools of the Trade • 81

If the character is not already proficient One dose of dust can be spread over a
with the weapon, he obtains basic proficiency. 10'x20' area of ground or flooring. Thereafter,
In addition, if he is a practitioner of a martial for the next 24 hours or until it is swept or
art that permits use of this weapon (see "Ad- washed away, the dust will creaked on if
vanced Martial Arts" in Chapter 4), the char- stepped on, exactly as would an especially
acter receives the ability to use the weapon creaky wooden floor.
with the art if he does not already possess
that knowledge. 1his dust is often used by powerful leaders
to give them advance warning of an intruder.
If the character already possesses profi-
ciency with the weapon, he becomes special- Feather Tabi: This is a magical pair of split-
ized in that weapon (if he is capable of toed boots of the sort worn by ninja. The
weapon specialization). In addition, if he is a enchantment on these tabi prevents the
practitioner of a martial art that permits use wearer from transferring much pressure to
of the weapon, the character receives the abil- whatever he walks on. This gives the charac-
ity to use the weapon with the art if he does ter a +10% bonus to move silently rolls and
not already possess that knowledge. prevents her from setting off pressure-based
traps, triggers, or other items (such as dust of
If the character does already possess profi- creaking).
ciency with the weapon but is not capable of
specialization, or if the character is unable to Invisible Ink: Invisible ink comes in a
use the weapon described by the book, he small bottle or other container holding 2d20
gains nothing from reading it, and the book's doses, each good for the writing of a message
up to one page in length.
magic does not vanish.
Dragon Fog Globe: The Oriental dragon is The message, when written, is completely
visible. However, the next word the writer
an immortal, beneficent creature associated
with the sea and rainfall, and this magical speaks over the message becomes its "control
item reflects these associations. The dragon fog word." When the writer speaks the word, the
globe is a delicate glass globe filled with letters vanish, and no chemical method will
smoke, the breath of an Oriental dragon. reveal them. Thereafter, when anyone speaks
When the globe is shattered, the smoke inside the control word over the paper, th.e message
reappears. It will disappear again if the word
spill outs, increasing in area and density, is spoken again. The ink will disappear a total
slowly following the patterns of the wind and of 10 times; thereafter, it reappears and will
contours of the land until it occupies an area not disappear again.
one mile in diameter and 20 feet high.
Messages created with invisible ink cannot
This creeping fog is the equivalent of nat- be read by a read languages spell. A detect
ural dense fog and moves into place so slowly magic spell will reveal faint traces of magic. A
and naturally that it seems to be perfectly dispel magic spell cast on such a message will
ordinary ground fog. A detect magic spell will make the letters go away forever if they are
reveal its magical nature, but a dispel magic currently invisible, or fix them in place, never
spell will not affect it; this fog is the captured
spirit of an immortal being, after all. to disappear again, if they are currently visi-
ble.
Ninja love these very rare dragon fog globes,
which help them accomplish difficult mis- Ninja and other sneaky characters use
sions. invisible ink to send messages to confidants.
The bearer of the message may be carrying
Dust of Creaking: 1his is a small amount of the control word (in his memory; it is not
dust normally found in a small silk purse. Such written down), or the recipient of the message
a purse will contain 2d6 doses of the dust. may already know it.

82 • Chapter five

Tricky users of this ink might write a mes- Both pieces of paper must be stretched
sage in it, say the control word to make the rigid on frames. For this reason, and because
message disappear, then write another mes- of the need to keep the item inconspicuous,
sage in the same ink and use the same control talking paper is often embellished with a beau-
word. Thereafter, until the ink runs out of tiful painting or calligraphed proverb, which
magic, saying the control word will cause the is presented to the intended victim of the
two messages to "trade places" on the surface espionage.
of the parchment or paper. Once the ink runs
out of magic, both messages appear, making The piece of paper that is placed with the
the letter unreadable. person being spied on is called the "listening"
piece, and the piece kept by the spy is called
Painter in a Box: This is an intricate minia- the " talking" piece. But those names are not
ture diorama contained in a beautiful lac- precise, because both pieces of paper act as
quered box about 1'x2 'x6". When opened out, listeners and talkers. Anything said in the
presence of the talking piece can be heard by
the diorama reveals a small (12 inch) puppet someone in the presence of the listening
painter with paints, brushes, and a canvas piece. For this reason, the talking piece is usu-
scaled to his size. The wielder of the painter in ally placed in a room where no one is allowed
a box orients the miniature painter toward to speak.
some scene or view, then speaks the com-
mand word associated with the box. A detect magic spell will reveal the presence
of an enchantment on the paper. Talking paper
Over a period of only one round, the pup-
pet paints an accurate reproduction of the is very rare.

scene it sees before it. Yami Doko of Takeichi: Named after the
This item is a valuable tool to a ninja who
wizard who created it, this man-sized kite is
needs to sketch troop layouts or the faces of capable of far more than the ordinary yami
doko.
lords attending a conference of conspirators.
It is also a good way to produce charming The yami doko of Takeichi provides its rider
little presents for someone whom the charac- and operator with a +3 bonus to Giant Kite
ter wants to impress. Flying proficiency checks, or it can be flown
by anyone with a default proficiency score of
The painter in a box can be used 2d6 times 12. It loses altitude at a much reduced rate: -1
foot of altitude for every 50 feet traveled. It
before it runs out of magical canvases. These weighs only 20 lbs. and collapses down into
canvases cannot be restocked. its own backpack case with one round of
effort.
Talking Paper: A set of talking paper con-
sists of two identical pieces of expensive Magical Weapons
paper at least 2 'x3·. Whatever is said in the
presence of one piece of paper is magically The following magical weapons are espe-
reproduced in the vibration of the other. If a cially suited to Oriental campaigns. Any of
character can sneak one piece of the paper them can be modified according to the Intelli-
into a room, he can sit in the presence of the gent Weapon rules in Appendix 3 of the
other piece and hear whatever is said in that DUNGEON MASTER Guide.
room.

