VERY STEALTHY
VERY SKILLED
VERY DEADLY
"The Ninja trains and
lives constantly to be the perfect, silent weapon."
(Quoted from the creator’s
imagination)
Need any assassinations accomplished? Need a spy to seek out what is hidden? Need someone to guard your back? The Ninja is an excellent warrior for the job.
What is he? A martial arts expert? Well, yes, but he is not strictly speaking a martial artist. In fact, though similar to the Martial Artist, he specializes more in stealth, accuracy, and death-dealing. Is he an assassin? Well, yes, but he is more than that. Is he a spy? You might say in a manner of speaking. He can probably out spy some of the best spies out there. Is he a warrior? Indeed he is, but where most warriors seem to concentrate on the art of fighting, the Ninja’s focus is upon not needing to fight, upon ending the fight before it even begins, and upon the speedy conclusion of combat in his own favor.
I recommend attempting a party of four agile and deadly fighters, The Pit Fighter, the Martial Artist, The Ninja, and the Wardancer. If the Martial Artist meditates for healing as much as possible and the Pit Fighter uses his Heal-It potion only on himself and other warriors when they are unconscious with no other healing available (and a kind GM granting bandages and healing potions as treasures along the way), this combination just might survive enough adventuring to level up. I think the experience would be quite exhilarating for those who love the martial arts.
I have rushed to develop this
version of the Ninja so that he could be used in a custom game in Webquest by a certain GM, Harlequin. Therefore, I dedicate this work to
Harlequin – flaws and all. hehe. I have endeavored to provide at least
all that is required to get the Ninja started in his first two or three
adventures. I fully intend to have
this document completed before the Ninja needs to level up to Battle Level
2. Please come back to visit this
document often as I will update it when I make changes to it. This will be important to anyone using
this version of the Ninja in online Warhammer Quest games. Please also feel free to visit my forum
topic on the Ninja in my OW message board.
I here provide a link so one may visit the topic, read, and/or add
comments (if desired):
Credit: I have borrowed a bit from Bass Jam’s
version of the Ninja. I really like
his version, but I wanted to make a more complicated Ninja (just like me), and
Harlequin gave me an excuse to do so by saying he wanted a different one than
was already available.
Wounds |
1D6+7 |
Move |
4 |
Weapon Skill |
5 |
Ballistic Skill * |
5+/4+ |
Strength |
3 |
Toughness |
3 |
Initiative |
5 |
Attacks |
1 |
Pinning Roll |
3+ |
The following rules are
assumed to be for people interested in the more advanced game. But, this
character could well be used with his Level 1 stats for the basic game by
disregarding non-applicable instructions.
* See Shurikens
under Weapons below.
Ninja To
(Sword) –
Shurikens – They do 1D6+(S minus 2)
damage, ignoring 1 point of armor (ignore all armour
on a to hit roll of 6+). They can be thrown up
to 6 squares, and for each square beyond that the Ninja suffers -1 to
hit. A Ninja can throw as many per round as he has Attacks. He also
specializes at throwing these weapons and therefore always hits as if he has a
higher Ballistic skill than he really does (by 1). He begins with a supply that will last
for one adventure. He must then
re-supply in a settlement.
Shinobi Tanto
– The Tanto (special Ninja knife) does 1D6+(S
minus 2) damage. Knives are the
only types of weapons he can use while attempting to do a Back Stab.
Grappling Hook:
Attached to hook is 30’ (4 squares) of rope. It can be thrown to
cross chasms as well as get out of pit traps. Appropriate Initiative or Strength
tests must be made for any characters trying to perform difficult tasks with
the rope. The grappling hook and
rope may be used to scale walls to stealthily climb to a higher elevation,
while avoiding the most obvious route.
As the Ninja is a little
more concerned about his arts and accomplishing his mission(s) than he is about
collecting all the gold, he will be a little slower to pick up his share from
the slain monsters. Therefore, at
the end of each combat, one-fifth (20%) of all his monster gold/experience
should be shared out among the other warriors (I suggest rounding to the
nearest 5 gold each -- so 100 divided by 3 warriors would be 33g rounded to 35g
each, and 65 gold divided by 3 warriors would be about 22g rounded to 20g
each.). Of course, if the Ninja is
in a party that shares monster gold/experience, this rule would not matter.
This gold rule is to help provide balance to the game, because it has been
foreseen that the Ninja will be an expert killer of monsters.
Since he is so versatile,
the Ninja must always specify which weapon and what type of attack he is
using.
