The Ninja Crusade 2nd Edition
The Ninja Crusade 2nd Edition
1
Table of Contents Expressions of Ki 103
Introduction to the Game 4
What is the Ninja Crusade? 4 Activating Jutsu 103
What is Roleplaying? 5 Resisting Jutsu 105
Game Masters and Players 6 Elemental Jutsu 105
How to Use This Book 7 General Jutsu 111
We Are Ninja 9 Clan-Specific Jutsu 118
History Lessons 9 Dice Mastery 133
A Ninja’s Path 16 Skill-Combo System 133
Clan Politics 18 Boosts 136
Lotus Coalition 19 Karma Pool 137
Clans of the Empire 25 Journeys 138
Bamboo Herbalists 26 Battles/Dynamic Actions 140
Blazing Dancers 28 Actions 142
Grasping Shadows 30 Defense 144
Hidden Strands of Fate 32 Damage 145
Living Chronicle 34 Modifiers 146
Pack of the Black Moon 36 Dynamic Environments 147
Recoiling Serpents 38 Death and Dying 150
Virtuous Body Gardeners 40 Battle Example 153
Wardens of Equilibrium 42 On All Fronts 157
Will of Iron 44 Animals 158
Ronin 46 Township Threats 159
The Long Road 49 Imperial Threats 162
Creating Characters/Elements 49 Ninja Threats 165
Professions 53 Spirits 166
Tragedies 57 Celestial Animals 167
Wartime Roles 60 Demons 177
Clans (Contacts/Bonds) 64 Oni 179
Fighting Styles 66 Life in the Empire 183
Weapons Styles 71 The Emperor 183
99 Styles 74 Trials of War 185
Skills 83 Ten Provinces 191
Health, Psyche and Ki 91 Five Kingdoms 198
Rank 92 Ninja Stories 203
Experience Points 93 Inspirations 203
Creation Quick Reference 96 Developing Stories 204
Character Creation Example 98 Ninja Plots 208
Random Character Creation 100 Story Tricks 212
Sample Characters 216
3
Introduction
to the game
4
Introduction to the Game
tell stories of exploration, mystery and even romance picked up The Ninja Crusade 2nd Edition for the
as they proceed through NC2E. Every ninja in the game amazing artwork in these pages or a love of mar-
has their talents and their flaws, each of which makes for tial arts and ninja anime, like Naruto: Shippuden or
interesting twists to any interaction with friends or ene- Journey to the West. Whatever the reason for your
mies. There is never a moment of boredom to be had in a purchase, we thank you for checking out our game and
game of bloodshed, excitement and drama. hope you thoroughly enjoy your read.
For those unfamiliar, a tabletop RPG is a chance for a
5
Introduction to the Game
Game Masters Chakra System is only one system. Tabletop roleplaying
is a glorious pastime, full of imagination and hours of fun
One person in the gaming group takes the role times socializing with your friends. If you like this game,
of the Game Master (GM), the player who tells the story check out our other tabletop RPGs, and be sure to support
instead of taking on a character themselves. First off, it’s the hobby.
a big job, but it is very satisfying and rewarding in the
end. The GM has the opportunity to build a framework of
amazing plots, interesting concepts, exciting mysteries Players
and challenging adventures for the other players. They The other players in the game have a huge task of their
are the storyteller, giving vivid descriptions of the world own. Even if they don’t have the entire world to build
through which the players take their characters. The GM from the ground up like the GM, they instead construct a
also speaks for all the other people in the world who ar- unique, complete and deep character. Using the rules in
en’t the players’ characters, from the cabbage merchant this book, players get to piece together the powers and
who asks them if they’re hungry to the leader of a bandit abilities of their characters, as well as their characters’
gang they need to negotiate with to the assassin waiting at specific disposition, personality and background.
the inn to kill them. If disputes arise within the game the During the game, the player is responsible for all their
group can’t resolve with a simple die roll or by group con- character’s actions as they proceed through a scene and
sensus, the GM is the final arbiter of the outcome. While for all their words when conversing with people in this
this seems like a lot of control for one player, roleplaying awesome world. Roleplaying becomes so much fun as soon
is more about collective storytelling by the whole group. as you are playing a role that you enjoy.
Many groups take turns with who is the GM, giving ev-
eryone the chance to take on this prestigious privilege.
GMs should read the entirety of this book to ensure they
have enough information to run the game accordingly.
The Ninja Crusade 2nd Edition is only one setting, and the
6
Introduction to the Game
How to Use This Book Just like a TV show, the game isn’t just for
fighting the enemy. There are times of rest where
The Ninja Crusade 2nd Edition is separated into distinct the characters interact and get to know each oth-
chapters to help with the ease of accessing information er, and even others of intense investigation or in-
quickly. Here is what to expect from each chapter: trigue. NC2E is designed for long-term play with the poten-
èè Chapter One - We Are Ninja: This chapter gives read- tial for long-spanning immersion. The assumption is you’ll
ers a look at what it’s like to be a ninja, the past ninja play the characters you create more than once, continuing
wars that have led to the Ninja Crusade and what it’s along with the story and finding out what else happens to
like to be a member of the Lotus Coalition. them as they continue to learn and grow. Most groups get
èè Chapter Two - Clans of the Empire: Gives detailed together once weekly or bi-weekly to play, often switch-
information on the ten major clans that exist within ing the role of players and Game Masters at agreed-upon
the Izou Empire, as well as information on playing as times (usually at the end of an important story).
a clanless Ronin. Tabletop RPGs give players many options for their
characters, limited only by their imaginations and the
èè Chapter Three - The Long Road: This is the charac-
ter creation chapter, giving you everything you need constraints of the Scene presented by the GM. In any given
to lead your character along their path to greatness. Scene, a character might want to:
èè Overhear sensitive info through a door
èè Chapter Four - Expressions of Ki: Provides the rules
for using jutsu, the magical powers only achievable by èè Take down a soldier
the ninja. èè Traverse the city by leaping rooftop to rooftop
èè Chapter Five - Dice Mastery: This chapter gives an èè Repair a damaged suit of armor
in-depth review of all the important rules needed to èè See through someone’s deception
run a game of NC2E, including how Battles work.
èè Infiltrate a military compound
èè Chapter Six - On All Fronts: No game is complete
without antagonists to oppose the players and their èè Shatter a door with your fist
characters. This chapter contains all these amazing èè Drink until you’re blind
foes and rules for running them.
èè Dissect the scene of a crime
èè Chapter Seven - Life in the Empire: This chapter pro-
èè Ask a friend for a favor
vides information on the Emperor’s schemes and the
history from the empire’s point of view, as well as a
deeper look at the Izou provinces and Five Kingdoms. Rolling the Dice
èè Chapter Eight - Ninja Stories: If you are curious Once a player has decided on an action for their charac-
about exactly how to run a game like The Ninja Cru- ter to take, they look to the dice to say whether they were
sade 2nd Edition, look no further than this chapter. successful or not. Using the Chakra System, players roll a
pool of ten-sided dice (d10s) against a Difficulty (number
Playing the Game of successful dice needed) set by the GM. If successful, they
accomplish their task, while a failure means the character
In The Ninja Crusade 2nd Edition, the Game Master has made some sort of misstep and their plan didn’t work.
(GM) and players (you and your friends) get together for Most checks are made by combining the total levels of
an evening of telling stories and collectively experiencing two different Skills and grabbing that many dice to roll.
adventures. A single evening is called a Session, where Each die that results in a 7-9 counts as 1 success, while a
the gaming group gets together to play through what are 10 counts as 2 successes. Rolling equal to or more than the
called Stories. NC2E is full of action, lots of opportunities needed successes means the character completed their
for epic battles, winding mysteries and piercing drama as task. Rolling fewer successes means they failed. Results of
the characters find out what awaits them while they at- 1s at the same time as no successes, means they have suf-
tempt to survive in a war torn land. Sessions take a form fered a critical failure. Once players understand this basic
similar to a TV series or acts in a movie. A single Story may system, all the variations and rules modifications within
play out over a series of Sessions or even just one (called these pages are easy to implement.
one-shots). Sessions last as long as the players are all hav-
ing fun.
7
Ai stared at the cow, and the cow stared back.
Ai’s bloodline was extensive and proud, filled with illustrious heroes and legendary warriors. From
the cradle, she dreamed of being Michiko, who held the Gates of the Still Lotus with thirty ninja
against a horde of barbarians. Or General Aki, six generations back, the master tactician victorious
at the Battle of the Crane Road. Their fire was in her veins. She was destined for great things,
just like them.
Somehow, she doubted any of them started their careers with a lost cow.
The cow lowed, flicked an ear and turned away in search of tender grass shoots. Ai scowled and
hunched further into the cattails. She was dirty, smelly, tired and at least three days from home.
Not for the first time, she wished she hadn’t jumped at the chance for her first solo mission.
Abruptly she stood, dragging fistfuls of wispy seeds that blew away when she opened her hands.
“Alright, you stupid cow,” she grumbled. “Let’s get this over with.”
- - -
Ai gritted her teeth, dug deep and created a fourth shadow-dog. It barked and nipped at the
cow’s legs, trying to herd the animal. But the cow didn’t startle and bolt, like with the first dog. It
didn’t grudgingly trot on, or even give an irritated kick, as with the second and third. It just ignored
the dog, ignored Ai and grazed placidly on.
The dog paled, faded and thinned into oblivion, and Ai fell over. “Stupid cow,” she groaned,
sprawling in the dust. Sweat soaked her face, her head swirled and her chest thumped with a weird
hollowness; sure signs of ki exhaustion.
She lay there for a while, watching clouds scud across the sky and listening to the cow nose
through the grass. When she felt like she could, she sat up, grimacing at the sticky-sweaty-dirty
pull of her skin. She drew her knees up to her chest and rested her chin on top of them, glaring at
the cow.
If only she’d thought to bring some rope. The cow had a nose ring, it would be easy to lead if she
had something to lead it with. She closed her eyes, swaying with fatigue. Maybe she could fashion a
rope from the grass?
She hauled herself to her feet and trudged into the reeds. She yanked grass until her arms
burned and her fingers were green. Her first two attempts were lopsided things. Tears burned her
eyes, but she swiped them away, gathered more grass, and started again.
Ai took a breath and closed her eyes. She remembered how Mama Rai’s fingers wove baskets
(even as she remembered asking what good weaving was to a ninja). She remembered Aki’s texts on
botany, far less exciting than his works on war and tactics, but read nonetheless. She remembered
Michiko’s last recorded words, standing at the Gates with the barbarians bearing down: it is better
to persevere than to be covered in glory.
Her mind calmed. Her fingers grew nimble. The braid lengthened.
Ai opened her eyes. The hollow thump of her chest was gone. She was dirty, tired, smelly and at
least three days from home. But now, she had a rope, a cow and a victory.
Chapter One
We Are Ninja
What is a ninja? This is a fact every ninja must face. A few survive to die
of old age in bed, but they are the exceptions. The long,
A ninja is an assassin, stealthily moving from rooftop to violent and bloody ninja history plays an important role
rooftop, stalking their next victim. A ninja is a mercenary, in directing the evolution of their way of life.
taking coin in exchange for missions and battles. A ninja is a
spy, infiltrating and studying their enemies to learn of plans
and weaknesses. A ninja is a mystic, harnessing and manip- History Lessons:
ulating ki in order to perform superhuman feats. A ninja is The Ancient Families
a freedom fighter, defending the weak and fighting against Even before there were ninja clans, when ki manipu-
an oppressive regime that seeks to exterminate them. lators were mystics trained in bloodline-specific secret
All of these paint parts of the picture, but even togeth- arts, families warred with one another. These families
er, they do not show the whole image. adhered to strict rules of self-discipline and honorable
In truth, there are as many definitions for ninja as combat, but were arrogant and often fell into squabbling.
there are stars in the sky. Ninja play many roles during Conflicts frequently spiraled into blood feuds, with indi-
their lifetimes, in service to themselves, their clans and viduals swearing generational enmity upon their rivals,
their villages. They rarely develop skills with only a sin- until a more hated rival of both houses forced peace be-
gle purpose. Stealth and weapons training translate eas- tween them.
ily to hunting and gathering skills, for instance. Atten- None of these perceived enemies was more influential in
tion to detail and patience serve a ninja equally as a spy the formation of the ninja clans than the Orime Dynasty was.
or scout. A ninja may also use their formidable combat Ruling the realm centuries before the rise of the Izou
prowess to attack their enemy, or defend their family. Empire, the Orime Dynasty’s legacy is one of brutal, tyran-
In the end, a ninja is simply a person. They may come from nical rule. Under their rule, the divide between rich and
any walk of life, subject to the same range of social classes, poor grew to extreme levels, and corrupt nobles grew fat
relationships, economic standings and family backgrounds and wealthy by taxing their vassals into starvation. As tax-
as their peers. Each ninja has their own history, motivations es and corruption grew, so did unrest. Several rebellions
and goals; and this is what truly defines them. Who they died in their infancy during this time; the Orime’s armies
are determines how they train their body, hone their mind, had plenty of supplies and superior training; they
strengthen their ki and develop their jutsu. easily put down a few famers armed with pitch-
The life of a ninja is certain to end with a violent death. forks.
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Chapter One - We Are Ninja
Then, the Ensen Volcano, dormant for centu- kill, rebels flocked to the banner of the ninja. Entire vil-
ries, erupted. lages gave aid and respite, healing the wounded and hid-
ing the fugitives from Orime soldiers. Some non-mystics
The First War: even dedicated their minds and bodies to the ways of the
ninja, training to their physical limits and participating
The Orime Rebellion in stealth and assassination missions.
The ninja’s efforts paid off as the decadent elite died one
For days following the first blast of lava, stone and
by one, destabilizing the government and usurping control
gas, molten death rained down on the villages nestled
of resources. Only when the last noble dropped dead of poi-
into the fertile valleys around the volcano’s base. Outly-
soned tea did the ninja turn to breaching the royal palace.
ing towns, safe from the deadly lava and choking clouds,
Ironically, the final battle of the rebellion was not an
became flooded with refugees fleeing the devastation.
assassination at all, but a one-on-one fight guided by the
Riders went as fast as their mounts could carry them to
very rules of honorable combat the ninja had abandoned.
the Orime capital, begging the shogun for disaster relief
In a breathtaking show of jutsu mastery versus incred-
and aid for the refugees. The shogun reminded his citi-
ible physical prowess, a single ninja fought the shogun
zens that displaced farmers were hardly his concern, so
in a battle that lasted three days and three nights, and
long as they paid their taxes when demanded.
ended with the shogun’s decapitation.
It was the turning point for the mystic families, many
The war was over. The land was free from tyranny.
of whom were unaffected by the harsh taxes and corrup-
tion rampant through the noble ranks, the cruel inac-
tion taken by the shogun and his nobles rankled at their
strict code of honor. Several family heads met in secret
Aftermath:
to discuss their response. While the words spoken during Reconstruction
this meeting have been lost to history, one thing is cer- Unrest plagued the land for decades after the fall of the
tain: when they emerged, their world had fundamentally shogun, as petty warlords and would-be successors to the
changed. The families, having held themselves apart for Orime Dynasty rose up only to eventually fall. Though the
so long, led a rebellion against the oppressive dynasty and citizenry initially looked to the ninja families to assist them,
met the enemy on equal ground without the strictures of the long war had depleted the number of ninja. Most fam-
honorable behavior that had guided them for generations. ilies had lost entire generations. Some families had been
Not every family followed the path of rebellion. Some wiped out completely, taking their bloodlines’ secret arts
found their code of honor impossible to abandon, and to the grave. As the ninja’s attention turned inward toward
withdrew to neutral territory, retreating to the security repopulating their families and securing their territories,
of their estates to ride the rebellion out. A rare few actu- mundane citizens also staked their claim on the former
ally benefitted from the crushing taxes on the working provinces of the Orime Dynasty and began to rebuild.
class and sided with the Orime Dynasty. The reconstruction after the devastation of the Orime
It was not an easy transition to make. Some discarded Rebellion took years, an immense effort both enabled and
ritual robes in favor of camouflage garb suitable for night hampered by the ninja clans. Without a single enemy to
assaults and ambush attacks. Dedicated experimentation unify them, the ninja slowly fell back into their ancestors’
revealed new, weaponized purposes for common farm- habits of holding grudges and declaring blood feuds. The
ing implements. The secret bloodline arts cherished and last remnants of the ancient families disappeared during
hoarded like precious gems for generations, evolved, grad- this time, as clans split and merged with one another.
ually reworked into the more familiar modern-day jutsu. Mostly by luck, each clan’s territory fell loosely within the
The earliest ninja were pioneers, discovering new uses for bounds of one or more of a hundred autonomous regions
old magics, and were just as likely to fail as to succeed. rising from the fractured ashes of the expansive Orime Dy-
High-ranking Orime officers were assassinated as nasty. Those national borders became clan borders, and
quickly as they were promoted, disrupting the discipline the clans defended them rigorously.
and morale of the rank-and-file foot soldiers. Without The newly-fledged governments were quick to take ad-
the protection of the troops, the corrupt nobles suddenly vantage of the infighting between ninja, and hired entire
found themselves vulnerable. clans as secret police, border patrol and mercenary fight-
The dynasty slowly unraveled, and the citi- ers. As one nation hired a clan, another had to do the same
zens found new hope and resolve. With each new to defend its territory. Soon, every government, noble
10
Chapter One - We Are Ninja
family and well-off merchant wanted a ninja on
the payroll. The clans, still recovering from their
heavy losses in the rebellions, grabbed at the op-
portunity for security, alliance and much-needed funds
into almost-empty coffers.
Thus began the Mercenary Wars.
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Chapter One - We Are Ninja
decades, solidifying their strength and conquer- spell the end of their comfortable, lucrative patronage.
ing the lands south of what is now the Bridge to With no clear consensus between clan heads, the Hid-
Battle Province. Once they brought their home- den Strands and Grasping Shadows formed a separate al-
land firmly under heel, the Slithering Gods expanded liance, and sent their best diplomats to pull every string
northward, seeking to conquer the whole of the Five they could in the governments they supported. Gradually,
Kingdoms. word spread of their efforts, and the more reluctant clans
The northern ronin clans, underpowered and desti- followed suit. Though standing forces were a tradition of
tute, were easy prey for the Slithering Gods. They offered the past, innovations in archery enabled even the greenest
each clan an ultimatum: kneel before the Slithering Gods, peasant to shoot with deadly accuracy, clearing the way
or face annihilation. While some fought to the last to stay for effective soldiers conscripted en masse.
free, others saw the opportunity for survival and surren- When the northern clans met the Slithering Gods in
dered immediately. Those who fought were destroyed combat again, it was with the full might of a dozen na-
without mercy, and those who capitulated were annexed tions’ armies behind them.
into the Slithering Gods as foot soldiers. The Slithering Gods, driven back into the jungles,
The larger clans had grown complacent with their knew their plans were defeated and their power broken.
system of ritualized patronage, and were ill prepared for Faced with the same ultimatum they had so often deliv-
the battles that followed. The Slithering Gods continued ered — submit, or die — they surrendered to the north-
north, conquering territory, and either exterminating or ern alliance. The terms of their surrender were harsh
recruiting smaller clans before they began a secret war and restrictive, but allowed for the clan’s survival. The
against the complacent, larger clans. Slithering Gods abandoned the northern territories they
At first, it was a shadow war. The Slithering Gods had conquered and retreated into the jungles, changing
were an unknown element, striking from the shadows their name to the Recoiling Serpents to remind them-
and never revealing their true strength. When possible, selves of the consequences of failure.
they used recruited ronin and decoys to mask their pres- Though the War of Withered Fangs had concluded, the
ence. Eventually, a series of guerrilla strikes and tactical world was in shambles. Pockets of Slithering God loyalists
retreats lured the overconfident northern ninja south, still remained in the far-flung corners of the land, and had
toward the stronghold of the Slithering Gods. Only when to be rooted out. In addition, the fears of the clan heads came
they had been drawn into the sweltering jungles did the to pass: the nations, now reminded of their own strength
Slithering Gods reveal themselves and attack in force. and shown the clans’ vulnerabilities, relied less and less on
A third of the northern ninja died in the first hour, the system of patronage. Though individual ninja could al-
victims of the Slithering Gods’ jutsu and mastery of the ways negotiate contracts with those willing to pay for ser-
brutal terrain. A further third died in the frantic retreat vices, the era of government-sponsored clans was over.
back to their hidden villages, falling to jungle fevers and
infected wounds. The Slithering Gods harried them near-
ly the whole way, picking off the weakened stragglers, Interlude:
and were positioned to issue the same demand of the Warring States and the
northern clans as they had the ronin clans: submit or die.
As they had when faced with the tyranny of the Orime
Rise of the Izou Empire
Dynasty, the clan heads declared neutral ground. They Following the war with the Slithering Gods, the re-
put aside grudges and feuds, and met to discuss their re- maining ninja clans once more turned their focus to sur-
sponse to the threat of superior numbers and unique jut- vival. Without the wealthy filling their coffers, the clans
su. Some clans were in favor of capitulation to the Gods’ were forced to find new models of sustainability. Out of
demands, while others wondered if they could use their necessity, the clans withdrew from active participation
wealth to buy off the aggressors. in the alliance they had helped found to concentrate on
The heads of the Hidden Strands of Fate and the Grasp- rebuilding their estates and restoring their numbers.
ing Shadows had other ideas. They proposed using their Within a year of the war’s end, the northern alliance
influence in their nations’ ruling classes to raise armies dissolved. Each state had its own religion, system of writ-
to nullify the advantage of the Slithering Gods’ ing and style of government. Without an external threat
numbers. The other clans immediately protest- to hold them together, old hostilities boiled to the sur-
ed, fearful that any show of weakness would face. Nearly two centuries of warfare followed.
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Chapter One - We Are Ninja
The ninja clans remained largely uninvolved with
these conflicts, commonly known as the Warring States The Fourth War:
period. By then, the clans had separated into their own Expansion Wars
territories, founding the earliest versions of hidden vil-
Though his uncle had conquered a vast territory, Jun-
lages in foothills, plains and forests.
shinichi was not content with the borders of his king-
The Warring States period ended shortly after the
dom. He coveted the rich mines in the mountains of the
birth of Izou Zurui. Though he had been trained since
Land of Five Blades, the abundant crops and medicines
childhood in self-defense techniques, Zurui was a sim-
of the Land of Seed and Blossom, the mystical secrets of
ple fisherman, content to wrestle his neighbors and sell
the Land of Exalted Flames and the pearls and corals of
fish in the village’s small market. When the war between
the Land of Crashing Waves. He spent the majority of his
his nation and another spilled over into his village, it de-
reign with his campaign to rule all of the Five Kingdoms.
stroyed his family and his livelihood. Zurui gathered the
Perhaps the smartest of Junshinichi’s ideas was to
surviving men and began a campaign against the War-
offer full citizenship and Imperial patronage to any for-
ring States that, he vowed, would end either with his
eign ninja clan willing to join with him. The centuries
death or with their complete subjugation.
following the War of Withered Fangs had not been kind
Remembering the legends of the ninja still told
to many of the surviving ninja clans, and those in remote
around campfires and taproom tables, Zurui sought out
locales of the Five Kingdoms suffered the most.
and made an alliance with the Grasping Shadows clan.
The first to accept was the Will of Iron clan, who
The Shades, seeing an opportunity for power they had
smoothed the way for the Emperor’s assault on their
not had in two hundred years, agreed to train Zurui and
homeland, the Land of Five Blades. Though the iron
his men. Under their guidance, he became a formidable
and gold mines claimed from the mountains enriched
warrior, skilled with blade, bow and fist.
the Empire, Emperor Junshinichi could not lay claim to
Zurui was a highly effective warlord, possessing a
more than a fraction of the land’s territory. Perhaps the
nigh-supernatural aptitude for battlefield tactics. With
members of the Will of Iron clan were double agents,
each village he annexed, the armies marching under his
working to minimize the impact of his invasion on their
banner grew larger. Zurui swiftly conquered his home
lands. Perhaps Junshinichi invaded the Land of Seed and
state, reorganized his troops, conscripted new recruits
Blossom too quickly, stretching his resources too thin by
from farmers and fishers, and invaded the neighboring
attempting to hold the two Lands at once. Though the
state. Within twenty years, Zurui’s forces had occupied
Izou Empire was able to conquer the Land of Seed and
the disparate nations, and the Warring States became an
Blossom, demolishing the temples and shrines of the re-
empire.
The bloody and violent birth of the Izou Empire was gion to enforce the state religion, they lost all but a few
also a time of expansion for the ninja clans. The Hidden of their holdings in the Land of Five Blades.
Strands, Grasping Shadows and Recoiling Serpents were It was not a complete loss for the Empire, however.
the strongest of the remaining established Izou clans, With their temples destroyed and no other recourse for
but the chaos and turmoil fomented in the wake of the survival, the Bamboo Herbalists joined the Izou, bringing
conquering armies led to the formation of new clans, their advanced healing skills and medical jutsu into the
notably the Pack of the Black Moon and the Wardens of Imperial fold.
Equilibrium. In addition, the Living Chronicle from the News of the devastation of the Land of Seed and Blos-
Land of Crashing Waves sent a delegation of members som spread, reaching the ears of the clans of the Land
to form a cadet branch, in order to record the Empire’s of Exalted Flames. Knowing the Emperor had turned his
founding. eyes to their homeland and concerned for its well-being,
Four decades of peace followed the founding of the the Exalted Flame ninja used their most powerful secret
Izou Empire, until Emperor Izou Junshinichi, Zurui’s arts to create a set of natural barriers between the Izou
nephew, turned his eye to the lands he did not rule and Empire and the Land of Exalted Flames: the burning-hot,
sought to expand his territory. inhospitable Great Desert, and the equally dangerous
Arashi Sea.
Despite the threat, they also understood the Emperor’s
lust for power presented them with an opportu-
nity to rid themselves of their rivals, the Blazing
13
Chapter One - We Are Ninja
Dancers. They drove the young clan from the Land Body Gardeners — broke away from the monasteries of
of Exalted Flames and into the Great Desert. Given the Living Chronicle and carved out their own territo-
no other options but death, the Blazing Dancers ries. Though some of the old feuds are as old as the nin-
chose to cross the wastes to perform for the Emperor’s ja tradition, most of the modern-day grudges took root
court, bringing another clan under Imperial control. during the time of peace.
Here, the Emperor’s reign of conquest ended. The Unfortunately, the age of the ninja would soon enter
Land of Mountains and Valleys was intractable to as- its twilight. As the centuries rolled on, Emperor after in-
sault, protected by its unforgiving cliffs and treacherous creasingly paranoid Emperor pulled the realm away from
mountain passes. Likewise, the Land of Crashing Waves the clans. Though the ninja had enjoyed a period of open
proved difficult to master. As soon as they had claimed existence, by the time Izou Mamoru took the throne, they
one island, another would throw off the chains of sub- found themselves driven back into the shadows, relegated
jugation, backed by an impressive navy. A succession of once more to old legends and whispered rumors.
Emperors attempted to finish what their ancestor start- In the end, the clans were the architects of their own
ed, but the Empire had finally overreached its grasp. demise. The Emperor’s heir, Yesui, had been caught in the
crossfire of a shadow war between two rival ninja clans, and
Interlude: his death witnessed by his brother, Kano. With the death of
the Emperor’s heir, it became a high crime to practice any
Imperial Stability and sort of ki manipulation or ninja techniques. The single ex-
the Decline of the Clans ception to this was the Golden Lions, awarded Imperial writ
to serve the Emperor and practice their jutsu.
The century following the end of Imperial expansion
Ninja who continued to operate illegally amongst the
was the most prosperous time to be a ninja since the
nobles were rooted out first, tried for the crime of ki use
Mercenary Wars. Though Imperial coin did not fully fund
and sentenced to convict camps to work off their judge-
the ninja as it had in the past, contracts were plentiful
ment in years of hard labor. Ninja who swore an oath to
and paid well. The final major ninja clan — the Virtuous
never practice jutsu again left their homes, now evicted,
14
Chapter One - We Are Ninja
but permitted to leave in peace. Some ninja of the vari- sands of formidable soldiers. Many ninja died
ous clans fought back, but against the might of the Em- trying to reach the throne room, each slaying
pire, they were simply outclassed and wiped out. a dozen soldiers before succumbing to their
The spate of resistance to the Emperor’s anti-ninja wounds. Only a single ninja reached the Emperor; with
decrees exacerbated the war when an unknown ninja his last breath, that ninja struck the Emperor dead.
assassinated the Emperor’s beloved consort, Izou Hana, The Ninja Crusade, it seemed, was finally over.
and left her head on a pike. The Emperor’s daughter,
Megumi, was the only survivor of the bloody assault, but
had been afflicted with a strange and mysterious wasting Interlude:
disease that ate her health and left her a weak, shaking Imperial Retaliation,
wreck doomed to a slow, painful death. Summoner Skirmishes
No clan came forward to claim credit, and even the
ninja themselves had no idea if the massacre of the Em-
and the Year of Floods
Following the death of the Emperor, the clans solid-
press’ convoy had been the work of a clan, disaffected
ified the Lotus Coalition in their newest, largest village.
individuals or ronin clans shunned from ninja society.
Named after the rebel who gave his life to slay the Em-
Enraged and grieving, the Emperor became determined
peror, Danketsu would be neutral territory where any
to wipe the ninja off the face of the earth for good. He
ninja from any clan could live and work in harmony.
declared the Ninja Crusade, placing a blood price on the
Initially slow going, the Lotus Coalition gained ground
head of every ninja from every clan.
when two of the clan leaders put aside their lifelong en-
mity in a public ceremony and swore to work together
The Fifth War: for the good of all ninja.
The clans had barely a year of respite before a force of
The Ninja Crusade ten thousand soldiers swept through the Empire, ruth-
In the aftermath of the massacre, the Emperor had all lessly annihilating the hidden villages. Rumors quickly
ninja still working off their sentences in the labor camps reached the leadership of the Lotus Coalition: the Emper-
summarily executed. The Emperor did not tolerate even or himself rode at the head of the army, a shock to the
the handful of Bamboo Herbalists who traveled to the ninja. Soon after, they confirmed the Emperor’s survival,
capital in order to offer their assistance with the Prin- and the clans knew their celebrations had been prema-
cess’ illness. He sent their headless corpses back to their ture: the Ninja Crusade was not over after all.
home villages via catapults, and then razed those villag- The renewed war devastated the land. The Emperor
es to the ground. He commissioned special units of elite proclaimed law after law designed to root out and exter-
soldiers, tasking these Executioners to track and slay ki minate the ninja clans once and for all. Any village even
users. Ninja among mundane citizens became a liability suspected of harboring a single ninja would be taken
most townships could no longer afford, and neighbors wholesale in chains to labor camps. Hidden villages fell
turned on each other as they reported the presence of to the torch, and the earth beneath them salted. Seeking
ninja to the Izou forces. the ultimate weapon to win the war, the Empire commis-
The clans scrambled for safe haven. With each passing sioned summoners to unleash massive celestial beasts in
year, the clans were forced further and further from the combat, forcing the ninja to forge their own pacts with
settled lands of the Empire, forced solely into their hid- spirit animals for protection.
den villages where they trained in secret and kept vigi- Perhaps as a consequence of these Summoner Skir-
lant watch for the forces of the vengeful Empire. Even- mishes, the first day of the following year opened with
tually, the clans, in the interest of mutual survival, had howling storms and raging flash floods that continued
no choice but to put aside their destructive quarrels and for months. The fury of the elements reached across the
banded together. Under this new, reluctant philosophy, breadth of the Empire, destroying crops, washing away
the clans assembled the Lotus Coalition and operated as towns and killing thousands of people in the initial on-
a united front. Their ability to defend themselves and ac- slaught. After the storms subsided, starvation, mass dis-
tively resist the Empire improved dramatically. placement and rampant disease killed thousands more.
Within two years, the ninja located a weakness in the
Emperor’s defenses. A strike force of the best the clans
had to offer assaulted the palace, fighting through thou-
15
Chapter One - We Are Ninja
The Present Ocean:
An entire generation has grown up knowing The Time Before
nothing but war. Exhaustion wracks all corners of the
All ninja know life is birthed in the ocean, given lim-
Empire. Rebuilding efforts from the floods and storms
itless potential in the primordial waters and washed
are slow, resulting in shortages of goods and services in
ashore onto the land. In the earliest stages of a ninja’s
every province. Banditry is rampant as displaced citizens
life, the ocean surrounds them, prying them out of mud
are forced to commit robbery and murder to feed their
and coral before thrusting them, raw and barely formed,
families. Disease plagues the land. Those lucky enough
into the village.
to still have homes grumble with each season’s increased
Most ninja are discovered early, their skill at ki ma-
taxes. Voluntary recruitment for the Empire’s armies is
nipulation manifesting shortly after their third or fourth
at a historic low, and mandatory service at an all-time
birthday. These ninja typically come from bloodlines
high. The ninja clans raise their children knowing, to-
proven to produce ninja, are born in hidden villages or
morrow, that child may give their life to protect their
to known ki-rich families, and many have illustrious he-
village.
roes in their lineage. Other ninja are not discovered un-
Most people pray for the war to end, but there is still
til later in life, perhaps late childhood or early teenage
no end in sight. There is, however, the beginning of a
years; some were not born in or do not live in one of the
third side to the Ninja Crusade: the average, mundane
hidden villages. Some are simply late bloomers, coming
citizens, trapped between Empire and ninja for far too
into their gifts later in life. A rare few go undiscovered
long, have begun to whisper of open rebellion against
until well into their twenties, and may have developed
both.
unconscious, crude skill at using their natural ki prior to
coming to the attention of the clans.
A Ninja’s Path Though some in the clans claim that the younger a nin-
ja displays ki manipulation, the more powerful they will
Life is hard for ninja. Outlawed in every corner of the
be, there is only anecdotal evidence to support this. One
Empire, with each season, the Emperor’s trained forces
of the most successful, powerful ninja of the last century,
get closer to wiping the clans out of existence entirely.
Tsutara Shishiro, a luminary of the Hidden Strands of Fate
The Year of Floods left devastation, disease and death
clan, did not discover his abilities until he was nearly thir-
that further reduces the resources the clans may draw
ty, but went on to distinguish himself in several battles
from. Even some of their civilian allies, tired of the long
and eventually lead his clan early in the Ninja Crusade.
conflicts that have left them trapped between the des-
perate clan and vengeful Empire, have begun to with-
draw their support. Village:
Yet not all hope is lost. New ninja graduate from their
long training, quickly replaced by their masters with Apprenticeship
brand new apprentices. For every hidden village razed Some hidden villages have built schools to teach the
and burned, another springs up in a different part of the basics of history, economics, field craft and combat, but
Empire. The clans recruit from ancient blood and peas- the most common method of tutelage amongst the ninja
ant stock alike, replenishing their dwindling numbers. clans is the master-apprentice relationship.
Refugees from every province travel to Danketsu, and A tradition hailing back thousands of years to the time
the citizens and ninja alike know there is one safe haven of the ancient families, this relationship forges a bond
left, well defended and self-sufficient. between teacher and student that may last a lifetime. A
Throughout their lives, ninja follow the sacred and master is responsible for every aspect of their apprentice’s
ancient tradition of the Life Path, a series of seven mile- life, from training their bodies and teaching their minds,
stones that represent transition and maturation. No mat- to making sure they have proper food and clothing.
ter what clan a ninja calls home, their lives can be divid- The relationship is so personal and intimate that a
ed into these stages of progress. master rarely has more than two or three students at
a time. Some prefer to take their apprentices from the
village children, while others will teach those only of
their bloodline. Very few masters in larger hidden vil-
16
Chapter One - We Are Ninja
lages host up to a dozen children at different stages of
apprenticeship, replacing each with a new apprentice as
Mountain
they graduate into adulthood. The apprentice, in return,
is expected to obey their master in all things, adhere to
and Temple:
the rules of master, clan and village, and make honest Experience and Wisdom
effort to learn the lessons taught to them.
Should a ninja survive into middle age and beyond,
Many apprenticeships finish in mutual respect and
new opportunities open to them. Once the wanderlust of
admiration, evolving into a mutually beneficial relation-
youth is behind them, seasoned ninja often settle back
ship. The great deeds of the master can ease the way for
into their hidden villages. Many start families, if they
their student, while the deeds of the student serve to bol-
have not already, and assist with the day-to-day manage-
ster the master’s reputation.
ment of the villages’ populations, economics and politics.
Others are not so fortunate. Whether their time in ap-
The loss of many secret arts over the centuries has
prenticeship was one of hardship, harsh lessons and im-
firmed the clans’ resolve to preserve as much as they can
patient teachers, or whether a master with a less-than-
through personal education. Therefore, passing on their
noble reputation chose them, some apprentices distance
accumulated skills and wisdom is one of the most sacred
themselves from their masters entirely once acknowl-
trusts a ninja holds. All ninja, no matter their clan or per-
edged as a full ninja. In this act, the ninja must weigh the
sonal preference, are expected to take on at least one ap-
potential shame and dishonor with the possible benefits
prentice (and preferably more) before they die, in order
gained from severing all ties with their master.
to ensure unique jutsu and ki manipulation techniques
remain in current knowledge.