The paper will transmit anything said (and
any other noise made) within 20 feet of it, if
the noise does not originate beyond an inter-

vening wall or barrier. The matching paper
will pick up and reproduce that noise if the
papers are within 10 miles of each other.

Tools of the Trade • 83



Weapon List Bo, Barrier: This weapon looks like an ordi-
Arrow, Shouting Humming Bulb nary bo staff. However, when it is twirled and
Bo, Barrier its command word spoken, the wielder can
Chu-ko-nu, Self-loading release the weapon and it will continue
Fukimi-bari, Loyal
Gunsen of Blinding whirling in midair. It continues to whirl for 10
Gunsen of Summoning rounds, behaving in many ways like the
Kama of Revealing priest spell blade barrier. Any creature attempt-
Katana, Blinding ing to pass through the bo barrier suffers 4d6
Katana, Honor hp damage, with no saving throw allowed.
Kawanaga, Crawling The wielder of the bo can decide whether the
Kiseru of Smoke plane of rotation is horizontal, vertical, or at
Nekode, Monkey Paw some angle in between. The barrier is 7 feet in
Serpent-Chain diameter, so it is best used to block a narrow
Shaping Stick door or hallway. Once the 10-round duration
Shuriken, Hunting has expired, the bo returns to the hand of its
Shuriken, Sawing wielder, flying to that character at a Move-
Tetsu-bishi, Explosive ment Rate of 24.
Tetsu-bo, Earthquake
Chu-ko-nu, Self-loading: This enchanted
Weapon Descriptions
Arrow, Shouting Humming Bulb: This repeating crossbow cocks itself, giving it a fir-
ing rate of two shots per round.
object looks like a normal humming bulb
arrow. However, it is not carved to shriek or Fukimi-bari, Loyal: These enchanted
whistle while flying. Its user can speak over it mouth-darts look out for their owner in an
before firing it, and it will repeat what it is
told in a voice equivalent to a man's shout. interesting way. Poison spread on these
First, the user tells the arrow how many times fukimi-bari will not affect the owner when
it wants the statement repeated-for example, the fukimi-bari are held in the mouth. When
"Three times I tell you'' means "Repeat this held in anyone else's mouth, the poison on
three times." Then, he makes a simple state- them acts normally. A batch of such fukimi-
ment of 10 words or less, which the arrow will bari are tied to a command word chosen by
repeat. The arrow shouts out the statement the wizard who creates them. When a charac-
once while it is in the air. After it has hit its tar-
get, it repeats the statement once per round ter speaks the command word before putting
until the number of times has been reached the fukimi-bari in his mouth, the darts treat
(up to a maximum of 100 times). him as their owner.

There is a 1-in-10 chance that the arrow will Gunsen of Blinding: These war-fans are
break when it hits its target, and it is easy to polished to a magical shine; they glow bril-
break by anyone meaning to do so. Once bro- liantly even in darkness. For this reason, ninja
ken, the arrow will no longer repeat its state- use them only infrequently, and carry them
ment. inside sealed bags when they are not in use.
Once per round, the wielder can turn the
This item is a good diversionary weapon. It glow on an enemy's face. The wielder must
can make guards believe that someone has make a normal attack roll but treats all ene-
penetrated their walls or make hunters believe mies as though they were AC 6. An enemy
that their quarry has gotten past them. who is hit must save vs. petrification (with a
+2 bonus if wearing a helmet). Success means
he is unaffected, but failure means he is
blinded for ld3 rounds. The wielder of a gun-
sen of blinding is in some danger himself. On

Tools of the Trade • 85

any natural roll of 1, he accidentally blinds tasy setting, honor swords are almost always
himself for ld3 rounds (no saving throw pos- created using the rules for intelligent weap-
sible). An enemy can use a mirror or highly ons, and they are always the object of desire
polished shield to reflect the glow of a gunsen or avarice. The family that loses its honor
ofblinding against the wielder. sword will do everything it can (within the
range of its ethics) to retrieve the sword. 1his
Gunsen of Summoning: This war-fan is could mean that the finder will be hunted by
enameled with a beautiful illustration of one vengeful family members or by family repre-
type of monster or animal. When its com- sentatives willing to pay him a fabulous
mand word is spoken, the gunsen casts a amount. If all the members of the blade's
variant monster summoning III spell, calling original family are dead, someone else is
forth one example of the type of creature rep- most certainly hunting the sword: the slayers
resented in enamel. of the family, ruthless masters who want to
learn the secrets possessed by the mind in the
There are rumors of the existence of gunsen blade, etc. Honor swords can be wakizashi as
of summoning enchanted with monster sum- well, or daisho (katana/wakizashi pairs).
moning IV or even more powerful summon-
ing spells. Regardless of the power level, Kawanaga, Crawling: This weapon looks
though, the gunsen will summon forth only like an ordinary kawanaga except for one
one creature. important difference. Instead of a grappling
hook, there is an articulated metal hand at
The magical function of the gunsen of sum- one end. The hand understands simple com-
moning can be used once per day. It can be mands (such as "Hold on to what you are
used as a normal gunsen at any time. now touching and don't let go") and has, a
90% climb walls thief skill. Crawling kawanaga
Kama of Revealing: This weapon has pow- built with the intelligent weapons rules could
ers related to its original purpose. To use its follow much more involved commands.
magical functions, the wielder hurls the kama
at a grain field. The kama goes to work, flying Crawling kawanaga have no move silently
on its own volition, cutting down the grain in skill, so they are not quiet when crawling up
the field (to a height of 6 inches) at a rate of w~lls.
400 square feet (equivalent to a 20'x20' area)
per round. It continues to do this until its The metal hand is the enchanted part of the
wielder calls it back or an area of 1,000,000 weapon. If the rope is cut, the hand will still
square feet has been cut down. function.

