- | - | - | - | - |
Oriental Classes | - | - | - | Oriental Adventures |
Experience Points | Experience Level | 6-sided Dice
for Accum. Hit Points |
THACO | Saves | MS | HS | OL | PP | HN | SPECABS |
- | - | - | - | - | - | - | - | - | - | - |
0 -- 2,000 | 1 | 1 | 20n | ppdm13.pp12.rsw14.bw16.s15 | 15 | 10 | 25 | 30 | 10 | Investigate, Talk, Stipend |
2,001 -- 4,000 | 2 | 2 | 20n | ppdm13.pp12.rsw14.bw16.s15 | 21 | 15 | 29 | 35 | 10 | ADD kyodai-bun |
4,001 -- 8,000 | 3 | 3 | 20n | ppdm13.pp12.rsw14.bw16.s15 | 27 | 20 | 33 | 40 | 15 | - |
8,001 -- 16,000 | 4 | 4 | 20n | ppdm13.pp12.rsw14.bw16.s15 | 33 | 25 | 37 | 45 | 15 | - |
16,001 -- 30,000 | 5 | 5 | 19 | ppdm12.pp11.rsw12.bw15.s13 | 40 | 31 | 42 | 50 | 20 | - |
30,001 -- 60,000 | 6 | 6 | 19 | ppdm12.pp11.rsw12.bw15.s13 | 47 | 37 | 47 | 55 | 20 | - |
60,001 -- 130,000 | 7 | 7 | 19 | ppdm12.pp11.rsw12.bw15.s13 | 55 | 43 | 52 | 60 | 25 | - |
130,001 -- 260,000 | 8 | 8 | 19 | ppdm12.pp11.rsw12.bw15.s13 | 62 | 49 | 57 | 65 | 25 | - |
260,001 -- 520,000 | 9 | 9 | 16 | ppdm11.pp10.rsw10.bw14.s11 | 70 | 56 | 62 | 70 | 30 | - |
520,001 -- 800,000 | 10 | 9 + 1 | 16 | ppdm11.pp10.rsw10.bw14.s11 | 78 | 63 | 67 | 80 | 30 | - |
800,001 -- 1,100,000 | 11 | 9 + 2 | 16 | ppdm11.pp10.rsw10.bw14.s11 | 86 | 70 | 72 | 90 | 35 | - |
1,100,001 -- 1,400,000 | 12 | 9 + 3 | 16 | ppdm11.pp10.rsw10.bw14.s11 | 94 | 77 | 77 | 100 | 35 | - |
300,000 experience points are required for each level beyond 12th.
Yakuza gain 1 hit point per level beyond 9th.
>
Table 23: NINJA DEXTERITY ADJUSTMENTS <change title, shrink, re-order columns>
Ability Score | Picking Pockets | Moving Silently | Hiding in Shadows | Open Locks |
9 | -15% | -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 | +05% | +05% | +05% | +05% |
18 | +10% | +10% | +10% | +10% |
<
300,000 experience points are required for each level beyond 12th.
Yakuza gain 1 hit point per level beyond 9th.
The yakuza is many different things, depending on who is asked. He has
been called a protector of the
common man, thug, extortionist, rowdy, thief,
mercenary, jack-of-all-trades, and even an unofficial police force.
He is simultaneously despised and respected, sometimes even supported
by the local daimyo.
On one hand, he represents the shadowy underworld, directing and controlling
illegal activities.
On the other hand, he provides protection for the helpless and watches
over those under his care. Of course, such paternal care has a price, and
it is from this that the yakuza makes his living. Because the powers
of a yakuza come from dealing with other
people, the character class is only truly effective in urban areas.
Yakuza operating in the countryside find their
life lonely and difficult.
The minimum requirements to become a yakuza character are STR 11, INT
15, DEX 15,
and Charisma 16. Yakuza have no prime requisite and never earn an experience
point bonus for high ability
scores. They must always be lawful but are rarely lawful good.
Yakuza use 6-sided dice to determine their HP, gaining one die per level.