River and Forge:
Independence and Honor Sky: Mastery
The village is a time of trial and error, of learning and and the Time After
making mistakes, of accepting guidance from those older
The aged and wise are revered in ninja society, and if
and wiser. The village does not last forever. Eventually
a ninja survives into old age, they have a responsibility to
the river comes for all. It sweeps the ninja away from
step into leadership roles. Even if they do not become the
their safe, comfortable environment and pulls them into
master of their clan, ninja expect all who return to serve
tragedy and triumph, dragging them through the forge
in any function that will bring honor.
again and again.
Sooner or later, everyone passes on to the next life.
Once a ninja leaves the tutelage of their master, they
The sky is always overhead, stretching from one infin-
are essentially recognized as full members of their clan.
ity to the other, and the spirits of the dead travel on
If they are young when their master deems them ready,
the wind. Ninja understand this and, though some rail
they may also be granted adult status. While this means
against the inevitability of time, generally accept when
they are fully capable of choosing their own missions,
the end of a long, full life approaches. Some ninja are
jobs and training paths, it also means they are, for the
content to pass peacefully in their beds, surrounded by
first time, completely responsible for their behavior and
family, friends and students. Others discover a renewed
deeds within their society. Each of these lessons forges
thirst for the adventures of their youth, gearing up for
the ninja into the great warrior, scholar or traveler they
perhaps the first time in decades to undertake one final
will one day become.
mission from which there will be no return.
The concept of personal honor is deep and intimate.
In death, the honor of a ninja is locked, and even
Though their history has its share of assassinations, thiev-
their bitterest, nonspiritual rival fears to desecrate their
ery and espionage, most ninja have a code of conduct from
memory. Few are willing to risk the social dishonor that
which they rarely break. Clan ninja must respect their
comes from holding public grudges against the deceased.
liege lords, show subservience to their elders and defend
their villages as needed. Only Ronin can truly escape the
expectations of clan society, but even they tend to adhere
to personal codes of conduct, if not societal ones.
17
Chapter One - We Are Ninja
Clan Politics to the Master or the titled. Ninja are accorded respon-
sibility and respect according to their age, accomplish-
Surviving in the clan structures can some- ments and levels of ki mastery. Ninja in the upper eche-
times be as tricky and dangerous as battles with Imperial lons of rank have responsibilities that include overseeing
forces. Each clan has their own hierarchy of roles and re- mission assignments and leading squads of less-experi-
sponsibilities, a complex system that defines the places enced or lower-ranked ninja when required. The lowest
of its members by their power, experience and popular- ranked ninja must obey those above them, to fulfill their
ity. This system dictates many aspects of life for a nin- assignments to the best of their abilities and to behave
ja, including what missions they may accept, when they as though they carry the honor of the entire clan when
may lead a squad or take an apprentice, and the type dealing with outsiders.
and severity of punishment they can expect for mistakes
and sins against the clan laws. The system becomes even
more complicated in villages, such as Danketsu, where
Crime and Punishment
multiple clans live side by side. While no formal system of justice exists in most clans,
every clan has codes of behavior to which their members
must adhere to, and dictate many of the punishments a
Rank, Role ninja might suffer for violating the edicts of their elders
and traditions of their clan. Appropriate punishments for
and Responsibilities sins are complex and subjective, tied innately to the sever-
Most clans follow a basic framework of ranking, which ity of the offense, the ninja’s rank, history of disciplinary
in turn influences how a ninja is perceived within their issues and any mitigating circumstances and any explana-
village, their clan, and the greater society. tion the offending ninja can offer for their behavior.
The Master of the clan is the highest rank a ninja may Punishments range from mild to moderate to severe,
achieve. Though many, through decades of experience, and are usually determined by an elder or tribunal of
develop the skills the head of a clan requires, very few are elders who consider a variety of factors before handing
able to obtain this level of ultimate mastery. This rank is down their decision. The higher a ninja’s rank, the less
often awarded to the most powerful, wise or accomplished, leeway they are given in matters of discipline; they are
but in some clans is hereditary, adding an insurmountable simply expected to know better. Apprentices are more-
challenge to those not of the proper bloodline. The Mas- or-less exempt from many of the traditional clan-wide
ter is responsible for the safety and well-being of all with- punishments, as they are still learning their places and
in their care and as such is the ultimate authority for all responsibilities. Punishments for minor and moderate
their ninja. Even civilian family or allies who live within transgressions fall to their master, and are a vital part of
the clan territory must adhere to the Master’s commands the instructional process. However, an apprentice who
and policies. The Master is the final authority on whether does not learn their lesson and continues to violate clan
a ninja has earned rank advancement, and who may enter policies and traditions may find themselves before the
or leave a clan’s territory. elders to account for their behavior.
Below the Master of the clan are the titled ninja, each Punishments can include:
given a moniker to display their honor, such as the Grey èè Verbal rebuke. The mildest of punishments, the ninja
Hawk, Osamu the Artificer or The Hand of Seven Claws. simply receives a warning from their elders that their
Typically older members of the clan, these ninja have a behavior is unacceptable, but does not warrant a re-
proven history of leadership, tactical decision-making cord of the event or more severe punishment.
and a willingness to risk life and limb in vital, high-risk èè Censure. A more formal version of the rebuke, the
missions. The Master usually relies on titled ninja as ad- ninja’s transgression is officially noted in clan re-
visors and ambassadors to assist them in their duties. cords, and can be used against them if they transgress
This council of advisors may consist of just one or two again in the future.
ninja, or may include a variety of ninja from different èè Loss of Rank. A loss of rank may be temporary, as-
backgrounds and life experiences in order to offer bal- signed for a set duration of time and after which the
anced advice. ninja’s true rank and privileges are restored to them.
Below the titled ninja are the rest of the ninja, For more severe circumstances, this loss of rank may
whose ranks are much closer to each other than become permanent, forever freezing a ninja’s social
18
Chapter One - We Are Ninja
19
Chapter One - We Are Ninja
other clans they were familiar with. Likewise, on a name for their new organization: the Lotus Coalition,
the Hidden Strands came under attack, dou- a reflection of the group’s coming together with pure in-
ble-crossed by the Emperor, as he came only to tentions. It was a place that any ninja, even Ronin who had
trust his precious Golden Lions. previously been shunned, could call home as long as they
In normal villages and towns, wanted posters were helped in the fight against the Empire.
hung on every corner, urging the citizenry to turn in
their neighbors, friends or family if they even suspect-
ed they may be ninja. Even those who didn’t identify as
The Good and Bad
ninja, but practiced their own unique forms of jutsu ma- No partnership is without its stumbles, but working
nipulation found themselves caught in the middle. Those together can get a lot more done than working alone.
ninja who lived in these cities were dragged from their Members were allowed access to safe havens within the
homes to be hanged in the middle of town or burned on a many ninja-friendly villages, monasteries where the war
pile of their comrades who had been slaughtered before- could not reach or compounds the Lotus Coalition had
hand. Those who refused to turn in known ninja were under its control. This was in addition to their several
often imprisoned without trial for indefinite periods of roaming villages that popped up and disappeared con-
time. It was common for cities close to the Izou capitol of stantly throughout the empire.
Daiwa to share these sentiments. In exchange for this sense of togetherness and safe-
ty, every ninja served their function to fight in the war.
Some were better on the front line, like the Will of Iron,
Founding while others worked best as commanders or communica-
In the face of loss the ninja tradition was suffering at tions specialists.
the hands of the Emperor and the Crown Prince, it be- The mixing of clans was a godsend in this regard, giving
came clear that all of the major clans would have been the Lotus Coalition many tools to unitize against the Nin-
picked off one by one if they did nothing. They had their ja Crusade. For as long as ninja had existed, each clan pos-
hidden villages, but nothing stays hidden forever. sessed secrets they dared not share with their rivals. Put-
At this time, a member of the Wardens of Equilibrium ting these different types of jutsu together into ninja squads
clan named Sakamoto Hanzo famously penned urgent helped to emphasize the power of the Lotus Coalition to
messages to the heads of each of the major Izou ninja complete missions and hopefully win the war. Instead of
clans. In it, he reminded them of the true roots of ninja battling each other, a Grasping Shadow could provide cover
in the Orime Rebellion and again in the War of Withered for a Blazing Dancer leaping into battle against a battalion
Fangs. He wrote of how their fates were always to come of soldiers previously showered with poisoned arrows from
together in times of need. Without complete coopera- a Recoiling Serpent, all healed afterward by a Bamboo Herb-
tion, their traditions were doomed to end once and for alist. Nothing like it had ever been seen before.
all with the Emperor’s costly war. Of course, while the ninja all worked well together in
It took months of continued attacks and death, of the the midst of battle, their loyalties were tested during times
army’s enhanced weapons of war tearing down every- of peace. Ninja are creatures of habit and tradition, which
thing the ninja had built, before the Warden’s pleas were made it hard to forget the eye-roll the Virtuous Body Gar-
truly heard. The youngest clans like the Blazing Dancers, dener just gave or the insolence of the Pack of the Black
Bamboo Herbalists and Virtuous Body Gardeners joined Moon’s members. While strict rules were put in place to
the collective first, seeking refuge together to protect keep bloodshed to a minimum, this union of clans also gave
their smaller numbers. It took the destruction of the Jade enemies a look into each other’s hearts to see only hatred. It
Kama clan, however, for the more xenophobic and stub- would take a monumental event to change this fact.
born of the major clans to join as well.
One cannot forget centuries of aggression or slights in a
day, proved by the continued tensions within this new group
Danketsu:
as ninja from rival clans arrived. Their start was unstable, The Unified Village
but eventually leveled out as their leadership, mostly com- The ninja, together as a true force of nature, planned
prised of Wardens, got a handle on which groups the most gruesome assault on Daiwa. It was an arduous
worked well together and which ninja needed spe- battle that ended with the assumed death of the Emperor
cial assignments. Once settled, the group decided at the hands of a Ronin named Danketsu. The Lotus Coali-
20
Chapter One - We Are Ninja
tion celebrated this historical achievement of inter-clan another. They have established several schools
dealings having a positive effect. The group’s leaders of medicine and alchemy, taking on students
took the opportunity to establish a brand new hidden who wish to learn and serving as doctors for
village named Danketsu, after that brave warrior. those in need, from either the war or a simple accident.
The idea was simple; within the confines of Danketsu,
all ninja would be treated equally. It was also a neutral Blazing Dancers
ground, where violence between the clans was strictly In many ways, it is perfect for the Blazing Dancers to
prohibited and a sense of harmony was prominent. The be in charge of organizing celebrations and keeping the
village itself was set in the Oak Leaf Province, far from town entertained. They’ve moved a number of their per-
the eyes of the Imperial forces and rife with potential. formance troupes from the Wu Ji Theater to Danketsu to
Its placement far from the main battlefield of the deliver their unique brand of fun. Likewise, Dancer el-
Ninja Crusade also allowed the village to prosper even ders often sing during funerals for the fallen during the
during the Summoner Skirmishes. Danketsu was affected Ninja Crusade.
just as much by the Year of Floods, except they had help
from the Living Chronicle and Grasping Shadow ninja,
Grasping Shadows
who were known for specializing in water-styled jutsu.
One of the first clans to exist in the Izou Empire, the
Allies from all over the Empire were invited to Dan-
Grasping Shadows are masters of darkness. They are in-
ketsu. This included fishermen and hunters who helped
famous for their skill at killing and feared by enemies all
to provide food for all residents, as well as teachers and
over, but equally known for their adherence to ancient
even defectors from the Izou army, seeing the error in
ninja tradition. Many Shadows have taken up the man-
their past ways. In fact, the vast majority of villagers
tle as teachers of young ninja, whipping apprentices into
came from non-ninja backgrounds and depended on the
shape as only they can. Veterans take on specialized as-
ninja to defend them in case of danger. Together, the
sassination requests needed by the Lotus Coalition.
ninja have learned, they can take on any battle.
Non-ninja citizens can leave whenever they wish, as
most people who currently live in Danketsu are known to Hidden Strands of Fate
have family in other Provinces. However, there are strict The Strands are no stranger to the inner workings of
security measures taken to keep the location of their hid- politics, whether in the Izou courts or in Danketsu. They
den village secret, and citizens know releasing its loca- are masters of deception and wield terrifying justice un-
tion is a sure way to meet the afterlife. like any other clan. While their internal clan hierarchies
The question becomes whether this peace will contin- are often in conflict and full of betrayal, their members
ue once the Ninja Crusade has ended. Many clan leaders, have volunteered as advisors and ambassadors when
who remember the old days of hating other ninja and reaching out to outside forces. They are also the only
xenophobic views of the world, often long for that day clan to infiltrate the Izou courts to try to promote change
to return. Or, to take the opportunity to destroy their through political means.
once-enemies as soon as the Empire is dealt with.
Living Chronicles
Obviously, the clan who holds vast amounts of knowl-
Clan Contributions edge, the Living Chronicles, have become the premiere
Within Danketsu, there are a number of roles that re- teachers in Danketsu. They do not hold their knowledge
quire attention. While there are several villagers to aid for only ninja either; the Codices volunteer in schools
with them, the ninja are often put on the front line of for all children, hoping to prosper by a more intelligent
handling things in the village. generation to come. Due to this choice, Danketsu has the
highest literacy rate of any village, including even Daiwa.
Bamboo Herbalists
Danketsu lies in the territory of the Bamboo Herbal- Pack of the Black Moon
ists, and this clan has accepted this new village as their Hounds have lived off the land for years, keeping sim-
home. They are small in number, due to their practices ple lives with the aid of their ninja dogs. This
that allow them to be longer-lived, but Herbalists hold a relationship is the most important to any mem-
deep history of working with other clans, in one way or ber of the Pack of the Black Moon. Being put in
21
Chapter One - We Are Ninja
charge of keeping Danketsu self-sustaining was
a wise move, and now the clan heads up the ma-
jority of the agriculture and animal husbandry
in the village. They even have a kennel where others can
come to play with ninja puppies.
Recoiling Serpents
Probably the clan with the fewest numbers in Dan-
ketsu, the Recoiling Serpents will forever be a prideful
clan. Many have put aside their previous angst and serve
where needed in Danketsu, not having any special job. A
shadow of the past hangs over all Serpents, however, and
they can hear the whispers from villagers as they pass.
Their focus is still on the war, and they have not been
convinced of the village’s sustainability. Many hope this
will change with time.
Wardens of Equilibrium
This merchant clan made Danketsu the perfect village.
Many Wardens have their own shops throughout the
village, but the clan’s major task is to keep the village’s
finances intact. This includes negotiating with nearby
villages for goods/services and acting as treasurer when
decisions need to be made in emergencies. It all involves
money, which the Wardens seem to enjoy.
Will of Iron
While they stepped forward to serve as the justice
Danketsu so sorely needed (in their words), the Tribu-
nal decided to also utilize the Will of Iron’s expertise in
craftsmanship to help build up the infrastructure of the
village. This involves raising walls and guard towers and
keeping up with shops and homes to ensure they are
comfortable and livable. They still work with the Inks at
times, if a crime is too big for one clan to handle.
22
Chapter One - We Are Ninja
Ronin
Since Danketsu was founded in honor of a Ronin who
Young vs. Elders
defeated the emperor, the status of this marginalized Now that Danketsu has stood for over seven
group was raised for a short time. When the Emperor years and the Ninja Crusade having lasted over
returned from the grave suddenly, this did nothing to a decade, there are several children who have grown up
sustain the reputation of Ronin. They are still around, as only knowing war. Anyone 20 years old and younger has
they are a necessary part of the ongoing war, but they known a majority of togetherness for ninja, and anyone
are tolerated by more clan ninja and are given no col- living in Danketsu has seen it with their own eyes.
lective responsibilities within the village. Every Ronin is This has created a strange air of contention between
responsible for themselves and their contributions. young, optimistic ninja and elders of almost all clans.
The elders teach the young to fear the Recoiling Serpents
for what happened in the War of Withered Fangs or to
The Tribunal hate the Grasping Shadows for their allegiance to the
Some believed the Wardens of Equilibrium were up Izou Empire before the Expansion Wars. The young nin-
for a power grab, using the Ninja Crusade and the Lotus ja, however, see the nice Serpent lady who healed them
Coalition to attain this. However, when it came time to when they were sick or the Shadow who showed them
create a governing body for Danketsu, the clan offered how to hold a sword correctly.
the idea of establishing a tribunal instead. The majority Many elders have found it a fruitless battle to push
of the ninja agreed, and this system has worked for years their young against whom they see as friends and neigh-
to keep the peace. bors, but know it may be necessary when the Ninja Cru-
Each of the major clans within Danketsu chooses three sade is over. They may have to battle their once-teachers
members, elected each year, to represent their clan in and slay their childhood friends as the world returns to
the Tribunal. Likewise, the non-ninja villagers and Ronin the old ways, and elders can do nothing but try to pre-
each pick their own representatives. This creates a to- pare their children for this inevitability.
tal of 36 members of the Tribunal, which is treated very Young ninja, however, see the world as much bet-
democratically. Every representative has a single vote, ter under the new world order. Many have made secret
and the majority rules when choosing the outcome. If pledges to defy their clan leaders if ever asked to betray
at any time the Tribunal comes to a tie, which has only their friends, no matter what clan they hail from origi-
happened twice in the village’s history, Sakamoto Hanzo nally. If this happens, Danketsu will have a very destruc-
himself is the tiebreaker. He remains respected for his tive culture war on their hands; one that may leave the
wisdom and was voted into this position almost unani- village in rubble.
mously. The future is full of possibilities and either of these
The Tribunal meets monthly to take on concerns from outcomes could occur. Only time will tell.
the village and vote on them. They also convene during
emergencies to choose which ninja squads to send for
specific missions. To many, it feels strange to have such
a bastion of democracy within a province of a vast and
expanding Empire, but many hope this is what the future
holds when the Ninja Crusade has finally come to an end.
23
Chuushin Naomi was used to behaving as stoic as a member of a clan named Will of Iron could
be, but as she beheld Kumori Kunio, it took every fiber of her being to keep from lashing out. The
Grasping Shadow leaned calmly against the cherry tree, twirling a small kunai in his hands as
they awaited their arbiter. Naomi’s agitation showed only in her slow pacing.
The arbiter, Asaito Eba, entered the glade with the help of one of his nephews who led the
blind ninja. Though he lost his eyes to one of the Empire’s black powder grenades, he had turned
his talents towards becoming a voice of reason among the clans.
Naomi could not wait on ceremony and approached Eba. “What is your answer? You have made
us wait on the council’s judgment for two days. That’s two days longer than it should have been.
Has the council decided on whether Kunio will be charged with murder?”
“You presume much if you think you know the council’s mind before asking them,” the elder of
Danketsu’s Tribunal answered.
“And you presume that justice will be stayed simply because of the slow pace of politics!”
Naomi readied her tetsubo in her hands, and for a moment Kunio showed worry. Eba clapped his
hands, and the sound of thunder echoed behind him.
“The council’s judgment will be heard, and you will respect that judgment as it has the blessings
of both of your clans!”
The glade grew quiet, and Eba straightened his blue kimono before continuing.
“The council has found Kunio’s method of killing and replacing the governor’s servant was ap-
propriate and considered a good means to accomplish his mission.”
“But killing the governor’s servant isn’t the crime!” Naomi pointed her finger at Kunio. “It was
the execution of the servant’s wife and friend in cold blood!”
“They had uncovered my true identity, and would have foiled the mission.” Kunio’s eyes blinked
slowly.
“It was murder, and must be answered for! You had other options! You chose to kill.”
“With due respect, the Will of Iron requested that Kunio be punished for his crime, and their
scholars have decided upon a suitable punishment.”
“To repent for your crime, you have been assigned a mission of urgent importance. The Lotus
Coalition needs you to seek out an Executioner by the name of Mitsaka. You, Naomi, will be sent
to observe Kunio as he serves his sentence and help him in this important mission.”
“What?” both ninja shouted at once. Eba did his best to hide his smile, but he knew both would
do as requested. Therefore, the Lotus Coalition’s endless dance of politics glides into its next
step.
Chapter Two
Clans of the Empire
Hundreds of clans have risen and fallen throughout histo- ja speak up too much when grouped together, content that
ry, and even still dozens exist within the Izou Empire alone, there is a reason to be surrounded with these specific charac-
each vying for power, territory and honor. There are ten ters. When players begin to assemble their squad of charac-
clans, however, that have achieved a special level of influence ters, it is important to think of the type of squad they want to
within the Empire, affording them a certain level of prestige create and about their general relationships.
and a place at the table within the Lotus Coalition. Some of èè Assassination Squads: Battles often take place in the
them are older than even the Empire, built strong upon cen- shadows as well, leading to the assassination of specific
turies of tradition, while others are upstarts who have grown targets for the betterment of the movement. Ninja from
in power quickly, despite their relative youth. the Grasping Shadows and Recoiling Serpents are perfect
Each clan has taken on its own territory, usually at the for such a group.
heart of one of the two provinces. Their numbers battle for èè Battle Squads: These squads are usually collections of
supremacy, spilling blood in the night while the Ninja Crusade the best graduating warriors, each one sporting an es-
continues in the light of day. The victors take one step toward pecially excellent martial prowess that compliments the
becoming the most powerful and influential, while the losers others in the group. It is odd to have a battle squad with-
are either wiped out or flee to retaliate another day. out at least one member of the Virtuous Body Gardeners
The Ninja Crusade has reduced the number of these shadow or Will of Iron.
wars, however, as the survival of the ninja tradition cannot oc- èè Civilian Squads: Civilian squads are composed specifi-
cur if they are attacked from within and without. Many centu- cally to deal with the people. The best suited for such a
ries-long rivalries and wars have been put aside for this reason squad are: Hidden Strands of Fate, who deal directly with
alone, but a few still linger on and make missions difficult to the higher classes; the Wardens of Equilibrium, who deal
fulfill. New ninja are largely raised within the clan’s traditional with merchants; and the Blazing Dancers, who perform
structure, but also told that cooperation with other clans is of for the lower classes.
the utmost importance until the war ends. When that happens, èè Scout Squads: Some ninja are sent out before others to
all bets are off and ninja wars are likely to start once more. scout an area, hunt down a lead or find a missing person.
They are experts at seeking things. Ninja from the Pack
Ninja Squads of the Black Moon, Living Chronicle and Bamboo Herbal-
Just because the ninja come from different backgrounds, ists are common in scout squads.
it doesn’t mean they can’t get along. Some clans get along èè Misfit Squads: This kind of squad is often composed of
better than others, of course, but sticking together is often the degenerates from various clans. The students who
necessary for a number of reasons. Squads are usually com- don’t take orders, the untouchables or even Ronin fill
posed of ninja who balance each other’s abilities. Likewise, these groups, who are then sent on the most dangerous
stating unhappiness with one’s squad is an affront to the el- missions imaginable. Their return is helpful,
ders and masters who create them, and could bring shame but often not necessary for the mission to be
to the ninja, their sensei or even their whole clan. Few nin- successful.
25
Chapter Two - Clans of the Empire
Bamboo Herbalists
èè Other Names: Ika Clan, Brewers, Caretakers pose once more. Not only that, but it also showed the
other clans that survival without the Caretakers would
èè Stereotypes: Curious, Meticulous, Border-Crossers
be impossible. The past decade of patching up soldiers
èè Fighting Styles: Bear, Dragon and keeping villages safe is nothing to a clan who has
èè Favored Jutsu: Way of Caring Hands (pg. 119) been doing this for centuries. Their dealings with oth-
er clans have even allowed them to set up several dip-
èè Skills: Athletics +1, Empathy +1, Holistics +1, Travel +1
lomatic routes to get the medicinal ingredients they
èè Ki Balance: +1 Yang need, even if the thrill of gathering them personally
still resonates with every Brewer.
History Lifestyle
The history of the Ika Clan would be nothing without
the Land of Seed and Blossom. Their ninja were masters As would be expected, Bamboo Herbalist territory is
of medicinal jutsu, far surpassing anything mun- filled with various forests and jungles and teeming
dane healers from anywhere else in the world with rare and exotic plants. Their ninja spend
could manage. During the Expansion Wars, their days venturing into the wilderness
the Ika clan split down the middle be- to gather new ingredients to test not
tween those who saw the greatness of only their ability to locate and identify
the Izou Empire and those who chose herbs and berries, but also as a phys-
to remain in the Land of Seed and ical trial against the elements, wild
Blossom. The Bamboo Herbalists were animals and other ninja. While they
born that day, bringing their wisdom may travel safely in their own lands,
to the Empire to make it even great- when others place foot into their ter-
er. Throughout their time, they have ritory, they’ll find the forests are fog-
become among the most welcome and gy and confusing, and only the most
most hated clans. poisonous plants appear to entice the
Their holistic expertise and medicinal wanderer to partake.
jutsu made them a great advantage to the Each Ika ninja has a natural vibrancy to
Imperial army, being able to heal soldiers on the their being, making them passionate and full of
front line in the heat of battle without fear. Even to- energy. While many claim this to be a natural occur-
day, during the Ninja Crusade, their aid is a necessary rence, it is more accurately due to the secret initiation
part of any strategy the Lotus Coalition may dream up. concoction they drink upon their full acceptance into
There is no doubt that the Ika clan is the best at what the clan. This brew extends their lifespan, allowing
they do. even elders to appear young and beautiful. Being lon-
Other clans also revile the Brewers at times, because ger-lived than others means they are seldom in a hurry.
the clan often refuses to obey territorial boundaries. Masters rarely take on more than three students at a
Ninja take pride in the borders they possess, but the time, and the clan keeps their numbers lower since the
Ika clan sees only the valuable resources (herbs, ven- ingredients to their secret clan potions are finite.
oms, berries, etc.) territories besides theirs hold. Mixed Unlike other clans who have chosen to split their
with the clan’s propensity for thrill-seeking or invad- numbers between their own hidden villages and Danket-
ing lands to take ingredients they don’t actually need, su, which lies within Bamboo Herbalist territory, the Ika
it is easy to understand why other ninja are slow to call have jumped in feet first to the new established city. Their
them allies. Good fences make good neighbors, after all. entire clan now calls Danketsu home, making them the
The Lotus Coalition looked to the Bamboo Herbalists most stalwart defenders of its people and borders. That
first for clans to join, and the Ika clan accept- said, they have a number of secret laboratories outside of
ed their invitation promptly. For too long, they the village where they still conduct their (often controver-
had been isolated, but this gave the clan a pur- sial) experiments and intense brewing sessions.
26
Chapter Two - Clans of the Empire
Agendas Contacts
The Bamboo Herbalists have been able to turn the Choose one Ally and one Rival.
Ninja Crusade to their advantage in a number of ways. èè Nomura Jotaro (Empathy) - An expert
Danketsu has become the center of ninja activity, bring- counselor, able to help people fix a wrecked life or
ing commerce and vital trade agreements to their lands. accomplish just the opposite.
The arrival of hundreds of ninja from other clans means èè Akanishi Jin (Holistics) - A know-it-all when
protection for their lands for years to come. Time it comes to herbs and their applications, but he
spent serving beside other clans has improved gen- doesn’t help anyone for free.
eral clan relations, as well, so except for the war
itself, it is entirely a winning situation for the èè Domoto Toshinobu (Discipline) - A
Ika clan. Their major agenda now is ensuring simple farmer, but also a master of meditative
the survival of Danketsu even after the Ninja practices who often takes on worthy students.
Crusade ends and the other ninja choose to be èè Ibuka Sakura (Fighting) - A drinker
rid of it. Anyone who has read their history and a brawler, she is never one to turn down
knows that the ninja gather in times of a good fight.
war, and then go back to killing each oth-
è
èUnto Aya (Perception) - When one
er when it is over. The Ika clan hope to
needs a spy, calling on Aya is never a bad
avoid the latter.
call. She’s probably snooping already
anyway.
Clan Gift and èè Ika Tsuyoshi (Intimidation) -
A local daimyo, he rules his domain
Trigger with an iron fist.
èè Gift - Long Lived: The Ika,
whether born into it or adopted, go
through extreme physical transforma- Bonds
tions, infusing their body with Yang to èè Choose one ninja who you know has
increase their life energy. They gain +2 your back if your thrill seeking gets the bet-
Fortitude against poisons and sickness, ter of you.
and can go without food, water or
sleep for up to (Fortitude) days. In ad- èè Choose one ninja who you have an
dition, for every two years that pass, unrequited crush on, making it harder to say
they age only one year, making them no to them.
appear youthful even in old age. èè Choose one ninja who distrusts the
èè Trigger - Dare Accepted: use of herbs to solve problems, very much at
Their long-lived mentality is often a odds with a Bamboo Herbalist.
liability, as they may be impulsive and
leap at the chance to take on danger.
Going into the most hazardous lo-
cations or taking on challenges well
beyond their capabilities is a normal
occurrence. Gain 1 Karma when they
accept a dare (even if only implied) to
do something dangerous.
27
Chapter Two - Clans of the Empire
Blazing Dancers
èè Other Names: Odoriko Clan, Dancers, Flame-Spitters stars. Their theater and the surrounding area became
èè Stereotypes: Fashionable, Entertainers, Clowns their territory, which they defend from other ninja who
always underestimate their abilities.
èè Fighting Styles: Eagle, Monkey The progression of the Ninja Crusade has changed
èè Favored Jutsu: Way of the Immaculate Show (pg. 125) little about the Odoriko and their performing nature. As
all assumed their membership harbored ninja, the Em-
èè Skills: Fortitude +1, Marksman +1, Perform +1,
peror pulled his official support and spread insulting
Speed +1
rumors to damage their reputation. While this certainly
èè Ki Balance: +1 Yang did occur in larger cities, some border towns, crippled
under the weight of an unending war, often ignore his
words and accept the opportunity to smile again. Their
History traveling caravan not only produces coin to keep their
The Odoriko Clan began as a single family who theater running, it can also provide a convenient
danced in their homes in secret. In the land front for the Lotus Coalition when needing to
from which they originally hail, dancing, travel inconspicuously.
smiling and celebration are strictly for-
bidden. In the Land of Exalted Flame,
citizens simply observe a philosophy
Lifestyle
known as The Way, which criminal- Their territory’s heart is the Wu
izes outward displays of happiness or Ji Theater, where they throw amaz-
jubilation. Human nature has a way ing parties and put on show-stopping
of breaking free, however, as their performances. Few cities under their
single family turned into several col- watch want for entertainment, as their
lectives holding hidden gatherings by performances raise the citizens’ spirits
the light of the moon, until they were and keep them from being crushed by
hunted down and many were killed. Those the propaganda spouted by the Emperor.
remaining had only one recourse, escape via His armies have attempted to take the theater
the Great Desert. The stretch of desert separating several times, but have yet to be successful.
the Izou Empire and the Land of Exalted Flame had nev- The Blazing Dancers serve as one of the principal
er been survived, a big reason why land invasions are tribunal clans of Danketsu, enjoying the opportunity to
impossible. The Odoriko held special jutsu that allowed teach their students in a safe environment away from
them to traverse the Great Desert with only a few ca- the prying eyes of their enemies. Flame-Spitters are
sualties. teachers, after all, and go to great lengths to teach to-
With their homeland far behind them, the clan set getherness and strength-in-numbers to the youth.
out to conquer the Empire with their unique brand of They attempt to befriend most other clans, when
performance. Building ornate caravans and traveling possible, but a long-standing animosity exists between
from town to town and eventually to the great cities of the Dancers and the Grasping Shadows whose members
the Empire, the ninja put on countless shows until they often detest the Odoriko for being foreigners.
drew the attention of the Emperor himself. Their sig- Training within the Blazing Dancers is usually un-
nature display, the Destroyer’s Dance, was beloved and assuming. They take in volunteers of all ages and help
garnered the support of their ruler, the official seal of them hone their skills; some make it and others work as
approval and lots of money. With this money, they set- stagehands, or designers or serve some other function.
tled in the north, constructing the Wu Ji theater/school The best among their students rise in the ranks and
at the base of the Ensen Volcano. Here, they be- become inducted into the Odoriko Clan of ninja. This
gan training performers, some ninja and others means that not all Blazing Dancers are ninja. In fact, of
regular folk, but all of them going on to become their thousands of members performing and training at
28
Chapter Two - Clans of the Empire
their dozens of chapter houses spread out all over the
Empire, only about one-third are ninja. They all bear
Clan Gift and Trigger
the burden of the Emperor’s hate, however. èè Gift - Performance Mastery: Every
Dancer hones a single type of performance, be
it singing, acrobatic displays, musical instruments, etc.
Agendas This intense training is why they are the best in the Em-
When the Ninja Crusade cropped up, there was a di- pire. Gain a +1 bonus to any check where they can ex-
vide within the clan. Many leaders saw this as just an- plicitly use their specialty. This bonus raises to +2 when
other attack on their people, and convinced others that used specifically with the Perform Skill.
returning to the Land of Exalted Flames would be better èè Trigger - Disrespected: The Emperor’s influ-
than suffering under the Emperor’s bruised ego. Even ence is far-reaching. While many communities enjoy
though some Odoriko left, the vast majority of Dancers the celebratory tone of the Blazing Dancers, several
today are Izou-born. This is their home. others have been corrupted by his devious words into
While other clans look to the war with extreme fo- believing the Dancers to be little more than jesters and
cus, The Flame-Spitters instead look to Danketsu as a fools, or worse harlots and leeches. Gain 1 Karma when
new future for their people. If they can keep it hidden this bad reputation makes things hard for the ninja.
from the Empire, they could live there indefinitely and
just let the Ninja Crusade wither and die with no one
to hunt. To date, their voice has been shouted down by
the more aggressive voices. They will continue to fight
Contacts
alongside their comrades and defend Danketsu until Choose one Ally and one Rival.
they can change the tribunal’s minds. èè Ryoko Naoko (Perform) - A fellow troupe perform-
er, she can carry a song like no one else, but doesn’t
like to share her fame.
èè Odoriko Mao (Crafts) - A bril-
liant costumer, Mao is well
known for his expert disguis-
es and stage dress.
èè Takahashi Tani (For-
titude) - A star of the Empire, Tani is
a champion eater despite being a tiny woman.
èè Masumi Ichiro (Speed) - When mes-
sages need delivering, he is the one to call.
èè Suzuki Hidetoshi (Intuition) - One of
the oldest members of the Odoriko Clan, he is
always there to dispense wisdom or cast doubt.
èè Nakata Sachiko (Marksman) - She
grew up in the same village as the ninja and
is working to become an Empire engineer.
Friend or foe?
Bonds
èè Choose one ninja who always knows how to
make you laugh.
èè Choose one fellow ninja who isn’t a fan of
your art. You are determined to prove them wrong.
èè Choose one ninja who thinks they are protecting you, but
it’s really more like you are protecting them.
29
Chapter Two - Clans of the Empire
Grasping Shadows
èè Other Names: Kumori Clan, Shades, Shadows This rejection led to bad blood between the Kumori and
èè Stereotypes: Assassins, Traditionalists, Bigots other ninja clans. Almost all communication was cut and
the group became reclusive for a long time, staying in their
èè Fighting Styles: Eagle, Wildcat land to defend (or terrorize) their citizens. The Ninja Cru-
èè Favored Jutsu: Way of Ebony Clutches (pg. 121) sade, however, has forced these ninja to break out of their
self-imposed exile to form alliances once more with some of
èè Skills: Discipline +1, Intimidation +1, Marksman +1,
these fledgling clans. They still view other clans as rebellious
Stealth +1
or lesser, but they understand surviving at all costs includes
èè Ki Balance: +1 Yin getting along with ninja who eschew tradition. The Lotus Co-
alition allows them to get a leg up on their enemies and strike
back at the Empire.