The kama of revealing can be used in this Kiseru of Smoke: This pipe instantly emits
way once per week The rest of the time, it can a large cloud of dark smoke when its com-
be used as a normal kama. While the thresh- mand word is spoken. The smoke is equal to
ing power can certainly be destructive to the dense fog and fills an area up to 30 feet in
local economy, in times of danger it can reveal diameter; it lasts for five rounds. The smoke
small armies hiding out in nearby fields, and itself is nonmagical and so cannot be dispelled.
at harvesting time it can save one community
a lot of work. The kiseru of smoke can issue its smoke
cloud twice per day.
Katana, Blinding: This sword has a blade
so polished that it can be used to blind an Nekode, Monkey Paw: These nekode are
opponent. The rules for its use are identical to very reliable, giving their user a 99% climb

those for the gunsen ofblinding. Wakizashi and walls skill roll while worn.
Serpent•Chain: This is a manriki-gusari
tanto blades can also be enchanted in this way.
Katana, Honor: An honor sword is the ka- with a difference. When thrown to entangle, it
grips with the strength of a snake spirit, mak-
tana representing a family or clan. In a fan-

86 • Chapter five

ing it especially hard to break out of (a - 3 explode when stepped on by living creatures.
The explosion does ld8 hp damage to the vic-
penalty to the saving throw vs. paralyzation). tim, and the saving throw vs. paralyzation to
Once it is cast free, or when commanded by avoid being lamed is made at a -4 penalty.
its wielder, the serpent-chain crawls back to its The victim must then pull out the fragments
wielder with the speed of a serpent (MV 9). of the explosive device or take an additional
ld4 hp damage for every 10 feet walked.
Shaping Stick: This magical device is a tool
kit of weapons. In its normal form, it appears Tetsu-bo, Earthquake: This iron-shod staff
to be a bo (staff), but the wielder who knows acts as a +1 weapon when used against nor-
its command word can make it take different mal targets, but has a special power when
configurations. At his command, it can tum hammered against the ground or floor: It
into a three-section staff, a pair of jo, or a pair causes a very strong but localized earth-
of hanbo. A repetition of the command word quake. The blow does 3d6 hp damage to the
returns the weapon to bo form. No matter surface it hits. The resulting earthquake
what form the shaping stick takes, it fights as a affects everything within a 60~foot radius.
Every wall in that area must make a saving
+2 magical weapon. throw vs. crushing blow, with failure result-
Shuriken, Hunting: These magical throw- ing in collapse of the wall. Every person in
the area takes ld6 hp damage (saving throw
ing stars have a +2 bonus to hit and damage vs. petrification for half damage) and falls
and a much-improved range (10, or 100 yards, down (making the same saving throw pre-
vents this result). However, the wielder of the
treated as Short range; there is no Medium or earthquake tetsu-bo does not suffer these
Long range). In addition, if a hunting shuriken effects.
is touched with an object belonging to a char-
acter just before it is thrown, and that charac- The earthquake power of this weapon can
ter is within range, the shuriken will fly be used only once per week.
unerringly to that character and strike him
(no roll needed to hit).

Shuriken, Sawing: These throwing stars
behave normally if thrown at living targets
but have a special effect if thrown against
inanimate object. When thrown at a nonliving
target, a sawing shuriken will hover in place,
spinning like a buzz saw blade, and gradu-
ally cut its way through that substance. The
sawing shuriken cuts a notch through five
square inches of wood, one square inch of soft
stone, or a half-inch square of hard stone or
soft metal per round; it will not affect harder
substances. After 10 rounds, the shuriken

stops sawing and cannot be used again that
way for a full day. These weapons are of great
use when the character needs to get through a
doorway, soft metal bars or chain links, or

another obstacle he cannot otherwise affect.
Sawing shuriken are roughly as quiet as a

circular saw; this is not a stealthy tool to use.
Tetsu-bishi, Explosive: These items look

like normal tetsu-bishi but are enchanted to

Tools of the Trade • 87

Land of the Ninja Even within the samurai class, there were
divisions of rank. In descending order of im-
The historic ninja appeared in medieval portance, they included:
Japan hundreds of years ago. The ninja we
are familiar with from fiction and film are dis- Emperor: The emperor was descended (as
tinctly Japanese-even non-Japanese ninja in legend would have it) from the goddess of
bad films seem to follow Japanese tradi- the sun and was theoretically the ruler of all
tions-and would seem very much out of Japan. In reality, though, some emperors were
place if they arose in a fantasy campaign that rulers and some were puppets of the shogun.
resembled Viking Sweden or Moorish Spain.
Shogun: The shogun was the military dic-
In short, when settling ninja in a campaign, tator of Japan, subordinate to the will of the
the DM should place them in a nation that emperor. In some periods, the shogun was the
substantially resembles medieval Japan, de facto ruler of the nation, keeping the pup-
preferably in a larger setting that resembles pet emperor firmly under his thumb.
the Orient of several hundred years ago. This
does not, however, restrict ninja from travel- Daimyo: These lords were given rulership
ing to other lands and cultures. of large areas of land by the emperor or sho-
gun. Daimyo, like the barons of medieval
Classes of Society England, tried to be as independent as pos-
sible, often waging war on one another or
Class divisions of the Japanese people var-
ied from one time period to the next. In the challenging the current holder of the throne
Tokugawa period (17th-19th centuries), the for the title of emperor. Daimyo maintained
population of Japan was divided into several their own castles, but in various periods had
distinct classes. In descending order of impor-
tance they were: samurai, farmers, artisans, to send hostages to stay in the care of the
merchants/traders, and outcasts (the eta or
"untouchables"). emperor or shogun. In some periods, daimyo
had to spend one year out of two living in the
In designing a culture for ninja characters, capital, and had to leave their families in the
the DM should include the basic traits of a
rigid class structure, an obsession with duty capital when they returned to their own hold-
and protocol, and a heavy military presence. ings. The richest daimyo governed lands pro-
ducing more than a million koku per year; the
The Samurai Class poorest, lands producing about 10,000 koku
The word "samurai" basically means "ser-
per year. (A koku equals five bushels of rice,
vant" or "retain er. " In spite of the lowly worth about 25 gp in game terms.)
sound of the name, though, the samurai were
the warrior class of Japan- the master class. Samurai: Samurai filled many roles in
Technically, though, they were all servants of Japanese society, as warriors and military
the emperor, hence the name. commanders, as bureaucrats and ministers,
as bodyguards and inspectors, as town lead-
The samurai class was the only portion of the ers and policemen. They lived in the castles of
population allowed to wear the daisho, or two- their lords or in towns near the castles. Those
sword combination (katana and wakizashi). who administered lands lived in the town or
They were encouraged to live sober and frugal
lives, though not all were adept at this. Samurai village of that region. In AD&D®game terms,
made up only 6%--7% of the nation's population.
particularly powerful or favored samurai got
annual salaries of up to 200,000 gp and a cou-
ple of acres to build their homes on. More
typical valued samurai received around 50,000
gp and one acre, while the most common
samurai received only about 25 gp annually
and lived communally with others at their