The Ninja may not use any
axes or hammers, nor any two-handed weapons, except for those specifically
classified as martial arts or ninja weapons (such as the katana, nunchaku – one or two handed). He may
use a quarter staff (in a two-handed manner). The katana: if he uses any of his normal
attacks for anything other than katana attacks, he loses the +1 attack bonus
that this weapon gives, though he still gets the +1 to hit benefit for each
attack in which the katana is used.
Because he is not quite as adept at learning the nunchaku
as the Martial Artist, the Ninja is at -1 to hit while using nunchaku until such a time that he gains the nunchaku skill (see skills below – yet to be
provided).
He will never use any gun powder weapons. They are too noisy and cumbersome for his stealthy and artistic style of fighting. He may use bows, crossbows, knives, throwing stars, and SHURIKENS (a ninja throwing star). He may even attempt throwing a spear or javelin. Remember that the Ninja’s DRTR does NOT apply to any attacks made with ballistic weapons.
He may wear leather or
padded armour and a helm made of flexible material
(like leather, but not steel, ceramic, or iron), but may not use a shield of
any sort, because it greatly cramps his style.
The Ninja may use anything
that both the Barbarian and/or the Elf may use within the guidelines listed
above. He may not use anything that only one type of warrior may use (i.e.
Barbarian only, Wizard only, & etc.), nor may he use items classified as
useable by Barbarian OR Dwarf (BD).
ASSASSINATE: While using any
melee weapon (or even while fighting unarmed), if the Ninja makes a successful
to hit roll of 6+ (5+ as Ninja Adept, 4+ as Ninja Master), the damage he causes
for that blow ignores his target's toughness AND armour
(also, he may ignore armour on a special damage
result roll whether or not his to hit roll qualifies to assassinate. See his DRT tables.). Furthermore, the assassinate skill adds
+1 to the DRTR (Damage Results Table Rolls) for that blow.
BACK STAB: Whenever a
monster is adjacent (need not be pinned) to another warrior, the ninja may be
able to stab it in the back (or some unguarded spot) with his Tanto knife instead of making a normal attack -- this takes
the place of one normal attack. He
may trade evenly up to the total number of his attack characteristic. Roll 1D6, on 5+ as Ninja Initiate and
Ninja (and 4+ as Ninja Adept and Ninja Master), if successful, he surprises the
monster and stabs it in the back with his Tanto knife
(no to hit roll needed, and the attack is not affected by psychology, such as
fear or terror, but ethereal and daemonic do hinder at -1 to the Back Stab
roll), getting an automatic assassinate result and +1 on all his DRTRs (meaning +1 to every roll required on the tables). If
NOT successful, this only means that he has failed to surprise the monster, and
should roll to hit as usual (subject to all his normal rules), but he must
obviously use his Tanto knife as his weapon for
damage. Whether he successfully surprises the monster or not, he does not get
to try any more backstab attacks against the same monster any more this turn,
because the monster, if alive, is now aware of his position. A Back Stab attack may not result in a death-blow. The Ninja must use his Tanto knife each Back Stab attack, but may substitute
another knife if the Tanto is not available.
DODGE: For a Ninja Initiate this is the same as
Elf Dodge ability on 6+ (5+ as Ninja and Ninja Adept, 4+ as Ninja Master). Upon a successful roll, an attack that
would have hit the Ninja is avoided (dodged).
ESCAPE ARTIST: The Ninja is very good at escaping notice. He is also exceptionally skilled at
evading traps, picking locks, and such like. Practically, if the Ninja ever tries to
escape a dungeon using the Escape Table, he gets +2 to every roll on the
table. The +2 may be added on top
of any table results modifiers. He
also has an innate ability to evade traps.
Whenever he would normally trigger a trap, roll 1D6. On 6+ he avoids triggering it (5+ as
Ninja Adept, and 4+ as Ninja Master).
For lock picking, the Ninja gains + 1 modifier to all lock picking
activities (+2 as Ninja Adept and Ninja Master). (I may include a full roleplay modifier chart later on, but for now this should
suffice to get games going. Others
have done most of this modifier work for me already. I will just include their work and
perhaps modify it a little to my own liking.)
SENSE DANGER: One distinct skill of the Ninja is
the ability to be in tune with (or at-one with) his environment. This often enables him to sense by
various means the approach of other beings. He may hear a faint sound, feel a slight
air current, see in his peripheral vision, or even
sense in his spirit that some being (or beings) is moving or has moved very
recently nearby. Whenever an
Unexpected Event that produces monsters takes place, roll 1D6. On a 6+ (5+ as Ninja Adept, and 4+ as
Ninja Master), the Ninja warns the party of the danger and each warrior gets an
immediate movement of 2 squares to help prepare for the attack (just before the
monsters are to be placed). If the
monsters would ambush, they do not get to do so. The movement bonus does NOT apply while
the warriors are already in combat, but an ambush IS still prevented. On the same success roll for an actual
event, each warrior or the party as a whole gets +1 to any dice roll on a sub
table and for any personal Initiative-based tests.