They use the combat and
saving throw tables of thieves. They can use any weapon, but are restricted
in their choice of armor as shown on
Table 13. They cannot use shields. Yakuza must belong to a family clan
(which is their yakuza organization, not
their natural family) and must determine their birth rank with a -5
modifier on the die roll. Yakuza begin play
with three proficiency slots available. In addition, they automatically
have the gaming proficiency.
Beginning with 1st level yakuza have the following thief abilities-move
silently, hide in shadows, open
locks, and pick pockets. The yakuza has the same chances of success
in these as a ninja character of the same
level. Yakuza also hear noise as well as a monk of the same level.
Besides these abilities, yakuza have two unique abilities.
The first of these is investigate. This ability
allows the yakuza to gain what otherwise might be secret information
about anything in his region. This is very
useful in preparing plans and maintaining control over an area. The
yakuza could, through discreet inquiries,
gain the floorplans of a residence, learn where a lord conceals a particular
item, obtain the guards' schedule at a
daimyo's palace, learn who stole a particular item, obtain the identity
of a police informer, find a shady
merchant willing to buy stolen goods, etc. The power is not magical
and the information doesn't come from a
supernatural source. Rather, the information is quietly gathered from
people in the area-dissatisfied servants,
observant innkeepers, etc.
The investigate ability has several restrictions. First, the ability
cannot gain information that is legendary
in nature-the powers of a magical item, the hidden treasure of a spirit
creature, etc. Second, it doesn't work
automatically. Table 35: Yakuza Capabilities lists the character's
chance to find what he's looking for. Third,
investigating takes time and money. Common information (facts that
are known by lots of people) requires one
day of investigation and costs 2d6 fen. Uncommon information (facts
known only by a few people, but not
secrets) requires 1-3 days of investigation and costs 2d4 yuan. Confidential
information (known to only one or
two people and told to them in confidence) requires 2d6 days of investigation
and costs 2d10 tael. Secret
information (known by only one or two people and highly sensitive)
requires 3d6 days and costs 2d10 ch'ien or
more.
There is also a chance that the information found is dated or partially
incorrect. Common information is
always accurate. Uncommon information has a 10% chance to be inaccurate.
Confidential information has a
25% chance to be inaccurate and secret information has a 40% chance
to be inaccurate. Inaccurate information
is not useless: just some portion of the information is wrong. A guard
may have a slightly different schedule, or
a new wall may have been added to a floorplan.
The investigate ability also has special range restrictions. These are
not defined in terms of feet, yards,
or miles, but areas of operation. The range restrictions are listed
on Table 35 under Area Covered. Each is
measured from the standard base of operations for the yakuza character
and is described below.
Block: This is the area within one block of the character's base
of operations. Anything outside this
range is not the yakuza's area and is unfamiliar to him.
Ward: Oriental cities are commonly divided into wards. Each ward
usually has its own police and local
government authorities responsible for local administration. A ward
is composed of many blocks. In some cities
the wards are separated by walls and gates.
District: This is an unofficial designation that covers several
wards. A district usually is identified by
some outstanding feature-the types of shops and businesses, a nearby
temple, or a geographical feature. Cities
with walled wards usually have organized districts with guards and
officials to administer the different wards.
Province: The yakuza is able to gain information throughout the entire province.
