Ninja
(Chinese:
{Vagabond}, although most come from
outside the Empire.)
<1>
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Table 22: NINJA
Experience Points | Experience Level | Hit Points Accum.
per Level |
Level Title <added> | THACO | Saves | - |
- | - | - | - | - | - | - |
- | 0 | - | Chigo | - | - | - |
0 -- 4,000 | 1 | 1-2 | Bushi | Use other class (1/1)* | 13.12.14.16.15 | - |
4,001 -- 8,001 | 2 | 1-2 | Genin | - | - | - |
8,001 -- 15,000 | 3 | 1-2 | Genin | - | - | - |
15,001 -- 30,000 | 4 | 1-2 | Genin | - | - | - |
30,001 -- 60,000 | 5 | 1-2 | Genin | - | 12.11.12.15.13 | - |
60,001 -- 120,000 | 6 | 1-2 | Chunin | - | - | - |
120,001 -- 240,000 | 7 | 1-2 | Chunin | - (3/2)* | - | - |
240,001 -- 500,000 | 8 | 1-2 | Chunin | - | - | - |
500,001 -- 1,000,000 | 9 | 1-2 | Chunin | - | 11.10.10.14.11 | - |
1,000,001 -- 1,300,000 | 10 | 1 | Jonin | - | - | - |
1,300,001 -- 1,600,000 | 11 | 1 | Jonin | - | - | - |
1,600,001 -- 1,900,000 | 12 | 1 | Jonin | - | - | - |
- | 13 | 1 | Jonin | - | - | - |
- | 14 | 1 | Jonin | - | - | - |
- | 15 | 1 | Jonin | - (2)* | - | - |
300,000 XP are required for each level
beyond 12th.
Ninja gain 1 hp per level beyond 9th.
* The multiple attacks of a ninja character
are allowed only when using ninja weapons. The multiple
attack ability of the ninja's other class
cannot be applied to ninja weapons.
Ninjas are the invisible
warriors; spies && assassins
practiced in the skills of concealment, stealth, trickery, disguise, acrobatics,
and assassination.
They possess a number of special powers
and use many unique devices.
Their abilities and reputations are clouded
in mystery.
Many ascribe supernatural powers to them.
The ninjas have done nothing to discourage
these stories and may very well spread the tales themselves.
Such confusion only enhances their reputations,
inspiring more terror at the mere mention of their name.
Ninja is not an independent character
class.
After all, ninja do not really exist:
at least, that is what a ninja will have one believe.
The ninja class is only open to human
characters and can only be taken as a special split class.
To become a ninja, a character must first
qualify for the bushi, sohei,
wu
jen, or yakuza character class.
Then the character must meet the min.
scores of 14 in DEX and CHA
and 15 in INT to qualify as a ninja.
The ninja has no prime requisite and so
never gains the 10 percent bonus to earned experience.
If the character qualifies for the bonus
in the other class, it only affects XP applied to that class, never to
the ninja class.
Table 23: NINJA DEX ADJUSTMENTS
Ability Score | Locating/
Removing Traps |
Moving Silently | Hiding in Shadows | Open Locks |
9 | -10% | -20% | -10% | -15% |
10 | -10% | -15% | -05% | -10% |
11 | -05% | -10% | 0 | -05% |
12 | 0 | -05% | 0 | 0 |
13 | 0 | 0 | 0 | 0 |
14 | 0 | 0 | 0 | 0 |
15 | 0 | 0 | 0 | 0 |
16 | 0 | 0 | 0 | 0 |
17 | 0 | +05% | +05% | +05% |
18 | +05% | +10% | +10% | +10% |
XP are handled differently for ninja.
A ninja character must divide his XP between
his two classes.
Normally, dual-class <multi-class>
characters split their XP exactly in half; however, the DM can award more
points to one class than the other.
If, for example, a ninja character earns
xperience
in an adventure where he never uses his ninja skills, the DM is justified
in awarding all earned
xperience to
the non-ninja class.