STEALTHY SCOUTING: (Very much related to Sense Danger) If
the Ninja explores at a doorway, he may be able to discover what type of danger
awaits the warriors. Each time the
Ninja scouts a room (even the objective Room) by exploring at the doorway roll
1D6. This roll is to be resolved
before the warriors enter the room in order to take advantage of it. On 5+ (4+ as Ninja Adept and Ninja
Master) he has discovered what is in the next room (the first event of the room
only), but cannot change the event, just prepares the party for it. When the Ninja has successfully scouted
a room, any monsters appearing as part of the first event that normally ambush
do NOT get to ambush the party this combat. For any non-monster events, all
warriors, the Ninja included, and the party as a whole get
+1 on their tests and random rolls.
SPECIAL DEATH-BLOW RULE: The Ninja is very flexible, though quite not as active as
the Martial Artist. He specializes
in surgical strikes and is a master of lightning fast attacks in close
quarters. The Ninja may make a
death-blow in hand-to-hand (melee) combat to ANY monster adjacent to him, no
matter which direction from the last target killed and no matter how many
obstructions lie between the monsters.
VERSATILITY: The Ninja is so quick, precise, and
economical with his death-dealing movements in combat that he may switch
between weapons easily from one attack to the next. For instance, at Battle Level 2 (with 2
attacks each turn) the Ninja may use his Tanto knife
to Back Stab one monster (no death-blow allowed for a Back Stab) for one
attack, and then switch to his To (sword) for his second attack to deal with
several other adjacent monsters (hopefully, getting a good death-blow). Also, when the Ninja has more than one
attack, he may divide his attacks between melee and ballistic attacks, as long
as he has a ballistic weapon that allows for more than one attack per turn
(such as the Short Bow and his Shurikens/throwing
stars). Note: this applies to
ballistic weapons that have attack equal to warrior attacks characteristic.
When a successful hit has
been made with a melee weapon (or even when fighting unarmed), roll 1D6 and look
up the result below. This is called his Damage Results Table Roll (DRTR). This
table applies to all attacks made with any melee weapon that the ninja can use,
even his bare hands if he has no weapon available. Some weapons may modify this table (+ or
-), and remember to add the +1 modifier to all these rolls if this attack is a
successful Back Stab or a successful Assassinate to hit roll (see both skills
above). All results on the
following three tables are subject to common sense and the GM’s discretion
when using a GM.
These tables and concepts
were inspired by the Martial Artist’s Damage Table, which in turn was
inspired by the Gun Fighter’s Damage Table. Regardless of the results rolled on
these tables always apply the assassination, Back Stab, and other skills’
effects when successfully used. The
Ninja can be quite deadly and interesting to observe in combat, if one ever
gets the opportunity.
NOTE: Unlike the Martial
Artist, since the Ninja relies more upon his tools of death, he may NOT add his strength to any damage
where he is fighting unarmed (though he may learn better how to damage others
in bare-handed fighting at the
1D6 |
TYPE
OF HIT |
DAMAGE
RESULT |
1-2 |
GLANCING
BLOW |
Normal
Damage Dice with NO modifier for strength of weapon or of ninja. (same as
Normal Blow, but without the strength modifier) |
3 |
NORMAL
BLOW |
Normal
Damage Dice plus strength of weapon (where the weapon’s strength is
specified) or of ninja (while using a weapon that causes normal damage,
damage dice plus warrior strength) |
4-5 |
TRICKY
BLOW |
The Ninja
has used some fighting trick to damage or distract his target. Same as Normal Damage (result 3), but
also roll on the Tricky Blow Table below. |
6 |
CRITICAL
BLOW |
Does
normal damage (as in result 3) + 1D6 added to damage roll AND cannot be Dodged,
but other abilities MAY or may not hinder a Critical Blow. Furthermore, roll another 1D6 on the
Critical Blow Table below to see the actual extent of the damaging critical
blow. |
Tricky Blow Table
1D6 |
TYPE
OF TRICKY BLOW |
RESULT
(in addition to normal damage and any special weapons or skill effects) |
1 |
STEP ON
TOE (or similarly distracting infliction of pain) |
Monster
is at -1 to hit the warriors for the rest of the turn. |
2 |
KICK IN
THE SHIN (or other such fairly sensitive body part) |
The