88 • Chapter Six

economic level. (These lowest samurai, often to the farmer class. The support of the entire
the policemen of their communities, tended nation was on their shoulders, but they were
to supplement their income through accep- looked down on by the samurai and by
tance of gifts. This is akin to bribery but was townspeople, who regarded them as illiterate
not censured except when the samurai demon- rubes.
strated excessive greed.)
Farmers lived a difficult life, paying taxes
It is important to remember that the word amounting to around 50% of their annual pro-
samurai refers to a social class and not a profes- duction. Some tided themselves over in rough
sion. Roughly half the samurai class was made periods by selling their daughters to brothels
up of women, some of whom were trained in in the towns. This was not a shameful fate for
combat, particularly with the naginata. the daughters, cultural attitudes being differ-
ent from the west, but was still not the course
Ronin: This was an odd class of samurai. most of them would have preferred.
These men had no lord and received no salary,
but retained the rights of the samurai out of At various times, farmers were not allowed
hereditary position or for some other reason. to carry weapons, to sell their land, or even (in
(Some ronin were normal samurai enduring a the most restrictive periods) to leave their land.
temporary sentence of exile for a crime.)
Many served as soldiers or bodyguards; some The Artisan and Merchant Classes
were teachers. Artisans were, for the most part, townsfolk

The Farmer Class who provided services and goods to the gov-
Most people in medieval Japan belonged ernment and for sale. Some craft professions
included:

Country and Clan • 89

Blacksmith Sawyer tors. Many were allowed to wear single swords
Carpenter Sculptor and were accorded respect deriving from
Cooper Shingler their celebrity rather than their class.
Dyer
Lacquerer Silversmith Loyalty and Obedience
Matmaker Spinner
Miller Stonemason In medieval Japanese culture, a character
Paperer Sword sharpener owed first loyalty to his or her lord, second to
Plasterer Thatcher his or her parents. A woman owed her third
Potter Tiler loyalty to her spouse and her fourth to her
Weaver firstborn son.
Sake brewer
Wood worker In the samurai class, unquestioning obedi-
ence to one's lord was the norm. This did not
Merchants included the traders and money- mean, however, that all samurai were com-
changers necessary to handle transactions pletely loyal to their lords.
between people in different regions who used
different systems of coinage. Because of the In the DM's campaign, a Japan-like culture
Japanese contempt for greed and its results, will have similar emphasis on the loyalty a
the government classed merchants below character owes to his lord and clan over other
farmers and artisans when it officially struc- considerations. Western culture promotes
tured Japanese society. However, the mer- self-advancement and individuality over con-
formity, so the introduction of this element
chant class gradually gained in power and will strongly reinforce to the players that this
wealth, by and large employing the artisans is a very different setting.
and unofficially becoming more powerful
and higher in status than the farmers. The Role of Women

Merchants and artisans, unlike farmers, Female ninja, called kunoichi, were often
were allowed to carry a single sword. very important elements in ninja missions.
Kunoichi, like women samurai, were some-
Nonpersons times trained in combat, and any female ninja
People in this lowest of categories, the eta, in an AD&D®game is certain to be among
those so trained.
included exiles, who would reenter the class
systems once they were allowed to return In a game campaign it's not inappropriate
home; entertainers (including actors and to have a higher proportion of female samu-
prostitutes); and beggars. Certain people, rai and ninja in important combat and gov-
such as those who handled the dead, could erning roles. Female warriors of considerable
theoretically reenter the class systems once skill and influence are a mainstay of Oriental
they left their professions. But the eta inher- legends and modem cinema.
ited professions that the Japanese considered
repugnant (particularly those dealing with The Ninja Clan
animal carcasses) and therefore could never
become part of ordinary Japanese society. Every ninja (except the Lone Wolf) and shi-
nobi belongs to a ninja clan. Every character
Outside the Class System who is not technically an Oriental ninja but
who is built with the ninja character class
Several groups of professions remained rules belongs to an organization with an
outside the class structure described above.