History
The Grasping Shadows count themselves
among the first ninja clans, making a posi-
Lifestyle
tion for themselves out of a pile of bod- To the Kumori clan, peace is a relative
ies of those who have stood in their term. Peace comes through truth, truth
way. For generations, they were un- through obedience and obedience from
der the influence of the Hebi clan, as tradition. Those who are not part of
they waited patiently for the perfect their clan are only to be trusted so
opportunity to make their grab for much. They can be considered allies,
power. The rise of the Izou Empire and even friends, but any refusal to
allowed for just such a moment. The accept tradition is taken as a refusal of
Emperor selected the Kumori clan as the true way of the ninja. Life in their
Imperial Assassins, selectively elim- territory can be very peaceful unless
inating any of his enemies and oppo- one steps out of line or speaks out against
nents, and even a few leaders from rival the Grasping Shadows. Once that happens,
kingdoms and clans. This station, and their the punishment is swift, lasting and often
mastery over stealth, allowed them to operate deadly. Most citizens accept this way of life, since
with relative impunity. The Kumori were excellent kill- the Shades are also considered protectors of the people and
ers and grew at a rapid pace, which became concerning to enemies of the oppressive Empire.
their Hebi rivals. The Kumori’s training focuses on making them masters
When the Izou turned their attention to the clans and of stealth; they can hide in plain sight, often hidden among
started to tighten their grasp over the ninja, the Grasping the common people and ready to strike with deadly effi-
Shadows began targeting the agents of the Empire. Close ciency. They often strike using traps or poisons, as well.
advisors, allies and daimyo died under mysterious circum- Initiates learn that obedience and hard work are the only
stances or were assassinated, under no pretense, by the things that allow them to remain a productive member
ninja. They made a point to reject the role of the Emper- of the clan. They do not tolerate failure and throw out of
or’s trained dogs, the Silver Blades, and spread the word training any they identify as lazy. Those who cause trou-
to other ninja clans that they needed to make a stand ble or who wish to use the power of the Kumori for their
against the Empire. Other clans agreed, and some aligned own purposes are dealt with harshly. If they can be taught
with the Shades, but almost all of them were minor clans obedience, then there is an opportunity to continue their
or Ronin — not a group deserving the fear the Shadows training. If not, they are often eliminated so as not to be
hoped to inspire. The Kumori tried to train a number of a problem in the future. Becoming a full Grasping Shad-
these ninja in the more traditional and effective ow means complete obedience and discipline. Trainees
techniques, but often found their lessons rejected are assigned a target, usually a high-level or corrupt Izou
in favor of strange new jutsu and fighting styles. official, and their task is to execute a plan of their own
30
Chapter Two - Clans of the Empire
design to eliminate them. The taking of another life when greatness. Because of this, Shadows often step on
ordered to do so is the perfect illustration of the Kumori their squadmate's toes, ever attempting to show
moving towards peace. them up. Gain 1 Karma when the ninja's pride
gets in the way of progress.
Agendas
Though the Grasping Shadows Contacts
are full members of the Lotus Co- Choose one Ally and one Rival.
alition, they are only involved to èè Akiyama Shigematsu
further their own unique agen- (Discipline) - This monk has tak-
da: The complete destruction of en a vow of silence, but is one of
the Izou Empire. There are some the most connected men in the
among the Shades who have be- Empire.
gun to understand the usefulness
of the other ninja. They especial- èè Sando Kata (Intimidation) - This
ly value those who honor the tra- seemingly delicate beauty is among
ditions of their ancestors, like the the foremost talents at kidnapping
Living Chronicles and the Hidden and collecting ransoms.
Strands of Fate. Maybe they can èè Nakashima Kagehisa
be utilized at a later date. Shad- (Fighting) - A pit fighter who has
ow elders see their tenuous allianc- his ear to the ground in under-
es with the lesser clans largely as a ground circles.
means to an end, and once their goal is
èè Ruko Tani (Empathy)
met, if the clans have not embraced the
- This old woman always has an
Kumori ideal of peace, then they will have
open ear to listen to someone’s
to be destroyed as well.
feelings and offer advice, even
to killers.
Clan Gift and èè Kumori Takashi (Marks-
man) - This thief has been a
Trigger thorn in the side of the Izou for
èè Gift - Darkness Comes to years, hiding in one of his many
Life: The Grasping Shadows are safehouses.
masters of moving unseen and èè Soga Kiyomi (Knowl-
throwing their voice from the shad- edge) - A nun among the monas-
ows. Their training grants them +1 tic Living Chronicles, she is al-
Stealth when using shadows, and ways willing to share her stories.
if they succeed, they receive an
Intimidation bonus equal to the
difference between their check
and the check to detect them. For
Bonds
instance, if they got 5 successes on èè Choose one ninja who has made you
their Stealth check and their tar- rethink the position of their “lesser”
get gets only 3 successes to detect clan.
them, the ninja gets +2 Intimida- èè Choose one ninja who has
tion to scare their target. caught you performing a heinous act
èè Trigger - Ninja Pride: against a perceived innocent.
The Shades see other clans as ki èè Choose one ninja who has
manipulators and nothing else; saved your life and you may owe a
they are not true ninja in the favor.
slightest, simply children playing
ninja and getting in the way of
those who are truly descended from
31
Chapter Two - Clans of the Empire
History Lifestyle
One cannot look at Asaito Clan history
without acknowledging its sway on the Much of their territory lies just west of
Empire. They claim to have been one of Daiwa, the Izou capital, filled with miles
the first clans, a highly political fami- of jungle where their own hidden vil-
ly who saw the Orime Rebellion as an lages reside. Few venture into Strand
easy way to steal the secrets of nin- territory, for they are the masters
jutsu from the peasants. Blending of setting traps with thousands
in with their numbers, they helped of threads reaching indefinitely.
to topple the regime and claimed What they are protecting is a vast
their place among ninja greats by silk industry, which produces the
subtly replacing other clan leaders majority of their wealth.
with their own, through assassina- Peace is often the final goal of
tions and justified honor killings. the Hidden Strands of Fate. They are
Their reputation is not one of honor, willing to spill a lot of blood to attain
however, for the Hidden Strands of Fate such peace, but chaos is not what they are
are betrayers. Clan leaders with the Asaito are after. To this point, Strands seek peace with
determined by secret plots and sudden coups, usually other clans and put aside any infighting to combat a
occurring every half decade or if the leaders have made common enemy. Their students are often from higher
a serious mistake. These ninja sleep with one eye open, social classes from birth, giving the clan control (or at
constantly on the lookout for others within their clan least influence) over much of the Izou Empire’s politics
who want their spot and are willing to do anything to and laws. This is the main avenue in which they aid the
take it. As many of their members are descended from Lotus Coalition’s efforts to stop the Ninja Crusade, at-
noble and warrior class bloodlines, they are well accus- tempting to change the system from within.
tomed to the ins and outs of political (and literal) back- From a young age, a Thread-Bearers’ curriculum
stabbing. contains brutal lessons of self-reliance and manipula-
This distrust, quite predictably, extends to their tion. The most well known are the tournaments initi-
dealing with other clans and even commoners, as they ates must complete, fighting against the elements and
find themselves at the helm of other people’s lives. This each other. Rarely does more than one student reach
practice is especially common with their young initi- the end before either being swallowed by deadly traps
ates, as their masters manipulate every detail of their or betrayed by their fellow ninja. The more ruthless the
lives, leading them to the embrace of the clan. measures taken to win, the more favor they gain with-
Ninja who have the willingness to do this to in the clan. While they may seem harsh, many Asaito
their own clanmates certainly incur a healthy become hardened, accomplished ninja at very young
dose of suspicion within the Lotus Coalition. ages, and survive longer than others who may have nic-
er masters.
32
Chapter Two - Clans of the Empire
Agendas Contacts
Hidden Strand leaders have been in a rebuilding pro- Choose one Ally and one Rival.
cess for years. With the dispatching of their disgraced èè Natsume Mitsuyo (Persuade) - A politi-
members who caused much of the Ninja Crusade, they cian in the Izou courts, she is known for being able
have established a new directive of aiding the Lotus Co- to convince anyone to do anything.
alition. This has done little for the fact that their lead- èè Kawakami Haruki (Deception) - A truly under-
ers often openly despise most other clans they live and handed politician, he is well known for getting
work beside currently. In true Asaito fashion, there things done through plotting and scheming.
are already plans in place to gain control of Danketsu
leadership. For now, they are happy to act as advisors èè Kakuta Soseki (Fighting) - A merce-
until the time to strike arrives, which will likely oc- nary for hire, he is a coin away from being at
cur just after they accomplish their goal of eradicat- someone’s throat.
ing the Izou Empire. èè Asaito Yukio (Travel) - A talented wag-
oner, she is able to get clients
any number of places or make
Clan Gift it harder to get from one city to
the next.
and Trigger èè Asaito Natsuo (Holis-
è Gift - Orchestrated Life: Every event tics) - A master of potions, many
that occurs in a Strand’s life, from birth to turn to her when in need of herb-
death, is part of their masters’ machi- al assistance.
nations, each one designed to let the
character grow stronger through suf- èè Murakami Hiromi
fering. In return, they receive power (Stealth) - She is an accom-
and prestige beyond what others plished thief, able to get her
can even imagine. In addition to +1 hands on just about anything.
Initiative, the character receives a
+2 bonus from their Tragedy Gift
or they can garner 2 Karma dice Bonds
from their Tragedy Trigger (only one èè Choose one ninja who
or the other in any given Scene), re- made you feel welcome into the
flecting a true understanding of the squad when the others weren’t too
lessons their clan intended to teach. happy with your assignment.
è Trigger - Giving More to the èè Choose one ninja who has
Clan: To say the Hidden Strands of Fate caught you in a betrayal and who
are corrupt would be an understate- may never fully trust you again.
ment. The very nature of their training
èè Choose one ninja whose life you
is to betray each other, and this often
saved at some point. The time may come
extends into their duties for the Lotus
to cash that deed in for a favor.
Coalition. Strands are commonly asked
to perform additional tasks for their
clan, including relaying names back to
their superiors or retrieving a secret
item from a battlefield. T his usually
starts small and grows in severi-
ty as they rise in Rank. Gain 1
Karma when following their
secondary, secret objective
causes tension or appears to
go against their comrades.
33
Chapter Two - Clans of the Empire
Living Chronicle
èè Other Names: Rekishi Clan, Codices, Historians document history as it happened. They immediately
èè Stereotypes: Quiet, Knowledgeable, Distant imprinted major events on their most senior members,
who would eventually, upon death, be permanently
èè Fighting Styles: Crane, Mantis preserved through a ritual known only to them. These
èè Favored Jutsu: Way of Kept Lore (pg. 128) rituals, considered the highest honor among the clan,
prevent the deterioration of the body to ensure the text
èè Skills: Crafts +1, Knowledge +1, Perception +1, Travel +1
is never compromised.
èè Ki Balance: +1 Yin The Living Chronicle ninja were involved with the
Lotus Coalition from early on, documenting and record-
ing dates, battles and major decisions; but the Rekishi
History have quickly become the primary strategists of the or-
The origins of the Rekishi clan began centuries ago ganization.
when a powerful, but aging, feudal lord sought out
a group of secluded monks. He asked them to
document the history of his life and his
Lifestyle
deeds for the benefit of all to come af- The Historians all hail from their
ter him. The monks obliged and creat- central monastery, the rebuilt Great
ed manuscripts with such detail and Library commonly referred to as the
beauty that the lord immediately Fortress of Scrolls. Here, the nin-
called for members of the monas- ja and monks study together, and
tic tradition to be placed among his trade information from their travels
court to record all goings on thence- or their expansive archives. Outsid-
forth. Their skill and attention to de- ers are never privy to which of the
tail became renowned, leading many monks are actually ninja, but very few
other nobles to recruit the monks for of the Rekishi clan actually practices
their own posterity. the art beyond foundational understand-
The monks took their positions very se- ing of their unique jutsu. They expect each
riously and started documenting and reproduc- member to become fluent and literate in multi-
ing the histories and current events of every place they ple languages to assist in the cataloging, preservation
lived, eventually uncovering knowledge about ninja and documentation of any incoming material during a
and their manipulation of ki. When the monks com- mandated two-year tenure in the clan’s archives. After
piled their knowledge in the first Great Library, they this period, each member is required to spend at least
were able to unlock some of these secrets to channel one year in the world, traveling with an inker and doc-
ki for their own purposes. This allowed them to con- umenting major events before returning. Returning
trol the elements, master the seas around the Land of without a certain number of tattoos is considered a fail-
Crashing Waves and the mighty mountains where they ure to put oneself in the middle of history. Afterward,
hoarded their vast collection of knowledge. This experi- many find their way into service of lords or officials,
mentation became increasingly risky and one day led to repairing books and manuscripts, or providing sage ad-
the release of powerful forces none of the monks could vice as advisors.
control. The earth rent asunder, it destroyed the Great The monastic order has many small enclaves, and
Library and the ranks of the monks were devastated. they are generally a welcomed presence since most don’t
The Rekishi knew that if they were to survive and suspect any connection with the Rekishi clan. The largest
continue their goal of recording all knowledge and of these enclaves outside of the Fortress of Scrolls is the
secrets of the land, they needed to take drastic steps. new library in Danketsu, which collects knowledge from
Using their knowledge, and now calling them- the other clans. The establishment of this library is a
selves the Living Chronicle, they started tat- strong signal of support from the Historians, as it stands
tooing themselves with historical events to as a resource for all welcomed ninja to enjoy.
34
Chapter Two - Clans of the Empire
Agendas èè Trigger - Respect the Word: So much
has been lost to the sands of time that they can
The preservation of knowledge is the foremost goal never turn back. Being able to preserve knowl-
of the Living Chronicles. For centuries, they were fine edge for future generations is the height of liv-
with staying out of the conflicts of kingdoms and na- ing for a Living Chronicle, especially if it can be done in
tions, instead maintaining a strong neutral stance in or- the face of certain destruction. No one can get between
der to accurately record how events unfold. The Empire a Codex and ancient knowledge. Gain 1 Karma when
is responsible for forcing their hand after it attacked risking their lives (or that of their group) to obtain a
many of their enclaves, razing them to the ground along document or historical tome.
with thousands of volumes, while burning at the stake
dozens of monks with important tattoos. These ninja
have become more dedicated to the fight in light of
such actions, seeing such wanton destruction as
Contacts
a plight they all must eliminate. The clan Choose one Ally and one Rival.
longs to see the culture and respect èè Kondo Kei (Crafts) -
for knowledge returned to the A master calligrapher, always
land, and their vast wealth of willing to teach his craft if you
historical knowledge gives them have a story to share.
a keen insight into the actions of èè Oishi Toshie (Knowl-
humanity. edge) - One of the chief Histo-
Restoring their order is also rians at the Fortress of Scrolls.
high on their list of priorities. èè Aoki Hyobe (Percep-
The Emperor has called for the tion) - A top advisor to a young
heads of any Living Chronicle Daimyo, though he has a loose
monk suspected of using jutsu, tongue when he drinks too much
and he only becomes more dan- (which is often).
gerous as knowledge that every
Codex uses jutsu, regardless of èè Muraoka Mikazuki (Travel) -
whether they are a ninja, comes A traveling merchant who sells her
to light. wares across the Empire, but always
makes time to share tales of her trav-
els with the Rekishi.
Clan Gift and èè Rekishi Marise (Fortitude)
- An old monk who has been em-
Trigger balming members of the clan for
èè Gift - Knowledge of the decades.
Ages: Fear is the lack of under- èè Kurokawa Iwa (Marksman) -
standing. Every historian has A hunter who grew up in the same
studied and set to memory the village as the ninja, and sometimes
history of lords and kingdoms resents their gifts.
long forgotten by the rest of the
world. They are able to pull from
this knowledge for a number of
purposes. First, they gain one free
Bonds
Specialty for their Knowledge èèChoose one ninja whose stories
Skill. Second, the Codex gains a you’ll always listen to, no matter how
number of automatic successes bad they are.
equal to their Knowledge (up to èè Choose one fellow ninja to whom
their Rank) on checks to remain you are determined to teach the value
calm or overcome fear. of history.
èè Choose one ninja whose
life story you need to chronicle,
as a key figure of major events.
35
Chapter Two - Clans of the Empire
Lifestyle
History The Pack prefer solitary existences, surrounded
The Tsuki consider themselves the last of a proud only by their immediate family and those friends close
tradition, a clan more in tune with the living pulse enough to them who they can trust completely. They
of nature. They view cities and trappings of do not lack an appreciation of the finer things
so-called “modern culture” as chains that of life, but take great pleasure in the sim-
taint the land and betray people’s true ple things. They look upon any outsider
natures. They are often at odds with as a potential enemy, and their rough
othert clans, who consider their lack of demeanor is often attributed to their
discipline and sophistication in mod- barbaric ways. In reality, however,
ern society disturbing. Those who this is a safety measure the clan has
have seen them in action first hand, developed after centuries of shadow
however, know how effective the bru- wars with other clans who continu-
tality of nature can be. ously target them.
Perhaps this clan’s unique feature Next to their mates, the best friend
is their reliance upon the specially bred in a Tsuki’s life is their partner, which
dogs the clan has raised for centuries. is a specially bred canine. From an early
These dogs, each trained for a specific pur- age, all Pack ninja are raised alongside these
pose and bonded to a Tsuki at a very young age, animals, and though they are allowed time to
are raised alongside them. Over the years, these dogs play their time is mainly focused towards working with
have become part of the clan’s jutsu, and many of their them as equals. In a Tsuki household, the dog receives
techniques and martial arts use the dogs as an exten- their own place at a table and their own portion of the
sion of themselves. To the Pack, the canines are valued meal, as the family knows that the dog helps provide for
as much as man, and with the help of their canine part- them as any other family member. When a dog dies, the
ners the Pack has survived. This partnership has al- entire family mourns and receives gifts from the com-
lowed the clan to withstand repeated attacks from the munity until they adopt a new one.
Grasping Shadows. In many ways, the Tsuki embody the animal na-
The Pack of the Black Moon has survived to modern tures of their partners. They sleep under lotus trees,
times due to their knowledge of the forests and caves run barefoot across the hills, and stalk their prey to-
in the Empire, which has been invaluable in the wake gether. Through their partner, they are able to access
of the Ninja Crusade. Though still earning the scorn of their ki, and feel that by working alongside an animal
their colleagues for their animalistic ways, the Pack see they are working alongside living embodiments of the
themselves as survivors, and face outside aggression world’s life force. This has surprised the Pack’s enemies
with as much fury as they can muster. They prefer to on more than one occasion when they find that the Tsu-
tend to their ranches and herds, but will protect their ki and their partner are able to unleash devastating at-
family at all costs. tacks together, with the dog channeling part of their
The arrival of the Ninja Crusade and the master’s ki inside of them.
founding of the Lotus Coalition have allied the
36
Chapter Two - Clans of the Empire
Agendas Contacts
Survive. Protect your family. Destroy all intruders. Choose one Ally and one Rival.
These simple tenets of the Pack’s philosophy reflect èè Iwao Akiyama (Stealth) - An artisan
their goals within the Lotus Coalition very well. In Dan- known for trading in rare jewels. Many have won-
ketsu, they see how their ways are not so different from dered how someone appearing as a farmer is able to
their fellow ninja, and so long as respect flows both acquire the raw materials for his art.
ways, there are few inter-clan problems. They view èè Sanada Mako (Deception) - A trickster playing
their role in Danketsu is to help teach their fellow nin- upon folktales and legends to scare Imperial sol-
ja how to live simply, and with the help of their ninja diers away from her forests, she is a skilled illusion-
dogs they are able to provide effective watchers on all ist and inventor.
the paths in and out of the city. In many ways,
they are often the most loyal members to the èè Matamura Keiko (Knowledge) - A seer
Lotus Coalition, even though they stand the priding himself in keeping the folktales of farmers
least to gain by the Empire’s defeat. When and the poor alive. He is rumored to keep the
the Ninja Crusade ends, they hope the world truly ancient and impressive tales as secrets
will be just a bit simpler. to himself that he barters for food for his
children.
èè Ichiyusai Moeko (Travel) - She is the
Clan Gift and best pirate on the high seas between the
Land of Crashing Waves and Izou Empire.
Trigger Moeko can get anything almost any-
èè Gift - Entwined where.
Souls: The Tsuki have trained èè Ikoma Sakawa (Intimidation) -
to work alongside their ninja A businesswoman whose love for the en-
dog partners, rumored to have vironment makes her seek ways to profit
been bred from normal and Ce- from it without destroying it, her radi-
lestial canines. They share their cal need for control causes her to drive
strength and poise in combat, just out all competition.
as they laugh and play together out-
side of a Battle. They gain a +1 bonus èèTsuki Mei (Survival) - Known
to any task where the dog can some- for being able to tame any ani-
how be an active participant, as their mal, she often takes excursions
senses supplement the Hound's. In into lost lands to find any exotic
Battle, the ninja dog is treated as a animal for clients.
Smaller Animal (Warrior, pg. 158)
with +1 Health and +1 Psyche (and
raises by another +1 Health and Bonds
+1 Psyche with each Rank). By èè Chose one ninja you view
spending 1 ki (of either type) with suspicion, even though your dog
any jutsu they use automati- loves them.
cally affects their ninja dog.
èè Choose one ninja who you
èè Trigger - Primal find arrogant and condescending.
View: Hounds tend to take
a simpler view of the world. èè Choose a ninja to be your
They do not stand for the com- trusted advisor on all things regard-
plications civilized folks place upon ing civilization or “normal" society.
themselves, nor do they stand on
tradition and ceremony when it is
unnecessary to their goals. Gain
1 Karma when the ninja disre-
gards etiquette and tradition to
the detriment of the group.
37
Chapter Two - Clans of the Empire
Recoiling Serpents
èè Other Names: Hebi Clan, Coils, Serpents do not care for the judgements of others. In Danketsu,
they sell weapons and poisons to interested parties, and
èè Stereotypes: Sneaky, Poisoners, Malicious
business is doing very well.
èè Fighting Styles: Snake, Wildcat The Recoiling Serpents remain a proud clan. They
èè Favored Jutsu: Way of Great Serpents (pg. 122) see their current state of affairs as ironic circumstance;
they had stood against Imperial aggression before, and
èè Skills: Holistics +1, Speed +1, Stealth +1, Survival +1
now the Lotus Coalition seeks to fight against the same
èè Ki Balance: +1 Yin destruction of their beliefs and temples that the Hebi
themselves faced. They are more than willing to share
their knowledge of fighting a guerrilla war with the
History other clans, but they do so knowing that someday they
The Hebi come from a proud line of independent will be free once more.
warriors from the Triumph Province. Their clan
remained a myth to the others for many
centuries, as they had managed to rise
Lifestyle
to dominance in their region and be- The Hebi are used to keeping to them-
came a sacred sect to the people of selves, and although they have learned
that land, looked upon as their judg- to trust their teammates when working
es. When someone was wronged, in the Lotus Coalition, they know to
they turned to their protectors to trust family first. They are fierce and
save their honor and preserve their proud of their ways, and many still long
family name. Criminals grew to fear for the days when their lands were free
them, and even the just were aware of Imperial rule and they were indepen-
that the shadows could hold serpents dent of the Empire. They still hold deep
waiting to strike. grudges against other clans, but choose to
Their ancestors began the War of With- focus on their duty to the Lotus Coalition for
ered Fangs, but the Recoiling Serpents have the time being.
their own history of vile acts as well. Deep within The Serpents’ training focuses on the skill and ease
their swamp territory, luring rival ninja and Izou bat- with which they deliver their poisons to a target. In their
talion alike to their deaths became a regular event, as training camps located in the deepest swamps, the Hebi
their hatred for other clans knew no bounds. Whenev- force their ninja to learn every aspect of a particular poison,
er the opportunity arose to assassinate an important from how it smells to how it tastes. Many young ninja are
political figure or an especially influential ninja lead- thrown into pits of venomous snakes, where those who sur-
er, the Recoiling Serpents took it without hesitation. vive have earned the right to join the clan’s ranks.
In many instances, their reputations for such actions The Recoiling Serpents are a clan whose presence
meant they also received blame for deaths they had no is felt both publicly and privately, as they remain one
hand in, and revenge taken out on individual members. of the largest clans in the Empire. The other members
It was a moment of contention within the Hebi clan, of the Lotus Coalition still keep an eye on the Hebi, as
but joining the Lotus Coalition is what kept Izou eyes the wounds they once inflicted upon the other clans are
off them for years. Instead, they began being lumped still fresh in many elders’ memories. Ever ones to turn
in with other ninja, who were now just as hated. Today circumstances around, they have begun using their rep-
the Hebi fight alongside the Lotus Coalition, finally hav- utation to force issues on the Council or when deciding
ing an excuse to exercise their assassination skills for a the next missions for the Coalition. A veiled threat, an
cause other than proving their clan’s greatness. implied accident, and even just a subtle raising of their
Though criticized by many for their seemingly eyebrows can often cause fear in even their most stal-
dishonorable methods, the Recoiling Serpents wart allies. Against their enemies, they are even more
38
Chapter Two - Clans of the Empire
threatening, defending their homelands through fear
and intimidation.
Contacts
Choose one Ally and one Rival.
èè Akiko (Holistics) - An enigma known for
Agendas her skill at creating poisons, she accepts payment
The Triumph Province, which the Recoil- only in trinkets of personal value to the ninja.
ing Serpents call their home, is one of èè Daigo Orino (Stealth) - A skilled track-
the largest in the Empire. This is due er and smuggler, she prefers to act dis-
to the clan’s enduring defense creetly and professionally with her cli-
of their territory from other ents, and when the contract ends, so does
clans, even if they have an al- her involvement.
liance. Turning over even an
èè Taneda Hide (Crafts) - A nin-
inch of their border would dis-
ja who lost his arm when accidental-
honor the Serpents. The Ninja
ly poisoned by a faulty needle, he
Crusade has worked to the clan’s
specializes in building decep-
benefit in many cases, however,
tively benign looking tools to in-
allowing them to encompass con-
ject others with poison.
quered areas within their protec-
tion. This systematic takeover and èè Hebi Misaki (Forti-
spreading of their influence will tude) - A restaurant owner with
put them in an advantageous a flair for cooking, she knows the
place when the Ninja Crusade best ways to kill a man without
ends and the ninja are once being detected.
again at each other’s throats. èè Orihara Mika (Percep-
For now, Serpent elders play tion) - A boat captain who prides
nice in Danketsu, comfortable herself on the speed with which
in the knowledge that they she can get her clients from place to
won’t have to keep up this lie place in style, her skill with dice is leg-
for too much longer. endary.
èèEzaki Kohei (Athletics) - Once a skilled
Clan Gift athlete and runner, Ezaki prefers to
spend his time drinking alone. Once he
and Trigger was a celebrity in the Empire, his wife’s
murder haunts him still.
èè Gift - Serpent’s Body: Re-
coiling Serpent training has altered much of
the ninja’s natural physiology, making their
skin soft like scales and their body increasing- Bonds
ly flexible and malleable. This allows the ninja èè Choose one ninja who seemed gen-
to mimic the flowing movements and resil- uinely fascinated by your clan’s nature, al-
ience of the snake. They receive +1 Health, ways looking to learn more.
as well as +2 Athletics for the purposes of èè Choose one ninja who irritates you
flexibility or escaping confinement. with almost every word they say.
èè Trigger - Rattle then the èè Choose one ninja who you feel has
Bite: Revenge is not just part of their an ability you admire, but you’ll never ad-
teachings but a way of life for the Re- mit this to them.
coiling Serpents. Unanswered wrongs
or crimes against them burn to the core of
their being, and drives them to pursue venge-
ful actions, even when they are not practical.
The Serpent gains 1 Karma when they engage in revenge
against the party’s goals and to their detriment.
39
Chapter Two - Clans of the Empire
41
Chapter Two - Clans of the Empire
Wardens of Equilibrium
èè Other Names: Chuushin Clan, Monks, Merchants in the Empire would have been lost years ago.
èè Stereotypes: Sensei, Neutral, Greedy When the Ninja Crusade began, the Wardens were also
prepared. They organized the early resistance to the Em-
èè Fighting Styles: Bear, Snake pire, and were instrumental in laying the foundation to the
èè Favored Jutsu: Way of Balancing Scales (pg. 118) Lotus Coalition. Few thought bringing together bitter rivals
èè Skills: Deception +1, Discipline +1, Knowledge +1, into a united force was possible, but they are no stranger to
Persuade +1 beating the odds. The rise of Danketsu was also possible due
to their diplomacy, and their numbers have been among the
èè Ki Balance: +1 Yin or +1 Yang
leaders of the Lotus Coalition since its beginning. By pool-
ing all the clans' collective resources, they have helped ev-
History eryone survive, a fact they do not let other clans forget.
42
Chapter Two - Clans of the Empire
Agendas Contacts
The Chuushin may have lost much of their wealth since Choose one Ally and one Rival.
the Ninja Crusade began, but they are still very strong politi- èè Sawai Yuuki (Persuade) - A toymaker and
cally and economically. This mindset is unpopular among the seller of candies, she is an expert at learning rumors
more action-oriented clans, such as the Will of Iron or Blazing through the aid of her child-informants.
Dancers, who prefer a more aggressive philosophy. They view èè Kida Shiro (Intuition) - A purveyor of high-grade
Danketsu as a place to prove their philosophy weapons and armor, his dealings with bandits and
as the correct one, and subtly maneuver their Imperial garrisons makes it so he knows the loca-
politics among the Lotus Coalition along tions and troop movements of armed forces
these lines. They are excellent strategists, across the Empire.
and with their businesses giving them
cover and safehouses throughout èè Manabe Rin (Knowl-
the Empire, they have made many edge) - A librarian who dabbles in
friends among the other clans. Even poetry, her connections with high
they know, however, that the days society and her ability to garner
of this alliance are numbered the invitations to any party makes her
closer they ninja get to the end of well connected among the nobility.
the Ninja Crusade. èè Katsuya Tsuyoshi (De-
ception) - An Imperial dispatcher
who handles the paperwork for
Clan Gift and all trade done out of the Imperial
capitol, many have jokingly re-
Trigger ferred to him as the Trade Devil
èè Gift - Balancing Act: The for his ability to shut down trade
Warden is always at odds with them- with a single word.
selves, constantly trying to keep their èè Narumi Nao (Survival) -
inner ki balance even. This training An expert animal trainer, her cir-
strengthens their mind and body cus animals are a delight to see.
and manifests in the power of their She is rumored to be a member of
jutsu, as their opponent can attest. a destroyed noble house, but she
If they ever have more Yang than makes no claim to be nobility.
Yin, they have +2 Health. When
their Yin is higher than their Yang, èè Chuushin Taro (Crafts) -
they have +2 Psyche. If their ki is A master counterfeiter, his ability
balanced, they have +1 Health and to reproduce priceless works of
+1 Psyche, as well as a +1 bonus to art has made him infamous among
jutsu activation checks. the art merchants in the region.
èè Trigger - Unpredictable
History: The Wardens of Equi-
librium have equally helped and
Bonds
harmed the other clans over the èè Choose one ninja who you
course of their existence, an ideolo- respect for their intelligence, and can
gy that has made it hard for others to rely on their counsel.
trust their motives. They do not know èè Choose one ninja who you cannot
when a Warden may change their alli- bring yourself to trust due to their chaotic nature.
ance with them; it could be at any mo-
ment, and as a result, the other clans èè Choose one ninja who you find a worthy ally
keep them at arm’s length. Gain 1 Kar- on the battlefield.
ma when forced to break a promise or
alliance with someone that causes tension
or conflict.
43
Chapter Two - Clans of the Empire
Will of Iron
èè Other Names: Hagane Clan, Sheriffs, Judges law very close to their hearts. They seek to punish the
èè Stereotypes: Enforcers, Zealots, Pious, Unforgiving wicked and protect the innocent, and they fight against
the chaos a lawless society would bring. Though their
èè Fighting Styles: Mantis, Tiger methods are harsh, and at times work against their own
èè Favored Jutsu: Way of Heaven’s Judgement (pg. 124) interests, the Will of Iron stand as a force against crime.
They are as strong and resolute as the sword forged by
èè Skills: Empathy +1, Fighting +1, Intimidation +1,
their founder, as their often-criticized belief of “Only
Perception +1
the guilty have something to hide” often singles them
èè Ki Balance: +1 Yin out among their colleagues in the Lotus Coalition.
History Lifestyle
The Hagane clan is one of extremes, for its For the Will of Iron, their life is a constant
founding was in a time of bloodshed and state of maintaining perfection and dis-
turmoil. Dedicated to following truth cipline in a chaotic world. Others who
and justice, they have continued to choose to take shortcuts and bend the
be the clan that makes sure that all rules surround them; for someone
crimes are uncovered and the guilty who has dedicated themselves to fol-
punished. A clan who many blame for lowing not just the law but the en-
having extremist viewpoints when it tirety of the law, it can be frustrating.
comes to the law, they see simply the Their training stresses great forti-
simplicity of the law. tude, both physically and mentally,
Their founder, Hagane Yoshiro, was as they view themselves as unyielding
one of the first to be able to bend justice iron in the heat of a forge of chaos.
to his will when he sought guidance from It is for this reason that only the most
the gods. His brother had been accused of a resolute members of their clan ever learn
terrible crime and was set to be executed for it, their jutsu, because the Hagane do not waste
though he knew of his brother’s innocence. Dedicated time on those who do not have the will to learn. The
to seeing justice carried out, he made sure he received heat of the forge pales in comparison to the fire a Will of
the commission to forge the blade to kill him, using Iron must carry within them. In Danketsu, other clans
mysterious metal discovered in a temple. When the often sit and watch two Hagane spar with each other,
blade refused to slice his brother’s neck, Yoshiro saw it debating a legal matter while simultaneously exchang-
as a sign from the gods of the immutable will of justice, ing blows. The true victor is the one who wins the argu-
and how it always prevails. ment and the match.
Often at odds with other clans due to their strict When it comes to relaxation, the Hagane find solace
adherence to the law, the Hagane quietly policed the in their libraries and in their forges. They are often
Empire of criminals for centuries before the Ninja Cru- found in teahouses and temples in their province, lec-
sade. Many of their lessons were taught during their turing other clans on the meaning of the law. Taught to
time in the Land of Five Blades. Now, their fight against temper the body and the mind, they keep themselves as
the wrongs of society continues, but they must be more ready as they can. They enjoy spirited debates on the
selective when carrying out their sacred task. By join- topic of law, with their voices echoing loud in their hid-
ing the Lotus Coalition, they have managed to survive den temples as they discuss what it means to be truly
and serve as the moral compass for the organization, just. Their forges allow them to perpetually seek per-
becoming essential arbiters who solve several fection, and in their steel weapons, they find the means
disputes in Danketsu. to carry out the law.
The Will of Iron hold the sacred nature of the
44
Chapter Two - Clans of the Empire
Agendas Contacts
The Will of Iron serve as the enforcers inside the Lo- Choose one Ally and one Rival.
tus Coalition, trying their best to preserve a sense of èè Koga Harue (Fighting) - A warrior who
honor and stability in an organization made of warriors operates his own mercenary company that offers
with histories of disregarding the law. Their protection to villages and towns, Harue’s strict en-
skills are a welcome addition, but other clans forcement of the law makes him a useful ally or a
stand at odds with their strict adherence to sympathetic foe.
law. The clan's current plan is to build their èè Kusamura Yume (Perform) - A trav-
numbers in order to preserve order in what- eling monk on pilgrimage who puts on
ever form the destroyed Empire takes performances for villages in exchange for
once the Ninja Crusade has end- room and board. She has much to share
ed. They chafe at being forced to with anyone who cares to listen.
work with other clans who care
little for honor, but they bide èè Hagane Fuyuko (Intuition) -
their time as they gather their re- An investigator whose focus on solv-
sources together. ing crimes borders on zealotry, they
find themselves constantly at odds
with how their duty keeps them
Clan Gifts and from ever truly resting.
èè Uefugi Miwa (Empa-
Trigger thy) - Captain of the guard for
èè Gift - Steel Never a local village the Izou travel
Lies: The Will of Iron is able to through often, she always has
place themselves in tune with information to share.
metallic objects, gaining an èè Kaijo Ryuu (Might) - A
empathic affinity to any metal retired trainer who has spent
held within their hands. This ability his years working on perfecting
comes from their several years learning a recipe for pho gah soup, he
how to forge and craft weapons, as no does not like bullies and treats them
warrior should ever wield a weapon with open contempt.
they do not know how to make. They
receive a +1 bonus to any check when èè Imoto Samuru (Stealth) - A trainer of
utilizing a metal tool or weapon. If it is pigeons and rodents for use as messengers,
an item the character forged themselves, he lost his brother to a violent criminal and
they receive a +2 bonus instead. does his best to help justice.
èè Trigger - Black and White: The
Will of Iron live by very strict moral
codes that do not allow them to deviate
Bonds
from following the letter of the law. Even èè Choose one ninja who impressed you with
bending a rule is disturbing to them, and an honorable act, making you trust them more.
causes them to want to lash out in order èè Choose one ninja who bends or even breaks
to preserve order. Gain 1 Karma when the law often and has lost your respect.
they stand firm to preserve the law and
refuse to break an oath, rule or their èè Choose one ninja who you seek to redeem of some flaw
conscience to their detriment. they possess.
45
Chapter Two - Clans of the Empire
Ronin
èè Other Names: Clanless, Orphans, Scavengers Many higher-ranking agents in the Lotus Coalition have
begun to prefer the Ronin to other clans, as they find
èè Stereotypes: Loners, Rebellious, Free
them easier to work with and cause less strife in ninja
èè Fighting Styles: One of Choice groups. While they are looked down upon simply be-
èè Favored Jutsu: None cause they are Ronin, they rarely have the ancient feuds
with other clans that cause division in their ranks.