monster is at -1 to hit and +1 to be hit for the rest of the turn. |
3 |
TIE UP
ARMS/LEGS
(APPENDAGES) |
He
catches the monster off guard and ties it up temporarily. It takes the monster one turn to get untied,
in which time it may do nothing else except cast spells (that do not require
reading from a scroll and the like). AND, while thus engaged, the monster is
at +2 to be hit for one whole turn (meaning that each warrior may get an
easier chance to hit it while it is tied up). |
4 |
DISARM OR
DISPOSSESS |
The ninja
knocks, wrenches, or otherwise removes a weapon or other valuable item out of
the monster's grip (off of their finger, in the case of a ring, and so
on). As long as the monster is
without this weapon or item it may attempt to retrieve it instead of
attacking. Each
monster phase roll 1D6, on 4+ the monster spends the turn retrieving the
weapon or item and may do nothing else (do not roll anymore for this
instance); on 1-3 the monster forgets about the item and does what it can do
(attacking, casting spells, & etc.) without the use of the weapon/item
that was taken away. If the
monster is not carrying a weapon or combat-useful item re-roll on this table. |
5 |
JAB IN
GUT (OR OTHER SUCH VITALS) |
The
monster is now in so much pain that it is at -1 to hit and +1 to be hit for
the rest of the combat. |
6 |
POKE IN
EYE |
For the
rest of the combat the monster is at -2 to hit any warrior AND is at +2 to be
hit. (If the monster does not
have eyes or does not depend upon physical sight to attack, re-roll on this
table.) |
Critical Blow Table
1D6 |
TYPE OF
CRITICAL BLOW |
DAMAGE
RESULT (Clarification: each of these results includes +1D6 damage, just for
being a critical blow, as stated in result #1 below, AND none of these
critical blows may be dodged.) |
1 |
MINIMALLY
CRITICAL |
Normal
Damage as in result 3 on the DRT, but add +1D6 to the damage roll AND this
blow cannot be dodged. |
2 |
STUNNING
CRITICAL |
Same as
result 1 (Minimally), but also stuns the monster (it loses 1D3 attacks this
turn AND is at +1 to be hit for one whole turn) |
3 |
PARALYZING
CRITICAL |
Same as
result 1 (Minimally), but the monster loses all its attacks, may NOT move,
AND is at +2 to be hit for one whole turn. Also, a magic user does not get to cast any spells this turn. |
4 |
BRUTAL
CRITICAL |
Same as
result 3 (Paralyzing), but ignores all armour and
all special abilities. (No dodge, ignore blow, ignore pain, and etc.)
Toughness still modifies the damage, unless the ninja rolled a successful
Assassinate to hit roll (6+ at BL 1), a successful Back Stab attack (4+), or
is using a weapon that ignores toughness. |
5-6 |
DEATH-DEALING
CRITICAL |
Instantly
kills the target if ogre size or smaller. If larger than an ogre, this
critical blow is the same as result 4 (Brutal), also ignores
toughness, AND causes
an extra 2D6 wounds (on top of the
critical extra 1D6, for a total of
+3D6). |
He may visit the School of
Martial Arts (2D6+1, treat a 13 as a 12), the Fighting School (2D6+1, treat a 13
result as 12) (at the discretion of the GM), all the traders, and the Alehouse
(2D6+1, treating 13 as a 12 for now,; also, he uses such self-restraint that
any result that depends upon his drunkenness may be ignored, for he will never
get drunk), temple, the Gambling House, and the Alchemist. He may purchase nunchaku,
armour, and shuikens among
other things at the
In any events or hazards
that require fighting or physical fitness, he gains a +1 benefit on any random
rolls. The Ninja may also add a +1 modifier (+2 as Ninja Adept, and +3 as Ninja
Master) to any roll to avoid conflict or to escape notice. Similar to the Martial Artist is the
Ninja’s intense desire to avoid embarrassment. Therefore, in any event or special
location where he is beaten in a fight, he will immediately (as soon as
possible) leave the settlement to “save face”.
This is a special location
only found in a town (2D6) or a city (3D6) on a 7+. Who may visit: any
primarily physical warrior and some a little less physical, but definitely not
the Halfling Thief or Wizard nor any strictly sorcerous
type. Just to mention a few who may visit: the
Barbarian, the Pit Fighter, the Ogre (subject to his special locations rules),
the elf warrior (2D6-1), the War Dancer (2D6-1), the Elf Ranger Knight (2D6-1)
– (but, not the Elf ranger Mage), the Chaos Warrior, the Ninja
(definitely), the Dwarf, the Troll Slayer, and the Wizard's Apprentice
(2D6-2)(since he is a little more physical and is allowed in the Fighting
School).