Some privileged professions, ranking high
in society, included priests, poets, and doc-

90 • Chapter Six

unusual goal and some distinctive techniques Ruler
it uses to achieve that goal.
The clan or organization leader should
The choice of that clan or organization, as have a name, personality, and background.
much as anything else, defines a ninja charac- The PC ninja is ultimately responsible to this
ter's role in a campaign. character, so the clan ruler is one of the most
important people in the PC ninja's life.
Before the DM can assign a PC ninja to a
clan, or allow him to choose his own clan, he Symbol
must know which clans are part of the cam-
paign setting and what ninja clans are like. Every ninja clan should have a distinctive
symbol. Ninja of the clan do not wear the
To design a ninja clan or similar organiza- symbol on their ninja night-suits or carry it on
tion, the DM must determine the following ordinary missions. They display the symbol
information. only when they intend to advertise the clan's
involvement in a mission. For example, a
Name ninja might leave a medallion or cloth patch
bearing the clan's symbol on an enemy's pil-
A ninja clan usually bear the name of its low while he sleeps, in order to warn the
major family. If the most powerful family in potential victim that the ninja clan can pene-
the ninja clan is the Isobe family, the ninja trate his defenses whenever they wish .
clan will probably be called the Isobe clan.
Typical representative symbols appear with
This does not mean that the clan is widely the sample clans in Chapter 9.
known to be a ninja clan. Publicly, the Isobe
clan may govern a large district and rule Territory
many other allied and related families. Mem-
bers of the Isobe family and its most closely This is where the clan lives and the area on
allied families will know that it is a ninja clan; which it exerts a substantial influence. Small
families more loosely allied may not. The clans will live in some out-of-the-way place
mysterious ninja clan operating in the district (such as a mountaintop) and exert influence on
will be referred to by its nickname. a small area (typically one village not too far
away), while large clans may occupy a regional
Nickname capital and influence the entire region.

Many ninja clans also bear intriguing nick- Exerting an influence on an area is not the
names, often based on local geography or the same as ruling it. A ninja clan might effec-
clan's exploits. A ninja clan based on a tall, black tively rule the villages nearest its stronghold,
mountain, could be the Black Mountain ninja or but if it is located in a large city, it will proba-
the Long Shadow ninja. An NPC clan famous bly exert the same degree of influence as
for its poisons might be the Venom ninja or the would a powerful thieves' guild.
Serpent ninja. Those known for their intrusion
skills might be the NeedpNo-Doors ninja.

Known for History

Each clan will have a particular skill for The DM should develop the history and
which it is known, at least among its own background of the ninja clan. Some details
members, and perhaps among other ninja that the history should include are:
and those in position to hire ninja.
Why the clan became a ninja clan. Most were

Country and Clan • 91

military service clans with many members The DM must be very careful in the choice
who were spies and tacticians. When the clan of a goal for the ninja clan. It should not be too
fell out of favor with the current ruler, its whimsical ("Promote the Spread of a Revolu-
leaders ordered a retreat to some inaccessible tionary Style of Artwork"). If the DM intends
place in order to survive. The clan then made to assign a PC to this clan, (rather than letting
their living selling spy services and evolved the player choose his ninja character's clan),
into a ninja clan. the clan's goals should not be directly opposed
to the character's nature unless the DM wants
Which wars the clan participated in, and on to put the character in conflict with the clan.
which side. Whenever there are wars, ninja Such conflict can result in an unhappy, frus-
clans are hired to perform espionage mis- trated player.
sions. Deciding which side this clan helped
during the various wars in a campaign allows Alignment
you to determine something about the clan's
nature. Does the clan work for whoever pays A ninja clan should have an alignment just
best? Does it stick with one or two ruling as a character does. This alignment reflects
houses regardless of whether those houses the clan's tactics and practices, as well as the
are right or wrong? Does it always side with way the clan is regarded by those who know
the underdog? (If so, see Poor and Dirt-Poor of its existence.
under "Resources.")
Lawful-Chaotic Axis. For ninja clans and
Who were thefamous ninja ofthe clan. Even if the similar organizations, a choice of "lawful"
clan ninja are not well known outside the family, does not generally mean "law-abiding." Ninja
the clan's history will always provide tales of clans practice outside the law of the land. Non-
members whom today's ninja must live up to. ninja criminal organizations certainly do.
The DM should develop a detail or two about
some of the clan's famous members of the past: The choice of "lawful" vs. "chaotic" relies
"Shigeru, who developed the use of the spring- more on whether the clan or organization fol-
board to an art form, and killed the daimyo by lows a set of honorable and known rules of
bouncing over the imperial palace's wall and behavior.
releasing one perfectly placed dart; Miyoko of
the Three Faces, who could change identities Imagine a ninja clan that lives near a well-
faster than you and I can change our minds." traveled road, upon which its members often
perform acts of banditry. If the bandit-ninja
Goal give their victims a chance to surrender before
attacking, and treat prisoners honorably (ran-
A clan or organization might pursue some soming them honestly and not harming them),
lofty aim, be interested mostly in self-protec- the clan is probably lawful. If they sometimes
tion, or be motivated by purely selfish goals. attack from ambush and behave in a more civ-
Sample goals include: ilized manner at other times, without any pre-
dictable pattern, they are chaotic. If clan
Destroy a Rival Clan members do the honorable thing only when it
Support a specific ruler/daimyo is in their best interest, they are neutral.
Keep an Evil Monster From Waking Up
Keep Foreigners From Becoming Powerful A lawful clan is more likely to have inter-
in the Homeland esting traditions relating to prisoners, such as
Promote the Worship of a Specific God the right to challenge the clan champion to
Spy for the Nation to Protect It ritual combat and go free if victorious.