Table 35: Yakuza Cababilities <Investigate>
Level | Investigate | Area Covered |
1 | 20% | 1 block |
2 | 24% | 1 block |
3 | 28% | 2 blocks |
4 | 32% | 2 blocks |
5 | 36% | 3 blocks |
6 | 40% | 3 blocks |
7 | 44% | 1 ward |
8 | 48% | 1 ward |
9 | 52% | 1 ward |
10 | 56% | 2 wards |
11 | 60% | 2 wards |
12 | 64% | 2 wards |
13 | 68% | 1 district |
14 | 72% | 1 district |
15 | 76% | 1 district |
16 | 80% | 2 districts |
17 | 84% | 2 districts |
18 | 88% | 2 districts |
19 | 92% | 3 districts |
20 | 95% | 3 districts |
21 | 95% | Province |
Common
information (facts that are known by lots of people) = 1 day + 2d6 fen
Uncommon
information (facts known only by a few people, but not secrets) = 1d3 days
+ 2d4 yuan
Confidential
information (known only to one or two people and told to them in confidence)
= 2d6 days + 2d10 tael
Secret
information (known by only one or two people and highly sensitive) = 3d6
days
Another resource of the yakuza is his contacts. Contacts are NPCs who
can provide the yakuza with
specialized information and aid. They will not join him on adventures,
but will buy stolen goods, provide a
secure hideout, carry messages, and provide information. Contacts never
do anything that might put them in
peril, although they may risk their reputations. They remain cooperative
with the yakuza and silent about his
activities (and their involvement) so long as they are fairly treated,
not threatened, and not implicated in
anything. A yakuza character receives one contact for every two experience
levels. The contacts are not named
or defined by the DM or by a table. Instead, when the player wants
his character to use a contact, he decides the
name and position of the contact and tells the DM. The DM decides whether
the contact is appropriate for the
character. The contact cannot be more than four experience levels above
the yakuza, and the yakuza character
must have had some plausible reason for meeting the contact in the
past. If the DM rules the contact is
acceptable, information about the contact is noted on the yakuza character's
sheet. One available contact of the
yakuza has been used. Thereafter the contact can be used again by the
yakuza as needed. (The DM may want to
note information about the contact and create a fitting personality.)
The player is responsible for keeping track
of the names of his character's contacts.
Some examples of acceptable contacts include the gate keeper of a ward,
a ship captain, a minor samurai
in the service of a daimyo, a district magistrate, or a wealthy merchant.
Basically, the DM must rely on his
judgment when determining whether a contact is acceptable.
Like other characters, the yakuza possesses a ki power. By focusing
his energy he can sense and
anticipate his opponents' moves for short periods of time. This lets
the yakuza position himself to minimize the
danger from an attack-sidestepping slightly at the last minute, partially
blocking the target point, etc. This ki
power does not foil the attack, it only reduces the amount of damage
the character suffers by one-half (round
fractions up). The power can be used once per round, a number of times
per day equal to the experience level of
the yakuza.
To be successful, the yakuza quickly learns to master of the art of
dealing with others. Yakuza must
know when it is best to threaten, cajole, befriend, bribe, or persuade.
Because of this, the yakuza gains a + 10%
bonus on encounter reaction rolls, except for those where social status
is involved.
The family of a yakuza is not his natural family. Upon becoming a yakuza,
the character is adopted into
a yakuza kumi or organization of yakuzas. This arrangement is identical
to a normal family clan. There is a
family head (oyabun), uncles, fathers, and brothers. The yakuza is
expected to treat these members as if they
were blood relations, and indeed some of them may be related. Since
this is not a true family, however, the
yakuza does not roll on Table 39: Ancestry or Table 40: Birthrights.
The yakuza family does have honor (Zing)
which must be maintained, with all the normal consequences and restrictions.
Belonging to the yakuza family
does have its rewards. Each month the yakuza automatically receives
2 ch'ien per experience level as a stipend.
Starting at 2nd level the yakuza is able to call upon a number of his
brethren (kyodai-bun) to assist him
in an enterprise. The brethren can be called only once per level. They
must be at least one experience level
beneath the player character and can never be higher than 8th level.
The player character call up to his
experience level in brethren. He isn't required to summon all he is
allowed. Once the brethren have been called,
no more can be called for the remainder of that level. Of course, major
enterprises must be approved by oyabun.
All yakuza families have a base of operations-their territory. Each
family is very possessive of this
territory. It is, after all, the source of their income and power.
Secret wars and feuds are often waged between
different yakuza families struggling to retain or usurp a particular
district of a city. Since these territories are not
official lands, they can co-exist within the boundaries of other states.
The center of the base of operations is
whatever place the head of the family makes its headquarters. Initially,
each new character is assigned some
small part of this territory. As he rises in level, he gains more knowledge
and becomes responsible for more of
the family's territory.
Within a family it is necessary to identify the members and their rank.