ALL WHO VISIT THE SCHOOL OF
MARTIAL ARTS MUST PAY THE NOMINAL ENTRANCE FEE OF 1D6 X 50 gold, then roll 2D6
on the following table (treating results less than 2 as a 2), and be sure to
note results that are strictly for the Martial Artist or for another character.
The Martial Artist and the Ninja rolls 2D6+1 (treat 13 as a 12 for the Ninja,
and treat a naturally rolled 2 as a 2).
The Ninja gets the same results as everyone else whenever a different
result is given for the Martial Artist.
NOTE: for the purposes of Webquest and for
those who want to simplify the process a little more, I would roll random dices
to determine the outcome of the two fighting contest results found in this
table (result #’s 7 and 11).
2 |
You are
laughed out of the school. You must leave right away. Also, roll 1D6, if you
score a 1 you do not roll on settlement events but immediately experience the
Thrown Out result #11 Roleplay Book, because the
town is controlled by those who run the school. In this case, you could also
suffer the loss of gold if you roll another 1. |
||||||
3-4 |
Though
you enjoy the company and observe the skills of other fighters and instructors,
you actually learn nothing new that is useful in your fighting style. |
||||||
5 |
You have
shown much promise during a burst of unusual (for you) learning. If you spend
the next 1D3 days taking advantage of this learning spurt and spend another
100 gold as a further tuition fee, (other warrior) you grasp a small measure
of martial arts techniques, meaning that from now on you may add +1 to the
damage you do against enemies when fighting unarmed, (Martial Artist) you
gain a +1 to the damage result roll table when fighting unarmed or with nunchaku or katana. For warriors who roll 5 a second and
third time the results are cumulative, up to +3; but, after that must treat
this roll the same as a 3 or 4. |
||||||
6 |
An
instructor teaches you a variation on a round house kick. From now on once
per combat, you may trade one of your normal attacks for a round house kick
attack. You roll to hit as normal, if you actually hit your opponent, you do
normal damage 1D6+Str (no weapon modifiers unless you have some special foot
weapon like toe blades for a Pit Fighter) AND you get + 1 to hit on any
further attacks against the same opponent this turn, because he was surprised
by the round house kick. This may not be done any more this combat, because
the monsters are alerted to the technique. If you roll this result again, you
gain a second variation on the round house kick allowing you to use this
skill twice per combat. If you roll this result a third time, you learn
nothing new from your visit this time. There aren't that many variations on
the round house kick! Also, the monsters will just start leaning away and
otherwise compensate for your trickiness. |
||||||
7 |
Immediately
you are eyed with fascinated onlookers as you run through the warm-up and
practice drills. After seeing that your knowledge and skills are above
average, the instructors inform you that today you must test your skills to
the maximum. You must prove your worth. There is going to be a contest nearly
"To the Finish", in which you will challenge the current reigning
champion. You now discover why the looks: you are to face one of your own and
very near your own abilities. The Martial Artist CANNOT (not even by using
luck, though he could use luck during the contest, and so can his opponent)
escape this show down as it would be an extremely embarrassing loss of face.