The ninja can advance at different speeds
through the two classes, although they usu. will be very close.
Ninjas gain 1-2 HP for advancing a level
as a ninja.
They never apply the HP bonus for high
CON to these HP rolls.
Ninjas also gain HP for advancing in their
other class; roll the normal die and divide the result by two (round fractions
up).
Then add any Con bonus the character is
entitled to in that class.
Thus a 1st-level bushi/ninja could have
from 2 to 7 HP (1-5 points for the bushi class and 1-2 points for the ninja
class). <>
As a rule, ninja split class characters
usu. have fewer HP than non-ninja characters of the same class.
Ninjas use the combat table of their other
character class but always use the saving throw tables of thieves.
In addition to any weapons allowed by
his other class, a ninja can use a variety of weapons preferred by his
class without loss of honor.
These weapons are marked on Tables 49,
50, and 51.
A ninja has two proficiency slots at the
beginning of the game which can be used for these special items.
However, bushi/ninja who use proficiencies
from their other class to master ninja weapons lose honor.
Ninja characters are never affected by
honor losses for using their special weapons, regardless of their other
class.
A ninja can wear the armor of the other
class but may not be able to use certain ninja abilities while in armor.
A ninja can use any magical items available
to his other class plus any magical items available only to ninjas.
At 1st level ninjas can move silently,
hide in shadows, find/remove traps, climb walls, disguise themselves,
assassinate, walk a tightrope, pole vault, fall, escape, and backstab.
The chance of success for each of these
actions (or the damage multiplier for backstabbing) is listed on Table
24: Ninja Capabilities.
Each capability is described briefly.
Move
Silently: This skill can be
used anytime the ninja moves on foot.
The character cannot use this skill while
wearing metal armor.
Characters who successfully move silently
can try to ambush travelers, surprise or slip past guards, etc.
The DM rolls the dice to see whether the
attempt succeeds.
The homes of important or powerful people
are often fitted with "nightingale" floors, specially designed to squeak
when stepped upon.
Such floors reduce the ninja's chance
of moving silently by one-half.
This skill allows a character to make himself
unnoticable to normal vision in areas of shadow or deep gloom.
If the ninja is near a heat source he
can use this skill against creatures with infravision as the heat source
blinds their infravision.
The character cannot use this skill while
someone is watching him.
The DM rolls the dice to determine whether
the character hides successfully, keeping the result secret from the player;
the character always thinks he's hidden!
Find/Remove
Traps: Experienced as he is
in the use of small gadgets and devices, the ninja can also find and disarm
hidden traps.
This skill only works for small traps,
not large ones.
The character states that he is searching
for a trap and then the DM secretly rolls for the result.
If the search roll fails, the DM just
tells the player that he didn't find anything.
Once a trap is found, the character has
an equal chance to remove or disarm it.
Again, the DM secretly determines the
result.
Only one attempt to use this skill is
allowed per character per trap.
Climb
Walls: The character is trained
to climb walls and other vertical surfaces with only very small
handholds.
This skill cannot be used while wewaring
metal armor other than chain mail. <x>
One check is made at the mid-point of
any climb (unless the DM decides that more are needed because the distance
is very great). <(WSG: Climbing Checks)>
Success indicates the climb was successful,
failure indicates that the character falls at the midpoint of the climb.
Disguise:
The character is trained in the art of disguise.
He can make himself look like any general
class of person of about the same height, weight, and age as himself.
This is useful for also appearing as a
merchant, peasant, or other harmless character.
He can also try to disguise himself as
a member of the opposite sex, although his chance of success is reduced
by half.
In addition, a ninja can disguise himself
as a specific person and pose as him.
Once a ninja fails to impersonate a specific
person, he can never succeed in impersonating that person.
A ninja's chance to impersonate a specific
person is one-half his normal disguise percentage.