èè Skills: +1 to four separate Skills (player’s choice)
èè Ki Balance: +1 Yin or +1 Yang
Lifestyle
Where once Ronin had to keep to the edges of nin-
History ja society, the Ronin are enjoying a period where their
The Ronin are ninja who have left their clan or services are in high demand. To counter the threat of
those who developed their ki manipulation abilities on the Imperial soldiers and their black powder weapons,
their own and refuse to join a clan. Their lifestyle is the Lotus Coalition calls upon them to aid them in bat-
frowned upon by clan ninja as a sign that the tle. Some Ronin see this as an opportunity to
person is either a shame upon their previ- expand their fame, beginning their plans to
ous clan or full of pride, unbecoming of form their own clans. They see the Ninja
one wielding such power. These war- Crusade to be a great test to make their
riors dedicated themselves to a path legends known.
that took them away from the laws That does not mean most clans ac-
and philosophies of their parents, cept them. Some, like the Recoiling
and yet are formidable warriors in Serpents and the Hidden Strands,
their own right. consider them a distasteful part of
Before the Ninja Crusade, Ronin ninja society. Many Ronin end up that
survived as outcasts and mercenar- way because they have committed
ies. Some sold their skills to the highest crimes against their clans, or are other-
bidder, while others lived a solitary life of wise taught by those who were exiled for
reflection, preferring to keep to themselves their crimes. A Ronin who proudly wears
and train their skills. There are stories of some the crime they have committed only furthers
Ronin who earned their way back into their clan’s good the stereotypes many have against the clan.
graces, but there were stories of dark hearted ninja who On the other hand, there is a growing number of
reveled in their banishment and became terrors to the ninja who see the Ronin as worthy allies. Not all Ronin
people of the land. Kanaka the Knife, a Blazing Dancer became so because they committed crimes, and many
who destroyed his own temple when the girl he loved Ronin have fought for worthy causes. In Danketsu, they
chose another, is often cited as an example of how Ro- have become a very common sight in the taverns and
nin are dishonorable and merciless killers. dojos of the hidden village. They have even begun to
The truth is the Ronin are trained warriors who lack seek recognition among the other clans for their aid,
a patron family to support them. Ronin possess the same and some elders have admitted, reluctantly and dis-
skills and access to jutsu as other clans, and some were tastefully that their help is much needed. In a time
once members of clans that were wiped out by the In- when the Empire considers all ninja to be criminals, the
quisition. Others willingly left their families after some Ronin are heroes like many others.
crime or slight stripped them of their honor, and they
find working from the shadows to be more preferable.
The Ronin have thrived under the auspices of the Lo-
Agendas
tus Coalition. They face their enemies as brave- The Ronin have no agenda, as they lack unity in their
ly and as fiercely as clan ninja, and in doing so own ranks. Most of them have their own philosophy and
have proven they are more than honorless dogs. ideals, often at odds with their fellow Ronin, and which
46
Chapter Two - Clans of the Empire
make them appear as if they are making their own way
in this world. The Ronin count among their number
Contacts
many powerful ninja, and the fact they are not behold- Choose one Ally and one Rival.
en to any specific clan or dojo makes them valuable for èè Hagane Michio (Fighting) - A banished
recruiters in the Lotus Coalition. Ronin with plans to warrior, it is said he now exists as a bounty hunter
create their own, brand new clans often want to for any clan.
see one of the major clans gone in or- èè Aozara Satoru (Marksman) - An ex-
der to take their place, as well. pert smuggler whose left side of his face is para-
lyzed from an attempted poisoning, he is an expert
Clan Gifts and on getting goods where they need to go, but is aw-
fully paranoid.
Trigger èè Mitsuyoshi Tamiko (Speed) -
An excellent street musician, she
èè Gift - I Can Do That
passes messages across the city
Too: To survive, the Ronin has
under the nose of even the most
had to adapt their skills and be-
observant city guard.
come as flexible as the wind.
When necessary, they can shift èè Katayama Suki (Sur-
their ki to draw upon knowl- vival) - A forest guide who knows
edge they may need to possess. the fastest ways in and out of cit-
A Ronin may spend 1 Dynamic ies, she favors helping the inno-
Action to substitute a Skill they cent, and will abandon the guilty
possess for another Skill for a to the elements.
single check. This allows them èè Motohoshi Yuji (Disci-
to apply unique Skills that pline) - Once a legendary wres-
mark them as different from tler, he has faced many chal-
other clans. Ronin may also se- lenges in his day and now finds
lect jutsu from any list (includ- life boring. He seeks greater and
ing Clan-Specific), though they greater thrills to keep him moti-
only receive 4 points to spend vated.
during character creation.
èè Kuwashiro Chino (Athletics) -
èè Trigger - Unaligned: Of- An excellent mountain climber
ten looked down upon by their and trailblazer, she is known for
fellow ninja as being rogues taking noble tourists looking to
and assassins, the Ronin have travel into harsh mountain ter-
had to work hard to survive in rain.
a world where they have ene-
mies on both sides of the Ninja
Crusade. Their anger comes to
the fore when they are reject-
Bonds
ed for their lack of inherited station, èè Choose one ninja who was an old
and when their ideas are rejected friend who knew you before you were Ronin.
for their lack of patronage. Gain 1 èè Choose one ninja whose ideals you do not re-
Karma when acting out their inde- spect, and seek to prove that your way is superior.
pendent nature puts them or their
èè Choose one ninja who came to your defense once when no
group in danger.
one else would.
47
Rumi woke to a cold hearth. As her thoughts coalesced out of the freezing, pre-dawn air, she
was angry. Kiko knew how the chill of winter crept into Rumi’s bones; the girl should have been
awake already, tending the embers of last night’s fire to spark the hearth and heat the room.
“Fool apprentice,” she thought, and then remembered she sent Kiko with the rest of the vil-
lage to Danketsu two days ago.
The cottage was warm enough for the feeling to return to Rumi’s nose by the time she fin-
ished her breakfast of yesterday’s stew. Her knees creaked as she stood from the table and
cleared her bowl. She grimaced as she hobbled out onto the small porch with her teacup to
watch the sun rise over the snow-capped mountains and white-dusted hills. The wind bit her
cheeks, and she wrapped her shawl more firmly around her shoulders.
Age had dulled her reflexes, but her eyes were still sharp. Over the hill, maybe an hour
away, she saw the waving Izou banners. Her mouth drew into a tight line. At least her scouts
had seen the enemy in time to evacuate the village. Rumi supposed she should have gone as
well, but Kiko was nearly ready to pass her final tests as a ninja, and this had been Rumi’s
family’s land for generations. If she had to die anywhere, she would die here, where her blood-
line was buried.
She watched the banners grow closer as the tea warmed her belly. When her cup was emp-
ty, she went inside, turning it thoughtfully in her hands. Her mother had spun a set of six from
the local clay, hand painting the flowers with a hair-thin brush. Only two remained after fifty
years of use. After today, Rumi supposed even these would become splinters and dust. Every-
thing had its time, though. Everything died.
She set the teacup back on the shelf and stripped her clothing, folding and stacking each
item neatly. Naked, she crossed to the rosewood chest against the wall and opened it rever-
ently. It had been two decades since last she painted the symbols and donned the robes, but
her hands remembered the way. She expected fear, solitude, regret but only peace came. Her
ancestors were gathering to bear witness. The scent of jasmine tickled her nose, the ghost of
her mother’s perfume.
Her mind was clear, her spirit ready. Rumi had one task remaining. A tiny thing, to record her
last thoughts, to roll the scrip up, to go outside and send it winging to Danketsu with the last
pigeon from the coop. She stood in the street, shaded her eyes and watched the bird disappear
into the sky. She hoped Kiko received her message. She hoped Kiko understood the words.
The banners were minutes away now. Rumi knelt in the snow and closed her eyes. The hous-
es were empty around her, but the presence of her ancestors kept her warm. She thought of
her mother’s teacups, sitting on the shelf and suddenly knew that Kiko would someday return for
them.
She smiled as the wind pushed through her hair. She lifted her veil to her face. Her hand
tightened on the hilt of her sword. She waited for the Izou to come.
- - -
My blood guards this land.
My spirit is cloud and wind.
All things die in time.
Chapter Three
The Long road
49
Chapter three - The Long Road
to record their starting Skills and Ki Balance. They Responsible
then pick one Temperament which best suits the Gift: The ninja is often the leader of their squad, their
character’s personality type, making note of their local clan or their family; they know how to take responsi-
positive Gift and negative Trigger. bility and make things happen. Acting as an example, they
also gain +1 Persuade to convince others to do the right
thing.
Earth Trigger: Some perceive these characters as martyrs,
Earth is the element of patience, honesty and physical taking punishments in the place of others. Gain 1 Karma
fortitude. It is the symbol of balance, composed of both Yin when they must pay for someone else’s mistake as a result.
and Yang equally. Characters with an Earth affinity aren’t
fans of frequent travel and many label them as stubborn,
as they seldom change their mind on any issue. They are
Fire
the unchanging pillars of society and are quite spiritual Excitement, artistic expression and passion all fall to
as well, leaning on faith to see them through tough times. the Element of Fire. Those with a strong Fire Element are
Skills: Crafts +1, Fortitude +1, Intuition +1, Perform +1 often born leaders and generals, due to undeniable natural
Ki Balance: Yin +1 or Yang +1 (player’s choice) charisma, but are also the most athletic and combative.
They are martial rebels capable of using words or fists to
Collector create change.
Gift: The character has an almost obsessive personality Skills: Athletics +1, Fighting +1, Intimidation +1, Per-
when it comes to collecting a certain thing, be it weapons, ception +1
rare jewels or even the ears of their victims. Everything Ki Balance: Yang +1
has its place in their mind, making it easy to tell when
something is out of place around them. Gain +1 Perception Confident
to spot something missing from a target (i.e. room, cloth- Gift: The ninja is the pinnacle of bravery, believing
ing, etc.) or out of place. in themselves and their abilities. This helps them fight
Trigger: Their collector mentality can often get the against even their worst fears and overbearing obstacles.
better of them. Gain 1 Karma if they just cannot resist go- Gain +1 Empathy against fear.
ing after another addition to their collection, regardless of Trigger: At times, the character can act foolhardy and
the danger it puts them in. full of themselves, believing they can overtake anything
or anyone set before them — even if it is obviously wiser
Indulgent to turn away. Gain 1 Karma if they walk into the jaws of
Gift: It’s hard to say no to one’s inner demons, espe- obvious danger without a blink.
cially when saying yes provides pleasure. The ninja has a
problem with giving in to the need for intoxicants — an Expressionist
addictive personality some would call it. Gain +1 Holistics Gift: Art is at the center of the ninja’s life, and every-
when concocting potions for one’s own consumption. thing they do is an expression of that sentiment. They may
Trigger: They can often take their indulgence too far, see beauty in the stroke of the brush just as easily as in the
overdosing on intoxicants at the worst of times. Gain 1 splatter of blood made by their blade. Gain +1 Crafts when
Karma when they find it difficult to function and it hurts creating works of art.
their group. Trigger: The appeal of art can sometimes become too
strong for the character to resist. Gain 1 Karma if they are
Linguist drawn into the world of art, making them ignore every-
Gift: It is a gift to have an ear for other languages, but thing else.
from a young age, the ninja has shown an interest in other
cultures and behaviors. A truer understanding of others of- Hotheaded
ten brings them closer to complete strangers. Gain +1 Knowl- Gift: From a young age, they were easy to rile and fought
edge to recall local area information wherever they are. the other kids on the playground too often. It takes very
Trigger: Their information is usually spot on, but at little to make the character’s blood boil, since they are very
times, they get key details incorrect. Gain 1 Karma when hotheaded. Gain +1 Might when flying off the handle.
a miscommunication causes embarrassment or outright Trigger: Their actions can often get away from them,
hostility toward the characters. taking them to a very dark place. Gain 1 Karma if they
start a fight and just cannot walk away, even if it would be
strategic to do so.
50
Chapter Three - The Long Road
Silver Tongued Quiet
Gift: The character has just always had a way with Gift: The ninja has a soft-spoken demeanor,
words. This makes them effective leaders or liars, depend- only speaking when needed and often blending
ing on how they grew up. Gain +1 Deception to convince into the background if they are not immediately
someone you’re right. being addressed. They gain +1 Stealth when trying to go
Trigger: Their tongue is often their strongest weapon, unnoticed amidst a crowd.
leading them to depend on it even after the situation has Trigger: Sometimes the character simply cannot bring
come to blows. Gain 1 Karma if they allow someone to at- themselves to speak, even if it would help them in the end.
tack them without them fighting back. Gain 1 Karma when they pass on saying something that
could change the course of terrible events.
Metal
The aspects of bravery, discipline and justice fall under Water
Metal. Followers of Metal are keen on routine and rules Like the ever-moving rivers, Water-aspected ninja are
and subscribe to the concepts of justice in almost all cases. intelligent and often sneaky people with long memories.
Like metal, their beliefs are hard to destroy and are sharp Their personalities change almost constantly, going from
enough to cut, but can temper and bend under the right happy to angry in a split second, but this gives them addi-
extremes of proof and rationality. They can be shaped to tional insight into others’ emotions. They move from land
carry out many different roles in society, but excel as law- to land to impart knowledge and enact change.
makers and sheriffs. Skills: Empathy +1, Knowledge +1, Stealth +1, Travel +1
Skills: Deception +1, Discipline +1, Might +1, Speed +1 Ki Balance: Yin +1
Ki Balance: Yin +1
Calm
Authoritative Gift: Water-types have a well-known talent for keep-
Gift: The character has a boom in their voice that can ing their composure under pressure, and a cool head. They
make almost anyone do what they say. It’s not that they are stay alert and ready to handle whatever comes their way,
a good leader, but more that they scare people into submis- never letting panic overtake them. Gain +1 Discipline to
sion. Gain +1 Intimidation when issuing commands. ignore distractions.
Trigger: Browbeating others into doing what they want Trigger: Sometimes their calm attitude can come off
becomes all too common, even spreading to situations when as cold or uncaring, even if they aren’t. Gain 1 Karma
they should listen to others. Gain 1 Karma when others fol- when not showing appropriate concern could prove to be
low their order, but it was obviously the wrong call. a problem.
Honorable Devious
Gift: Some believe doing things honorably is more im- Gift: Against their own better judgement, the charac-
portant than life itself. These characters concur, and are ter has a certain devious streak they just cannot escape.
willing to go without rather than lie or steal from others. This often leads to double-crossing acquaintances or try-
They receive +1 Fortitude to stave off hunger, thirst or ing to get something for nothing. Gain +1 Fighting for un-
sleep deprivation for the greater good. sportsmanlike attacks.
Trigger: There are times when acting honorably is not Trigger: Showing one’s devious side against the wrong
in one’s best interest, and others take advantage of this opponent can have long-reaching consequences beyond a
fact. Gain 1 Karma whenever honor hurts the character or bruised body or ego. Gain 1 Karma for a cheat gone wrong
their squad. that causes a problem in the future.
Meticulous Resourceful
Gift: They make sure to do things right the first time, Gift: The character grew up without an abundance of ma-
and keep everything as accurate as possible. Their eye terial possessions, making them adept at working with only
for details makes them both cocky and deadly accurate. the barest of materials or coming up with alternative strate-
This extends to their ability to strike impossible targets gies to solve problems. They may make a Survival check even
at range. Gains +1 Marksman when attacking at Distant without proper gear, and gain +1 Survival with it.
Range (pg. 146). Trigger: Because of their often jury-rigged approach to
Trigger: All too often, either they hit their mark or life, anything they put together with their hands
they miss entirely. Gain 1 Karma if missing a potential tar- is unstable. Gain 1 Karma if their tools break or
get is detrimental to everyone. crumble at the worst possible moment.
51
Chapter three - The Long Road
Wise Loquacious
Gift: The ninja doesn’t concern themselves Gift: The ninja is outgoing, known for their bubbly per-
with book learning, instead preferring to experi- sonality and almost never stops talking. This helps them
ence what life has to provide. Their vast worldli- in life, making it easy for them to grab the attention of
ness allows them to make educated guesses at most things. others. They receive +1 Perform to draw others to them
Gain +1 Intuition to randomly come up with correct com- and be the life of the party.
mon knowledge. Trigger: Sometimes, their mouth gets the better of
Trigger: Their guesses are not always right, but usu- them and they say something they shouldn’t have. In
ally sound authentic to anyone to which they give their some cases, this means blurting out an insult they meant
explanations. Gain 1 Karma for completely inaccurate, to keep in their mind or even letting a secret slip. Gain 1
but truthful-sounding information that leads you or your Karma when they have loose lips.
squad into danger.
Perfectionist
Gift: Knowing how to do something isn’t enough. The
Wood ninja needs to know they have performed the task to its
Wood ninja often have a gentle nature, usually accom- utter perfection. Even better when they do this quickly.
panied by a healthy complexion. When in a state of rest, Gain +1 Speed (non-cumulative) when they’ve used the
they are strong and independent perfectionists, always at- same combo in the same Scene.
tempting to better themselves and those around them. If Trigger: They can often get stuck on an activity until
attacked, however, they are like a mother defending their they get it just right. Gain 1 Karma if the character is urged
children, taking out their opponent with a special kind of to perform the same task again and again until they get a
aggression. They have strong bonds with nature and health, Style Boost (pg. 136).
loving their time in the forests moreso than in cities.
Skills: Holistics +1, Marksman +1, Persuade +1, Survival +1
Ki Balance: Yang +1
52
Chapter Three - The Long Road
Youthful Builder
Gift: The character may be a kid. They may also be some- Gift: What’s the use of learning to craft won-
one who just never lost their sense of wonder or ability to derful things if no one uses and appreciates them?
keep active for untold hours without tiring as long as fun is The character can impress others with the skills
involved. Gain +1 Athletics when playing games or partici- that took so long to acquire. Gain +1 Perform when selling
pating in physical competitions. their wares or showing their skill to a crowd.
Trigger: Being youthful often means others take the Trigger: The craftsman doesn’t always have control
character less seriously. Gain 1 Karma whenever child-like over how their work is used. That is something the ninja
naivety or lack of respect hurts them in some way. has to live with. Gain 1 Karma when something they made
is used against the character or group.
Wanderer
Gift: They don’t know how to stay still, always want- Smith
ing to travel from one place to another. Luckily for them, Gift: The proficient smith tests their work, and this
they’ve grown good at it along the way. Gain +1 Travel practice has honed their skill with arrows. They are some
when going to somewhere they’ve never been before. of the most intricate items to make and require a lot of
Trigger: Wanderers rarely read the guidebook before rigorous testing. Gain +1 Marksman when attempting to
heading into uncharted land. Instead, they go in blind and hit small targets.
hope for the best. Gain 1 Karma when the best is nowhere Trigger: Working the smithy requires strength to bend
to be found. and shape metal, but sometimes brute force isn’t the best
means to an end. Gain 1 Karma when using brute force at
the wrong time causes complications for the group.
Step Two: Village
Villages are places of learning. People learn to walk and Dedicant
talk there, and eventually learn a trade when they come The ninja dedicates themselves to a cause. It could
of age. The morals, wealth and even location of the village be anything from revenge to making the world a better
where a person grows up shapes their lives and how they place. Whatever the cause, the character is completely de-
live them. After all, not all entertainers sing for their supper voted to their goal and will go to extraordinary lengths to
and not all warriors draw their swords for the same reason. achieve it.
During character creation, the player chooses one (1) Skills: Discipline +1, Intuition +1, Persuade +1, Stealth +1
Profession for their character, making sure to record their
starting Skills on their character sheet. Then, they pick Altruist
one (1) Focus in that Profession that best suits their char- Gift: Life is brutal and the ninja feels they should do
acter’s personality and training, recording also their Fo- everything they can to help. They have cultivated an abili-
cus Gift and Focus Trigger. ty to ease people’s pain and worry if only for a short time.
Gain +1 Empathy to calm or console someone.
Artisan Trigger: Despite knowing the world is a rough place,
the ninja still likes to see the best in people. Sometimes
The satisfaction of making something useful or beauti- the character puts trust in people who do not deserve it.
ful from almost nothing is familiar to the ninja. The char- Gain 1 Karma when the character is duped or mislead.
acter spent years learning the techniques of their craft,
gaining a great concentration and a keen eye for detail. Monk
Skills: Crafts +1, Discipline +1, Perception +1, Speed +1 Gift: The character has spent most of their life train-
ing in the ways of the monk. Learning how to remain still
Artist during meditation is one of the first basic lessons the
Gift: The world of evoking mood with colors requires monk learns. Gain +1 Fortitude to remain unmoving for
great empathy from the artist. The character understands long periods of time.
how people feel and evokes this with a few swipes of a Trigger: A monk has a code of behavior and certain
paintbrush or the pinch of clay. Gain +1 Empathy to read a restrictions that are part of their overall lifestyle. Some-
person’s mood or motivations. times those duties put the character in danger. Gain 1 Kar-
Trigger: Artists are passionate people and those emo- ma when the character chooses observance over safety.
tions can pour out at unexpected times. Gain 1 Karma
when the character has an emotional outburst that hin-
ders the character or group.
53
Chapter three - The Long Road
Revolutionary
Gift: The ninja has a one-track mind, and Farmer
when they have their goal in sight, there is noth- Living off the land means the character has both in-
ing that will stop them. Their cause is not primar- dependence and a deep understanding of nature. Nature
ily one of helping people, but rebelling against someone or is both their friend and ally, and they often spend hours
something greater, often with aggression. Gain +1 Fighting basking in the world’s beauty.
when explicitly battling for their cause. Skills: Athletics +1, Marksman +1, Might +1, Survival +1
Trigger: Single-mindedness to the exclusion of all else
can be a boon or a curse. The character sometimes ignores Gardener
other duties when pursuing their goal. Gain 1 Karma when Gift: Some plants can kill and some can cure, but they
the character chooses to pursue their cause to their or don’t discriminate. The ninja spends most of their time
their group’s detriment. among them and has learned which plants are safe and
which are deadly. Gain +1 Holistics when identifying
Entertainer plants and their use.
Trigger: Knowledge of plants does not mean the char-
All the world is a stage, and no one knows this better acter gets the results right every time. Gain 1 Karma when
than an entertainer does. They live to perform and make the herbs they prescribe have terrible effects.
people smile. It’s a way to escape the reality of life at war
and imagine something better. Harvester
Skills: Empathy +1, Fortitude +1, Perform +1, Stealth +1 Gift: Fields and forests can be rough going for the un-
initiated. Fortunately, the life of a harvester has made the
Actor ninja comfortable with whatever terrain nature provides.
Gift: The ninja gets a thrill and is very skilled at becom- Gain +1 Travel when going over rough terrain.
ing someone else, even fooling those who are very close to Trigger: The ninja knows how to behave with others
the character. Gain +1 Deception when faking a personali- who live off the land. Those who live in the lap of luxury
ty, emotion or identity. are a different story, and sometimes the character is left
Trigger: Constantly shifting between roles can make it dumbfounded. Gain 1 Karma when the ninja’s behavior in
hard for the character to understand how they themselves high society has a negative effect.
feel or think about a situation. Gain 1 Karma when the
character’s insincerity about their thoughts or feelings Herder
causes contention. Gift: The ninja’s animals are their livelihood and they
know how to keep them hidden from predators. Using the
Musician land to its best advantage is key. Gain +1 Stealth when hid-
Gift: Music runs through the character, and they have ing in forests and fields.
a way of getting it out into the world for other people to Trigger: Blending into fields or trees is easy for the
appreciate. Gain a +1 Crafts when writing or analyzing mu- character, buildings and streets are not as easy. Gain 1
sic, or when creating instruments. Karma when sticking out like a sore thumb in an urban
Trigger: Musicians with skill are often in the spotlight environment.
and there are usually people who will recognize them any-
where. Sometimes this happens at the most inconvenient
times. Gain 1 Karma when recognized when it would have Healer
been best to stay incognito. Helping people and healing the world is an important
goal for the character. Studying herbs and anatomy all
Tumbler leads to the skills necessary to help when it counts, mak-
Gift: The ninja can bend their body in amazing ways, ing them an integral part of society.
bending, flipping, contorting and then always landing on Skills: Empathy +1, Holistics +1, Knowledge +1, Survival +1
their feet. Gain +1 Athletics when attempting acrobatic
performances or expert landings. Counselor
Trigger: Even the best athletes falter in front of an Gift: Whether it’s their trustworthy face or tone of
audience. Gain 1 Karma when the ninja doesn’t perform voice, the character can get almost anyone to open up.
their best during a show, and it causes embarrassment or This comes in very useful when there is something they
shame. want to know. Gain +1 Persuade when gathering informa-
tion from someone by talking it out.
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Chapter Three - The Long Road
Trigger: The character feels responsible when they give Traveler
counsel for the outcome. No matter how good the advice, the Gift: The ninja makes their living traveling
outcome is not always what the ninja wanted. Gain 1 Karma far and wide convincing people they have what
when counsel the character gave comes back to haunt them. the person needs. They are very good at their job.
Gain +1 Persuade when haggling or negotiating.
Gekai Trigger: Knowing where you are is key to making a liv-
Gift: The body gives out signals when there is some- ing on the road, and most of the time the ninja succeeds.
thing wrong, and a gekai (surgeon) knows how to identify There are times, however, when the ninja doesn’t know
them. The ninja is skilled at seeing the signs of illness and where they are. Gain 1 Karma when the character gets
knowing what they mean. Gain +1 Intuition when diagnos- themselves (and usually their squad) lost.
ing a patient.
Trigger: The cycle of life and death is natural, but the
character does their best to balance the scales toward life. Noble
Sometimes death tips the scales no matter what the char- No matter how they handle their position or how they
acter does. Gain 1 Karma when the character loses a pa- came by their nobility, being a noble is something the
tient. character uses to their advantage. They make choices ev-
ery day that affect the entire Empire, but more important-
Herbalist ly themselves.
Gift: A little of this and a little of that. The character Skills: Deception +1, Intimidation +1, Perform +1, Travel +1
knows how to mix herbs to create a variety of results,
though they specialize in healing. Gain +1 Crafts when Elder
making healing items. Gift: The ninja knows that experiences of the past can
Trigger: The most powerful mixtures require special teach those in the present. Therefore, they impart these
ingredients and the character cannot always get those lessons to the young today, hoping to mold the next gen-
precious herbs exactly when they need them. Gain 1 Kar- eration. Gain +1 Knowledge when remembering historical
ma when the character is forced to do something they facts.
don’t want to do to obtain a rare/illegal ingredient. Trigger: Focusing on the past can mean the present is
blurry. The ninja sometimes has a hard time reconciling
how present attitudes have changed. Gain 1 Karma when
Merchant the character’s being out of touch with modern times or
Providing people with what they need is the key to a attitudes causes embarrassment or trouble.
functioning society. There is always a deal to be made and
services to render, and the character is ready to provide. Kuge
Skills: Crafts +1, Intimidation +1, Intuition +1, Travel +1 Gift: The world of politics can be just as fraught as any
battlefield, but it is a battlefield of wit. The kuge (aristo-
Con Artist crat) is skilled at navigating the mines of political battle-
Gift: Those who fend for themselves, those who cannot fields. Gain +1 Discipline to remain poised in tenuous con-
miss out, win the world. The ninja does what it takes to get versations.
ahead, even if their methods are unscrupulous. Gain +1 De- Trigger: Even the hardest materials can crack under
ception to convince someone they have good intentions. pressure, and politics is a game of secrets. Gain 1 Karma
Trigger: The character doesn’t always tell lies. Some- when one of their political skeletons is revealed by a rival
times they have important information. If only the group kuge to hurt or manipulate them.
would trust them. Gain 1 Karma when the character’s rep-
utation as a con artist precedes them and causes trouble. Magistrate
Gift: Stepping into a situation without prior knowledge
Moneylender is tricky, but it is vital to enforcing justice. The ninja has
Gift: Money doesn’t buy happiness, but it sure makes learned to quickly analyze a situation and act accordingly.
unhappiness easier to bear. The ninja knows the value of Gain +1 Intuition to assess a situation.
things and how to convince others to accept their offer for Trigger: The law can be stretched sometimes, and the
them. Gain +1 Persuade when money can sway someone. letter must be obeyed at other times — even when it might
Trigger: The lure of making coin is irresistible to the not be the spirit of the law. Gain 1 Karma when the char-
character. If there is a deal to be made, it takes a lot of acter refuses to bend or break the law to help the
willpower for the ninja to say no. Gain 1 Karma when the group.
character cannot turn down making a deal.
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Chapter three - The Long Road
Outsider Sage
Gift: The ninja is skilled at scouring a scene and analyz-
Society can be rough, but the character has ing clues to gather information. The smallest details can tell
made do on their own. Who needs others when the ninja which way a target went or if there was a struggle.
one has wits and will to survive? Not these characters. Gain +1 Knowledge to analyze evidence left at a scene.
Skills: Athletics +1, Deception +1, Fighting +1, Speed +1 Trigger: Sages are well-respected and in high demand
across the Empire. Gain 1 Karma when the ninja’s alliances
Drifter are divided between multiple clients, causing strife for the
Gift: Moving from place to place, the ninja has learned foreseeable future.
to adapt in whatever environment they find themselves.
Cold, heat and rain are all the same when one knows how Scribe
to deal with them. Gain +1 Fortitude when resisting nega- Gift: The written word takes patience and skill to mold
tive environmental effects. into something that entertains or educates, and this char-
Trigger: The life of a Drifter is not exactly one of lux- acter is highly skilled in such ways. Gain +1 Crafts when
ury. There are times of plenty and times of famine. The creating literary masterpieces or forged documents.
latter are never convenient. Gain 1 Karma when the char- Trigger: People can misinterpret or twist the written
acter cannot pay for an item they really need. word. Gain 1 Karma when something the character has
written is used against the character or the group.
Hermit
Gift: The ninja knows how to make a life for themselves
alone, and how to survive without a community. All they need Warrior
is their spirit, a roof over their heads and the beauty of nature. Some have to fight, so others may live peacefully. It is a
Gain +1 Survival to forage or hunt for food in the wilderness. dangerous and sometimes unrecognized calling. The char-
Trigger: Living in nature and the quiet has whittled down acter knows they might not live through the next battle,
the ninja’s ability to process noise and chaos. Gain 1 Karma but the outcome is worth the cost.
when the character is overwhelmed in populated places. Skills: Fighting +1, Fortitude +1, Marksman +1, Might +1
Untouchable Marauder
Gift: Lower classes of people, of which untouchables Gift: The ninja is used to making demands and getting
are the lowest, go unnoticed by the higher classes. They what they want. Their demeanor means they never ask
sometimes forget these people have ears and can hear the anyone to do anything; they order them. Gain +1 Intimida-
most interesting things. Gain +1 Stealth to overhear con- tion when conscripting services or items.
versations of the higher classes. Trigger: The character is used to fending for themselves
Trigger: Despite certain jobs being necessary, they do and as a result cannot help but think of the individual over
not have the respect of so-called “clean” occupations. Gain the group. Gain 1 Karma when the character chooses their
1 Karma when their lowered status has a negative effect, own personal gain or safety over the group.
such has being ignored or arrested.
Sellsword
Gift: Being quick on their feet has earned the ninja
Scholar their living. Winning a battle is often not about strength,
Knowledge can never be taken away once it is given. The but speed. The character is adept at dodging most attacks.
character can think of no better way to spend their life than Gain +1 Speed when Dodging.
learning and growing with that learning. Trigger: Selling their skills for money has made the
Skills: Holistics +1, Knowledge +1, Perception +1, Persuade +1 character do things they try to forget. Those things can
come back at the worst times. Gain 1 Karma when some-
Historian thing the character was once hired to do plagues them.
Gift: The ninja has spent so long around books and
what resides within that they have a knack for finding Soldier
information they need with little effort. Gain +1 Speed to Gift: A soldier’s profession is not one of comfort. The
research texts quickly. ninja has learned to live with pain and keep going when
Trigger: Knowledge is power and misinformation can others might falter. Gain +1 Discipline against pain.
change the course of history. Gain 1 Karma when Trigger: As a soldier the ninja has allegiance to some-
incorrect information or a mistranslation from a one in power. Gain 1 Karma when the character must
text causes problems for the group. choose between loyalties and it causes trouble.
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Chapter Three - The Long Road
57
Chapter three - The Long Road
Star-Crossed Slow to Speech
Ki Balance: 1 Yang Ki Balance: 1 Yin
Gift: The love of the ninja’s life belongs to a Gift: Whether they were born with damaged vocal
rival clan, is Ronin or may even be Imperial nobil- cords, lost their voice later in life, have taken a vow of
ity. Trying to woo their love with poetry, history and art silence or simply cannot verbalize at the same speed as
has led them to learning a lot of irrelevant but interesting their thoughts. Gain +1 Discipline when concentrating on
facts. Gain +1 Knowledge if the ninja tries to impress some- a physical or non-verbal method of communication.
one with a piece of trivia. Trigger: Because they do not speak, the ninja is often
Trigger: The ninja is easily distracted by thoughts of mistaken for a lackwit or a dullard. Gain 1 Karma if the
their love. Gain 1 Karma whenever the ninja misses an im- ninja’s silence creates a misunderstanding or causes hos-
portant detail due to distraction that endangers their group. tility or discomfort.
Wanted Scarred
Ki Balance: 1 Yin Ki Balance: 1 Yin
Gift: The ninja was not careful in their past actions, and Gift: An accident or illness has left the ninja with heavy
the Empire knows their status and face. Posters advertis- scarring across their body. Though mostly cosmetic dam-
ing a reward for the ninja’s capture — or death — hang in age, some scars are deep enough to affect muscles and
taprooms, on fence posts and tree stumps in every prov- pain receptors. Gain +1 Fortitude when resisting pain.
ince. Gain +1 Athletics when evading the law. Trigger: The ninja’s scars often cause them to be
Trigger: As a wanted person, the ninja’s face is recogniz- frightening or intimidating in appearance. Gain 1 Karma
able in settled lands. Gain 1 Karma when word of the ninja’s when the ninja unintentionally frightens someone, such
arrival causes alarms to ring and soldiers to turn out. as a new client or romantic interest.
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Chapter Three - The Long Road
Paranoid Trigger: The ninja’s criminal status can mean
Ki Balance: 1 Yin that one or more of their former victims recognize
Gift: The ninja may believe that danger lurks under them. Gain 1 Karma when their bandit past causes
every bush and behind every tree, but that doesn’t mean trouble for their group.
the Izou don’t have spies about to jump out and ambush
the group. Gain +1 Intuition when detecting an ambush or Pariah
sneak attack. Ki Balance: 1 Yin
Trigger: Sometimes, the ninja’s paranoia can get the Gift: The ninja’s social class may be untouchable, such
better of them, causing them to inadvertently create danger as those who work with the dead, or they may have been
where none exists. Gain 1 Karma if the ninja’s paranoia gets born to a Ronin clan or Imperial noble family known to be
the better of them and increases the risk for their group. hostile to ninja clans. Gain +1 Empathy when negotiating
with Ronin and other outcasts for supplies or protection.
War Weary Trigger: Most people treat the ninja’s class with dis-
Ki Balance: 1 Yin dain, and are unwilling to help them. Gain 1 Karma when
Gift: The long war has taken its toll on everyone, includ- your social status directly impedes a goal or mission.
ing the ninja. They have spent the majority of their lives on
the front line, battling the Izou Empire and the Ronin clans, Singing for Supper
and have faced death many times in the process. Gain +1 Ki Balance: 1 Yang
Fighting when the ninja is battling for their life. Gift: The ninja has lived a life of hardship and poverty.
Trigger: Violent memories may be overwhelming, trig- If not for a talent with singing, dancing, playing music or
gering fear and panic responses in those who suffer them. other artistic skills, they would have starved to death long
Gain 1 Karma if memories of the war overwhelm the ninja ago. Gain +1 Perform when begging or busking gains the
and keep them from completing a mission. ninja needed supplies or assistance.
Trigger: The ninja may have plenty now, but still re-
Unending Stigma members the burn of a hungry belly. Gain 1 Karma when
the ninja hoards supplies away from their group.
A ninja’s circumstance, as well as their choices, have
the potential to affect them for the rest of their lives. Un-
ending stigmas are burdens of status and class the ninja Victim of Circumstance
carries with them, which gifts them with an increased sen- The environmental conditions around the ninja were
sitivity to the undercurrents of social interaction. particularly hazardous at an important stage of their life.
Skills: Deception +1, Holistics +1, Intuition +1, Persuade +1 Flooding, natural disaster, disease and the loss of family all
have the potential to leave lasting scars (emotional and oth-
Enemy erwise) and teach lessons of awareness and self-reliance.