Any other warrior should behave according to his characteristics, but may
re-roll on this table by spending a luck point. To fight in the contest
you first roll to see what your opponent is like: Roll 1D6, 1-2 one level
above you (not higher than BL 10); 3-4 same level as you are; 5-6 one level
below you (not lower than BL 1). Generate this warrior by rolling on the
skills, battle level tables, etc. to make him at least near realistic. Roll
to acquire (his BL X 2) dungeon room treasures, and roll (his BL divided by 3
rounding up) objective room treasures, keeping all that he can appropriately
use. Then spend (1000 X his BL) gold on any appropriate equipment, armour, weapons, and healing supplies that could possibly
benefit him in the battle against you, buying them from any place he could
normally visit in a city assuming that all items are available. Be
reasonable, very few warriors ever buy more than 6 or 12 each of bandages and
provisions. It is also doubtful, though not impossible that an elf would have
more than 10 to 20 pieces of Way Bread. Once the champion is
created, fight an all out combat against him one-on-one. Draw three board
sections at random and set them up in as straight a line as possible, all
connected. Also, roll 2D6 to determine the number of squares between the
contestants as they are placed on the board sections. Whoever has the highest
Initiative goes first. If their Initiatives are the same, randomly determine
who gets the first turn. (Other Characters) The first warrior to drop to 10
wounds or lower with no way to heal if he were to reach 0 wounds is the
loser! (The Martial Artist) Neither the Martial Artist nor his opponent
Martial Artist will give up until he is at 0 wounds and his vest of honor
fails to heal him; so, whoever is left standing is the winner! (Don't worry
they will not truly die, because the officiators have plenty of healers
nearby). Whether you win or lose,
you are restored to your condition before the fight began (including any
items used up during the combat). If you lose, you are so ashamed that you
leave in disgrace (the Martial Artist will also leave town immediately
without rolling a settlement event) and are compelled to make an offering of
your BL D6 X 100 gold to the school. If you are not able to pay while at this
settlement by giving up to all of your gold, and selling off any unwanted
and/or unneeded weapons and treasures, you must pay off your debt as soon as
possible at the next town or city. If you win you receive 40% of the last
D6+1 contest offerings to the school (this includes this one since the former
champion has to pay the loser's fee this time). To figure your winnings you
multiply (your defeated opponent's BL D6 x 100) X D6+1 (# of contests the
former champion was undefeated plus his offering for this one) take 40% of
the result as your winnings. You could be hauling quite a load of gold! Of
course, you could also lose the family farm. |
||||||
8 |
The instructors
say that you are doing quite well, but believe you are a little too light
weight. Therefore, since you show some promise, they are willing to help you
put on a few more healthy pounds. They have the perfect program for you, all
you need to do is eat some special dietary supplements while you stay in the
settlement, this adds 10 gold per day to your living expenses to pay for a
physician's oversight. You must also promise not to cut the program short by
leaving early. This means that you will need to stay at least 1D3+2 more days
in the settlement to ensure that you are properly following your diet. If you
agree, stay the full time visiting shops and special locations as normal, and
pay the extra 10 gold per day, you gain 1D3+2 to your starting wounds
permanently. Any days after this first day, that the Martial Artist spends in
the School of Martial Arts may count toward his agreed upon days in the
dietary program (even if while training to go up a level, or entranced during
meditation in the Inner Sanctum), since the campus doctor will keep a close
eye on him. |
||||||
9 |
(Optional)
You are making great progress in your studies, meditations and practice
drills. The instructors inform you that for 2D6 X 100 gold and a further
commitment of 1D6+1 days of training at the school,
you may receive 1 permanent increase in one of the following characteristics:
Weapon Skill, Ballistic Skill, Strength, Toughness, Wounds (+1D6, re-roll 1st
1), Initiative, Will Power, or Break from Pinning. |
||||||
10 |
The
instructors are so very impressed with his fighting skills and progress in
learning that they offer a random fabulous reward: Roll 1D6
|
||||||
11 |
Your warrior
has made a great impression on the school and so has one of your companions
who has been spotted either visiting and learning in
the school or elsewhere in the settlement practicing his skills or
dispatching a threat with great skill. The majority of the students are in
favor of seeing how well the two of you do in a contest of fighting skills
against each other. They bring their desires to the instructors' attention
and the instructors' think it would be a great idea. In fact, they decide to
turn the event into a fund raiser. The only way to avoid this fight (other
warriors) is to leave the settlement immediately, because no one taking
training at the school will let you live this one down, or to use a luck
point to re-roll on this table - if you are the one rolling, or if your
opponent backs out. The only way to avoid this fight (Martial Artist, Troll
Slayer, Pit Fighter, Ogre) is to spend a luck point
to re-roll on this table - if you are the one rolling - or if your opponent
backs out, otherwise you may not avoid this. (Each warrior should act
according to his specific characteristics). Resolve the combat just
like #7 above, except you obviously do not need to
create a character. Also, the reward and losses are different. Since this is
a fund raiser, the public are supplying many donations to be able to see the
event, and the winner gets to take his choice of the fabulous rewards in #12