A neutral clan is likely to have more self-
serving traditions. A prisoner sentenced to

92 • Chapter Six

death might be able to challenge a clan cham- the nation lives under a curse until the family
pion to combat. If he kills the champion, he is destroyed, then the goal falls somewhere
will be allowed to join the clan but must between neutral and good.
remain with it forever rather than be killed.
Remember that morally ambiguous ques-
A chaotic clan can have traditions that are tions like these make life more interesting for

entertaining but pointless. Prisoners might be the PC who is a member of the clan. (What if
run through an obstacle course, climbing ropes a ninja falls in love with someone and then
and running through booby-trapped build- discovers that this person is secretly a mem-
ings, just to see how fast they get through. ber of the family destined for destruction?)
Prisoners who are successful would get no
reward greater than a good meal, the event The DM can ask several questions when
having no bearing on their imprisonment. deciding whether a clan is good, neutral, or
evil: What does the clan do with hostages?
Good-Evil Axis. Interestingly, whether an What do ninja on a mission do to guards who
organization counts as good or evil has little get in the way? (If the standing order is "Kill
to do with its goal. For example, promoting
the worship of a specific god sounds like a anyone who sees you," the clan is probably
good aim. But if the god is one who demands evil. If the standing order is "Incapacitate if
the ritual murder of anyone who stands in his possible; kill if you have to," the clan is more
way, the clan should be considered evil. Like- likely to be good.) What do ninja on a mission
wise, destroying a nation's ruling family
might be considered an evil aim. But if the do to sleeping people in the rooms they pass
family at one time in the past was bad, and through? Does the clan take revenge for ac-
tions against it? Is this revenge taken only for
major insults or also for minor slights? Is the

Country and Clan • 93

revenge visited on innocents or only on the clans permit a wide range of alignments in
person responsible for the insult? What about their members. The question is: How wide a
the clan's attitudes toward its own members? range?

Does it casually sacrifice its ninja (an evil Lawful clans, surprisingly, are more likely
clan), do so only when the return is greater to permit members of all alignments, because
than the loss (a neutral clan), or do so only they are more likely to keep faith with family
when there is no other choice (a good clan)? tradition (and, inevitably, there will have
The answers to these questions should be been family members of opposing alignments
weighed when deciding whether a clan or in the family history). Because Oriental phi-

organization is good, neutral, or evil. losophy involves themes of self-enlighten-
Usual Alignment Choices. In general, the ment, a lawful clan will generously allow
members of other alignments the opportunity
alignments of ninja clans will break down like to learn how to correct their behavior. How-
this:
ever, clan members of non-lawful alignments
Table 28: Ninja Clan Alignments are more likely to be closely watched.

Alignment Percentage d20 Roll Neutral clans tend to act in their own self-
interest, and so are likely to deal harshly with the
Lawful-Good 5% 1 family members who cause trouble for the fam-
ily. Neutral clans might allow opposed align-
Lawful-Neutral 25% 2-6 ments, but not members whose alignments are

Lawful-Evil 25% 7-11 strongly opposed to the clan alignment or goals.

Neutral-Gol)d 5'¼, 12 Chaotic clans are unlikely to have formu-
lated an established policy on member align-
'lrue Neutral 15% 13-15 ments. They are more likely than neutral
clans, but less likely than lawful clans, to have
Neutral-Evil 5'¾, 16 members with opposed alignments.

C aotic-Goo % 11 Good clans do not allow evil members, nor
do evil clans allow good members. Neutral
Chaotic-Neutral 10% 18-19 clans allow members of both good and evil
persuasion.
Chaotic-Evil 5% 20
See Table 29 for an overview of clan align-
If you're doing a quick design on a ninja ments and the allowable alignments for indi-
vidual members.
clan and don't care what its alignment is, roll

ld20 and check Table 28.

Range of Alignments

Not every member of a ninja clan must
have the same alignment as the clan. Most

Table 29: Clan Member Alignments

If the Clan Alignment Is: Allowed Alignments Include:

Lawful/Good All but NE, CE, LE

Lawful/Neutral All

Lawful Evil l but LG N

Neutral/Good LG, LN, NG, N, CG

True Neutral LN, NG, N, NE, CN
£,..CE- - - - - - -
- - - - - - - - - - - - - - - -L.Keuti:al/£'hl1'.
Chaotic/Good LG, NG, N, CN, CG

Chaotic/Neutral All but LG and LE

Chaotic/Evil LE, N, NE, CN, CE

94 • Chapter Six

The OM must decide how the clan deals of its members get killed. When such things
with alignment dissenters. Does it banish happen, it's usually because:
them or kill them? Either way, having devel-
oped an alignment opposed to the clan align- • A powerful ruler hired ninja from lots of
ment is one good origin for a character with clans for a mission and has thrown them away
the Lone Wolf kit. on a difficult target. No one ninja clan will be
destroyed because of the mission's failure.
Races
• The clan is a huge one, possibly one that
In a ninja clan, most members are humans, teaches its secrets to students from non-ninja
with an occasional halfling or dwarf. Such families, and consequently has more ninja of
demihumans (which are often foundlings or inferior training to throw away on such mis-
changelings) are raised as part of the clan, sions. Or,
and often receive special training to take full
advantage of their small size. There are no all- • This is the do-or-die adventure for the
dwarf or all-halfling clans. clan, the mission in which its ultimate goal will
be accomplished or the family will perish.
In a more unusual sort of organization,
such as a secretive clerical society or a spy Other types of organizations-the types
network, members of other races, using shi- described in Chapter 3-also tend to fall
nobi kits, are allowed. within the size ranges described here. The
intelligence division of a large western empire
Size can be quite sizeable, while that of a smaller
nation or principality, or the private intelli-
Ninja clans can be quite large or very small. gence team of a specific nobleman, will be
A large clan will have one lord and one or much smaller.
two other leaders of high rank called jonin.
Beneath them will be 50 or 60 chunin, or mid- Resources
dlemen, each of whom rules a family includ-
ing 30 or so genin (bottom-ranking ninja) and It's not important to know the exact nature
30 or 40 other family members (most of of a clan's resources-how many pieces of
whom are non-adventuring types or low- gold there are in the treasury, how many
level characters possessing one of the shinobi swords in the armory. What is important is
kits). knowing what sort of resources the clan has
A small clan will be about the size of a for various types of missions. For each type of
chunin family from one of the larger clans: mission, the OM should decide the level of
two or three jonin, including the clan lord; financial support the clan will provide.
three to five chunin; around 20 genin; 30 or 40
other family members. Major/Critical Operations: These missions
Some small clans have low numbers be- are crucial to the clan's goal. Such missions
cause they are in decline, their population de- include final confrontations with enemy
pleted by warfare or failed missions. Some clans, operations to retrieve priceless artifacts,
may have standards so demanding and rigor- attempts to prevent the assassination of the
ous that dangerous training and banishments clan leader, etc.
keep the numbers low.
Even the largest of ninja clans simply can- Important/Profitable Operations: These mis-
not afford to launch a mission in which dozens sions help accomplish a clan's goals; failing in
three or four of them is like failing in one
major or critical operation.