If the ninja can closely observe the character
he intends to impersonate for at least one month, however, the chance of
success is normal.
The character can use the assassination
tables presented in the DMG.
Any assassination must be carefully planned.
The chance of success indicates how well
the ninja's plan
overcame any of the victim's precautions.
The ninja player must describe his plan
to the DM who then compares this to the protections chosen by the victim.
Using his own judgement, the DM can raise
or lower the ninja's chance of success.
Assassination is not a combat skill and
cannot be used in a general melee.
Tightrope Walk:
Having sharpened his balance and coordination, the ninja is able to walk
ropes, narrow beams, ledges, etc., with relative ease.
The character cannot wear metal armor
when using this skill.
Tightrope walking can be done on any narrow
surface that is angled (up or down) at 45 degrees or less.
The character is upright and has his hands
free.
One check is made for every 60 feet (or
part thereof) covered.
Using a balancing item (such as a pole)
increases the chance of success by 10%; moderate winds lower it by 10%,
strong winds by 20%, and gusting winds by 30%.
The character can try to fight with one
hand while walking a tightrope, but suffers a -5 penalty on his chance
to hit and must make an immed. check to see if he falls.
In addition, when walking a tightrope
the ninja receives no AC adjustments for Dex or class (using only the value
of the armor worn), since the character cannot maneuver.
Pole Vault: Using
some type of springy pole and a good run, the ninja can vault upward and
forward much farther than most characters can jump.
A 30-foot running start and a pole at
least four feet longer than the character is required.
In addition, the character cannot wear
any metal armor.
Table 24: Ninja Capabilities lists the
maximum height the character can vault, provided the pole is at least the
same length.
Vaulting can be used to land atop an obstacle
(such as a wall), in which case the maximum height that can be vaulted
is reduced by 1 foot.
When using a vault to cover distance (not
height), the character can vault a distance equal to twice the length of
the pole.
Fall: Table 24
lists the distance a ninja can fall without taking damage.
To do so, the ninja cannot be wearing
any metal armor other than chain mail.
He must be falling where he can reach
a vertical surface that can slow his fall.
If the ninja falls this distance or less,
he manages to avoid taking any damage by tumbling and rolling.
If he falls farther than the stated distance,
he suffers full normal damage.
Ninjas are trained to slip out of ropes,
chains, and other bindings.
When a ninja is bound, he can try to slip
free by wiggling, twisting, and contorting his body.
The character is allowed only one attempt.
Furthermore, if the attempt is made while
guards are present, the ninja's intentions are obvious and easily thwarted.
The escape attempt takes 1d10 rounds.
When attacking unnoticed from behind, the
ninja character can cause additional damage.
The multiplier listed in the Backstab
column of Table 24 is applied to the normal damage from the attack.
The ninja must roll to hit his target
normally and roll to determine damage, applying the usual modifiers for
Strength, class, and magical weapons before applying the modifier.
Open Locks: A ninja
can try to open any lock only once per level.
If the dice roll exceeds the modified
percentage chance to succeed then the character has failed to open that
lock and no amount of trying will ever open it.
The ninja can try again when he reaches
a new experience level.