Ki Balance: 1 Yin Skills: Crafts +1, Marksman +1, Perception +1, Survival +1
Gift: Everyone has rivals, but the ninja has gone above
and beyond, turning their rival into a true enemy. In or- Disaster Magnet
der to stay one step ahead of their enemy’s plans, the nin- Ki Balance: 1 Yin
ja has become adept at winnowing out information in a Gift: The ninja has seen many disasters, including
very short amount of time. Gain +1 Persuade when seeking earthquakes, landslides and flash floods. Some even say
time-sensitive information from Contacts. that disaster follows them wherever they go. They have
Trigger: Their enemy will stop at nothing to see the developed a sixth sense about such things, though, and
ninja destroyed, and searches for the smallest opportunity have grown quite adept at sidestepping tree branches and
to get in their way. Gain 1 Karma when the efforts of the falling rocks. Gain +1 Speed when avoiding sudden danger
enemy impede the ninja (or their squad). and unseen pitfalls.
Trigger: The ninja’s danger sense is well developed, but
Former Bandit can force them to react too quickly to help others. Gain 1
Ki Balance: 1 Yang Karma when the instinct to avoid danger saves the ninja
Gift: Before their clan took them in, the ninja lived the from injury, but leaves their group in peril.
life of a bandit. It may have been necessary for survival,
or perhaps the ninja enjoyed it. Gain +1 Marksman when
setting an ambush for unsuspecting targets, as they have
done many times before.
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Chapter three - The Long Road
Displaced
Ki Balance: 1 Yin
Gift: The ninja lost their village, whether
during the Year of Floods or due to the Empire’s
assault on the hidden villages. The ninja learned to make
do with very little, and how to gather or create necessi-
ties out of the materials around them. Gain +1 Crafts when
constructing rudimentary tools or supplies out of raw ma-
terials.
Trigger: The ninja takes pride in their self-reliance, and
may not be receptive to outside help. Gain 1 Karma if the
ninja takes offense when offered assistance, pity or charity.
Plague Survivor
Ki Balance: 1 Yang
Gift: During an outbreak of illness, the ninja was re-
sponsible for caring for dying family, neighbors or possi-
bly their entire village, even though they were sick them-
selves. Gain +1 Holistics when attempting to heal the sick
and downtrodden.
Trigger: People have died in the ninja’s care, and it has
left its mark on them. Gain 1 Karma if the ninja becomes
obsessed with helping the injured despite the danger to
themselves.
Orphaned
Ki Balance: 1 Yang
Gift: The ninja was orphaned young. Whether they lost
their entire family all at once or slowly, no one else took
them in. The ninja grew up with no one to depend on for
survival but themselves. Gain +1 Survival whenever the
ninja must rely on their own wits.
Trigger: Gain 1 Karma when the ninja’s fear of aban-
donment prevents them from making a solid connec-
tion or gives them difficulty separating from the friends
they’ve made.
Step Four:
Forge
War changes the land and people it touches forever,
just as a forge shapes a blade. How the character chooses
to live through the war leads them down a path capable
of shaping them for years to come. Some blades come out
stronger from the flames and some break, either way they
are changed.
During character creation, the player chooses one (1)
Wartime Role for their character, making sure to record their
starting Skills on their character sheet. They then pick one
(1) Title that best suits their character’s expertise in these
terrible times, recording their Title Gift and Title
Trigger.
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Chapter Three - The Long Road
Commander Diplomat
Gift: The ninja has practice spotting important
Battle plans need someone to conceive of them, dele- people at crowded affairs. It’s important to know
gate responsibilities and execute them with meticulous at- where everyone is at all times. One never knows
tention to detail. Commanders know how to direct people when they might have the opportunity to make a lucra-
and create plans that don’t just win battles, but campaigns. tive connection. Gain +1 Perception to spot someone in a
Skills: Discipline +1, Fighting +1, Intimidation +1, Per- crowd.
form +1 Trigger: The lure of winning over someone with their
charm can be too much for the ninja to resist. They love
Officer to exercise their social abilities. Gain 1 Karma when the
Gift: The character leads soldiers and has the instinct to ninja’s charming or flirtatious manner hinders the group.
make the best plans to achieve their goals. They also have
an uncanny knack for knowing just what the enemy will do Messenger
next. Gain +1 Intuition to predict the enemy’s next move. Gift: Motivation is powerful, and the ninja can move
Trigger: Those in leadership positions have to make faster when they have a mission. This is especially true
tough decisions. The ninja, on occasion, chooses their indi- when it is for a cause close to their heart. Gain +1 Speed
vidual relationships over the group. Gain 1 Karma when the when delivering a message.
decision made puts personal attachments over the group. Trigger: Messages can be good or bad, and in times of
war, the chance of bad news increases. Bearing this news
Strategist can take its toll on the ninja. Gain 1 Karma when deliver-
Gift: The ninja knows past battles well, and can easily ing bad news becomes bad news for the character.
list off the pros and cons of strategies in order to choose
the most effective plan. Gain +1 Knowledge when recalling Spy
advantages or disadvantages of battle strategies. Gift: It’s dangerous if a spy cannot maintain their cov-
Trigger: Even the best strategies can go wrong, and er. Lives lost and battles forfeited can be the result. The
when they do, the character takes it personally. Gain 1 ninja is skilled at leaving no trace behind. Gain +1 Stealth
Karma when a strategy the character chooses ends badly when covering their tracks.
for the group. Trigger: No matter how good or how carefully infor-
mation is kept hidden; it sometimes finds a way to get out.
Trainer Gain 1 Karma when their identity is revealed at the wrong
Gift: Training dozens of soldiers in terrible conditions place or time.
for long periods has given the ninja an advantage on a cer-
tain terrain. It is comfortable for them, perhaps even to
the bafflement of their group. Gain +1 Athletics within a Foot Soldier
certain terrain type the player chooses (i.e. jungle, tundra, The foot soldiers are the ones who put their lives on the
etc.). line for the cause. These brave ninja do it for a better tomor-
Trigger: Training hard leads to expectations of perfor- row and the hope that their risk means someone else is safe.
mance. Sometimes that expectation can overwhelm the Skills: Athletics +1, Discipline +1, Fighting +1, Might +1
ninja. Gain 1 Karma when the fear of defeat prevents them
from taking action. Bowman
Gift: Bow and arrow are the ninja’s focus. They have
spent hours training on the archery range to shoot under
Communications the worst conditions. Gain +1 Marksman when shooting
Making sure information gets to key locations and through something that obscures their target (ex. fire, fog,
people while keeping sensitive information out of enemy other people).
hands can be the difference between winning and losing Trigger: Sometimes the only thing between a win and
the war. The character has trained to handle this import- a loss is one shot, and misses have repercussions. Gain 1
ant job. Karma when blind firing strikes the wrong target, one that
Skills: Deception +1, Intuition +1, Knowledge +1, Per- will haunt the character for some time.
form +1
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Chapter three - The Long Road
Champion Trigger: Hard choices must be made on the battlefield,
Gift: Champions are the strongest among the and the character cannot save everyone. This doesn’t mean
army, pushing forth their cause and usually hav- those hard choices don’t affect them. Gain 1 Karma when
ing honed their body against invasions. This is the character must choose to save one person over another.
especially true when resisting toxic substances. Gain +1
Fortitude against poisons.
Trigger: Believing in a cause can bring great strength, Mercenary
and the character knows they are right in their convic- The character knows that in the end one must take care
tions. Not everyone is ready to hear such rhetoric, howev- of themselves above all else. They have carved a place in
er. Gain 1 Karma when the ninja shares their truth and it the war to do just that. No matter what the ninja believes,
causes conflict. they know they will come out at the end a survivor.
Skills: Fortitude +1, Intimidation +1, Marksman +1, Per-
Enforcer suade +1
Gift: The character knows how to make an enemy too
scared not to reveal what they know. It’s probably best not Assailant
to pry into how they got those skills. Gain +1 Intimidation Gift: The ninja is adept at fighting large groups of foes,
to interrogate an enemy. almost daring others to join the fight against them. Gain
Trigger: Following orders is imperative to being a good +1 Fighting when outnumbered in a battle.
soldier, but the ninja knows sometimes that a person has Trigger: Life as a soldier is fraught with the danger of
to break the rules. Gain 1 Karma when the character dis- losing things important to them. Gain 1 Karma when their
obeys an order to their detriment. lifestyle causes them to lose something or someone pre-
cious.
Medic Rebel
Seconds count when injured on the battlefield. The Gift: One can move fast when money is involved. One
ninja can recognize injuries quickly and stabilize patients cannot fulfill a contract if they aren’t in the right place
so they have a better chance of survival. Making it back at the right time. Gain +1 Traveling when traveling for a
home to their loved ones is their goal. hired job.
Skills: Crafts +1, Holistics +1, Knowledge +1, Speed +1 Trigger: Sometimes the character believes they are the
only one who can solve a problem, and leaves the group to
Bonesetter their own devices. Gain 1 Karma when the character goes
Gift: Long hours putting together muscle and bone has off alone and steps into trouble.
taught the ninja how to stay alert, because losing focus
costs lives. Gain +1 Discipline to remain awake. Trader
Trigger: Things don’t always go as planned, no matter Gift: The ninja can keep all eyes on them, selling their
how alert the ninja is. Gain 1 Karma when a procedure fails wares while the group completes their mission. It also
due to circumstances within the character’s full control. fetches a pretty coin. Gain +1 Deception when creating a
distraction.
Kusuriya Trigger: The character can be too eager to make a trade
Gift: The character trusts their gut to know how to on occasion. This can make the ninja pushy and draw un-
treat something that is new to them. Kusuriya are very wanted attention at times. Gain 1 Karma when their eager-
good at picking just the right concoction. Gain +1 Intuition ness hinders the group.
to treat something the character has never seen before.
Trigger: Confidence is key to diagnosing ailments, but
confidence can turn to pride and cause more problems Pacifist
than it solves. Gain 1 Karma when their pride causes con- War is never the answer to these characters. The ninja
flict within or for the group. may vocally object or seclude themselves, but they always
ask the question: What worthwhile can possibly be gained
Savior from killing each other?
Gift: To save lives, the ninja has to weave through cha- Skills: Empathy +1, Holistics +1, Persuade +1, Stealth +1
os. They can dodge arrows, fighting through soldiers and
debris to reach their goal. Gain +1 Perception to
find a safe way through a battle or fight to get to
their next patient.
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Chapter Three - The Long Road
Objector down unwanted company. Gain +1 Crafts when
Gift: Their determination to help their cause gives making or finding traps.
them the ability to hold out against opposing forces. Gain Trigger: The ninja is always on the lookout for
+1 Fortitude for sustained action, like protesting (holding enemies and traps, but sometimes this can get in
sit-ins, picketing, hosting a rally, etc.) against the war. the way of progress. Gain 1 Karma when they mistake an
Trigger: The character is opinionated and because of innocent for their enemy with horrible consequences.
that, others sometimes find them abrasive. Gain 1 Karma
when they state their opinion about the war and it draws Sleeper
unwanted attention or even hostility to the group. Gift: As a sleeper deep in enemy territory, keeping true
loyalties a secret is the difference between life and death.
Recluse The ninja must convince all around them the truth of their
Gift: Being alone means surviving alone and the ninja loyalty. Gain +1 Deception when convincing someone of
is used to surviving and protecting themselves. They are your loyalty.
especially adept at finding shelter. Gain +1 Survival when Trigger: Life undercover is not easy and the people the
making or finding shelter. ninja loves and the places they cherish can be put in danger.
Trigger: The character is not used to relying on other Gain 1 Karma when they choose to remain undercover and
people and finds it hard to ask for help when they need it. it compromises something or someone they care about.
Gain 1 Karma when their reclusive nature prevents them
from seeking help, even when they really need it.
Striker
Refugee Some missions require a special set of skills — ones only
Gift: Being forced from their home taught the ninja a Striker possesses. The character can get into places most
how to navigate new places with ease. Often, such bad luck people cannot and complete missions that require stealth
has the character crossing borders. Gain +1 Travel when in and cunning with masterful execution.
foreign countries. Skills: Marksman +1, Might +1, Stealth +1, Survival +1
Trigger: The character is used to being on their own,
but the memory of what they have lost (i.e. a family mem- Assassin
ber, an important heirloom) can overwhelm them. Gain Gift: From above, below or from the side, the ninja is
1 Karma when they are reminded of something they lost skilled at striking first. Their mission is the quick death
and it hinders the group. of their target; nothing more, nothing less. Gain +1 Speed
when making a surprise attack.
Scout Trigger: Through circumstance or choice, there are
times when a target survives the assassination attempt.
Soldiers need to get where they are going without any Gain 1 Karma when the survivor becomes an obstacle for
hassles, and the scouts are the ninja who get them there. the group.
It may be going deep into enemy territory or scouting a
jungle for soldiers to pass. The character is an expert at Gladiator
finding the correct path. Gift: The ninja is at their best when they are face to face
Skills: Athletics +1, Fortitude +1, Perception +1, Travel +1 with their opponent. Blood and gore are just a bonus for
these warriors. Gain +1 Fighting when in a one-on-one battle.
Observer Trigger: People can boast of their skills, or something
Gift: In order to do their job and observe the enemy, they accomplished, but the ninja won’t believe it until
the character learned to slip past guards with little effort. they see it with their own eyes. Gain 1 Karma when their
It’s easy as soon as you know how. Gain +1 Stealth when skeptical disposition causes conflict.
slipping past guards or soldiers.
Trigger: The character has seen things they cannot Raider
forget, usually before anyone else has. The horror of war Gift: The smell of the ocean is like home to the ninja,
is something they carry with them, and it causes the ninja and they can move as well on the sea as they can on land.
torment. Gain 1 Karma when the character has flashbacks Gain +1 Athletics when on a ship.
to the war and it incapacitates them. Trigger: It’s difficult for the ninja to see something they
want and not take it. They never know when they will get
Pathfinder another opportunity. Gain 1 Karma when their
Gift: If the enemy follows then allies cannot move for- greed has a negative effect on the group.
ward. The ninja is capable of making vicious traps to slow
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Chapter three - The Long Road
Supplier alty to their group.
Steward
Mountain
It is a hard and arduous journey from the bottom of a
Gift: Through smell, touch or their other senses, the
mountain to its very pinnacle. All the lessons in one’s life
ninja can figure out what is in any mixture. This is thanks
are necessary to brave such an excursion, but true enlight-
to their extensive knowledges of plants, medicines and
enment awaits the character at the top. Enlightenment in
other substances. Gain +1 Knowledge to determine the in-
the form of a new family; a clan.
gredients of a mixture.
Each character has chosen to align themselves with a
Trigger: Stewards like things exactly a certain way,
ninja clan, either through birth or circumstance. Their
and are none too happy when things go sideways. Gain 1
clan challenges them to push beyond their boundaries and
Karma when the character’s finicky nature causes friction
become better and stronger than any others are.
for the character or group.
While each write-up presents a set of cultural thoughts,
appearance and clan outlooks, like a Strand’s love of lying,
Villager remember that each character is an individual. A player
can choose to play a Strand who hates being untruthful
The ninja is not a soldier. Instead, they just do what they if they want, as long as it makes sense within the grand
can to make sure the people in their village are as comfortable scheme of their character. GMs should encourage this
and safe as possible until the war is over. kind of out-of-the-box thinking, but should also remind
Skills: Empathy +1, Intuition +1, Speed +1, Survival +1 the player this singles their character out as different
even among their own kind.
Custodian Once the clan is selected, the player records the Skills
Gift: If the wound is from a dagger, sword or any other and Ki Balance their character receives, as well as their
weapon the ninja has probably seen it before. Gain +1 Ho- Clan Gift and Trigger, before moving on to Contacts and
listics to treating wounds gained in battle. Bonds. They should also make note of their clan’s avail-
Trigger: The character has made a promise to protect able fighting styles and favored jutsu. Characters will nev-
the village, and they will do whatever it takes to er change clans. Leaving their clan makes them a Ronin, a
keep that promise. Gain 1 Karma when the char- ninja no clan wants within their ranks.
acter chooses loyalty to the village over their loy-
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Chapter Three - The Long Road
Name Page Summary Contacts
Bamboo 26 Healers and thrill-seekers No ninja is an island. They exist in a vast em-
Herbalists pire, surrounded by people from all walks of life
Blazing 28 Entertainers and illusionists who may want to help them or kill them. Contacts give the
Dancers character two people (to start) they know outside of their
clan dealings. They select one Ally and one Rival during
Grasping 30 Assassins and thieves character creation.
Shadows èè Allies: When a Contact is also an Ally, the character
Hidden Strands 32 Politicians and liars can ask for assistance and can gain a +2 bonus to a
of Fate specific type of Skill check the Contact agrees to. The
character may also ask for information or leads on an
Living 34 Historians and observers investigation pertaining to the Contact’s area of influ-
Chronicle ence, which can be provided as long as the GM agrees
Pack of the 36 Ranchers and bumpkins they are likely to know said info.
Black Moon èè Rivals: A Contact made a Rival is opposed to the char-
Recoiling 38 Snakes and survivalists acter, though not necessarily violent or out to kill
Serpents them. The Rival is very good at their associated Skill
and any attempts to use said Skill against them or in
Virtuous body 40 Artists and warriors their presence suffers a -2 penalty. Rivals also make it
Gardeners harder to acquire information in their area of influ-
Wardens of 42 Merchants and monks ence, usually requiring a favor before gaining access.
Equilibrium
Names have been provided for Contacts for convenience.
Will of Iron 44 Judges and sheriffs
Players are encouraged to change the names as they see fit.
Ronin 46 Loners and outcastes Characters from the same clan may even know the same
Contact, who is sometimes helpful to one and a threat to the
65
Chapter three - The Long Road
other. This is perfect for creating conflict and the
need for discretion. No more than two characters
should share the same Contact, however, as variety
Step Six: Temple
Stepping inside the temple means they have achieved
is the spice of life.
something great. It is a spot for reflection, meditation and
personal growth, but it is also where the majority of their
Favors
martial training takes place. They will truly never be the
A major difference between Allies and Rivals is that Al-
same person once they leave the temple.
lies will do a favor in exchange for a favor later on. Rivals,
The Temple represents the character’s achievement in
on the other hand, usually want a favor up front; because
the martial arts and other training they may have received
they do not necessarily trust that the character will come
to help them survive. The Ninja Crusade takes no prisoners,
through at a future date. During character creation, Rivals
after all. Even ninja from the same clan and similar back-
begin with their Owe a Favor box checked, as the charac-
grounds will find some part of their lives where they dif-
ter needs to prove themselves before gaining any benefits.
fer… and it usually comes from the Temple. First, the player
A favor can range from anything such as settling a dispute,
gets to personalize their character, followed by choosing
beating someone up, fetching an item, collecting money,
additional abilities from several martial training options.
saving someone from an evil noble to anything else that
needs done.
Personalization
Asking for a favor from an Ally who the character al-
The player gets a few points to customize their charac-
ready owes a favor turns them into a Rival. Doing the same
ter. They receive 10 Skill points to spend, noting that Level
with a Rival, means they fulfill the request, but are lost
1-4 of a Skill cost 1 point each, but Level 5 of a Skill costs 2
as a Contact forever. Likewise, fulfilling a favor for a Ri-
points. These points can be spent on any Skill, regardless
val even when you don’t owe one can change a Rival to
of whether the character already has levels in said Skill.
an Ally. Since these changes have story relevence, they do
Once Skill points have been spent, the player may also de-
not cost XP. A player can force these changes, however, by
fine two (2) Specialties (pg. 136) for the character. Specialties
doing so (pg. 94).
are similar to Gifts in that they give the character a +1 bonus
when using a Skill for a particular purpose. These are written
Bonds on the Specialties line below Skills on the character sheet.
When ninja gather into squads, there are often mixed Choosing Martial Training
emotions and reasons for new friendships or rivalries to Players may select two (2) levels of Martial Train-
bloom between the players’ characters. Three examples of ing. There are three different kinds of Martial Training:
individual Bonds have been included with each clan write- Fighting Styles, which enhance the character’s hand-to-
up, giving prompts for roleplaying and discussion of pos- hand combat ability; Weapon Styles, which grant them
sible past events the squad has been through. additional abilities when wielding a specific weapon; and
Each player should choose another player’s character for the 99 Styles, which include fringe abilities like brewing
each of the three Bonds, defining it and discussing with them potions or building expert traps. The selected levels can
how it affects the two characters’ relationship. This can lead be Level One and Level Two of the same Martial Training
to interesting plots going into the game, as one character within the same Style or Level One and Level One of two
may implicitly trust another, while the other is simply using different training Styles. Players are encouraged to dis-
them as a means to an end. If they run out of characters in cuss their concepts with the GM for help in finding the
the group (more than three other characters), then they still best Martial Training options.
only have three Bonded. They’ll be Bonded to other charac-
ters by proxy; a friend of a friend if you will.
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Chapter Three - The Long Road
they may select from any Fighting Style as long as they known, Crane fighters tend to be defensive and
find the correct teacher and prove they are worthy to be focus their energies on artistic pursuits or medic-
a pupil. Ronin characters only get one Fighting Style, but inal arts. These ninja have a strong knowledge of
there is no restriction on which they choose. human anatomy and use that knowledge to fur-
ther their goals.
Bear Healing of the Mother
Strategy is important. So is a stout arm and a strong èè Level One to Three: The crane beak can be used via
back. Bear fighters see the need for endurance, stamina acupressure to stimulate healing, set broken bones or
and power as essential attributes for a warrior. Stances are bring about consciousness. Each level adds +1 Holistics
strong with powerful swings and crushing grips just like when attempting to heal Conditions.
their namesakes. Once in the ninja’s grasp, they may em-
ploy a wide number of chokes and grappling techniques to Patience as Reward
subdue or even kill their opponent. èè Level One: A crane ninja dances about, deflecting all
manner of strikes on all types of surfaces. When fight-
Angry Mother Protects the Young ing purely defensively, the ninja is nigh impossible to
èè Level One: This ninja makes the perfect bodyguard, harm. They may choose not to attack in a Round to add
using their immense frame to shield a ward. They gain a +1 bonus per Level to Defense checks for the Round.
+1 Armor against physical damage per level when act-
èè Level Two: Dynamic Actions spent on Enhance De-
ing as a human shield for another.
fense produce 3 dice (instead of 2).
èè Level Two: The glare of the bear ninja is enough to
èè Level Three: A Boost during a Defense roll may be
unnerve most ninja. Gain +2 Intimidation during Bat-
spent to add 2 dice to the Karma Pool (instead of 1).
tle due to their ferocious style.
èè Level Three: For every blow that strikes the bear-styl-
ist, the fighter adds +1 damage to their next attack on Pushing on Crane Wings
the offending individual. èè Level One: Often considered the ultimate Crane tech-
nique. Whereas most attacks from man or beast are
force and aggression orientated, the Crane Ninja rocks
Inescapable Embrace backwards to absorb the energy of an assault only to
èè Level One: The bear-stylist moves quickly, despite then return the energy in a gentle shove to knocking
their apparent bulk, and gains a +1 bonus per tech- the assailant to the ground. This is used as an alterna-
nique level to Initiative Grab Actions. tive to a Block with a -1 penalty. If successful, the at-
èè Level Two: The ninja can squeeze and do damage ef- tacker is knocked back (Level x10ft). Can only be used
fectively while grappling. They gain +1 damage to In- once per Round.
flict Harm Actions while in a Grab. èè Level Two: Also knocks the attacker down. It may be
èè Level Three: If the opponent is held for 3 Rounds in used twice per Round.
a row, they are rendered unconscious, resulting in a èè Level Three: May be used up to three times per Round
Knockout 2 Condition. Those without strong constitu- and Knock Back distance is doubled.
tions could suffer death instead.
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Chapter three - The Long Road
68
Chapter Three - The Long Road
èè Level Three: May now throw/fire up to four weapons To Run Free
at up to four targets with no penalty. èè Level One: Due to intense strength and en-
durance training, the ninja can run faster
than others can. Gain +4 Movement per Level.
Flying into Battle
èè Level One: The ninja employs special dodging strat- èè Level Two: Leaping becomes second nature to the
egies by leaping away. After a successful Dodge, they Horse fighter, their jumping distance raises to Move-
may make a full Movement for free. Opponents cannot ment + (Might x3ft.) horizontally. Vertical jumping is
trigger a Retreating Attack against this technique. still half this amount.
èè Level Two: They may spend 2 Dynamic Actions to leap èè Level Three: Quick thinking and response is easier,
(up to their Movement), attack and then keep moving granting +2 Dynamic Dice per Battle that can be added
(up to Movement again). to any Round.
èè Level Three: Level Two’s technique now only costs 1
Dynamic Action. Mantis
Mantis style is as brutal as it is fascinating. The fighter
Raptor Needs to Feed squats slightly, extending both arms in front of them with
èè Level One to Three: The eagle claw, despite the wide
the first two fingers dangled lazily towards the opponent.
array of kicks, is by far the most lethal attack practiced.
When launched forward, their fingers seize and tear flesh
It can attack and tear at the most vulnerable of pres-
sure points. The ninja may spend +1 Dynamic Action for with ease or enable them to seize threats with an unbreak-
Deeper Cuts (pg. 140) on a single attack per level. able grip. The grip is trained by pulling on ropes with the
index and middle fingers and thumbs to develop strength.
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Chapter three - The Long Road
èè Level Two: If they ever fail a check to re- Snake
main standing, they may reroll once.
Ninja who pursue this discipline tend to have unset-
èè Level Three: If they are supposed to be tling presences and fluid movement. Blocks are subtle, as
thrown, tripped, etc. and succeed at resisting, they in- are evasions, and strikes are made with the fingers held
stead force someone else within Close Range to fall or together and the thumb held underneath with vital points
be thrown without a check.
targeted. Studies and experiments in the use of poison are
favorites, as is psychological warfare. Trainees learn by
observing snakes in all their habits.
Monkey
Some find it hard to take this ninja seriously, as they Coil and Strike
fall, roll and stumble around. Attempts to strike or control èè Level One to Three: The ninja must concentrate for 1
this ninja may prove useless, however, as they dive, tum- full Round without taking any Actions as they focus on
ble and leap out of danger just before slapping, tripping their target (they may Defend normally). On the ninja’s
or jabbing opponents. When opponents become enraged Turn the following Round, they may attack and gain a
enough to stomp the pest out of existence, they are no- number of bonus dice equal to the number of Actions
where to be found. (Standard and Dynamic) they did not use the previous
Round multiplied by 2. They may only utilize this up to
Baby Monkey Has a Fit (Level x3) dice, however. The attack also deals +1 dam-
èè Level One: The ninja is perfectly fine, if not prefer- age. For example, a ninja with Coil and Strike Level 2
ring, to fight while prone or on their knees. Their can gain up to 6 bonus dice on their next attack.
kicks, and the occasional bite, gain them +1 Fighting
per level if fighting an enemy considerably bigger Poison Striking
than the character. èè Level One: Snakes are not only blindingly fast, but
èè Level Two: They may stand as a free Action and suffer also painfully accurate. They seem to unerringly find
no penalties from falling prone their mark in seconds. On a Boost, the fighter may cre-
ate a Poison 1 Condition per Level for their opponent.
èè Level Three: They are quick to take an opportunity,
reducing the cost of Interruptions (pg. 141) to 1 Dy- èè Level Two: The ninja receives +2 Holistics when creat-
namic Action (instead of 2). ing or handling poisons.
èè Level Three: They are startling fast in Battle, and may
Rolling Attack / Retreat use Speed as a secondary Skill on any combat check
èè Level One: The monkey-stylist can both tumble into bat-
tle and attack or attack and then roll out (Movement/2). Immunity to Poison
The attack is made with a -1 penalty, due to its chaotic èè Level One to Three: The ninja slowly ingests minute
method, but opponents cannot execute a Retreat Attack amounts of insect, spider and snake venom to build
against this technique. immunity to it. When dealing with unsettling rela-
èè Level Two: The penalty is negated, and they now deal tions with other ninja, it can prove to be time well
+1 damage with this kind of attack. spent. For every level, gain +1 Fortitude to resist the
effects of the poison. Even if they fail their Resistance,
èè Level Three: The ninja can now tumble in, attack and
the effects are cut by 25% at Level One, 50% at Level
tumble out safely as a single Action.
Two and 75% at Level Three.
Vanishing
èè Level One to Three: The fighter is skilled at vanishing Tiger
into trees, undergrowth, reeds or even among refuse in
There are few beasts more savage than the tiger, and
city streets. Pursuers suffer a -1 penalty per level to detect
the ninja’s location in this kind of environment. At Level there is nothing subtle about a tiger-stylist in motion. Ti-
Three, they receive a +2 bonus to attack from Stealth. gers only come out of their comfort zone for one reason
and that is to kill, and these fighters emulate this with ev-
ery stance set to either build power for training or explode
towards an opponent. The blocks are brutally efficient and
the kicks, although few in number, are designed for max-
imum damage.
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Chapter Three - The Long Road
Never Forget a Taste èè Level Three: They no longer need to check
èè Level One: Once the fighter has fought and success- against falling. If anyone attempts to trip
fully drawn blood from a specific adversary, they gain them up, they enjoy the Level Two bonus and
+1 Survival to hunt the target, and +1 Initiative and +1 gain +1 Dynamic Action for the Round as an
Fighting against them in battle. They may only have automatic effect.
one such target at any given time.
èè Level Two: All Level One technique bonuses raise to +2. Pounce
èè Level Three: Bonuses count for up to (Intuition) targets. èè Level One: Wildcats are renowned for their ability to
fling themselves at their prey or foes with complete
disregard for their personal safety. If the ninja gets to
Tasting your Own Blood act first in any Round, they gain +2 Fighting and deal
èè Level One to Three: The fighter subjects themselves +1 damage on their first attack of the Round.
to numerous physical or psychological tortures to
èè Level Two: The ninja receives +5 Movement, allowing
strengthen the mind and body. When the ninja rolls
them to travel the battlefield more effectively.
a Boost during a Battle, they may reduce any Pain
Condition by 1. For each point of Pain they ignore this èè Level Three: When spending Dynamic Actions to af-
way, they gain +1 Initiative and +1 Fighting for the Bat- fect Initiative (pg. 141), they cause a +3 bonus or -3
tle. They may gain this bonus up to (Level) times. penalty (instead of +2 or -2).
Tiger Claws
èè Level One: All who hear the horrible stories of its vic- Weapon Styles
tims fear the tiger claw. In addition to any damage Weapon Styles are available to all characters equally. Each
done, targets hit with tiger claws suffer a noncumula- focuses on a type of weapon, giving the character an edge as
tive Pain 1 Condition per Level. This affects unarmed long as they wield that type. There are five different Weap-
attacks only. on Styles; each with three paths leveled One to Three. While
èè Level Two: Their palms, fingers and nails harden to Fighting Styles work under almost any circumstances, Weap-
ignore up to 2 levels of Armor. on Styles require the character to have a weapon with at least
èè Level Three: Tiger Claw cannot be Blocked without tak- one Quality that matches the Weapon Style drawn and ready
ing 1 point of damage, regardless of how well they rolled. to wield. If they possess multiple Weapon Styles and wield
a weapon with two or more Qualities that match, they have
access to all Weapon Styles effects simultaneously.
Wildcat
Although it lacks the size and sheer power of other Blunt
beasts, the wildcat’s ballistic nature more than compen- A master of blunt weapons understands that one need
sates. The fighter knows the best defense is to overwhelm not cut to damage. Many times, where a swordsperson
an adversary. Leaping and flying kicks are used to jump would slice their way through opponents, leaving a trail
into the middle of a conflict where the ninja can unleash a of blood in their wake, these fighters instead incapacitate
flurry of close quarter blows. and trip their enemies. Killing is not always the answer;
crushing a target’s spirit works just as well.
Flurry of Blows
èè Level One to Three: The ninja can explode into an of- Bone Crusher
fensive blur of chops, low range kicks and elbows. On èè Level One: The power of a blunt weapon is in its abil-
any attack where the character Boosts, they can give up ity to destroy the things it strikes, including people.
any other bonus they would normally receive to attack First, they deal +1 damage. On a Boost, they also create
again. They may do this only (Level) times per Round. a Pain 2 Condition (instead of Pain 1).
èè Level Two: In addition to the Pain 2 Condition on a
Lands on Feet Boost, the target also suffers either a Broken 1 or Inju-
èè Level One: Whenever the ninja would fall to the ry 1 Condition (whichever fits the situation best).
ground, whether from tripping, falling, being thrown
or other reason, they may make a free Moderate (2) èè Level Three: In addition to the increases from Lev-
Athletics + Speed check to land safely on their feet. el One and Level Two, the Pain Condition
is raised to 3 and Broken/Injury Condition
èè Level Two: Difficulty drops to Simple (1) and a success raised to 2.
gains the fighter a +1 bonus to their next combat check.
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Chapter three - The Long Road
Force of Nature Chain Lightning
èè Level One: These warriors see themselves èè Level One: A rapidly spinning chain weapon can produce
as constantly moving forces of nature. Few know incredible momentum. These masters use that energy
how to avoid the fighter’s attacks, as they throw and the surrounding reflected light to distract close ad-
opponents off balance. Even when attacking high, the versaries. From the build-up of momentum, the sudden
length of their weapon means enemies must always lashing out of the weapon allows +1 to Initiative per level.
watch their feet. On a Boost during an attack, any op- èè Level Two: On a Boost, the fighter can reflect moon-
ponent within Close Range must make a Moderate (2) light, sunlight or firelight off the chain to blind their
Athletics + Speed or fall to the ground. adversary. The defender must make a Moderate (2)
èè Level Two: Resistance Difficulty raises to Tough (3) Fortitude check or suffer a Sensory Loss 1 Condition.
and inflicts +1 damage in addition to falling. èè Level Three: On a successful Disarm, the fighter may
èè Level Three: By using their weapon to launch them- grab their opponent’s weapon with their chain and
selves into the air, they may make a (Movement x2) as launch a second attack with it. This attack suffers a -2
a Quick Action once per Round. On a Boost, they may penalty, but uses the Qualities of both weapons.
act again immediately without penalty.
Flying Chains
Shatter Weapons èè Level One: Of all the unexpected things that can be
èè Level One: These masters practice by smashing their thrown, a chain weapon must be one of them. Once
weapons into bodies of water to build the power and mastered, the circular nature of chain weapons makes
technique necessary to turn a stick into a powerful them unerringly deadly. Chain weapons can be thrown
tool. If the defender uses a wooden weapon against at Near Range at no penalty.
the ninja’s attack, the player may shatter the weapon èè Level Two: The weapon can be used to entangle wrists,
on a Boost. weapons and ankles to disrupt movement on a Boost,
èè Level Two: They may now shatter a metal weapon or reducing the Initiative of the opponent by 2. If anoth-
render it useless with a Boost. er Boost is achieved against the same opponent in the
èè Level Three: They extend this ability beyond battle same Battle, they suffer a Slow 1 Condition.
to obstacles in everyday life, like wooden structures èè Level Three: They now suffer no penalty to throw
or metal doors. On a Boost while striking, the object chain weapons at Far Range. If a thrown attack misses,
entirely or partially shatters (depending on size). their weapon immediately returns to their hand.
Chain Paired
Those who wield chain weapons know the value of un- These weapon masters know that two weapons are bet-
predictability. The fluid motions of whips or nunchaku are ter than one, utilizing paired weapons over a single sword or
easy to trick the eye and attack from an entirely different staff. They enjoy the increased ability to guard, but also learn
angle. Others may think chain weapons are unwieldy, but how to use ambidextrous attacks with ease, making them al-
they lack the discipline to truly master this difficult tool. most unstoppable. It is all about outthinking and outmaneu-
vering one’s opponent, which paired weapons make possible.
Chain Dance
èè Level One: Masters of this discipline use waving, hyp- Absolute Defense
notic motions to their full advantage. To them the èè Level One: Practitioners of this skill set believe a
chain is a living, breathing thing and one needs to un- strong defense is most important. The fighter chooses
derstand it to use it against one’s enemies. The hyp- one Quality they are trained against, and gains 1 Ar-
notic motions of the chain allow for +1 Fighting per mor per Level against weapons with that Quality while
level while wielding the weapon. wielding Paired weapons.
èè Level Two: Any attempt to trap or catch the chain èè Level Two: They may choose a second Quality.
weapon suffers a -2 penalty. èè Level Three: Choose a third Quality, and they can now
èè Level Three: The fighter may use an Action to clear use Block against Ranged attacks without penalty.
the area with their chain. Anyone within Close Range
is pushed out to Near Range or suffers 2 damage.
Unstoppable Attack
èè Level One: Defense is important, but these fighters want
only to end a fight as quickly as possible. By striking
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Chapter Three - The Long Road
harder, faster and from more directions than any other crazy. They still suffer a -2 penalty when using only
warrior, they become a blur of terror. The fighter may one weapon with the Paired Quality.
attack twice with a single Action, but both attacks suffer
a -2 penalty. Each attack is responded to separately.
èè Level Two: Penalties are reduced to -1 for both at- Ranged
tacks. Enemies fear shadows on the battlefield, knowing that it
èè Level Three: The master attacks high and low at the only means the enemy has filled the sky with dozens of ar-
same time, enjoying +2 Initiative and no penalty to rows ready to kill them. Masters of ranged combat have be-
Double Strikes due to the bizarre nature of the attack. come skilled enough to do this almost single-handedly, taking
out enemy after enemy with extra precision. No one under-
estimates ranged weapons; everyone knows how deadly they
Yin and Yang
are, especially in the hands of one with extensive training.