Typical Operations: These are standard mis-
sions; each one successfully completed helps
the clan achieve its goals, but no single mis-

Country and Clan • 95

sion is likely to determine the fate of the clan. Lavish expenditures include equipment
Most missions performed by a clan fall into (loaned, not given, to the character) of any
this category. nonmagical sort, delivered very quickly after
being requested; equipment (loaned) of lesser
Minor Operations: These missions are of magical or more rare varieties delivered as
little consequence to the clan (loose threads to soon as another ninja can acquire it; enough
tie up, sloppiness from a previous mission to money for the PC to maintain the illusion that
clean up, etc.). he is a very wealthy person; the employ of
many common hirelings for assault missions
Nonmission Requests: Requests for resources or to make up the character's retinue.
may be made by clan members who are not
currently on clan missions (such as when a Good expenditures include equipment of
ninja PC asks for weapons or information any nonmagical sort (with a limit of two or
about someone he is investigating in order to three special or rare items per mission) deliv-
help his fellow PCs). ered fairly quickly after being requested (from
a day to a week after the request); enough
For each type of mission, the DM assigns money for the PC to maintain the illusion that
the clan's usual expenditure of resources. he is of the noble class; the employ of one to

Such expenditures can be Lavish, Good, Ade-
quate, or Inadequate.

Table 30: Ninja Clan Resources

Wealth of Clan Type of Mission Resources Expanded
Fantastically Rich Lavish
Major/Critical Lavish
Wea t y Important/ Profitable Good
Good
T ical Good
Lavis
Minor Good
Nonmission
Major C ritical Ade uate
Importan t/Profitable

T ical

Minor

Average Major/Critical Good

Impo rta nt/Profitable Adequate
T ical Ade uate

Minor Adequate
Nonmission lnadec uate

Major Critical ood
Impor ta n t/Profi table Adeq ua te

r - - - - - - = - - r - - - - - - - - - - - · -fli._Q___________,_~, U.cl..,..__ __

Minor Inadequate
adeql_....,_._.__ __.
_ _ _ _ _ _ _ _ _ _.....,._,onmissi,

Dirt-Poor Major /Critical Adeq uate

Importa nt/ Profitable lnadeguate
T ical lnade uate

Minor Inadequate
Nonmissi<m lnadc uate

96 • Chapter Six

three hirelings to assist in assaults or to aid the the relationship will be one of genuine friend-
character in his endeavors. ship and alliance between clans that count
themselves as equals; sometimes the ninja
Adequate expenditures assume a mission clan will be beholden to a more powerful clan.
budget of around 100 gp. If the ninja needs
more than this, he must steal or otherwise Enemies
acquire the extra resources himself.
Likewise, ninja clans often have longstand-
Inadequate expenditures equal a mission ing enmities with other families and organi-
budget of around 10 gp. If more is needed, zations. The OM should establish at least one
the ninja is on his own. enemy family for each ninja clan; many clans
have lots of enemies.
See Table 30 for an overview of clan wealth
categories, mission types, and resources For each enemy, the DM should also decide
expended. whether the goal of the clan dispute is compe-
tition or extermination.
A clan can be of one financial category but
provide resources as though it were from a When it is competition, the two clans are in a
lower category if the clan leader is notori- protracted rivalry. They may be competing for
ously tight with his money. the same clients for their services, or they may
simply want to show one another up. When
A clan can also have variations in these rec- members of the two clans encounter one an-
ommended expenditures based on internal other, they endeavor to embarrass each other
policies. For example, a clan or organization at every opportunity. This rivalry should not
with a firm policy against the use of resources escalate into duels or degenerate into practical
on nonclan activities will provide Inadequate jokes. The two clans might maneuver one
resources for nonmission activities even if the another into tricky situations, such as by pre-
clan is fantastically rich. tending to want an "important" mission and
allowing the other family to win the contract,
Clan Status only to reveal that the mission is dangerous
and unprofitable-or silly and pointless.
Most ninja clans belong to the farmer class.
Some are artisan or craftsman clans. A few have When the goal is extermination, there is
retained samurai status, which is of consider- blood hatred between the clans. When mem-
able benefit to a clan member. He is accorded bers of one clan encounter those of another,
the rights pertaining to a samurai and his cover they try to kill each other. These attempts
identity cannot be penetrated. A family belong- may be honorable attacks and duels, or
ing to the "nonperson" class may be publicly wicked attempts at assassination, depending
known as a ninja clan and would probably live on the alignment of the feuding clans and the
in a remote, easily defended, place. individual ninja involved.