Table 24: NINJA CAPABILITIES <add Pick Pockets>
Level | Hide in
Shadows |
Move
Silently |
Find/Remove
Traps |
Climb
Walls |
Disguise | Open
Locks |
Tightrope
Walk |
Pole
Vault |
Fall | Escape | Backstab |
- | - | - | - | - | - | - | - | - | - | - | - |
1 | 10% | 15% | 20% | 85% | 20% | 25% | 20% | 8' | 0 | 10% | x2 |
2 | 15% | 21% | 25% | 86% | 24% | 29% | 25% | 9' | 0 | 14% | x2 |
3 | 20% | 27% | 30% | 87% | 28% | 33% | 30% | 9.5' | 10' | 18% | x2 |
4 | 25% | 33% | 35% | 88% | 32% | 37% | 35% | 10' | 15' | 22% | x2 |
5 | 31% | 40% | 40% | 89% | 36% | 42% | 40% | 10.5' | 20' | 26% | x3 |
6 | 37% | 47% | 45% | 90% | 40% | 47% | 45% | 11' | 25' | 30% | x3 |
7 | 43% | 55% | 50% | 91% | 44% | 52% | 50% | 11.5' | 30' | 34% | x3 |
8 | 49% | 62% | 55% | 92% | 48% | 57% | 55% | 12' | 35' | 38% | x3 |
9 | 56% | 70% | 60% | 93% | 52% | 62% | 60% | 12.5' | 40' | 42% | x3 |
10 | 63% | 78% | 65% | 94% | 56% | 67% | 65% | 13' | 45' | 46% | x4 |
11 | 70% | 86% | 70% | 95% | 60% | 72% | 70% | 13.5' | 50' | 50% | x4 |
12 | 77% | 94% | 75% | 96% | 64% | 77% | 75% | 14' | 55' | 54% | x4 |
13 | 85% | 95% | 80% | 97% | 68% | 82% | 80% | 14.5' | 60' | 58% | x4 |
14 | 93% | 96% | 85% | 98% | 72% | 87% | 85% | 15' | 65' | 62% | x4 |
15 | 94% | 97% | 90% | 99% | 76% | 92% | 90% | 15.5' | 70' | 66% | x4 |
16 | 95% | 98% | 95% | 99% | 80% | 97% | 95% | 16' | 75' | 70% | x4 |
17 | 96% | 99% | 95% | 99% | 84% | 99% | 96% | 16.5' | 80' | 74% | x4 |
18 | 97% | 99% | 95% | 99% | 88% | 99% | 97% | 17' | 85' | 78% | x4 |
19 | 98% | 99% | 95% | 99% | 92% | 99% | 98% | 17.5' | 90' | 82% | x4 |
20 | 99% | 99% | 95% | 99% | 96% | 99% | 99% | 18' | 95' | 88% | x5 |
In addition to the powers listed above,
the ninja also possesses three special ki powers, only one of which is
gained at 1st level.
As he increases in levels as a ninja,
the character becomes able to use the other ki powers.
At 1st level, the ninja begins using his
ki when holding his breath.
The character can hold his breath for
a number of rounds equal to his ninja level.
He can use this power only once per day.
At 5th level the ninja, by concentrating
on his ki, can walk across short distances of smooth water.
The character can cross 5 feet of water
per ninja level, moving at a rate of 30 feet per round.
This requires intense concentration, which
is broken if the ninja is injured in any way while walking on water.
This power can be used a number of times
per day equal to the level of the ninja.
At 12th level the ninja gains his ultimate
ki power, the ability to pass through walls.
This is an act of supreme concentration
on the part of the ninja.
He cannot have used his ki for any other
purpose during the day and must spend three rounds concentrating and preparing
before entering the wall.
During this time he can take no other
actions; if attacked or disturbed he loses the use of this and all other
ki powers for the day.
This power lasts for one round, during
which the ninja can move 1 foot per experience level.
If the character is not completely through
the obstacle at the end of the round, he dies inside it.
Ninja characters are very powerful, so the DM must exercise some control over the way they are played.
All ninjas in the game can come from the
same family or clan, if the DM desires.
They are ruled absolutely by the head
of the family and any failure to obey him leads to a never-ending series
of assassination attempts against the offending character.
This ends only when the character is dead
or when he slays the head of the family and establishes himself in the
position.
A rogue ninja is a nukenin, sometimes
a hero of the common people.
Honor is extremely
important to ninjas since it is a measure of their reliability.
In addition to the honor requirements
of his other class, the ninja has special requirements he must observe.
The two most important are secrecy and
completion of the mission.
Should the true identity of a ninja character
ever be discovered, he suffers an immediate loss of honor.