èè Level One: Brawls, duels and wars are brutal exchang-
es of give and take. With that in mind, these fighters
balance their attacks and defenses strategically with Blackout the Sun
both limbs in harmony. Once per Round, the fighter èè Level One: These archers not only practice, but meditate
can sacrifice dice (up to Level) from an Attack to add in terrible weather seeking to harness the power of the
to their next Defense, or vice versa. storm. The result is near impossible hits when attempt-
ed, regardless of the conditions against them. On a Boost,
èè Level Two: Upon being struck with an attack, the they may make another Ranged attack. This may be done
warrior positions themselves to open their opponent once per Round, and they may also fire at up to (Speed)
up to a painful counter blow. By spending a Dynamic additional targets with their second attack.
Action, the attacker suffers a non-cumulative Pain 2
Condition instantly. èè Level Two: Level One may be 2 times per Round.
èè Level Three: Their skill of paired weapons is such that èè Level Three: The ninja never runs out of ammunition
any weapon can be used. They may add the Paired to be fired or thrown, always having their
Quality of any weapon they wield, utilizing multiple hand on a Ranged weapon when they need it.
weapon Qualities in combinations others would think Level One’s ability may be 3 times per Round.
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Chapter three - The Long Road
Firing Blind Blade Storm
èè Level One: These fighters see their weap- èè Level One: Blade wielders meditate in falling leaves,
ons as living extensions of their bodies. They use under waterfalls and even in dirty alleys to master
their ki to reach out and strike those who can- their environment. When near a heavily dusty, snowy
not be touched by hand alone, ignoring penalties to or leafy area, they use their blade to whip some into
Ranged attacks at night. the eyes of their opponents. With every attack, up to
èè Level Two: Ignore penalties to firing into smoky, fog- (Intuition) opponents within Close Range must make a
gy or pitch black areas. Moderate (2) Fortitude + Speed check or suffer a Senso-
ry Loss 1 (Blind) Condition for each level of this path.
èè Level Three: The master suffers no penalties at all Opponents can only be affected once at any given time.
when firing, even if they are blinded.
èè Level Two: Can now be used during a Defense check,
and Difficulty of Resistance check raises to Tough (3).
Living Missiles
èè Level Three: On a Boost on an attack, the swordsper-
èè Level One: These experts practice firing in all sorts of
son may also throw the weapon at a second opponent
environments, from crouching in alleyways to hanging
within Far Range at no penalty.
upside down from tree branches. This allows them to
perform some of the most amazing feats seen in the Em-
pire. Range penalties are reduced by 1 for the fighter. Splitting Arrows
èè Level Two: The attacker can penetrate armor èè Level One: A close warrior’s worst adversary is a
(through weak areas and links). +1 level of Armor can skilled archer, but these practitioners train against
be ignored. such opponents. They meditate upon the process of
cutting down projectiles, practicing on twigs fired at
èè Level Three: Anything in the master’s hand can be them or rocks thrown at them until they learn to cut
thrown or fired with startling accuracy. Any weapon down multiple lethal projectiles. The wielder can now
they wield gains the Ranged Quality until they let go of it. cut down arrows or other thrown weapons as if Parry-
ing a handheld weapon.
èè Level Two: On a Boost, the swordsperson can automati-
Sharp cally Parry the next (Speed) Projectiles, but suffers a -1 per
Bladed weapons are a favorite among ninja and martial deflected arrow to normal attacks for the Round.
arts heroes of legend. The beauty and delicacy of a sharp- èè Level Three: The master can now even deflect firearm
ened weapon in the hands of a master is truly a sight to attacks with a -2 penalty.
behold. Spinning, slicing and striking with speed and effi-
ciency, there is a reason why blades are the preferred tool
of war for ninja. The Empire has their firearms, but they
are nothing against the sword. The 99 Styles
Some ninja believe that refining their hand-to-hand
Armor of Blades styles or learning to wield a weapon is the pinnacle of
èè Level One: Blades and armor are forged from the same martial perfection. However, the 99 Styles constitute addi-
metals, and practitioners of this discipline see them as tional martial study outside of those used directly in com-
the same in spirit. The warrior spins their blades in a bat, including mastery of potion creation, expert building
flurry all around their body while fighting, creating of traps, employing vast spy networks, adhering to the
the ultimate shield. Attackers in Close or Near Range ancients set forth by omens and a personal relationship
suffer a -1 penalty to attack the ninja. If the charac- with the Celestial Animals that frequent the Earth. These
ter’s Defense receives a Boost, they gain +1 Fighting to are selected just like any other Martial Training option,
their next attack. but each works within their own rules. The 99 Styles are
èè Level Two: Attackers attempting to initiate a Grab available to all characters equally.
take 2 damage if they are successful. Penalty for Level
One’s technique raises to -2.
Alchemy
èè Level Three: Shuriken and other ranged weapons suf-
fer a -2 penalty to attack as well. Ninja hold the discipline of Alchemy in high regard;
and the Empire has even adopted its practice for some me-
dicinal uses. On a philosophical level, it is an exercise in
creating imbalances or restoring balance in an individual
to intrinsically change their place in the universe. In more
concrete terms, by mixing a variety of seemingly innocu-
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Chapter Three - The Long Road
ous ingredients, a well-trained alchemist can create a po- beyond the first added to the same potion.
tion with astounding, almost magical effects. One potion Dosed Conditions taken by ingesting potions are
could allow a guard to stay awake and alert for multiple listed as separate Conditions, meaning characters can
nights, while a slight reworking of that formula could only ever be affected by four different potions, and
put them into a coma for days. The clans strictly regulate only if they do not already have preexisting Conditions. More
and monitor the practice of Alchemy to keep mishaps like details are on pg. 150.
this to a minimum. Regardless, it is not uncommon to see
street vendors in Izou markets selling poultices and tonics
claiming to be alchemical masterminds with the newest Areas of Study
and best secret formulas, but they usually only sell empty
promises, and sometimes even death. Alertness
èè Awake: This generates an immediate jolt of sustain-
The Study of Alchemy able energy. Those affected suffer a Dosed 2 Condition
èè Level One to Three: Characters choose one Area of Study for the following: +2 Perception, but -1 Discipline from
to focus on at Level One, learning all effects under its ban- being hyper and fidgety. Awake counteracts Sloth and
ner. At Level Two and Level Three, they select another two reduces As the Dead’s Dosed condition by 1.
Areas of Study. This means no alchemist will ever know èè As the Dead (Level 2): One minute after being ex-
everything there is to know about the practice. There are posed to this toxin, the target convulses violently and
some secret effects not taught to apprentices or dabblers, then falls completely paralyzed and limp like a corpse.
requiring either Level Two or Level Three to use. During this period, the character is completely aware,
still able to hear and see, though unable to move their
Creating Potions eyes. This is a Dosed 2 Condition, but can be lowered
The creation of a simple alchemical potion with a single by 1 by using the Awake effect.
effect is easy for any trained Alchemist requiring a Simple èè Sloth: The target becomes lethargic and slow. Moti-
(1) Crafts + Holistics check. Up to (Knowledge) additional vation is difficult, and the victim is unable to focus
known effects can be added to a single potion, each one in- on anything other than feeling overwhelmingly tired.
creasing the creation Difficulty by +1. Initially, all alchem- They suffer a Dosed 1 Condition (2 Scenes) for the
ical creations are in an ingestible liquid form, but the Al- following: -2 to Perception, Fighting and Speed, and
chemist can either make the concoction a potent inhalable Movement is halved. This effect counteracts Awake.
or a solution able to be taken intravenously. Modifying the èè Special Wine: This concoction has similar effects to
potion in these ways also increases the Difficulty by +1 or +2. very strong alcohol, but has a sweet, pleasing taste.
èè Inhalation (+1): May affect an area up to 10ft away Those affected are jovial, happy and talkative. They
from the initial target, but victims may be able to suffer a Dosed 1 Condition for the following: -1 to Per-
Dodge to get out of the affected area. If they are affect- ception, Discipline and Fighting.
ed, this raises the Resistance Difficulty to Tough (3).
èè Intravenously (+1): Can be used to coat an arrowhead, Dreams
dart tip or blade to get into the victim’s body. Lasts for èè Dreamless Sleep: The target falls into a deep, dream-
1 Session before the toxin expires and must be recre- less sleep and cannot wake until the effects wear off.
ated. Resistance Difficulty is raised to Challenging (4). They suffer a Dosed 1 Condition, but this can be raised
èè Addictive (+2): Making the potion addictive means by +1 by increasing its crafting Difficulty by +1 as well.
the target actively seeks out more of the potion, even This is often used medicinally to counteract insomnia.
to their own detriment. It is rarely added to complex èè Lucidity: The target is able to fully interact with and
concoctions due to its difficulty. vividly remember their dreams. This is often used
with Dreamless Sleep to make valuable sleeping tonics
Resisting Potions or with Portents to ensure they remember all the de-
Once a concoction has been taken, the character can do tails of visions. They suffer a Dosed 2 Condition, which
one of two things: allow the effects to take place or resist. can be used to counter Nightmares effect resulting in
Resistance checks are made using Fortitude against a Dif- Dreamless Sleep.
ficulty depending on the potion in question. The base Dif- èè Nightmares (Level 2): Like the Lucidity effect, Night-
ficulty for an ingestible potion with one effect is Moderate mares affects the target’s sleep. When used with
(2). Making the potion Inhalable raises the Difficulty to Dreamless Sleep, this effect fills the target
Tough (3), while making it injectable raises it to Challeng- with the terrifying and realistic nightmares
ing (4). The Difficulty also raises by 1 for every 2 effects from which they cannot awake. There are no
75
Chapter three - The Long Road
external signs the dreamer is suffering; no toss-
ing, screams or night sweats. Victims suffer a
Dosed 2 Condition, which overrides Lucidity.
èè Truth-Telling: This potion attacks the mind, reduc-
ing the target’s ability to lie. They suffer a Dosed 1
Condition for the following: -3 Deception. If asked a
question, a failed check means they instead blurt out
the truth. This can be used to counter Influential (see
Voice), but it is not commonly used medicinally.
Healing
èè Elixir (Level 3): This mixture completely heals the tar-
get and removes all Conditions, restoring the target to
balance. This effect cannot be added to any other po-
tions and is extremely rare. If one can find an alchemist
to create such a potion, it should come at a large cost.
èè Miasma: The target is immediately wracked with
vomiting and sharp abdominal pains. They suffer a
Dosed 1 Condition for the following: -1 penalty to all
Skills, and Movement is halved. This potion starts as
an inhalable at no additional cost if it is the only ef-
fect. If added to another potion, turning it into liquid
increases the Difficulty by +1.
èè Poison: This potion is solely used to harm or kill a tar-
get. This effect can be applied multiple times, dealing 2
damage for each +1 Difficulty added (up to 10 damage).
Anyone who takes damage also suffers a Poison 1 Condi-
tion. These effects are instantaneous, but it can be made
slower acting by increasing Difficulty by +1.
èè Restore: This alchemical mixture is often a simple po-
tion, but can take the form of a salve, poultice or oint-
ment to heal cuts and wounds. Restore can be applied
multiple times, healing 2 damage (maximum 10) or re-
ducing a Condition by 1 (maximum 5). It can only affect
one Condition per potion.
Mind
èè Amnesia (Level 2): The victim is unable to remember
details of their identity, including family members, clan
allies, archrivals, combat techniques, skill specialties and
other details. They suffer a Dosed 2 Condition for this ef-
fect. Certain aspects of the info they forgot can be made
permanent by raising the crafting Difficulty by +2.
èè Enthrall (Level 3): This potion puts the target in a
hypnotic state, making them easy to manipulate. They
suffer a Dosed 1 Condition for the following: Anyone
using Persuade, Deception or Intimidation checks
against the target receives a +2 bonus. If someone else
is also using the Influential effect, the target is now
completely under their control. Enthrall counts as 2
effects when calculating crafting Difficulty.
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Chapter Three - The Long Road
èè Forgetfulness: The target is suddenly unable to re- èè Influential (Level 2): The drinker’s voice be-
member basic details, such as the name of an old comes smooth, sultry and a pleasure to the
friend, where they grew up, the message they were to ears. Listeners are more willing to follow or-
deliver, etc. When used at the right time, this can have ders or make deals, even against their better
devastating repercussions. They suffer a Dosed 1 Con- judgement. They suffer a Dosed 1 Condition for the
dition (2 Scenes) for this effect. following: +2 Persuade and Intimidation. If a listener
èè Recollection (Level 2): This potion grants a moment is also affected by Enthrall, they are completely under
of clarity for the user, granting a +2 bonus to two Skills the power of the character and will do whatever they
of choice, but two other Skills suffer a -2 penalty. Al- say.
chemists can mix and match to create very potent èè Mockingbird (Level 2): The target’s voice can imitate
Recollection potions, but if combined with another voices and sounds with ease after hearing them only
effect that adds bonuses (i.e. Awake), any penalties once. They suffer a Dosed 1 Condition for the follow-
are doubled. When in use the target is able to remem- ing: +2 Deception and Perform.
ber very minute details related to the enhanced Skills èè Mute: The target’s vocal cords are rendered unusable,
such as specific events, the words to an old song, a face completely eliminating their ability to speak beyond a
in a crowd or something they read months ago. They breathy whisper. Their breathing becomes hoarse and
suffer a Dosed 1 Condition for this effect, which coun- raspy, however, resulting in -1 Stealth and +1 Intimi-
teracts both Forgetfulness and Amnesia. dation. This is a Dosed 2 Condition and can be used to
counter Crowing Bird.
Sight
èè Blind (Level 2): Over the next minute, the target loses Antidotes
their sight, as their eyes turn white and cloudy. They suf- Many recipes can be used to counteract dangerous po-
fer a Dosed 2 Condition with complete blindness, which
tions. Those trained in basic Holistics can identify these
turns into a Sensory Loss 1 Condition once it fades.
effects and craft healing items, but those trained in Al-
èè Dark Sight: The target’s eyes are now more sensitive chemy can often create elaborate potions with multiple
to light. In bright lights, they suffer a -1 penalty to all effects. Recognizing specific effects can be difficult for a
checks, but at night or even complete darkness, the char- practitioner of basic holistic medicine, and many times
acter is able to see clearly, removing associated penalties. they only address one issue rather than the spectrum of
They suffer a Dosed 1 Condition for this effect, which can maladies. This results in a patient who remains very ill.
be used to counter the Blind effect. Characters without Alchemy need a Tough (3) Holistics
èè Irritation: This concoction causes the target’s skin + Knowledge check to accurately identify all effects a vic-
to develop a strong rash, a cough from an irritated tim is suffering. This Difficulty is reduced to Simple (1) for
throat and watery eyes. They suffer a Dosed 1 Condi- practicing Alchemists. Treatment of the effects is done via
tion for the following: -2 penalty to all checks. This reducing the Dosed Conditions (pg. 75) or through the ap-
potion starts as an inhaled substance at no additional propriate counter-potion.
cost if it is the only effect. If added to another potion,
turning it into liquid increases the Difficulty by 1.
èè Soul Sight (Level 3): This potion allows the target to see
Master of Spies
the flow of ki in the world for a limited time. Ki patterns Some ninja are able to weave their way into social cir-
are all distinguishable from one another and can be used cles at every level of society, between both the Lotus Coali-
to find particular individuals or objects. They suffer a tion and the Empire. They have friends and allies who con-
Dosed 1 Condition for the following: +2 Perception and stantly keep their ears to the ground to scrounge every bit
Survival. This lets them see ki patterns through walls, of information, no matter how insignificant it may seem. A
doors, foliage and other objects or even to recognize spe- network of spies is not easy to build or maintain, however.
cific people or objects solely by their ki patterns. Most spies have spies of their own, creating a tangled
web of social and political bartering where information
Voice is currency, with the character at the center. As this rela-
èè Crowing Bird: The target’s diaphragm is constrict- tionship is give and take, the player marks each network of
ed and their vocal chords tighten; forcing them to spies they possess as an Ally under Contacts. Once they have
speak much louder. The character cannot, under any asked their spies to perform a task for them, they mark
circumstances, speak lower than a high-pitched yell their Owe a Favor box and must comply before asking again.
at the top of the lungs. This is a Dosed 1 Condition (2
Scenes) and can be used counter to the Mute effect.
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Chapter three - The Long Road
Assassins
èè Level One: Ninja are rarely alone and often
surround themselves with other trained killers. Assassins Squad
These assassins perform certain acts for the nin- Health: 10 Psyche: 10
ja, sometimes being asked to protect them in sensitive Attack: 5 Actions: 1 (Squad)
situations and other times being sent to kill someone Defense: 6 Armor: 1
in the ninja’s stead. When asking the assassins to kill Initiative: 5 Damage: +1
a person (only one person at a time may be targeted), Suggested Skills (3 dice): Fighting, Marks-
they make a Persuasion + Speed check. The assassina- man, Perception, Speed, Stealth, Survival
tion takes (10 - successes) days to complete, but may
only target regular people or those without public no- Techniques: Holistics (+), Speed (+), Might
toriety. If the character uses Gatherers to get info on (-), Travel (-); Assassins are great at attacking
the target beforehand, this assassination only takes (5 quick, often utilizing poisons to get the job done.
- successes) days instead. Straightforward attacks are not their forte, how-
èè Level Two: Assassins can be assigned to guard the nin- ever, and they rarely chase a target.
ja for a Scene, lurking in the shadows in secret near
the character. If they become the target of an attack,
five assassins instantly jump into the Scene to Inter-
rupt (pg. 141) the attack. For the rest of the Battle, already knows by maintaining communication with
they use the stats in the Assassins Squad sidebar on their contacts. The ninja gets a +1 bonus in all social
situations where this information comes in handy,
this page.
and can acquire info on a target in (5 - successes) days.
èè Level Three: The ninja’s assassins may now choose any Against this target, the bonus raises to +3 for social
target for the ninja to assassinate, whether they are a checks and they deal +2 mental damage.
public figure or not. The GM decides whether the assas-
sins will accept the contract, however, as few are fond
of suicide missions. No assassin will accept a contract Thieves
for the Emperor, for instance. Killing someone known èè Level One: The ninja has molded a group of thieves
to many takes a lot more finesse to not be linked back who can operate independently, usually used to re-
to the ninja, taking (15 - successes) days to complete or trieve things the character wants to possess. Ninja who
(10 - successes) days if they’ve used Gatherers. are more nefarious use their thieves for kidnappings
as well. Regardless of the target, the thieves receive 4
dice to roll to accomplish the task, making one check
Gatherers for each of the following stages: planning, execution
èè Level One: The ninja’s spy network focuses on the and getaway. Each stage takes at least a day to com-
gathering of information, usually delivered at secret plete. The GM chooses a Difficulty based on the subject
drop points or as encoded messages. With them, the being accessed or stolen. It may only be a Simple (1) to
ninja can acquire information about one target per gather standard materials for the ninja because they
Level at any given time with a Persuasion + Knowledge are too lazy to do it themselves, but it may be Legend-
check. Valuable information takes (10 - successes) ary (5) to kidnap a paranoid nobleman’s child from a
days to properly gather (minimum of 1 day per simul- well-guarded estate. All three checks share the same
taneous target). Information provided is often made Difficulty, and a failure at any stage spells trouble for
up of details on known associates, financial records the operation. The ninja rolls a Persuasion + Stealth
and even family life. The ninja then has +1 bonus to check when making their request, with each success
social checks against the target for the foreseeable fu- giving the thieves +1 die that can be added to any of
ture. Obviously, this ability has little effect if the tar- the three checks.
get has no skeletons to dig up. If they choose to make
èè Level Two: Their thieves become much more accom-
one of their targets into an Ally Contact, they need
plished, able to take on much more difficult tasks.
only spend 5 XP (instead of 10).
Their dice pool raises to 5 dice.
èè Level Two: Access to information is easier and the in-
èè Level Three: The group of thieves have become great
formation is more specific and damaging. It now only
at their job, especially one aspect of it. Their dice pool
takes (7 - successes) days before info is available as
raises to 6 dice, and they may pick one stage of the
well. The ninja now gains a +2 bonus to social checks,
heist (planning, execution or getaway) that the group
and deals +1 mental damage, against those targets.
automatically succeeds at.
èè Level Three: Their spy network has dirt
on practically everyone, much of which the ninja
78
Chapter Three - The Long Road
Portents the person is fleeing the blazing wreckage of
the inn where the character is staying. The
The study of portents requires study of traditional ninja gains a +1 bonus to any checks around
myths and superstitions and the knowledge that there is the foreseen event, including the use of other
often greater truth deeply buried in those tales. Whereas Portents abilities.
many may write off a broken mirror or teacup, a student
èè Dream Reading: The ninja may interpret their own
of Portents will see a promise may have been broken or
dreams or some else’s dictated to them, and under-
a great deception taking place. A puddle of water in the
stand the symbolism. A successful Tough (3) Discipline
road on an otherwise dry and cool night may mean the + Knowledge check or the consumption of a Lucidity
presence of a malevolent spirit or rival ninja. Through ob- potion (pg. 75) ensures the ninja can fully remember
servation, study and meditation, A master of portents is an the details of their own dreams. Interpretation is a
expert at sensing and interpreting these signs. Ninja who Moderate (2) Empathy + Intuition check, increased to
understand portents are always on the lookout for signs Tough (3) for others’ dreams. Imagery in dreams can
of the supernatural or strong ki disturbances, sometimes represent people, clans, places and actions affecting
accused of looking for omens where there are none. Prac- them and the GM should use this as part of the narra-
titioners can seemingly predict events, guess an outcome tive. If they give advice based on their interpretations,
or even see the future. Masters of this discipline can even the subject gains a +1 bonus to related checks for a
see beyond the physical realm, interpreting dreams and number of days equal to their Level.
receiving messages from ancestor spirits. èè Dream Walker: The ninja can fall asleep and enter the
dreams of another. While in the dream, they are fully
The Study of Portents aware of the original dreamer and can communicate
èè Level One: The character learns Sense Ki and either with them as if they were standing next to each other.
Dream Reading or Divination. The ninja is fully versed The dreamer is not aware of the ninja unless deliber-
in superstitions, religions and mythology, gaining a +1 ate communication is made, so this can also be used to
bonus to related Knowledge checks about omens or simply stalk the target’s dreams to learn their goals, de-
superstitions per Level. sires and secrets. Doing so grants the ninja a +1 bonus
èè Level Two: At this level, the ninja is able to better inter- for future social checks against the target for a number
pret variations in ki patterns. They learn Read Ki and of days equal to their Level. The ninja also remembers
the ability they did not select previously in Level One. every detail of the dream and reduces the Difficulty of
any interpretation checks by 2. They can even attack
èè Level Three: The ninja is a master of Portents and is
the dreamer, with Battle being resolved normally be-
granted either Ancestral Guidance or Dream Walker.
tween the ninja and the target’s dream self. The Dream
Walker gains +1 Fighting and Marksman while in the
Portents Abilities dream and has +1 Health and +2 Psyche. Any damage
èè Ancestral Guidance: They communicate with the spir- done to the target is classified as mental damage.
itual realm, hoping to gain insight into the result of a èè Read Ki: They can now sense, see and recognize unique
course of action. This ability occurs spontaneously (GM ki patterns of others up to one mile away per Rank. It also
decides how and what to reveal), instantly giving the tells the ninja how much and what type of ki a person or
ninja a flash of a future event. The ninja then knows the object has. This can be used to track one or more specif-
most likely result of their choice. When this occurs, the ic individuals through a crowd or locate someone in a
ninja only has the vision of the result, but not of any compound. Maintaining focus while tracking requires a
events between the present time and when it occurs. Tough (3) Discipline + Empathy check, but Difficulty in-
The ninja can simply try to actively avoid the potential creases by +1 for each additional individual the ninja is
outcome, but actions taken to directly make the vision trying to focus on and track.
occur, feeding into fate, receive a +2 bonus.
èè Sense Ki: The ninja can detect ki disturbances in the
èè Divination: By reading tea leaves, tossing animal physical world. This can be anything from the location
bones, throwing stone dice or observing how water of a trap, a hidden door, a lost key or (more impor-
flows over a particular stone, the ninja can see poten- tantly) signs of the supernatural. The ninja is immune
tial moments in the future. Upon using one of these to ambush and gains a +1 bonus to all checks involv-
methods, the ninja may ask a direct question aloud ing detecting and avoiding traps. If actively looking
and make a Moderate (2) Empathy + Intuition check. for a disruption, a Moderate (2) Empathy + Knowledge
This Difficulty increases depending on how specific check can be made, with success meaning
the question is or how much they wish revealed. A they know whether the physical sign is just
Moderate (2) check may reveal a face and a sense of a coincidence or a sign of something greater.
dread, but a Challenging (4) check might reveal that
79
Chapter three - The Long Road
Summoning imal of that family to aid them, for a price. The player
should pick a name for the Major Animal and write
The summoning tradition has long existed. This it in as an Ally. Depending on the circumstances sur-
brought to the world magical beasts called Celes- rounding their summoning, the Major Animal may ask
tial Animals, who learned to live among humans and make for a favor later on.
pacts with certain ninja who share their values. Ninja who
may call on their animal-friends for assistance are called
Level Two
Summoners.
èè Rank 3 - Friend: The Summoner is considered a
Pacts are often generational and handed down from
friend whose reputation is becoming well known. The
teacher to student, and many are deeply protected by
ninja can form a bond with a second animal family,
certain clans. Students begin with introductions with the but treat as if the ninja has Rank -1. Note: Celestial
bonded beast to see if they hit it off, not that things always Animals from different realms don’t always get along
go smoothly. This is crucial since the beast will one day con- with each other.
tinue the tradition by bringing along their offspring to form
new pacts. There are certain Celestial Animals within the èè Rank 4 - Kin: They are considered to be almost fam-
Izou Army, enslaved by the Golden Lions and used for nefar- ily by their bonded animal family. The ninja can now
ious means. The ninja, however, despise these practices and summon Greater Animals. Unfortunately, Greater An-
imals aren’t known for enjoying the summoning pro-
often go out of their way to liberate these creatures.
cess and are often resistant. The player picks a name
Forming a pact is never a capricious act. The process
for the Greater Animal and adds it as a Rival, marking
requires reverence for the ritual and mutual respect be- Owe a Favor on the character sheet. The character can
tween Summoner and Celestial Animal, as their souls be- only ever have one Greater Animal as a Contact at any
come bound. The animal family then forever chooses the given time, as they are also very jealous.
character as a member and friend, and they sign, with
blood, the Scroll of Summoners, an ancient document that
mystically allows travel between the two worlds. Signers Level Three
have an opportunity to read the names of those who came èè Rank 5 - Blood: The connection between the Sum-
before them, seeing parents, teachers and legendary he- moner and Celestial Animals is at its purest. This
roes next to their own. grants the ninja the ability to spend 2 Yin and 2 Yang
to instantly teleport to the Celestial Realm of their pri-
When called upon, the creature directly arrives at the
mary animal family. Entire adventures can take place
Summoner’s location. The Celestial Animal isn’t required
in these fantastical worlds. Additionally, the ninja is
to do the ninja’s bidding, but most Summoners learn the able to form a bond with a third animal family, treated
proper etiquette for addressing and making requests. A as if the ninja has Rank -1.
little respect goes a long way for these honored creatures.
80
Chapter Three - The Long Road
in this realm. The ninja suffers either 2 physical or
2 mental damage, and then makes a Tough (3) Em-
pathy + Persuade check, adding their Summoner
level to their check. If the beast refuses to come,
this Difficulty raises to Legendary (5), and the character
takes a Dazed 1 Condition (whether or not they succeed). If
successful, the animal appears, but won’t be happy about
it. Once called, the Greater Animal stays for a number of
minutes equal to the ninja’s Rank, but if the ninja takes 1
physical and 1 mental damage they may extend that stay
to a Battle or a Scene. If at any time the animal’s Health
drops to 0, the Summoner suffers -2 penalty to future
Summoning checks with that animal family until they
make amends. These penalties are cumulative each time
this occurs until summoning becomes almost impossible.
Mechanics for Minor, Major and Greater Animals be-
gins on pg. 167.
Trap Master
Ninja have become accustomed to building and using
traps through the years, but knowledge of traps is ever
more important during the Ninja Crusade. Traps let char-
acters protect an area or hinder an enemy without hav-
ing to get their hands dirty. There are many traps set up
in off-limits areas or on the invisible borders that sepa-
rate clan territories, but Trap Masters have directed their
more recent efforts at the common Imperial enemy since
forming the Lotus Coalition.
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Chapter three - The Long Road
Becoming a Trap Master the trap is used, it must be set again just like mundane
èè Level One: This Level grants access to traps. GMs should use discretion when allowing any-
the ability to make any of the listed trap designs. thing other than attack-type jutsu, as other types may
They learn how to build traps, place them stra- not be suitable for this purpose.
tegically, hide them and disarm traps they find, but
are better at some aspects than others. The players èè Knockdown Traps: These traps are particularly dan-
choose two types of traps and reduce the Difficulties gerous since they not only cause an impact and dam-
to create those types by 1. age, but knocks down the victim as well. This includes
traps like swinging logs or snares attached to rubber
èè Level Two: At this Level, the character is even more ad- trees or green bamboo. If triggered, the trap knocks
ept at trap making and concealing. Choose two more the victim down, knocks them backwards up to a dis-
types to again reduce the Difficulties by 1 (can even be tance equal to the ninja’s (Crafts + Intuition) x 5ft,
the same types from Level One) and the Trap Master al- causes 3 damage and creates a Light (1) Condition of
ways gets 1 automatic success when hiding their traps. one of the following: Bruised, Broken or Dazed.
èè Level Three: All Trap Types reduce their Difficulties
by 1 (in addition to any previous reductions), the ninja
gets 2 automatic success to conceal (instead of 1) and
the ninja can now craft Ki Traps. Step Seven: Sky
After training at the Temple, the character looks to
Trap Types the sky. Normal men and woman are bound by the earth’s
èè Attack Traps: The victim of this trap springs an at- pull, but those who are masters of their body, of the ki
tack, such as poison darts, kunai, swinging blades, that flows through everything on Earth, can release them-
a gout of fire, shuriken or spears that rise from the selves from the laws of the world. With this ability, they
ground to stop horses or impale infantry. Depending become ninja of limitless possibilities.
on the complexity of the trap and the type of weapons Expressions of ki are at the core of any ninja’s arsenal.
used, it may deal between 1-5 damage. Jutsu, as they are called, are the reason they are hunted by
èè Capture Traps: The victim is captured by the trap, the Empire, the reason shadow wars have existed between
such as a pit trap, a falling cage, a snare that catches ninja and the very thing that helps them survive.
one of the victim’s limbs and suspends them from a
branch or any other methods of capture. Victims are
not only caught, but suffer a Confused 1 Condition. Choosing Jutsu
èè Explosion Traps: Trap Masters have access to vola- Players receive six (6) points to spend on jutsu from up to
tile, explosive gunpowder. Some ninja even augment three diffenent Ways. A Basic jutsu costs 1 point, a Median jut-
these traps with jutsu to make larger or more damag- su costs 2 points and an Advanced jutsu costs 3 points. At least
ing explosions with minimal expenditure of gunpow- one of their selected jutsu must be from their clan’s favored
der. If tripped, the victim suffers 5 damage, is knocked jutsu. The character also gains the Training and Backfire ef-
down and gains a Burned 1 Condition. fects for any Way from where they select jutsu. Any character
èè Immobilize Traps: If tripped, this trap releases sleep can select jutsu from Elemental and General lists, but they can
gas or some kind of binding to restrict the victim’s only choose Clan-Specific jutsu if the character hails from that
movement. The victim suffers a Slowed 1 Condition and clan. The exception to this is the Ronin, who can select any jut-
then must either make a check against the alchemical su from any Way, but only receive 4 points to spend on jutsu
concoction used in the trap or (if bound) must make a during character creation.
Tough (3) Might + Survival check to free oneself. Note: Expanded rules for jutsu selection, activation
and resistance are in Chapter Four (pg. 103).
èè Ki Traps (+X ki cost): At Level 3, the character can use
jutsu as traps to create or add a variety of effects. One
ninja could create a quicksand effect if a victim steps on Elemental General
a stone entryway, while another could create a fiery ex-
plosion or blinding flash when a trap is triggered. Acti- Way of Earth, pg. 105 Way of Beasts pg. 111
vating the jutsu requires a +X ki to imbue the trap with
the requisite energy. If adding the ki effect to another Way of Fire, pg. 106 Way of Movement pg. 112
trap type, like an Attack trap, the Trap Master must in- Way of Metal pg. 108 Way of Survival pg. 114
crease the Difficulty of the creation check by 1. The
trap may lay dormant for X number of days until Way of Water pg. 109 Way of the Unseen pg. 115
it is triggered or a specific condition is met. After Way of Wood pg. 110 Way of the Warrior pg. 116
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Chapter Three - The Long Road
Clan-Specific Jutsu
Way of Balancing Way of the Immaculate
Skills
As the player takes their character through the
Scales, pg. 118 Show, pg. 125 life path-style character creation system, each stage pro-
Way of Caring Way of Inked Skin, pg. 127 vides certain Skills to reflect the lessons they’ve learned.
Hands, pg. 119 There are 20 Skills in total, each with their own uses and
Specialties that answer questions about the character,
Way of Ebony Way of Kept Lore, pg. 128
including how charming a character is (Persuade), how
Clutches, pg. 121
stealthily they can operate (Stealth) or even how good
Way of Great Way of Spun they are with a bow (Marksman). Each Skill has certain
Serpents, pg. 122 Threads, pg. 129 combos it gravitates to, but GMs and players are encour-
Way of Heaven’s Way of Twin aged to come up with new combos on the fly. For rules on
Judgement, pg. 124 Beasts, pg. 130 how to use Skills, see pg. 133. Skills are rated 0-5, roughly
equating to the following:
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Chapter three - The Long Road
84
Chapter Three - The Long Road
but suffer other consequences: Empathy
èè Target believes the ninja, but interprets the lie in the The Skill of emotional understanding. Ninja use
most inconvenient possible way. Empathy to discern lies, understand a target’s true
èè The ninja leaves a clue, and it is only a matter of time desires and console distressed allies. Empathy com-
before the lie will collapse and incriminate them. monly forms combos with:
èè +Holistics to heal mental damage.
èè The ninja tells two different lies to different people. If
they compare notes, the ninja will be trapped. èè +Perception to determine the target’s emotional state.
On a Critical Failure the target clearly suspects the nin- èè +Persuade to approach a negotiation from a place of
understanding.
ja’s actual motive and the player must choose: the ninja is
directly caught lying in front of others (increasing suspi- Failing an Empathy check usually means the ninja
cion and Difficulties) or the ninja reveals too much of the doesn’t understand the target’s emotions. Alternatively,
truth as part of the lie (the ninja must truthfully answer a the ninja could still gain understanding at the cost of oth-
question from the target). er consequences:
Common or useful Boosts include: èè A negative reaction to the ninja due to their carelessness.
èè Heightened Effect: A coincidence backs up the ninja’s èè An awkward revelation of the ninja’s own true feelings.
lie with circumstantial evidence.
èè The target’s feelings change suddenly without the
èè Style: Suspicion is transferred onto one of the ninja’s ninja noticing.
opponents.
A Critical Failure means the ninja senses nothing from
èè Streak Bonus: The ninja has earned the target’s trust the target and must choose: become embroiled in a loud,
for future interaction. emotional argument with the target or become too sym-
pathetic to the target and suffer a penalty on any contest
Discipline against them until their emotional state changes.
The Skill of patience, meditation and willpower. Ninja Common or useful Boosts include:
use Discipline to resist pain, emotions and exert absolute èè Additional Targets: Read a room or organization to
control over their bodies. Discipline affects the ninja’s see who is really in charge.
starting Psyche, and commonly forms combos with: èè Bonus Info: Learn who or what the target cares the
èè +Empathy to resist fear. most about.
èè +Fortitude to suffer pain without screaming. èè Heightened Effect: Predict the target’s next action ac-
èè +Stealth to remain motionless in a difficult hiding place. curately and gain a bonus on any check to counter it.
Failing a Discipline check usually means the ninja
gives up on the method chosen for the check, and must Fighting
try something different. Alternatively, the ninja can keep The Skill of close combat, with or without weapons.
trying at a cost: Ninja use Fighting to strike with fists and feet, grapple op-
èè Procrastinate the task in favor of doing something ponents and master deadly weaponry. This Skill common-
fun. The ninja may retry the same method after a day ly forms combos with:
or after being caught by a superior. èè +Deception to Feint (pg. 142).
èè Whine constantly, drawing a cumulative -1 penalty on any èè +Knowledge to analyze an opponent’s fighting or
social or Stealth checks for the remainder of the Scene. weapon style.