below. Remember the "Other Character" and "Martial
Artist" designations. The loser is so shamed
that he gets laughed out of the school as in result #2 above. If the Martial
Artist has lost, he must immediately leave the school and the settlement
(treated as Settlement Event #11, roll to see if he loses his gold). |
||||||
12 |
(Other character)
The instructors are so very impressed with his fighting skills and progress
in learning that they let him choose one of three fabulous rewards at no
cost: a. For 1D3 days of tuition-free training you may roll once on his skill
table and use that skill for the next adventure (roll 1d6, on 6 he learns the
skill well enough to make it permanent); b. Take 3 healing potions (each
heals 1D6 wounds) from the community first aid cabinet, and have a special
restoration patch attached to a piece of clothing or armour,
or have a restoration rune applied to any metal weapon or metal helm or
shield (like the one the dwarf may get at the rune smith's). It lasts for one
adventure then loses its effectiveness. It grants +1 wound at the end of any
turn the warrior is at less than his starting wounds unless on 0 wounds (roll
1D6, on 6 this rune or patch has permanent power to restore); c. Have one of
his characteristics increased by +1 for the next adventure, if wounds is
chosen add 1D6 re-rolling a 1, (roll 1D6, on 6 this
increase is permanent). Option c will require 1D3+1 days of tuition-free
training. |
||||||
12 |
(Martial
Artist) The instructors are so very impressed with his fighting skills, that
they invite him into the inner sanctum to meditate. This is an additional
FREE visit for this settlement. The Martial Artist may, if he desires, still
pay the normal offering and pay another visit after the results of the first
FREE visit are determined. (See the Martial Artist’s documentation for
the Inner Sanctum instructions and table.) |
||||||
13 |
Same as
both 12 results above added together. (Only the Martial Artist may get this
result.) |
Both the Martial Artist and
the Ninja must resolve the above table before they can train (for leveling up) at
the school of Martial Arts, visit the Inner Sanctum (Martial Artist only), or
purchase anything at the on-site shop. Anyone who spends further time
(beyond today) in training (or meditating, Martial Artist), need not roll on
settlement events. The Ninja and all other warriors (besides the Martial
Artist) may roll a settlement event
each day if they want to, but are not required to do so. If any warrior
has his training interrupted by adverse events (i.e. getting thrown out of
town) they will not be able to complete the training until they arrive at
another
Though these items
available in the
* The prices here reflect
not only the value, both true and perceived value, of the items, but also they
reflect that the shop is used as a supplemental source of support for the
school. One shouldn't think that the small fees and the few meditation
donations truly pay for all that goes on at the school. And, remember that most
of the contest moneys actually go to the winners (about 80% does -- 40% to the
maintaining champion, and 40% to the one who topples him-- leaving only about
20% as actual support for the school). Roll for item availability as in normal
shops (2D6 town,
Padded and Leather Armour Rack
Name |
Special
Rule |
Availability |
Cost |
Padded
Armour (N) |
+1T. May
wear out after an adventure. At end of each adventure roll 1d6, on a 1 or 2
the armour is torn and must be discarded. |
4 |
500G |
Reinforced
Padded Armour (N) |
+1T. May
wear out after an adventure. At the end of each adventure roll 1D6, on a 1
the armour is torn and must be discarded. |
7 |
2000G |
Padded
Leather Helm (N) |
+1T. May wear
out after an adventure. At the end of each adventure roll 1d6, on a 1 or 2
the armour is torn and must be discarded. |
4 |
400G |
Sturdy
Leather Helm (N) |
+1T. May
wear out after an adventure. At the end of each adventure roll 1D6, on a 1
the armour is torn and must be discarded. |
7 |
1500G |
Common Martial Arts
Weapons Case
Name |
Special
Rule |
Availability |
Cost |
Throwing
Stars/Shurikens - 1 bag (N) |
Missiles,
enough for one adventure. Similar to those found at the Weapon Smith except
these have no negative Ballistic Skill modifier for the Martial Artist or the
Ninja, because they are made especially for this particular type of warrior,
and no one else can use them.
Strength 1 (Strength minus 2 for the Ninja), ignore 1 point of armour (for the Ninja, ignore all armour
on a 6+ to hit roll). Range 6; -1 to hit for each square beyond range. Number
of Attacks per turn = Attack Characteristic. |
5 |
Cost 200G |
Katana
(N) |
Normal
damage dice + STR, +1 to hit, +1 attack. The Martial Artist and Ninja gets
their DRTR; two-handed. May
switch to nunchaku for Monsters Phase for defensive
purposes (Martial Artist only (not Ninja?), maybe, for the defensive Nunchaku thing – have to think about this, &
depends on the skill stuff yet to be included). |
12 |
1000G |
Wooden
Nunchaku (N) |
NORMAL
DAMAGE DICE+STR+1 WOUND + DRTR. Remember, the Ninja must have this weapon to
use his special block skill (an innate skill, not acquired), and to use other
nunchaku specific skills. See note below (under Special Nunchakus title) for Ninja and Blocking. |
7 |
500G |
Very Special &
Honorable Nunchakus Weapons Case
The Martial Artist or the
Ninja may only acquire the following nunchakus if he
is considered worthy. He may only buy
them if he has leveled up to the indicated title and has used the specified nunchaku for at least one adventure. The Ninja may purchase and use Nunchaku, but he is at -1 to hit with Nunchaku
unless he acquires the Nunchaku skill (see Ninja
Skills below – yet to come) but, he just doesn’t get the same
versatility in using the weapon as the Martial Artist does. The Ninja may use Nunchaku
to block attacks only if he has both the Nunchaku
skill and the Block skill (see under Skills below -- yet to come). The Nunchaku
descriptions have been here rewritten for the Ninja’s reference only.