This applies to discovery by any other
character, PC or NPC, or even another ninja.
When working with other characters, the
ninja must keep his true identity an absolute secret.
Other characters may realize that he is
a ninja, but will not know who he is.
Second, failing to complete any mission
results in a a loss of honor, although the mission can be attempted more
than once.
A ninja who refuses to complete a mission
loses all of his honor and is considered to have defied the head of the
family.
The DM may intervene if special circumstances
obviate this penalty.
This honor is not the honor of other characters,
but rather a measure of the ninja's obedience, reliability, and loyalty
to his family.
A ninja character must maintain his honor
above his family's honor.
Failure to do so is an offense against
the family and carries the same punishment as disobedience: death.
If the ninja survives he is considered
a nunekin and needs twice the normal number of XP to advance levels as
a ninja.
He continues advancing normally in his
other class.
All ninjas receive their missions from
the head of the family, although the actual instructions
may be transmitted through others.
Thus, the DM decides what missions the
ninja undertakes.
Because ninjas can seriously upset the
harmony of a group of adventurers, the DM may choose to never let ninjas
undertake missions against other PCs.
This is entirely up to the DM, but it
is highly recommended.
Q: Can ninja become
dual-classed
characters?
A: No, ninja
are already dual-classed characters
and cannot become triple-classed.
[However, see the article
on the genin, a
variant, single-classed
ninja, in this issue.]
(121.22)
<technically, the ninja
are not dual-classed, but a split-class, like the dreamer, smith, etc.>
<check smith>
Q: Do ninja have to
pay any training
costs to their clans?
A: All Oriental classes
pay training costs
(see the DMG, page 86).
Ninja pay training
costs to their clans.
(121.22)
Q: Do high-level ninja
attract followers
or help to train lower level
ninja? Does the ninja clan
ever gather
in one place?
A: The answers to
these two questions
depend on what the head
of the ninja clan
in your campaign wants.
There can be
periodic gatherings in order
to train or to
affirm loyalties. Likewise,
the clan leader
can direct PCs to teach
skills to up-andcoming
clan members. The DM must
play
the role of the clan leader
and make these
decisions.
(121.22)
Q: What are the ninja?s
dexterity
bonuses for falling, disguise,
escape,
and tightrope walking? Why
don?t
ninja have the acrobat?s
evasion and
attack abilities?
A: Ninja are not acrobats
and cannot use
acrobatic maneuvers. There
are no dexterity
adjustments for ninja falling,
disguise,
escape, or tightrope walking
abilities; for
ninja, these feats are purely
a matter of
conditioning and discipline,
not dexterity.
(121.22)
Q: Since ninja can
get dexterity adjustments for picking pockets
(OA, page 19, table 23),
what are their base chances for doing so ?
A: Ninja do not
have the ability to pick pockets.
The adjustments should apply
to ninja-yakuza and yakuza only.
(121.22)
Q: Since all ninja
are also bushi,
sohei,
wu jen, or yakuza, can a character
with one of these classes
opt
to become a ninja using
the dualclassed
rules?
A: The ninja is not
an independent class.
The decision to become a
ninja must be
made at the start of play.
A character who
started play as a non-ninja
cannot become
a ninja later.
(121.22)
Q: Do bushi-ninja
get strength bonuses
in combat? Can wu jen-ninja
use spells while armored?
When can
a ninja use the ki powers
from his
other class? Does a ninja
character
get experience only when
he?s acting
like a ninja?
A: It would be helpful
for you to think of a
ninja as a type of dual-classed
character.
Ninja is not an independent
class; a ninja
may draw upon either of
his classes at any
time. Bushi-ninja do get
strength bonuses.
Any ninja can use the skills,
spells, and ki
powers of his other class
within the restrictions
given (e.g., a wu jen-ninja
cannot
cast spells while wearing
armor). The DM
must decide when a ninja
is ?acting like a
ninja.? The determination
does not have to
be exact, since it affects
only experience.