èè They get overemotional and suffer 1 mental damage. èè +Stealth to make a sneak attack while hidden.
On a Critical Failure, the ninja must give up on the Failing a Fighting check in battle usually means a miss,
method and choose: fall asleep or lose 1 ki instantly. but alternatively the ninja could still deal damage and suf-
Common or useful Boosts include: fer another consequence:
èè Heightened Effect: Eliminate any pain affecting the èè Lose their weapon.
ninja (page 152). èè Suffer a free counterattack from the opponent.
èè Streak Bonus: Perfect technique applies the bonus to èè Reveal a weakness (grant all opponents a Streak Bonus).
any check, not just a Discipline combo.
On a Critical Failure, the ninja misses the attack and
èè Style: The ninja’s perfect control impresses foes as must choose: become open to attacks (suffer a -1
well as friends.
penalty on all Defenses for the Round) or become
too defensive (all damage reduced by 1 for the
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Chapter three - The Long Road
Round, but they cannot attack).
Common or useful Boosts include: Negotiating Combos
èè Bonus Damage: Gain +1 damage to the and Consequences
attack.
Common Skill combos and consequences
èè Bonus Info: Identify the target’s clan or master by listed with each write-up are just suggestions.
their fighting style. Describing how the character is attempting to
èè Streak Bonus: The ninja gains the upper hand against perform a Skill should suggest the two most
the opponent. relevant Skills based on that description. A
combo that makes sense for one situation may
Fortitude not work for another, and the Difficulty may
The Skill of physical endurance. Ninja use Fortitude to be different based on the methods chosen. On a
resist exhaustion, poisons and sicknesses, and the effects failed check, the consequences could be drawn
of extreme climates. Fortitude affects the ninja’s starting from whichever Skill makes the most sense or
Health, and commonly forms combos with: completely unique to the situation. Players can
èè +Athletics to avoid becoming exhausted after extend- negotiate consequences with the GM, especial-
ed activity. ly if they have a cool idea that fits the situa-
tion. When in doubt, the GM can give a choice
èè +Holistics to heal oneself from physical damage or ill- between two appropriate consequences, but
ness.
those choices do not need to be equal.
èè +Survival to resist the effects of hostile environments.
Usually a failed Fortitude check means the ninja cannot
finish the task in time (or at all), but alternatively, the nin- efit can occur at a cost:
ja could finish, but suffer another consequence: èè Expend healing materials, which must be replaced.
èè Suffer 1 physical damage.
èè The target loses consciousness.
èè Lose consciousness for 1 Round.
èè The target suffers an infection and the Difficulty for
èè Soreness for the next day, suffering a -1 penalty on all all healing checks increase by +1.
Fortitude checks.
On a Critical Failure, the target may not be assisted
On a Critical Failure, the ninja suffers 1 physical dam- again for another day and the ninja must choose: rare ma-
age and must choose: immediately fall unconscious or fall terials are used with no effect at all, or the effect of treat-
ill (suffer a -1 penalty until the ninja gets bedrest and at- ment is the opposite of what was desired.
tention from Holistics). Common or useful Boosts include:
Common or useful Boosts include: èè Additional Targets: Spread healing effects among
èè Streak Bonus: The ninja gets a second wind. multiple allies.
èè Style: Enemies and allies are impressed by the ninja’s èè Bonus Damage: If crafting a poison, it is especially
endurance and physique. toxic and deals +1 damage.
èè Time Crunch: Get the job done in half the time, or ab- èè Heightened Effect: Heal both Health and Psyche.
sorb a failure consequence from someone else work-
ing on the same task.
Intimidation
The Skill of creating and using fear. Ninja use Intimi-
Holistics dation to cow opponents, awe allies and dominate anyone
The Skill of the medicinal arts. Ninja use Holistics to else. Intimidation commonly forms combos with:
heal damage and reduce Conditions (pg. 153), create po- èè +Might to physically bully someone.
tions and poultices and deal with deadly poisons. Holistics
commonly forms combos with: èè +Persuade to interrogate someone.
èè +Crafts to make potions and elixirs to aid healing. èè +Survival to stare down wild animals.
èè +Fight to apply poisons during a battle. Failing an Intimidation check usually means the target
èè +Knowledge to identify injuries and diseases. isn’t impressed, and is immune to further attempts until
circumstances change. Alternatively, they may still cow
Failing a Holistics check usually costs time with- the target at a cost:
out improving the target’s condition, and prevents èè The ninja went too far and loses approval from their
another attempt for one day. Alternatively, the ben- clan- or squadmates.
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Chapter Three - The Long Road
èè The ninja loses control and suffers 1 mental damage. èè +Discipline to remember subtle details from
èè The ninja frightens everyone, and suffers a -1 penalty experience, books or scrolls.
on social checks that don’t combo with Intimidation èè +Travel to plot how long a trip will take or
for the remainder of the Scene. predict potential dangers to prepare for.
On a Critical Failure, the target isn’t impressed and the Failing a Knowledge check usually means the ninja has
ninja must choose: become psyched out (suffer a -1 penal- no helpful information. Alternatively, the ninja might
ty against that opponent until the opponent suffers a Crit- know something at the cost of another consequence:
ical Failure) or suffer an Embarrassed 1 Condition. èè What the ninja knows is a mixture of truth and dan-
Common or useful Boosts include: gerous misinformation, but which is which?
èè Additional Targets: Other opponents who witness èè The ninja needs outside stimulus to remember, such
the intimidation must also resist or flee. as being drunk, seeing a particular image or hearing
èè Bonus Info: To appease the ninja, the target shares a key word.
everything they know. èè In time, the ninja can find the information if they have
èè Heightened Effect: The target is psyched out or em- access to a library.
barrassed as above. On a Critical Failure, the ninja has no relevant infor-
mation and must choose: the ninja becomes obsessed with
Intuition trying to remember the information (suffer a -1 penalty
The Skill of instinct and investigation. Ninja use Intu- until a Bonus Info Boost suddenly brings the answer to
ition to guide their actions when their senses fail them. mind) or the ninja may not combo with Knowledge again
Intuition affects a ninja’s Initiative and commonly forms until they spend a Scene resting.
combos with: Common or useful Boosts include:
èè +Crafts to thump a mechanism to get it working again. èè Bonus Damage: Know a weakness in the target’s style,
èè +Empathy to beat an opponent at a game of chance. and gain +1 damage against that target each Round
they use analyzed style.
èè +Marksman to make a wild attack against an unseen foe.
èè Bonus Info: There is no limit to what the ninja may
Failing an Intuition check usually forces the ninja to act know or be able to find out about the subject.
on an incorrect instinct. Alternatively, the ninja can stop
èè Streak Bonus: They have studied extensively.
short of acting at a cost:
èè The ninja’s act has an unforeseen and unfortunate
side effect. Marksman
èè The ninja is filled with doubt, and suffers a -1 penalty to The Skill of bows, firearms and thrown weapons. Ninja
all Intuition checks until a Style Boost counters the effect. use Marksman to aim weapons precisely or throw objects
with accuracy and power. Marksman commonly forms
èè Fate pays the ninja back. The GM may increase any combos with:
one check’s Difficulty by +1. èè +Athletics to attack with thrown weapons.
On a Critical Failure, the ninja suffers a -2 penalty to èè +Crafts to make/repair ranged weapons.
Initiative and a doom follows the ninja. The GM can invoke
the doom before a check to increase the Difficulty +2 èè +Perception to spot a target’s vulnerable spot.
Common or useful Boosts include: Failing a Marksman check in Battle usually means a
èè Bonus Info: The ninja gains insight about what the miss, but alternatively, the ninja could still deal damage
target will do next and why. and then suffer a consequence:
èè Style: They are obviously lucky, possibly favored by fate. èè An engaged opponent hits the ninja with a weapon at-
tack without using an action
èè Time Crunch: Instinct leads the ninja on the most ef-
ficient path possible. èè Further ranged attacks are impossible until the ninja
changes position
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Chapter three - The Long Road
Especially useful Boosts include: es) until pressure is no longer being exerted on them.
èè Additional Targets: The ninja’s attack On a Critical Failure, the ninja cannot affect the tar-
penetrates the original target and strikes some-
get and must choose: reduce damage by 1 until the ninja
one behind them for half damage.
can eat and rest, or sprain a muscle (suffer a -1 penalty on
èè Bonus Damage: In place of dealing extra damage, the Might combos for a day).
arrow strikes a leg and causes an Injured 1 Condition. Common or useful Boosts include:
èè Heightened Effect: The arrow may not be deflected èè Bonus Damage: Deal +1 damage to a grappled target.
or caught, only Dodged. èè Heightened Effect: The ninja can lift an object double
their normal load.
Might èè Streak Bonus: The ninja gains leverage.
The Skill of physical strength. Ninja use Might to lift
heavy objects and overpower foes. Might commonly forms
Perception
combos with:
The Skill of noticing nuance and detail. Ninja use Per-
èè +Fighting for grappling and throwing.
ception to detect enemies, remain alert and find subtle
èè +Fortitude to do manual labor. Even ninja occasionally clues. Perception commonly forms combos with:
have to dig a ditch. èè +Discipline to make a thorough, methodical search.
èè +Travel to carry heavy loads on long journeys èè +Intuition to find clues or detect imminent danger.
Failing a Might check usually indicates the ninja cannot èè +Survival to notice hazardous environmental condi-
move the target. Alternatively, the ninja could summon tions.
the power to lift something at a cost:
Failing a Perception check usually means the ninja
èè Directly after the feat of strength, the ninja suffers a
Knockout 1 Condition. misses an important detail. Alternatively, the ninja still
learns the information at an extra cost:
èè The object being moved is damaged or becomes unusable. èè Lost time (if time is important).
èè The ninja is trapped in place (no movement or Defens- èè Encounter danger (find something the hard way).
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Chapter Three - The Long Road
èè The ninja is too obvious; opponents are aware both of Failing a Persuade check can mean the ninja
what the ninja has detected and that the ninja spotted it. fails to influence the target or, if appropriate, the
On a Critical Failure, the ninja receives random irrel- target is swayed at the cost of other consequences:
evant information and must choose: suffer a Confused 1 èè A powerful opponent notices the ninja’s ma-
Condition, suffer a -2 penalty to Initiative in the next bat- nipulation.
tle or trigger the most dangerous nearby hazard. èè The target becomes obsessed with the ninja, to gain
Common or useful Boosts include: either revenge or show affection at the most inoppor-
èè Bonus Info: Spot the least difficult method for com- tune moments.
pleting a task. èè The ninja must offer an equal concession.
èè Heightened Effect: Increase the ninja’s Initiative by On a Critical Failure, the ninja may not use Persuade
+2 next Round. against the target again until a Style Boost is gained, and
èè Streak Bonus: The ninja spots a weakness; could pro- they must choose: the target detects the ninja’s ploy and
vide a bonus to any check, not just +Perception. goes directly against their wishes, or the ninja offers a
concession without gaining anything in return.
Perform Common or useful Boosts include:
The Skill of public spectacle. Ninja use Perform to en- èè Additional Targets: Neutral audience members who
act complex rituals, impress bystanders with flashy moves can hear the ninja are also persuaded.
and entertain an audience. Perform commonly forms èè Heightened Effect: The target is completely con-
combos with: vinced and will try to convince others.
èè +Crafts to play a musical instrument. èè Style: The argument or emotion is so powerful that
èè +Intimidation to panic a crowd. counter arguments have +1 Difficulty.
èè +Persuade to sway a crowd with a speech.
Speed
Failing a Performance check has a consequence, which-
The Skill of quickness and reflex. Ninja use Speed to
ever is least convenient:
èè The audience becomes disgruntled or possibly leaves. strike first, avoid attacks and escape chasing opponents.
Speed affects the ninja’s Initiative and commonly forms
èè The ninja fails to execute a crucial technique, ruining combos with:
the performance. èè +Fighting to make a quick jab or to parry an attack.
èè The ninja attracts the wrong kind of attention. èè +Stealth to shift from one hiding spot to another while
On a Critical Failure, the ninja suffers an Embarrassed an opponent isn’t looking.
1 Condition and must choose: suffer 1 physical or 1 men- èè +Travel to make a journey at a quick pace.
tal damage, depending on the type of performance being
Failing a Speed check usually means the ninja isn’t fast
attempted.
enough; the attack hits or an opponent beats them to the
Common or useful Boosts include:
èè Heightened Effect: The ninja attracts an appreciative punch. The ninja can push to keep pace at a cost:
audience. èè The ninja may not use any Defense (other than Brace)
for 1 Round.
èè Style: The target is literally stunned by beauty and
suffers a -2 penalty to initiative. èè The ninja stumbles and suffers a -1 penalty to physical
checks for the rest of the Scene.
èè Time Crunch: The ninja can either satisfy an audience
in half the time, or negate a partner’s failure conse- èè The ninja leaves an opening, and a different opponent
quence. may make an immediate free attack.
On a Critical Failure, the ninja hesitates and suffers a
Persuade
-2 penalty on their next Initiative, and must choose: suffer
The Skill of gentle influence. Ninja use Persuade to ne- 1 damage, or freeze in place (no Sprint/Rush or Retreat
gotiate bargains, win over public opinion and subtly get actions for 1 Round).
what they want. Persuasion commonly forms combos Common or useful Boosts include:
èè Heightened Effect: Gain a free Retreat action.
with:
èè +Deception to seduce someone. èè Streak Bonus: Momentum keeps the ninja one step
ahead of danger.
èè +Intimidation to lead impressionable followers.
èè Time Crunch: Whatever the ninja is doing,
èè +Knowledge to debate with a compelling argument.
they do it in record time.
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Chapter three - The Long Road
Stealth On a Critical Failure, the ninja suffers 1 damage and
The Skill of being silent and unseen. Ninja use must choose: suffer 2 more damage from a disastrous ac-
Stealth to conceal themselves, hide objects or slip cident or become completely lost (lose time and suffer a
past guards. Stealth commonly forms combos Confused 1 Condition until back in civilization).
with: Common or useful Boosts include:
èè +Athletics to silently creep across rooftops without èè Bonus Info: learn about other animals, useful plants
disturbing any tiles. or threats in the area.
èè +Deception to make sounds or throw a pebble to draw èè Heightened Effect: The ninja finds or builds an excel-
a guard away. lent shelter.
èè +Intuition to find a suitable hiding place quickly. èè Style: Befriend a local creature.
Failing a Stealth check doesn’t necessarily mean the
ninja is captured or seen. Other consequences could in- Travel
clude: The Skill of planning and executing great journeys.
èè Opponents become aware someone is sneaking around Ninja use Travel to efficiently move long distances by foot,
(increase Difficulties by +1). horse or operate wagons and boats. Travel commonly
èè The ninja is seen as they escape. forms combos with:
èè +Intuition to find a location or a shortcut without a
èè The ninja is not seen, but their current approach is
map.
blocked.
èè +Stealth to avoid unwanted attention during a journey.
On a critical failure, the ninja is seen and must make a
choice: escape without achieving their objective or finish èè +Survival to cross dangerous wilderness without incident.
the job, but be captured. Failing a Travel check costs valuable time. If the ninja
On the other hand, useful Boosts include: has an abundance of time, they can choose an alternative
èè Additional Targets: The ninja can hide something or consequence:
someone else, or counter another ninja’s failure con- èè Unwanted attention; they are spotted going to or from
sequence. the location.
èè Bonus Info: Discover a new Stealth approach with èè Someone helps the ninja out, but then asks for some-
lower security or because the ninja overhears import- thing in return.
ant secrets.
èè The ninja becomes exhausted and must stop their
èè Style: The ninja leaves evidence incriminating some- journey earlier than planned.
one else for the intrusion.
On a Critical Failure, the ninja arrives at the wrong des-
tination and must choose: either the new destination is
Survival very dangerous or the ninja must acquire something (i.e.
The Skill of thriving in the wilderness. Ninja use Sur- a map, official papers or boat fare) before resuming their
vival to find food and shelter in dangerous environments, journey.
identify useful or dangerous plants and avoid natural haz- Common or useful Boosts include:
ards. Survival commonly forms combos with: èè Bonus Info: Learn about an entirely new destination
èè +Holistics to milk poisons or antitoxins. or about something happening at the target destina-
èè +Marksman to hunt game animals and acquire meat. tion.
èè +Perception to notice and follow tracks èè Style: The ninja has comfortable accommodations and
reaches the destination well rested, gaining a +1 bonus
Failing a Survival check may cause a Deprived 1 Condi- to the Temple phase of their Journey (pg. 138).
tion or simply inflict 1 damage from hunger and exposure.
Alternatively, the ninja could avoid harm from the envi- èè Time Crunch: Get to the destination in half the time,
ronment at an appropriate cost: or compensate for another failure consequence on the
èè Lose a valuable piece of equipment. same Journey.
èè Get overheated or frostbitten (suffer a -1 penalty on
all checks until the ninja finds shelter).
èè Draw unwanted attention from wild animals or oppo-
nents in the area.
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Chapter Three - The Long Road
Health and Ki
Psyche Ki, also sometimes called chi, is an invisible ener-
gy that resonates through every person, animal or thing in the
A character can only take so much punishment before world. There are two types of ki: Yin and Yang, representing
being broken, whether physically or mentally. This is rep- the positive (Yang) and negative (Yin) nature of the universe.
resented in The Ninja Crusade 2nd Edition by two different Though they are opposites, one is not stronger than the other is
damage tracks: and ki could not exist at all without a balance of Yin and Yang.
èè Health: This displays the character’s physical condi- Yang is the power of life itself, the overwhelming pos-
tion and how much of a beating their body can take. itive force that brings the sun out during the day, allows
Physical damage takes away from Health. Characters
things to grow and gives the courage to carry on. Yin, on
begin with (Fortitude +5) Health.
the other hand, represents the opposite forces of Yang,
èè Psyche: This is the character’s mental condition, like the fear of one’s ultimate death, the still night where
showing the strength of their mind. Mental damage the moon hangs overhead and a keen, sharp mind.
takes away from Psyche. Characters begin with (Disci- Characters begin with three points of ki, determined
pline +5) Psyche. by their Choices during character creation. Specifically,
these values come from their Element (pg. 49), their Trag-
Each damage track has its own section, and is scaled edy (pg. 57) and their Clan (pg. 64). Otherwise, ki levels
from 1 to 10. Each tracker has two rows, the top showing only raise when a character reaches a new Rank (pg. 92).
the maximum Health or Psyche the character possesses, Both Yin and Yang range from 0 to 5, and jutsu need
and the bottom row being where the player marks any in- certain ki levels to utilize. Basic Jutsu require at least 1
coming damage. Damage is recorded with a “/“ through ki of the corresponding type, while Median Jutsu require
one of the bubbles, starting from the left and going to the at least 2 ki of that type and Advanced Jutsu at least 4 of
right. Shown is an example of a character with Health 5 that type. Techniques known only to true ninja masters
and Psyche 6 who has taken 1 physical damage and 3 men- have been rumored to require certain levels of both Yin
tal damage. and Yang just to use.
Health
(5 + Fortitude)
Resting Ki
One’s resting ki is the number of ki points they pos-
Psyche sess when not actively molding. Regardless of how much
(5 + Discipline)
ki they spend or mold, they always return back to this
amount after resting (or between Scenes). This is especial-
Healing Naturally ly important, as it represents the ki the ninja actually car-
When passing from one major Scene to another, (minor ries with them. Any other ki is drawn in from their envi-
or connected Scenes should not have an effect) or if a day ronment and combined with their spirit to formulate their
passes in game time, a character can heal up to (Fortitude jutsu. A ninja’s beginning Yang and Yin can tell the player
+ Discipline + 1)/2 damage from either Track they choose. a number of things about the character and their ability to
For example, a character with Fortitude 3 and Discipline 2 use certain jutsu on the fly.
could heal up to 3 damage when moving to a new Scene or
resting for a day. Conditions (pg. 150) heal at a different Molding Ki
rate. Molding ki takes only moments outside of combat, usu-
ally with a mixture of breathing and focusing hand motions.
The Elemental Route The display is quite obvious, as enery swirls around the nin-
Elements are what make a character tick. Fulfilling a ja, so strategic molding is advised. Once molded, ki remains
task related to one’s Element is the easiest way to influ- useable by the ninja for approximately 30 minutes before it
ence the story or how the character can recover Health returns to its natural state of being (their resting ki levels).
or Psyche. If they spend a Scene pursuing their elemen- This means, few ninja walk around all day with the maxi-
tal Temperament (pg. 49) to blow off steam, they can mum 10 points of ki. It’s just not practical. However, mold-
heal damage again as above. This could be anything from ing ki during a Battle is costly, so it is a delicate balancing
peacefully arranging one’s knife collection to wandering a act of strategy and luck.
museum in search of mesmerizing art. Some believe ki is infinite, but nothing could
be farther from the truth. In many cases, envi-
ronments have a limited amount of ki that can be
91
Chapter three - The Long Road
drawn in any given Scene, depending on the type
and abundance of ki lines. Rank
A ninja’s rank is more than just their collective expe-
Type Element # of Taps rience. It is a representation of the path they’ve walked
At Sea Water 6 until now. Ninja exist in the night, in silence, and thus
their Rank displays this proudly. Most ninja are more than
Deserts Fire 4 happy to reveal their Rank tattoo to an opponent just to
City Metal 6 strike fear in them.
A character who has only recently begun their career
Forest Wood 4 with 0 XP begins at Rank 1. With every 50 XP they gain,
Jungle Wood 6 they raise to another Rank. Rank is the only way a char-
acter increases their resting ki and gains more Dynamic
Mountains Earth 6
Actions. It is suggested that all players’ characters begin at
Shoreline Water 4 the same Rank to help with balance. Higher-ranking ninja
Tunnels Earth 4 receive a +1 bonus to Intimidation against lower-ranking
ninja for each step they are greater. For instance, an Emer-
Village Metal 4 ald Moon (Rank 3) would have +2 Intimidation against an
Volcano Fire 6 Emerald Star (Rank 1).
èè Emerald Star (Rank 1): Beginning ninja receive the
The above chart depicts how many times an environ- rank of Emerald Star. They have trained enough to
ment can be tapped before it is depleted. Any location near become full-fledge ninja, but have not spilled enough
blood to have moved up the ranks. They begin with ki
a ki line, flowing energy that travels in lines, can be tapped
Balance listed with their Elements, Tragedy and Clan,
more often (+2 times), but those far away will have less (-2
1 Dynamic Action every Round for free and may roll 3
times). This makes using Dynamic Actions to increase the dice for more.
amount of ki drawn with a single tap important (Zen Mind,
pg. 141). High-ranking ninja often hold so much personal èè Ruby Star (Rank 2): Having gained the respect of their
ki that molding is just for emergencies. clan, the ninja has bloodied their star and achieved a
If the character’s personal Element aligns with the envi- Ruby Star Rank. They receive +1 ki of choice, 2 Dynam-
ronment in question, they can draw from the environment ic Actions every Round and may roll 3 dice for more.
at least twice per scene, regardless if there are any taps left. èè Emerald Moon (Rank 3): They have grown more im-
For example, if Kino is in a battle against four enemies in a portant than a mere star, becoming an Emerald Moon.
forest and each of them chooses to Mold Ki with their ac- They receive another +1 ki of Choice, 2 Dynamic Ac-
tions, then she may still do the same because her Element tions every Round and may roll 4 dice for more.
is Wood. Any of the characters in the battle with the Wood èè Ruby Moon (Rank 4): The ninja has bloodied their
Element could do so a second time as well without penalty. moon, turning it Ruby and mastering the night’s land-
scape. They receive another +1 ki of Choice, 3 Dynamic
Spending Ki Actions every Round and may roll 4 dice for more.
The active spending of ki is not always necessary in èè Shadow Eye (Rank 5): Only master ninja achieve this
The Ninja Crusade 2nd Edition. Some novice ninja go years level, forgoing the moon and star entirely to become
without needing to actually expend ki, using only the sim- the night’s sky, the Shadow Eye, itself. They receive
plest of jutsu. However, ki can be spent in the following another +1 ki of Choice, 4 Dynamic Actions every
ways in a pinch: Round and may roll 4 dice for more.
èè If the ninja fails a jutsu activation check, they may
spend up to (Rank) ki of the corresponding type to add
+1 success to their results.
èè 1 ki point (either type) may be used in place of a Dy-
namic Action. May only be done once per Round.
Initiative
Initiative represents the character’s reflexes when
èè Ignore target’s Armor for one attack something bad is occurring around them, whether it be a
trap or an ambush. Characters have an Initiative of Intu-
èè Half damage from an incoming attack
ition + Speed + 3. This is a static number, but can be raised
èè May be given to another ninja with a touch. or lowered with Dynamic Actions or other abilities. More
Initiative information is on pg. 140.
92
Chapter Three - The Long Road
Experience
the GM speechless from how cool or clever it was, they
receive 1 XP. This shouldn’t happen every Session, or
93
Chapter three - The Long Road
94
Chapter Three - The Long Road
Median Jutsu and 20 XP for Advanced Jutsu. If the jutsu is
from a new Way, the player must spend +5 XP to reflect
them undergoing the core training as well. Changing Choices
Of course, the time required to learn each one should be When a character reaches a new Rank, used to
approximately one week for Basic, one month for Median mark significant character milestones, the player
or anywhere between six months to a year for Advanced. has the option to switch out up to two of their
This training time extends by around three months if they Choices to reflect what is going on in the story.
are learning from a Way they do not already know. If, for instance, the character has taken less of a
Scout role in the Ninja Crusade and wants to be-
come a Foot Soldier, or even if they want to sim-
Experience Spending Chart ply switch from an Observer Scout to a Pathfind-
XP Expenditure Cost er Scout, they can do so at this time. However, if
they’ve spent XP to raise the Gift or Trigger for
Skill Level (Level 1-4) 6 XP their old Choice, they have lost that XP in the
Skill Level (Level 5) 10 XP process. The character loses the Gift and Trigger
they received from the old Choice and replaces
New Specialty 3 XP it with the new Choice. Their natural Ki Balance
+1 to Gift 5 XP also changes, but their Skills received from prior
choices remain the same. XP can be spent to raise
+1 Karma from Trigger 5 XP other Skills however.
New Style Technique 10 XP
+1 Level to Style Technique 7 XP
Basic Jutsu 7 XP
Median Jutsu 14 XP
Advanced Jutsu 20 XP
First Jutsu of a Way +5 XP
New Ally 5 XP
Enhance Ally 3 XP
New Rival 3 XP
Rival to Ally 3 XP
95
Chapter three - The Long Road
96
Chapter Three - The Long Road
Weapon Styles
(available for anyone) Other
èè Blunt: Bone Crusher, Force of Nature or Shatter Weapons Health
èè Chain: Chain Dance, Chain Lightning or Flying Chains Fortitude + 5
èè Paired: Absolute Defense, Unstoppable Attack or Yin
and Yang Psyche
èè Ranged: Blackout the Sun, Firing Blind or Living Missiles Discipline + 5
èè Sharp: Armor of Baldes, Blade Storm or Splitting Arrows
Rank
9 9 Styles Rank 1 (0 XP) 1 Dynamic Action, 3 Dynamic Dice
(available for anyone)
èè Alchemy: Alertness, Dreams, Healing, Mind, Sight or Rank 2 (50 XP) 2 Dynamic Actions, 3 Dynamic Dice, +1
Voice Ki Balance
èè Master of Spies: Assassins, Gatherers or Thieves Rank 3 (100 XP) 2 Dynamic Actions, 4 Dynamic Dice, +1
èè Portents: Mastery of omens and sensing ki Ki Balance
èè Summoning: Kinship with Celestial Animals - choose
one animal type Rank 4 (150 XP) 3 Dyanamic Actions, 4 Dynamic Dice,
èè Trap Mastery: Expert use of all types of traps +1 Ki Balance
Rank 5 (200 XP) 4 Dynamic Actions, 4 Dyanmic Dice, +1
Step Seven: Sky Ki Balance
Choose the jutsu the character has been taught. Play- Initiative
ers receive 6 points to spend (or 4 points for Ronin), with Intuition + Speed + 3
a cost of 1 point for Basic Jutsu, 2 points for Median Jut-
su and 3 points for Advanced Jutsu. Can select from up to Strength
Athletics + Might
three separate Ways to start (their Clan-Specific counts as
one of these. Movement
Atheltics + Speed + 5
Elemental General
Experience Spending Chart
Way of Earth, pg. 105 Way of Beasts pg. 111
Way of Fire, pg. 106 Way of Movement pg. 112 XP Expenditure Cost
Way of Metal pg. 108 Way of Survival pg. 114 Skill Level (Level 1-4) 6 XP
Way of Water pg. 109 Way of the Unseen pg. 115 Skill Level (Level 5) 10 XP
Way of Wood pg. 110 Way of the Warrior pg. 116 New Specialty 3 XP
97
Chapter three - The Long Road
98
THESecond
NINJAEdition
CRUSADE is
Atsuko Anzai
Name:________________________________
a
As
great
beautiful
dancer, but
as she
rarely
is dangerous,
smiles
with
anymore. Not
Kristen
Player:_____________________________
a focus on saving her mentors.
Description:_____________________________________________________________
Anzai until the Twins are safe.
__________________________________________________________________________
Fire - Confident
Element:______________________________________________________ Dedicant - Revolutionary
Profession:____________________________________________________
Ocean
Village
Temperament Gift Temperament Trigger Focus Gift Focus Trigger
+1 Empathy vs Fear
______________________________ 1 Karma if she becomes
_________________________________ +1 Fighting when for
______________________________ 1 Karma if she chooses
__________________________________
Overconfident
______________________________ _________________________________ her cause cause over her squad
______________________________ __________________________________
______________________________ _________________________________ ______________________________ __________________________________
What is your birth element? (mark Ki Balance, gain Skill lvls, What is job to you perform for society? (gain Skill lvls, choose Focus,
choose Temperament, record Gift and Trigger) record Gift and Trigger)
Forge
River
Blazing Dancers
Temple Mountain
Paired - Unstoppable
Style:___________________________ Style:___________________________ Style:___________________________ Health
(5 + Fortitude)
Attacks: May attack twice
__________________________________ __________________________________ __________________________________
with one Action, but suffer
__________________________________ __________________________________ __________________________________ Psyche
(5 + Discipline)
a -1 penalty to both
__________________________________ __________________________________ __________________________________ Conditions
__________________________________ __________________________________ __________________________________
What martial arts training do you possess? (Spend 10 Skill pts. , Gain 2 Specialties, Record 2 Martial Training lvls)
____________________________________
____________________________________
Immaculate Show Way of___________________________
(Clan) Way of_____________________ the Warrior Way of___________________________ ____________________________________
Illusions tell their
Training:_________________________ +2 damage for the Training:_________________________
Training:_________________________
story for added effect
___________________________________ next Dynamic Action spent
______________________________________________________________________ ____________________________________
-2 Initiative
Backfire:_________________________ Suffer Broken 1
Backfire:_________________________ Backfire:_________________________ Yang Yin
__________________________________ __________________________________ ___________________________________ Twin Swords
Type:____________________
Weapon
________________________________________________________________________________________________________
_________________________
up somewhere within (Movementx2 yards)
________________________________________________________________________________________________________
_________________________
________________________________________________________________________________________________________
Strength Boost Med Yang + Might x2 Strength and inflicts +1 damage
________________________________________________________________________________________________________ Rank 1
Boost = x3 Strength
________________________________________________________________________________________________________ Initiative
Other
6
________________________________________________________________________________________________________ Dynamic Actions 1
________________________________________________________________________________________________________ Dynamic Dice 3
________________________________________________________________________________________________________ Strength 3
________________________________________________________________________________________________________ Movement 9
________________________________________________________________________________________________________ XP Gained
What Jutsu flows through you? (6 pts. to spend: Basic = 1 pt., Median = 2 pts., Advanced = 3 pts., Ronin get 4 pts.) XP Spent
©2016 Third Eye Games. The Ninja Crusade 2nd Edition and Chakra System are the trademark of Third Eye Games. Permission granted to photocopy for personal use only.
Chapter three - The Long Road
100
Chapter Three - The Long Road
Random (Continued)
Step Four: Forge 10 Villager, pg. 64
1-3 - Custodian
7-8 - Ranged, pg. 73
1 - Reroll
Roll Result 4-6 - Guardian 2-4 - Technique #1
1 Commander, pg. 61 7-9 - Shepherd 5-7 - Technique #2
1-3 - Officer 10 - Player’s choice 8-10 - Technique #3
4-6 - Strategist 9-10 - Sharp, pg. 74
7-9 - Trainer
10 - Player’s choice
Step Five: Mountain 1 - Reroll
2-4 - Technique #1
2 Communications, pg. 61 Roll Result
5-7 - Technique #2
1-3 - Diplomat 1 Bamboo Herbalists, pg. 26
8-10 - Technique #3
4-6 - Messenger 2 Blazing Dancers, pg. 28
8-10 99 Styles
7-9 - Spy 3 Grasping Shadows, pg. 30
1-2 - Alchemy, pg. 74
10 - Player’s choice 4 Hidden Strands of Fate, pg. 32
3-4 - Master of Spies, pg. 77
3 Foot Soldier, pg. 61 5 Living Chronicle, pg. 34
1 - Reroll
1-3 - Bowman 6 Pack of the Black Moon , pg. 36
2-4 - Assassins #1
4-6 - Champion 7 Recoiling Serpents, pg. 38
5-7 - Gatherers #2
7-9 - Enforcer 8 Virtuous Body Gardeners, pg. 40
8-10 - Thieves #3
10 - Player’s choice 9 Wardens of Equilibrium, pg. 42
5-6 - Portents, pg. 79
4 Medic, pg. 62 10 Will of Iron, pg. 44
7-8 - Summoning, pg. 80
1-3 - Bonesetter *Can always choose to be Ronin, pg. 46
1 - Bears, pg. 169
4-6 - Kusuriya 2 - Canines, pg. 169
7-9 - Savior Step Six: Temple 3 - Felines, pg. 171
10 - Player’s choice RollResult (roll Twice) 4 - Hedgehogs, pg. 172
5 Mercenary, pg. 62 1 Roll again 5 - Monkeys, pg. 172
1-3 - Assailant 2-4 Fighting Style, pg 66 6 - Rams, pg. 173
4-6 - Rebel 1-5 - Option #1 7 - Rats, pg. 174
7-9 - Trader 1 - Reroll 8 - Roosters, pg. 175
10 - Player’s choice 2-4 - Technique #1 9 - Snakes, pg. 175
6 Pacifist, pg. 62 5-7 - Technique #2 10 - Turtles, pg. 176
1-3 - Objector 8-10 - Technique #3 9-10 - Trap Master, pg. 81
4-6 - Recluse 6-10 - Option #2
7-9 - Refugee
10 - Player’s choice
1 - Reroll Step Seven: Sky
2-4 - Technique #1
7 Scout, pg. 63 Jutsu are so personalized to a par-
5-7 - Technique #2
1-3 - Observer ticular character that making this
8-10 - Technique #3
4-6 - Pathfinder part of character creation random
5-7 Weapon Style
7-9 - Sleeper just isn’t possible. Even random char-
1-2 - Blunt, pg. 71
10 - Player’s choice acters need a little bit of attention.
1 - Reroll
8 Striker, pg. 63 2-4 - Technique #1
1-3 - Assassin 5-7 - Technique #2
4-6 - Gladiator 8-10 - Technique #3
7-9 - Raider 3-4 - Chain, pg. 72
10 - Player’s choice 1 - Reroll
9 Supplier, pg. 64 2-4 - Technique #1
1-3 - Dealer 5-7 - Technique #2
4-6 - Hoarder 8-10 - Technique #3
7-9 - Steward 5-6 - Paired, pg. 72
10 - Player’s choice 1 - Reroll
2-4 - Technique #1
5-7 - Technique #2
8-10 - Technique #3
101
Katashi tossed the latest bloody board aside and shoved his hands into the
salt-water herb solution next to the sawhorse. The mixture stung his blistered
fingers. Red colored the water as he rinsed. Katashi cursed himself again for
failing the exercise, even though Master told him it would take years before
he succeeded. Katashi had bloodied his fingers every day for the past three
years with nothing to show for it but calluses and frustration.
That was all. It would show him worthy. It would show Master he could
grow. Yesterday, he overheard Master talking with the other teachers.
Sweaty and still hurt over the remarks, Katashi set up another board on
the sawhorse. Katashi used the board until it became too bloody. He made
new boards every week. He wondered why he couldn’t reuse old ones when
they dried and said as much to Master one day.
Katashi eyed his target. If they sent him away, he would do this before
he left. He wouldn’t do it for Master and he wouldn’t do it for his family. He
would do it for himself. He could walk away knowing he had finished some-
thing.
His hands moved to position. His feet slid into stance. Another cool breeze
caressed his face. Katashi breathed deep. The pressure in his soul released a
little with each breath and careful touch of the wind. Failure might mark his
future, but he would not let it take his dignity. The relief of letting go blew
the last part of pressure away in a small, but important, breath.