Name |
Special
Rule |
Availability |
Cost |
Hard
Oak Nunchaku |
+2 wounds
(Requires Ninja or Higher title & use of normal wooden set for at least
one adventure.) |
8 |
1000G |
STEEL Nunchaku |
+3 wounds, ignore non-magical armour
on 6+ to hit (Requires Ninja Adept or Ninja Master title & use of Hard
Oak set for at least one adventure.) |
9 |
2000G |
Silver-coated
STEEL Nunchaku |
+3 wounds, ignore non-magical armour
on 6+ to hit (Requires Ninja Adept or Ninja Master title & use of Hard
Oak set for at least one adventure.) These are the same as the normal Steel nunchaku, except they also count as magical and do +2D6
damage against undead. However, the silver coating
will only last 1D3 adventures then the steel nunchaku
must be re-coated at a |
9 |
3000G |
Hardened
Alkalai Steel Nunchaku |
+4 wounds, ignore non-magical armour
on 5+ to hit. Also, these are inscribed with special mystical runes giving +1
to DRTR and magical status. (Requires Ninja Master title & use of either
steel set of nunchakus for at least one adventure.)
May NOT be coated with silver. |
10 |
4000G |
? The Ninja may train at the
To be added.
2 |
? To be added. |
3 |
? To be added. |
4 |
? To be added. |
5 |
? To be added. |
6 |
? To be added. |
7 |
? To be added. |
8 |
? To be added. |
9 |
? To be added. |
10 |
? To be added. |
11 |
? To be added. |
12 |
? To be added. |
|
Gold |
Title |
WS |
BS* |
STR |
MOVE |
Dam. Dice** |
T |
W |
I |
A |
Luck |
WP |
Skills*** |
Pin |
1 |
0 |
Ninja
Initiate |
5 |
5+/4+ |
3 |
4 |
1 |
3 |
1D6+7 |
5 |
1 |
1 |
3 |
-- |
3+ |
2 |
2,000 |
Ninja |
5 |
5+/4+ |
3 |
4 |
1 |
3 |
2D6+7 |
5 |
2 |
1 |
3 |
0 |
3+ |
3 |
4,000 |
Ninja |
6 |
5+/4+ |
3 |
4 |
1 |
3 |
3D6+7 |
6 |
2 |
2 |
4 |
1 |
3+ |
4 |
8,000 |
Ninja |
6 |
4+/3+ |
3 |
4 |
1 |
4 |
3D6+7 |
6 |
2 |
2 |
4 |
1 |
3+ |
5 |
12,000 |
Ninja
Adept |
7 |
4+/3+ |
4 |
4 |
2 |
4 |
4D6+7 |
6 |
3 |
2 |
4 |
2 |
2+ |
6 |
18,000 |
Ninja
Adept |
7 |
4+/3+ |
4 |
5 |
2 |
4 |
4D6+7 |
7 |
3 |
3 |
4 |
3 |
2+ |
7 |
24,000 |
Ninja
Adept |
8 |
3+/2+ |
4 |
5 |
2 |
4 |
5D6+7 |
7 |
3 |
3 |
5 |
3 |
2+ |
8 |
32,000 |
Ninja
Master |
9 |
3+/2+ |
4 |
5 |
2 |
4 |
5D6+7 |
7 |
4 |
3 |
5 |
4 |
Auto |
9 |
45,000 |
Ninja
Master |
9 |
3+/2+ |
4 |
5 |
3 |
4 |
6D6+7 |
8 |
4 |
4 |
5 |
4 |
Auto |
10 |
50,000 |
Ninja
Master |
10 |
3+/2+ |
4 |
5 |
3 |
4 |
6D6+7 |
8 |
4 |
4 |
5 |
5 |
Auto |
*
The Ninja’s ballistic skill has two ratings: the first showing his
ability with any ranged weapon other than his special shurikens,
and the second showing his expertise with
shurikens.
** Using his special Damage Results Table(s) will sometimes increase the
number of damage dice to be rolled.
The Ninja’s Assassinate and Back Stab abilities will increase the
likelihood of deadly damage.
*** The number here represents the number of additional skills acquired AFTER
NOTE: he gains his Ninja Master title one BL earlier than most other warriors
gain their highest title.