Allies Demands

Ninja clans are often allied with other fami- Each ninja clan imposes certain demands
lies-sometimes officially, sometimes secretly. on its members, including ninja PCs.
The OM should decide which families the
clan counts among its friends, and whether Demands almost all clans make of their mem-
the ninja clan is superior, equal, or subordi- bers include:
nate in the relationship.
Silence. The ninja must never admit that
Sometimes the ninja clan will be the spon- he is a ninja. If the character's clan is known
sor and ruler of a smaller family; sometimes

Country and Clan • 97

to be a ninja clan, he may not even acknowl- must arrange a meeting with his superior
edge that he belongs to that clan. There are every three months, and immediately after
exceptions: The ninja can ask the clan leader any rich haul (if possible).
if he might be allowed to acknowledge his
true class and nature to an ally, especially The clan will select those items and coinage
when that ally's help is crucial and will best it needs and take them away from the charac-
be served if he knows the truth. But such per- ter without compensation. Typically, the clan
mission is rare. If a character admits to some- takes about half the magical and other special
one outside the clan that he is a ninja, he items the character acquires. Any items that
places that person above his clan in impor- remain after this "tax" belong to the character
tance (to the clan's way of thinking, anyway). and are not subject to confiscation later. The
The clan, if it finds out, may decide to elimi- more money the ninja clan has, the less likely
nate the person who is now in the know, as it is to take any of the character's. But a ninja
well as eliminate the ninja with the big from a poor family may be required to hand
mouth. over 50%-75% of all his treasure profits so
that the clan will have operating capital for
Missions. The clan can order the ninja other ninja and other missions.

character to embark on missions. Refusal to If the ninja character withholds any trea-
carry out a mission is considered betrayal of sure and the clan later find out about this
the clan. And, yes, a clan leader who doesn' t betrayal, the ninja will be suitably punished.
like one of his clan members might try to get
rid of that member by sending him on mis- Cost-Accounting. The ninja character must
keep an accurate accounting of all his mission
sion after deadly mission. expenditures, right down to the last copper
Demands some clans make of their members piece (or campaign equivalent).

include: Of course, the DM can make up any other
Choice of Spouse. The clan leader, not the demands he sees fit for a clan to impose.

ninja, chooses whom the ninja will marry. Examples of several types of ninja clans
Usually, the spouse is another clan member or appear in Chapter 9.
someone from an allied clan, chosen for polit-
ical suitability and for the potential of The PC and the Clan

strengthening the clan. Love matches are rare, Ultimately, the DM determines which clan
and the worst thing a ninja could do would a PC ninja belongs to. Typically, he does this
be to tell the clan leader that he or she is in by:
love with someone specific. The clan leader
will automatically choose someone else to be 1. Creating several ninja clans to serve as
the ninja's mate, because romantic love is background details for the campaign setting.
considered a dangerous thing that has led to
the downfall of many a good warrior. 2. Deciding which ninja clans PCs can come
from.
This whole situation is a great opportunity
for role-playing in a campaign. However, 3A. Letting the player do a rough design of
his ninja character and then deciding which
players in a campaign making this demand clan that PC best suits; or
should play ninja only if they can role-play a
cultural attitude very different their own, or if 3B. Giving the player details of the avail-
they don't care whom their characters marry. able clans and allowing him to choose a clan
for his character, then making sure he designs
Delivery of Treasures. The ninja is required a PC ninja suited to it.
to submit all accumulated treasure to a supe-
rior member of his clan for evaluation. He Details of what the PC does for his clan
appear in Chapter 8.

98 • Chapter Six

· Playing the Ninja CHAPTER

7

Because the ninja is so secretive, role-play- don't ever let on that it is not true. The temp-
ing this type of character involves an unusual tation to do so can be great, especially when it
amount of work for the player. At the very becomes possible to impress a potential lover
least, the character must keep secret from the through tales of your prowess.
outer world the fact that he is a ninja. He may
also try to keep that secret from his party Go Without Your Ninja Tools and
mates and close friends. Even in a party made Weapons
up entirely of ninja and shinobi from his own
clan, the character might have secret orders This sounds like a cruel punishment-when
from the clan lord, directives that no others you have spent so many years learning the
may share. basic skills of the ninja profession, why should
you not have its potent tools readily at hand?
Ninja In the Outer World
But remember this: If you are captured, you
Most of a ninja PC's life takes place away may be searched. Tools such as the ninja-to,
from the clan. The ninja is off in the world, nekode, metsubishi, and many others are
exploring new lands, establishing identities clear evidence that you are a ninja. Even cun-
in distant cities, and performing missions to ningly disguised tools can be found. But tools
benefit the clan. that are not present cannot be found.

The ninja character is usually among people Therefore, you should carry your ninja
who don't know his secret. Here, expressed tools only when you wear the ninja night-suit
as advice to the ninja character, are some and are on a stealth mission. At other times,
ways to maintain a secret identity. use gear that it similar but not so telling:
Carry a wakizashi instead of a ninja-to, a
Don't Impress People kawanaga instead of nekode, and so forth.

It is easy to impress people with your ninja If you plan to be on the road for several
skills. The problem with this is that people weeks or months, it is best not to carry any
remember being impressed. The more people ninja gear. The opportunities for discovery
who remember unusual things about you, the are too great. When you visit cities where
greater the chance they will add stray facts your clan has set up contacts and safe houses,
together to reach a conclusion you don't wish you can borrow gear for specific missions.
them to reach.
Establish a Safe House or Cache
It's especially foolish to demonstrate traits
that do not belong to your cover identity. If When you plan to be in a city or castle for an
you are pretending to be a normal fighter do extended period of time, you can set up a safe
not offer to pick a lock. If you are pretending house or cache for ninja tools and weapons.
to be a common thief, do not ever wear chain
mail or any armor too heavy for practitioners Depending on the size of your ninja clan,
of that profession. there may already be a contact and a safe
house in the city or castle you are sent to visit.
Don't demonstrate the full level of your It is no great task for you to ask your clan lord
experience. You are at your most dangerous to send some of your gear to that contact. This
when enemies underestimate you. Even if is not a safe or automatic process. Your gear
you are a veteran ninja with many years of will be handed over to a low-ranking ninja of
experience, pretend to be a green warrior. the clan, who will deliver it to its destination,
Once you have established this background, putting him in great danger of discovery and
death. This ninja is your brother or cousin, so

Playlng the Ninja • 99


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