Yakuza do this with tattoos.
Initially, the yakuza character begins with a small tattoo
on his arm. Each time the yakuza increases a level,
another portion of his body is tattooed. The face, hands, and feet
are never tattooed, but high level yakuza have
tattoos covering their entire back, chest, and arms. These tattoos
show the character's rank and serve as a
warning to others. Everyone knows what these tattoos symbolize and
quickly learn not to bother such a person.
Honor is important to the yakuza. As a member of the underworld, however,
he lives by a different code
of honor than the samurai. Should the yakuza's honor fall below that
of his family, he is cast out of the family.
He can regain his membership at a later time. When cast out, he is
treated as a non-person. No one within the
territory will speak to him or give him aid of any type for fear of
retribution. His death will not be avenged by
his family, although other yakuza families still treat him as an enemy.
Although sometimes tolerated, condoned, or even recognized by the government,
yakuza are still
considered criminals. They always risk being arrested and punished
for crimes they commit. Such punishments
range from imprisonment to humiliating execution. The yakuza must be
wary of the law at all times.
Because of their outlaw status, it is to the family's best interest
to keep everything in its territory running
smoothly and quietly. They are extremely strict about any enterprises
undertaken in their area. All activities of
the family are supervised and controlled by superiors, who report to
the head of the family. When a yakuza or
stranger creates trouble in the family's territory, the family reacts
swiftly and efficiently: the offender may be
hunted down and disposed of, betrayed to the local police, or chased
away. In this way, the yakuza family acts
as an unofficial extension of the police force, preventing trouble
and easing the duties of the official police.
Table 34: Yakuza
Experience Points | Experience Level | 6-sided Dice
for Accum. Hit Points |
- | - | - |
0 -- 2,000 | 1 | 1 |
2,001 -- 4,000 | 2 | 2 |
4,001 -- 8,000 | 3 | 3 |
8,001 -- 16,000 | 4 | 4 |
16,001 -- 30,000 | 5 | 5 |
30,001 -- 60,000 | 6 | 6 |
60,001 -- 130,000 | 7 | 7 |
130,001 -- 260,000 | 8 | 8 |
260,001 -- 520,000 | 9 | 9 |
520,001 -- 800,000 | 10 | 9 + 1 |
800,001 -- 1,100,000 | 11 | 9 + 2 |
1,100,001 -- 1,400,000 | 12 | 9 + 3 |
1. SUBCLASS = thief
2. SOCIAL CLASS MINIMUM = roll on Birth Rank table not required,
-10 modifier if Birth Rank is determined
3. ABILITY SCORE MINIMUMS
STRENGTH = 11
INTELLIGENCE = 15
WISDOM = 3 <>
DEXTERITY = 15
CONSTITUTION = 6
CHARISMA = 16
COMELINESS = 3
PERCEPTION =
4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE = korobokuru (10), human
(U)
5. MULTI-CLASS POSSIBILITIES = none
6. HIT DIE TYPE = d6
7. MAXIMUM NUMBER OF HIT DICE = 9
8. SPELL ABILITY = d6
9. ARMOR PERMITTED = leather, padded
10. SHIELD PERMITTED = no
11. WEAPONS PERMITTED = any
12. OIL PERMITTED = yes
13. POISON PERMITTED = yes
14. ALIGNMENT = LE, LN (rarely LG)
15. STARTING MONEY = 1-3 ch'ien + 2-20 tael (ch'ao) (5-15
gp + 20-200 sp)
16. WEAPON PROFICIENCIES = see 25.
17. NON-PROFICIENCY PENALTY =
18. NON-WEAPON PROFICIENCIES = gaming (free
@L1) + see 25.
19. STARTING AGE =
20. COMBAT = thief
21. SAVING THROWS = thief
22. MAGIC ITEMS =
23. FAMILY = required
24. HONOR = <x>
Being discovered by police: -2
Claiming territory from an opposing yakuza organization:
+5
Being defeated by a commoner: -3
Selling stolen goods: +1 per 100 ch'ien (500 gp)
25. SKILLS = 3@L1 + gaming