Generally, experience is
split evenly between
both classes if the ninja
makes use
of his ninja abilities during
an adventure.
(151.9)
Q: Are scale and chain
mail armor
both considered metallic
armors, or
can ninja move silently
while wearing
these armor types?
A: Metal scale and
chain are both metallic
armors. Leather scale is
not, and so can be
used for silent movement
by ninja.
(151.9)
Q: There is a large
honor penalty for
a ninja who allows his true
identity
to be discovered. Is there
any penalty
for a ninja who allows the
fact
that he is a ninja to be
discovered?
A: No. A ninja always
uses an alias and
keeps his real name and the
details of his
family history secret. Ninja
should try to
conceal the fact that they
are ninja, but
this is not a necessity.
Hiding a ninja?s true
character class is very
difficult in a campaign.
It is not impossible, however,
so the
DM may assign a minor penalty
if it leaks
out; - 1 honor point is
plenty.
(151.58)
Q: Table 13 (page
14) says that ninja
can use any weapon, but
a footnote
says that they must learn
only ninjapreferred
weapons. What happens
when a high-level ninja
has learned
all the ninja weapons?
A: A ninja can learn
nonninja weapons in
two ways. First, he can
use slots from his
other class. Second, once
he is proficient
with all ninja weapons,
he can choose any
weapon.
(151.58)
0 LEVEL
* move silently
* hide in shadows
* find/remove traps
* climb walls
* disguise
* assassinate
* tightrope walk
* pole vault
* fall
* ecape
* backstab
* open locks
* hold breath
* walk on water
* walk through walls
1. SUBCLASS = thief (split class: bushi,
sohei, wu jen, yakuza)
2. SOCIAL CLASS MINIMUM = roll on Birth
Rank table not required
3. ABILITY SCORE MINIMUMS
* To become a ninja,
a character must first qualify for the bushi, sohei,
wu
jen, or yakuza character class.
STRENGTH = 6
INTELLIGENCE = 15
WISDOM = 6
DEXTERITY = 14
CONSTITUTION = 6
CHARISMA = 14
COMELINESS = 3
PERCEPTION = <>
4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE
= human (U)
5. MULTI-CLASS POSSIBILITIES = none
6. HIT DIE TYPE = d2 (no CON bonus). HP
for other class: divide by 2, and apply CON bonus for HP.
7. MAXIMUM NUMBER OF HIT DICE = 9
8. SPELL ABILITY = none
9. ARMOR PERMITTED = leather, padded,
leather scale, chain
10. SHIELD PERMITTED = none
11. WEAPONS PERMITTED = any (Ninja characters
must use their proficiencies to gain ninja preferred weapons.)
12. OIL PERMITTED = yes
13. POISON PERMITTED = yes
14. ALIGNMENT = Any non-good
15. STARTING MONEY = 1-2 ch'ien (5-10
gp) (This amount is in addition to any cash the character receives from
his other character class.)
16. WEAPON PROFICIENCIES = see 25.
17. NON-PROFICIENCY PENALTY = -4
18. NON-WEAPON PROFICIENCIES = see 25.
19. STARTING AGE =
20. COMBAT = (7-14: 3/2)* (15+: 2/1)*
21. SAVING THROWS =
22. MAGIC ITEMS = "A ninja can use any
magical items available to his other class plus any magical items available
only to ninjas."
23. FAMILY = required
(All ninjas in the game can come from the same family or clan, if the DM
desires.)
24. HONOR =
Completing a ninja
mission: +3
Failing a ninja mission:
-10
True identity discovered:
-30
Unnecessary deaths
in course of mission: -5
25. SKILLS = 2@L1 (ninja weapons or tools
only), 3@3, 4@6, 5@9
* The multiple attacks of a ninja character
apply only when using ninja weapons.
The multiple attack ablity of the other
class of the ninja character cannot be applied to ninja weapons.