His hands flashed toward the nail. Katashi could not feel the earth under-
neath him. The air held him up and focused down his fingers toward the nail.
It rose a small way out of the wood to meet his hand.
The sound of movement brought Katashi’s head up. Master’s robes disap-
peared around the greenhouse before Katashi could say anything.
Katashi held his head up to the sky, smiled, and thanked the breeze for
reminding him of peace.
Chapter Four
expressions of ki
103
Chapter Four - Expressions of Ki
This rule, however, should be ignored if a differ- is called a Soft Difficulty, since the power succeeds even if
ent duration fits the story better. Some durations it doesn’t hit the value needed.
are left vague for this very reason. Example: The ninja activates an Advanced jutsu which has
a Soft Difficulty of 4. They get 3 successes on their activation
check, which means they get 3 successes worth of benefit, but
Type Min Ki Difficulty
also activate the Backfire effect.
Basic 1 2
Median 2 3 However, when targeting a specific victim who has
the ability to resist with a Dodge or Resistance check, the
Advanced 4 4 check is a Hard Difficulty (instead of Soft). This means suc-
cesses gained are those above and beyond the target’s Re-
Example: Minori sees his target and wants to use Flame Ar- sistance check. Of course, as long as they receive the min-
row to strike the elusive man, which requires a Yang + Marks- imum number of successes for the Soft Difficulty, they do
man check. His Yang is currently 2 and his Marksman is 3, so not activate the Backfire effect.
he has 5 dice to roll. He gets 1, 3, 4, 5, 9 (1 success). His opponent Example: The ninja fires an Advanced jutsu at their target,
gets 4, 6, 6 (0 successes) to Dodge. This means he hits his target gaining 4 successes, but their target Dodges with 2 successes.
for 3 damage (2 from Flame Arrow + 1 net success), but since he This means they only benefit from 2 successes, but there is no
only got 1 success on a jutsu with a minimum requirement of Backfire since they got the minmum 4 successes.
2 successes, it also Backfires and sets flame to his surrounding
area and starts a forest fire.
The Elemental Bonus
Some characters have a higher affinity for using cer-
Determining Successes tain jutsu. If the character’s Element matches the jutsu’s
GMs and players should pay special attention to their Element, they receive a +1 bonus when activating that jut-
rolls when using jutsu, as many descriptions state that su. This should not dissuade players from selecting jutsu
their effects range based on the number of successes outside of their Element, but it definitely rewards those
gained. When there is no set Difficulty, such as with jutsu who stay true to their inner nature.
affecting only the ninja or their environment, the state-
ment is at face value. How many successes they roll is how
The Destruction Cycle
many successes there are. They only activate the Backfire
When two ninja come into contact, there is often a time
effect if they roll less than the Difficulty for its level. This
when jutsu are used against one another. Like the very ele-
ments they are built upon, these jutsu have a natural
cycle of destruction that allows one to destroy anoth-
er quite easily. The destruction cycle is as follows:
104
Chapter Four - Expressions of Ki
Resisting Jutsu èè Open the Earth (Yin + Might): The ninja
commands the earth to move aside, creating
There are three different kinds of jutsu: ones that affect the holes or openings in stone. The openings are
ninja themselves, ones that affect the environment and others (Yin x 5ft) in diameter, and up to (Yin x 20ft) deep.
that must be resisted by a target. The first two types cannot be
resisted, as the ninja won’t harm themselves and the environ- èè Stone Fists (Yin + Fortitude): The ninja conjures
ment is but a tool in the hands of a ninja. However, jutsu that stone around their fists, allowing them to block weap-
specifically target a living being force a Resistance check. on attacks as though armed. The ninja gains +1 Fight-
Most villagers and everyday citizens have no protec- ing and can Block weapons with their fists without suf-
tion from the power a ninja wields with jutsu. They have fering penalties for Rounds equal to successes gained.
no mastery of their ki aspects to help them push off the
effects, and are thus powerless to avoid the terrible con- èè Stone Like Clay (Yin + Crafts): Ninja with this jut-
sequences. If the ninja targets a person such as this, the su treat even the hardest stone, rock and non-metallic
effect happens as long as they get 1 success. earth as if it were soft clay. The stone is still hard for
Other ninja and specially-trained Extras are another sto- anyone other than the ninja. Lasts for the Scene.
ry entirely. These enemies know how to push off ninja effects èè Stone Lung (Yang + Survival): The ninja compels
when they need to. The process is quite easy, the target makes the earth to fill their target, suffocating them. For a
the same check as the attacker, but uses the reverse ki type. If number of Turns equal to successes gained, the target
the jutsu being resisted is an Advanced jutsu, the target must finds it harder to breathe and suffers a -1 penalty to
also spend a ki (of either type) to make the check.
all physical actions. With a Boost, the target suffers a
Example: Kaede thinks Tadao has gotten out of line and de-
Deprived 1 Condition.
cides to use Perfect Stillness (pg. 129) to keep him still. Her check
is Yin + Stealth and her jutsu is Advanced, so Tadao must spend
1 ki and then make a Yang + Stealth check to resist. If he is suc- Median Jutsu
cessful, he is unaffected. èè Earthen Slumber (Yang + Holistics): The ninja
lies upon the earth and soaks up its strength. They
Elemental Jutsu heal (Yang -1) damage (physical or mental) instantly.
èè Pillars of Stone (Yang + Crafts): The ninja creates
pillars of stone, using the terrain around them to gain
Way of Earth advantages in combat. The ninja crafts a total of (Yang
Element: Earth x 20ft) tall pillars. In combat, the pillars can be used to
Training: Ninja with this jutsu have control over the Knock Down or Knock Back an opponent with a +1 bo-
element of earth, the most ancient and stable of all ele- nus on their check, or the ninja can rise quickly on a
ments. Masters of the Way of Earth have learned to bolster pillar affording them a +1 bonus to Dodge against in-
their own strength and fortitude with their elements and coming attacks.
can endure anything. With a Boost during activation of a èè Spitting Earth (Yang + Marksman): Must have
Way of Earth jutsu, the ninja gains +1 Armor against their Muddied Steps. The ninja blasts bits of earth and stone
choice of mental or physical damage for the rest of the at their opponent, attacking with a +1 bonus and in-
Scene, stacking normally.
flicting 2 damage. With a Boost, the ninja can instead
Backfire: Failed use of the Way of Earth results in the
deal half damage to (Yang) separate targets at one
ninja weakening their own fortitude and resolve. They
time.
suffer a cumulative -1 penalty on all rolls to defend or re-
sist incoming attacks. èè Stone Skin (Yin + Fortitude): The ninja is sur-
rounded by swirling bits of sand and rock, encasing
Basic Jutsu the body. The ninja gains +2 Armor against physical
èè Muddied Steps (Yang + Deception): The ninja damage and +1 Health for the Battle.
changes a (Yang x 10ft) area of earth into thick, mud-
èè Stoney Face (Yin + Intimidation): The ninja
dy terrain. This forces a Moderate (2) Athletics + Speed
draws upon the earth to mold their visage into that of
check to remain standing to anyone in the area when
unyielding stone. The ninja gains a +1 bonus to social
the effect occurs, and then again every time they per-
attacks and defenses for the rest of the Scene.
form any action that requires movement. Those who
On a Boost, this raises to a +2 bonus.
fail take a Slowed 1 Condition.
105
Chapter Four - Expressions of Ki
Advanced Jutsu Backfire: Failing a check for the Way of Fire can have
èè Earth Flow (Yin + Travel): The nin- disastrous results. It could mean the ninja takes the dam-
ja can pass through earth and stone as though age they intended for their enemy or possibly set their en-
walking through air. The ninja can move through vironment on fire. On a Critical Failure, they take a Burned
stone or soil at their normal walking speed, but can 1 Condition.
never run. The ninja must be moving while passing
through the earth. If they stop for any reason, the nin- Basic Jutsu
ja is shunted out of the earth immediately. èè Bright Star (Yang + Persuade): The ninja sur-
rounds themselves with a bright light, making it hard-
èè Quake (Yang + Might): Must have Pillars of Stone.
er to see and attack them and causing a (Yang) penal-
The ninja causes the earth to shake and rock beneath
ty to opponents’ attempts for the Round. This penalty
their feet in a 50ft diameter area for (Yang) Rounds.
does not apply to Grapple checks. This jutsu also Illu-
Anyone near the edges of the affected area may make a
minates everything within Near Range. On a Boost, it
Dodge check with a -2 penalty to escape. If they cannot
lasts for the Scene or Battle.
escape, they are immediately knocked down, and take 2
damage per Round as shifting rocks slice and cut. èè Extinguishing Seal (Yin + Intuition): The ninja
gets rid of any fire in the surrounding area. Ongoing
èè Quicksand (Yin + Deception): Must have Muddied
flames are immediately extinguished. If used to De-
Steps. The ninja targets an area (Yin x 15ft) in diameter
flect (pg. 141) fire damage, success completely nulli-
which becomes a sinking quicksand for the Scene. Any-
fies the attack.
one in the area when the effect occurs may attempt to
Dodge out of the way. Anyone caught in the quicksand èè Fire Punch (Yang + Might): The ninja summons
sinks at a rate of 1ft per Round and cannot use Move Ac- fire around their fists and hand-to-hand attacks now
tions. If they are unable to leave the quicksand before deal +1 damage. Lasts for a number of strikes equal to
being covered, they will eventually die of suffocation. successes gained.
èè Stone Form (Yang + Fortitude): Must have Stone èè Flame Arrow (Yang + Marksman): The ninja
Skin. The ninja becomes a creature made entirely of summons their ki and fires a flaming arrow at their
stone and fights with the power of the mountains. target from their palm. The arrow deals 2 damage on a
They receive +3 Armor against physical damage and +2 successful hit. On a Boost, the target suffers a Burned
Health, and deal +1 damage on all attacks made with 1 Condition as well.
their fists for the Battle. èè Flame Wall (Yang + Intimidation): The ninja cre-
èè Terracotta Soldier (Yang + Crafts): The ninja ates a wall of flame to separate themselves from oth-
summons forth a small army of stone soldiers to fight ers, which remains for a number of Rounds equal to
for them, resulting in a Squad of 4 under their con- successes gained. Though the wall has no substance
trol. They use half the ninja’s dice pool for Attacks itself, it expands up to (Yang x10ft) wide. Opponents
and Defense, have 1 Action, Armor 2 and Health 20, who pass through take 1 damage and must succeed
but no Psyche or Dynamic Actions. With a Boost, the at a Moderate (2) Fortitude check or suffer another 2
ninja can summon two more soldiers, giving them an physical damage and a Burned 1 Condition.
additional +1 to attack and +5 Health. Lasts the Battle.
Median Jutsu
èè Cauterize (Yin + Holistics): With a touch, the ninja
Way of Fire heals 1 Health and removes Bleeding Conditions from
Element: Fire the target for the Battle. Can affect up to (Yang) tar-
Training: The ninja with this jutsu has control over gets at once with a Boost.
fire, the rawest and most dangerous of elements. With it,
they can destroy their enemies or defend their loved ones. èè Dulled Spirit (Yin + Empathy): The ninja reduc-
The Way of Fire has a number of effects that can deal out es the fiery spirit inside their target, creating a (Yin)
harm in ways no other jutsu can. On a Boost during their penalty to resist the next mental attack.
activation check, the ninja can choose whether or not to èè Face in the Fire (Yin + Empathy): With medita-
ignite the point of contact in flames and deal +1 tion, the ninja makes their face appear in a fire any-
physical damage on impact and every Round af- where within (Yin) miles to see and communicate with
terward until it is put out.
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Chapter Four - Expressions of Ki
those around the flame.
èè Fire-Proof (Yin + Fortitude): Requires
Extinguishing Seal. This jutsu reduces any
Burned Conditions the ninja has taken this Scene by 1
and reduces damage from future fire attacks or flame
in the general area by (Yang) for the Battle or Scene.
èè Red Mantle (Yang + Crafts): Must have Bright
Star. The ninja surrounds their body with a mantle of
flame, giving them +1 Fighting and +2 Intimidation for
the Battle.
Advanced Jutsu
èè Burst Defense (Yin + Fortitude): The ninja infus-
es their skin with fire, sending out waves of heat any
time they are struck. If an opponent successfully deals
damage to the ninja within Close Range, they also take
2 damage. Lasts for a number of hits equal to the acti-
vation successes.
èè Fire-Breather (Yang + Discipline): The ninja takes
a deep breath, summoning their Yang in their chest,
and then breathes it out as intense fire. This attack
can target up to (Yang) enemies in the same direction
at once with the same check, who may Dodge normal-
ly. Victims suffer 2 damage and a Burned 1 Condition.
èè Fire Form (Yang + Fortitude): Must have Fire
Mantle. The ninja’s body turns to flame itself, allow-
ing them to move faster and deal more damage. They
receive a +2 Fighting, Persuade and Initiative, and +1
damage to close combat attacks. Any Boost on an at-
tack creates a Burned 1 Condition in addition to their
normal Boost effect. Lasts for a number of Rounds
equal to successes gained.
èè Ride the Flame (Yang + Travel): Must have Face
in the Fire. The ninja can jump into one fire and ap-
pear out of another fire within (Yang) miles. They al-
ways leave the smell of burnt flesh behind them. On a
Boost, they may take one other along for the ride.
èè Rise From the Ashes (Yang + Holistics): Any ob-
ject that has been destroyed by fire damage can be re-
stored, whether it is a wagon or a house. Items simply
return to their previous form, taking (10 - Yang) min-
utes to do so. Each success after the first reduces the
speed by 1 minute. If reduced to 0 minutes, it occurs
instantly. This does not affect living things.
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Chapter Four - Expressions of Ki
Way of Metal attacks. They gain a +2 bonus to Resistance checks
during social combat.
Element: Metal
èè Melting Touch (Yin + Knowledge): Must have Mold
Training: Mastery of this jutsu affords a nin-
Metal. The ninja using this jutsu can instantly smolder
ja the ability to manipulate the element of metal, the ele-
up to (Yin x5ft) of metal with a touch. In combat, this
ment of war. Weapons and armors are like extensions of
allows the ninja to make a special Block attempt with a
the ninja’s body, and they are able to control the element
-2 penalty to melt the opponent’s weapon.
with exquisite precision. With a Boost during activation,
the ninja gains a +1 bonus to all use of metal weapons/ èè Mend Bones (Yin + Holistics): The ninja can use
tools. metal to reinforce bones or mend broken limbs. Upon
Backfire: Failure to activate the Way of Metal jutsu cre- use of this jutsu, the ninja reduces all of their target’s
ates a dissonance between the ninja and metallic objects. current physical Conditions by 1. Can only be used
The ninja suffers a cumulative -1 penalty when wielding once per Scene.
a weapon made of metal, and has -1 to Block or Brace èè Tough as Nails (Yang + Fortitude): Must have The
against metal weapons for the rest of the Scene or Battle. Metal Within. The ninja hardens their skin to emulate
metal, giving their hair and eyes a metallic sheen.
Basic Jutsu They receive a +1 Armor and can Block weapons with
èè Blade Dance (Yang + Athletics): The ninja moves their fists without the normal -2 penalty for the rest of
and dances like a blade in combat and gains +2 Per- the Battle or Scene.
form. If used during combat, the ninja is harder to
hit, giving a -1 penalty to anyone attempting to strike
them for a number of Rounds equal to their successes. Advanced Jutsu
èè Total War (Yang + Knowledge): The ninja con-
èè Hover Disk (Yang + Crafts): The ninja molds avail- jures an animate blade that follows their directions in
able metal to create a disk they can stand upon and Battle. The blade deals 3 damage and has the Sharp
hover up to (Yang + 20ft) in the air. The ninja can direct Quality. It uses the ninja’s base dice pool for melee at-
the disk to move at twice their normal speed, and it can tacks, and acts at -1 Initiative of the ninja.
carry up to 500lbs. Lasts for the Scene or Journey.
èè Magnetic Pull (Yang + Fortitude): The use of this
èè The Metal Within (Yin + Fortitude): The ninja jutsu adjusts the ninja’s ki to make them more attrac-
can integrate metal into their body. They can keep tive to metals. Any metal within (Yang x10ft) of the
knives in their forearms, spikes in their knuckles or ninja is instantly attracted to them, allowing the ninja
artifacts in their abdomen. The jutsu is used once to to pick up weapons at a distance or draw smaller items
place the item, and then again to retrieve it. in. The ninja can also pull on a large piece of stationary
èè Mold Metal (Yin + Crafts): For the rest of the scene, metal to move towards it, even if they would normally
the ninja is able to mold metal as though it were clay. be denied movement. A living target, such as one in a
This does not actually change the malleability of the suit of armor, can make a Fortitude + Discipline check
metal for anyone other than the ninja. to resist the ninja’s pull, otherwise they are under the
ninja’s power. This same resistance may be necessary
èè Sharpen Blade (Yang + Fighting): The ninja im-
to avoid disarmament as well.
mediately improves even the sharpest blade. While
using the blade, the ninja gains +1 Fighting and deals èè Magnetic Repulsion (Yin + Discipline): The ninja
+1 damage for a number of strikes equal to (Yang). changes their ki to repulse metals. They can push metal
Anyone else who attempts to wield the blade does not weapons faster (gaining +1 damage) or throw armored
gain this bonus. opponents backward, giving a +2 bonus to rolls for Knock
Back. Attackers wielding metal weapons suffer a -2 pen-
alty to hit the ninja as their weapon is deflected away.
Median Jutsu
èè Cage (Yang + Crafts): The ninja summons a metal èè Metal Form (Yin + Fortitude): Must have Tough
cage that springs forth and encircles a single target as Nails. The ninja becomes a being of pure metal, ap-
on the ground. The target can attempt to Dodge the pearing armored in metal from head to toe. The ninja
attack at a -1 penalty. The cage has a Durability of 5. receives +3 Armor against physical damage and deals +2
On a Boost, the ninja can enclose up to (Yang) targets. damage with their fists for the duration of the Battle.
èè Iron Mind (Yin + Discipline): The èè Wall of Blades (Yang + Crafts): The ninja sum-
ninja steels their mind against insults or verbal mons forth a wall (Yang x25ft) long made entirely
of blades. Anyone who touches the wall immediate-
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Chapter Four - Expressions of Ki
ly takes 2 damage as the blades are extremely sharp. a -1 penalty to Block with the weapon, and
With a Boost, the wall receives the Sharp Quality, it shatters after its fifth successful strike or
causing a Bleeding 1 Condition in addition to damage. Block. Boosts while using the weapon inflict a
Slowed 1 Condition as well.
èè Like Water (Yin + Intuition): The ninja moves and
Way of Water flows like water, and even creates a cushion of water
Element: Water around them that buffers incoming damage. The ninja
Training: Ninja trained in the Way of Water are as fluid gains a +2 bonus to Block, Brace, Dodge or Find Cover
and flexible as the element they have mastery over. Mas- for the rest of the Battle.
tery over this jutsu allows the ninja to become one with èè Pull of the Deep (Yin + Perception): The ninja
the water, commanding it to respond to their every whim. increases the humidity in an (Yin x10ft) area creating
On a Boost during activation, the ninja gains a +2 bonus to mists that cling to everyone except the ninja. Anyone in
their next Defense against physical or mental attacks. the area is slowed as though moving through rising wa-
Backfire: The ninja loses their connection to the element ter and suffers a -1 penalty to any Action that requires a
and grows slightly dehydrated and desiccated through im- Move Action for the rest of the Scene or Battle.
proper ki channeling. They suffer a cumulative -1 penalty to
all Movement and Defense checks. èè Soothing Waters (Yin + Holistics): The ninja res-
onates their ki with the flows of water within living
things to soothe and heal. The ninja must touch their
Basic Jutsu
target, but can heal (Yin) Physical or Mental damage
èè Liquid Breath (Yang + Fortitude): The ninja is
on a single target. With a Boost, the ninja can spread
able to stay fully submerged under water for a Scene
that healing to up to (Intuition) targets.
without the need to breathe.
èè Roar of the Shore (Yin + Perception): The ninja
confuses their target with sounds of the ocean and crash- Advanced Jutsu
ing waves. The target is effectively deafened, and they èè Call to Water (Yang + Might): Must have Summon
suffer a -1 penalty to Discipline and Perception checks. Water. The ninja calls upon a body of water and draws
On a Boost, this also deals 1 mental damage to the target. it to them. They can redirect rivers, create corridors
in lakes or oceans, and can even pull the water from
èè Summon Water (Yin + Crafts): The ninja conjures living things around them. If used on a living target
water either in a puddle or into a vessel designed to within sight, this jutsu deals 2 Physical damage as the
contain water. The ninja can summon (Yin) gallons of water is stripped from the creature’s body.
water with this jutsu.
èè The Hidden Mist (Yang + Discipline): Must have
èè Water Walking (Yin + Athletics): This jutsu allows Wind at the Back. The ninja creates a thick fog extend-
the ninja to stand on and move across the surface of water ing (Yang x50ft) around them, obscuring everyone’s
without falling in or incurring penalties, no matter how vision except for theirs. Within the fog, others can
choppy or uneven the water is. This lasts for the Scene. only see a few feet in front of them, making it impos-
èè Wind at the Back (Yang + Travel): The ninja is able to sible to have any accuracy with ranged attacks. All
call upon currents and winds while traveling over water ranged attacks suffer a -3 penalty, and everyone in the
to aid their travel speeds. With each use of this jutsu, the fog benefits from a +1 bonus to Find Cover.
ninja gains a +2 bonus for checks during either the River or èè Read the Flow (Yin + Perception): With this jutsu,
Mountain stage of a Journey (pg. 138) over water. the ninja is able to watch the flow and eddies of the
social atmosphere. They can tell the temperament and
Median Jutsu moods of everyone in a room. Additionally, they gain a
èè The Ink Blurs (Yin + Perception): Must have Roar +2 bonus to all social checks, including social combat,
of the Shore. The ninja alters their target’s percep- for the Scene.
tions to make their vision blur and waver. The target èè Tidal Wave (Yang + Might): Must have Summon
is effectively blinded and suffers a -2 penalty to all Water. With this jutsu, the ninja summons a wall of
checks (including combat) for the Scene or Battle. water (Yang x10ft) in length and height that pushes
èè The Jagged Edge (Yang + Crafts): The ninja in- down everything in its path. Those hit by the wave are
stantly freezes nearby water into a spear or kunai dealt 3 damage, knocked down and pushed
of ice. The weapon is similar in all aspects to a mun- back (Yin x10ft).
dane weapon of the same type, except the ninja takes
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Chapter Four - Expressions of Ki
èè Water Form (Yin + Fortitude): Must èè Hidden Door (Yin + Travel): The ninja infuses their
have Like Water. The ninja completely liquefies ki into a wooden structure, making it move and bend
into a puddle of water. They can travel at half to their will. They create an opening in the wood large
their normal Movement over land, and triple their enough for a person to pass through.
Movement within water. The ninja is immune to all èè Instant Growth (Yang + Crafts): This jutsu allows the
physical damage while using Water Form, though they instant growth of a single plant into any shape the
can still be affected by mental attacks and illusions. ninja chooses. They may create ladder rungs to climb,
or branches to catch their fall. Some even use this to
create furniture or elaborate plant sculptures.
Way of Wood èè Tree Hopping (Yang + Athletics): The ninja infuses
Element: Wood their ki into the soles of their feet to increase their
Training: The element of Wood affords a ninja a con- jumping distances as long as the platform is wood.
nection with the life force of the world, able to influence They can move at three times their normal Movement
the life and growth of all things. Masters of this jutsu can when jumping across wooden structures. This works
step inside one tree and exit another miles away, or can just as well in a forest as across a wooden pier.
simply create a plant growth to suit their own needs. A
èè Unfolding Gift (Yang + Knowledge): Upon the first
Boost on activation of the jutsu gives the ninja a +2 bonus
time the ninja meets someone, they can use this jut-
to checks to use any wooden object.
su to create an elaborate origami figure to present as
Backfire: The ninja’s life force is slowly drained away
a gift. The ninja gains a bonus to Persuade, equal to
through improper use of this jutsu. The ninja suffers a cu-
the number of successes gained, against the receiver
mulative -1 penalty to Might and Athletics checks.
of this gift for the rest of the Scene. With a Boost, the
target also takes a Convinced 1 Condition.
Basic Jutsu
èè Harvest (Yang + Crafts): The ninja infuses their ki
into a fruit bearing tree to make it instantly produce Median Jutsu
enough food for a full meal. With a Boost, the ninja can èè Hiding Place (Yang + Holistics): The ninja melds into
create enough food to feed (Yang) number of people. a tree large enough to encompass their entire body.
While there, they heal 1 Mental and 1 Physical damage
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Chapter Four - Expressions of Ki
every 10 minutes they spend within the tree. until the growth stops within (Yang) Rounds.
èè Immaculate Bridge (Yang + Crafts): The ninja cre- èè Wood Form (Yang + Fortitude): Must have
ates a wooden bridge to access areas otherwise unat- Hiding Place. The ninja becomes a being of
tainable. For instance, the ninja may create a bridge pure wood. Thick bark covers their skin, and vines ex-
over a lake or chasm. The bridge can extend over an tend in a tentacle-like fashion from their body. The
area up to (Yang x50ft) and can hold up to 1,000 lbs. ninja gains +2 armor and +1 Health for the duration of
èè Wall of Wood (Yang + Might): The ninja summons an the Battle or Scene. Additionally, the ninja gains a +2
instant wall made of thick wood up to (Yang x5ft) tall bonus to Initiate Grab, Disarm and Catch Actions.
and wide. The wall has a Tough (3) Difficulty to break
through. On a Boost, this is raised to Challenging (4).
èè Weapon Craft (Yang + Crafts): The ninja reaches into
General Jutsu
a tree and pulls out a weapon created just to their lik-
ing. This can be any completely wooden weapon. The
ninja using it gains a +1 bonus to attack and damage Way of Beasts
while using it. Element: Earth
èè Wooden Visage (Yin + Deception): The ninja hardens Training: Much of the training involved in the Way of
their visage into a mask depicting a single emotion of Beasts revolves around surviving in the wilderness among
their choosing regardless of what they are really feel- the wild animals of the world. Reaching mastery means
ing. For example, the ninja may harden their face to the ninja is at ease with the animal within, and convers-
appear neutral while internally raging, or to appear es with animals like friends. On a Boost during a Way of
sad when they are anything but. Others who attempt Beasts jutsu, the character gains a cumulative +1 Initiative
to sway the ninja socially suffer a -2 penalty. and +1 Fighting as they show more of their animal side.
Backfire: Accepting more of the animal inside makes
the ninja lose themselves. They suffer a cumulative -1 pen-
Advanced Jutsu alty to all social checks for the Scene.
èè Bend Like the Willow (Yin + Athletics): The ninja is
flexible like the willow tree. They gain a +3 bonus to Basic Jutsu
Defense checks in both physical and social combat for èè Bloodhound (Yang + Perception): Taking aspects
a number of Rounds equal to successes. of animals with a strong sense of smell for the Scene,
èè Forest Walk (Yang + Travel): Must have Tree Hop- the ninja now gains +1 Perception for smell/taste re-
ping. The ninja steps into a tree, and can exit from an- lated checks and can pick up scents anywhere within
other tree up to (Yang x100ft) away. If the trees are (Yang x100ft). On a Boost, this distance is extended up
within the same forest or jungle, the ninja ignores the to 1/2 mile.
distance requirement, they can step between any two èè Calming Presence (Yin + Empathy): If ever faced
trees within the same forested area. with an angry or attacking animal, the ninja simply
èè Maze of Trees (Yin + Deception): The ninja infuses looks at the creature to return it to a calmed position.
their ki into a jungle or forested (Yang x100ft) area, Grants +1 Persuade for further interaction with the
creating illusions within the trees that make it nearly animal.
impassable. Anyone who enters the area suffers a -3 èè Eagle Eye (Yang + Perception): Embodying the
penalty on checks to navigate or travel through the spirit of the eagle, the ninja enhances their sight to
space. Additionally, anyone who enters combat while see perfect details at up to (Yang x100ft). They also
in the area suffers a -2 penalty to all combat checks as gain +1 Perception checks while active. On a Boost,
the illusions disrupt their perceptions. this distance is extended up to 1/2 mile.
èè Regrowth (Yang + Knowledge): With only a few seeds èè Favor (Yin + Persuade): The ninja learns how to
or cuttings, the ninja can restore vegetation to the earth speak to animals as if they are people, each species
in an area (Yang x200ft). They can regrow entire forests, having their own personalities and quirks. When using
create bountiful fields or even cause jungles to arise from this jutsu, the character can give the animal an order
plains. The plants last for a number of days equal to suc- with a number of steps equal to successes gained. The
cesses gained, but wither and die unless sufficient water effects last until the animal has finished the task, but
or sunlight is available to maintain the new growth. If they will not complete a task that would end
someone is in the area when the plants begin to grow, with its death or goes against its very nature.
they suffer a -2 penalty to Actions (or -4 Movement)
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Chapter Four - Expressions of Ki
èè Sonic Hearing (Yin + Perception): èè Stampede (Yang + Discipline): Must have Control
Many animals the ninja studied have expert hear- Beast. All of the animals in the surrounding area start
ing. With this jutsu, the ninja enhances their hear- to run amuck, attacking anything in their way and de-
ing to pick up sounds perfectly up to (Yin x100 ft) stroying everything in their wake. Anyone within Far
away. They also gain +1 Perception for hearing checks Range of the ninja using this jutsu must make a number
while the jutsu is active. On a Boost, the distance is of Moderate (2) Defense checks equal to activation suc-
extended up to 1/2 mile. cesses. Failed checks inflict 2 damage.
èè Steed (Yang + Persuade): From nowhere, the ninja
Median Jutsu summons a riding mount for travel. When using the
èè Animal Stance (Yang + Might): The ninja draws steed during a Journey, they gain a number of bonus
on the essence of the animal matching a fighting style dice equal to their successes +2 to be split among the
they possess, and gains bonuses accordingly. Bonuses Journey stages however they wish.
are either +1 Health or +1 Psyche, as well as a +2 bonus èè Swarm Form (Yang + Fortitude): Must have Beast
to a related Skill. These bonuses last for a number of Form. Instead of turning into a single animal, the ninja
Rounds equal to successes rolled. For instance, Wild- transforms into a swarm of that animal type. This al-
cat Style may give +1 Health and +2 Speed, while Eagle lows them to spread their presence over (Yang x50ft)
Style may give +1 Psyche and +2 Perception. and they cannot be killed unless all of the swarm is
èè Beast Form (Yang + Fortitude): The ninja trans- destroyed. They also gain +2 Intimidation, due to per-
forms into an animal type (chosen when learned), tak- ceived strength in numbers.
ing on any natural abilities and weaknesses the animal èè Wild Ward (Yin + Intimidation): After using this
may have. For instance, turning into an eagle would jutsu, animals cannot enter an area within Far Range
grant flight, but would reduce their Health. Trans- of the ninja. Ninja dogs get to resist with Discipline +
forming into a Bear would grant great strength and Fortitude due to their special breeding, but no other
extra damage from claws, but would make it hard to animal may approach the ninja.
exist in regular society. May be taken multiple times
for different animals.
èè Control Beast (Yin + Intimidation): Must have Way of Movement
Favor. The ninja locks eyes with an animal to link Element: Fire
their minds, taking control of the animal for the rest Training: A ninja with this jutsu has endured rigorous
of the Scene. They may direct the animal’s Actions spiritual training to enhance their ability to move with
with a Quick Action. Does not work on the ninja dogs quickness. Reaching mastery of this Way means instant re-
of the Pack of the Black Moon. location and even ignoring obstacles entirely. On a Boost of
èè Night Eyes (Yin + Perception): The ninja becomes any jutsu activation, the ninja gains +2 Movement and +1
accustomed to operating at night, reducing any penal- Initiative. These bonuses are cumulative.
ties due to darkness by 2. The eerie glow to their eyes Backfire: The ninja’s body atrophies from its internal en-
also grants them +1 Intimidation for the Scene. ergy releasing incorrectly. They suffer a cumulative -1 pen-
èè Tunneler (Yang + Crafts): The ninja grows digging alty to Initiative and -2 penalty to Movement for the Scene.
claws like that of moles and other burrowing animals.
This allows them to tunnel through rock and stone at Basic Jutsu
a rate of (Yang x10ft) per Round of concentration. If èè Air’s Embrace (Yin + Travel): When falling, the
used in combat, they deal +1 damage with attacks and ninja need only will themselves to stop just before
may block weapons attacks without penalty. they hit the ground. This jutsu negates all falling dam-
age regardless of the height.
Advanced Jutsu èè Lightfoot (Yin + Speed): The ninja becomes as light
èè Animal Warrior (Yang + Persuade): The nin- as a feather for the Scene, doubling their jump dis-
ja touches an animal near them, making them grow tance and leaving no tracks as they travel. They can
larger and much deadlier. The animal gains +3 Health even stand weightless at the end of a sword or motion-
and +2 Fighting, dealing +1 damage when they attack less on water, and gain +1 Stealth.
successfully. The animal will not attack the ninja
in their rage, but anyone else is fair game. Lasts a
number of Rounds equal to successes gained.
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Chapter Four - Expressions of Ki
èè Surface Running (Yang + Speed): The ninja has Advanced Jutsu
learned how to maintain a steady flow of ki to their èè 10,000 Fists (Yang + Speed): Must have
feet and hands, allowing them to run along walls or Lightning Fists. The ninja disappears and re-
ceilings with ease. Active for the Scene, regardless of appears around the battlefield in a blur of
how many times they attach or reattach to a surface. movement, striking one opponent after another. They
On a Boost, they can even move over water, though may make a number of additional attacks this Round
they may require Speed + Travel checks to avoid trip- equal to their activation successes, at no penalty. Tar-
ping if the water is too choppy. gets must be within Near Range. All attacks occur on
the character’s Initiative.
èè Tiger’s Leap (Yang + Might): The ninja uses their
Yang to launch themselves into the sky with a mas- èè Intangibility (Yin + Fortitude): The ninja inhales
terful leap. They multiply their jump distance by deeply, and the power of Yin allows them to pass
(Yang +1) for a single Jump. through any solid object like it were nothing. They
must hold their breath during this time, and the jutsu
èè Unmoving Stance (Yin + Discipline): The ninja ends the moment they release their air.
fills their body with Yin, making themselves almost
impossible to move. They automatically succeed èè Lightning Speed (Yang + Speed): The ninja’s body
against Knock Back or Knock Down effects for a num- has reached its maximum speed potential. They may
ber of Rounds equal to their successes. add their Yang to their Movement and Initiative for
the Battle; using Interruptions only costs 1 Dynamic
Action (pg. 141) and they suffer no penalty when using
Median Jutsu Quick Actions. In addition, they have a number of bo-
èè Float (Yang + Travel): Must have Air’s Embrace. nus dice to add to Actions/Defenses equal to their suc-
Breaking the laws of the universe, the ninja can now cesses. These bonus dice can be split between many
hover for the Scene. This can instantly negate damage checks or used on a single die roll (player’s choice).
from falling, like Air’s Embrace, but also allows them
to float up to 10ft per Rank off the ground. When float- èè Teleportation (Yang + Travel): The ninja learns to
ing, they move at only half Movement. If they get a inscribe a special kanji on items, people or locations
Boost, their Movement returns to normal. (no limit to how many they may inscribe). If one of
these symbols is within (Yang) miles, they may use
èè Lightning Fists (Yang + Fighting): In an instant, this jutsu to instantly teleport to it. Some ninja put
the ninja can make 3 Attacks against a single oppo- this marking on their kunai, throwing them into the
nent in close combat with a single check. Each attack battlefield to give themselves an advantage in combat.
is defended against separately. Cannot be used with On a Boost, they may teleport one additional time per
large or Unwieldy weapons. Scene without a check.
èè Rotation Defense (Yin + Speed): By spinning in- èè Upward (Yang + Travel): Must have Float. While
credibly fast, the ninja affects the space around them, a rare jutsu, some ninja have mastered the power
making it harder to hit them with ranged weapons. of flight itself for the Scene. They may soar into the
Ranged attacks on the ninja while they are spinning sky at any height, multiplying their Movement by
suffer a (Yin) penalty. The ninja can remain spinning (Yang -1, minimum 2).
for 1 Round per success rolled. If they stop to attack,
they must reactivate the jutsu.
èè Speed’s Gift (Yin + Intuition): Must have Unmoving
Stance. The ninja may grant their increased speed to
another by remaining completely still. Add the ninja’s
Movement to another’s for as long as they do not move.
èè Swift Soul (Yang + Travel): The ninja infuses
their soul with the speed of Yang, allowing them to
add Speed to any Defense check. If the check already
uses Speed (i.e. Dodge), they may double their Speed
instead. Lasts for a number of Defense checks equal to
their successes.
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Chapter Four - Expressions of Ki
Way of Survival ignoring any Armor.
èè The Perfect Tool (Yang + Crafts): There is a tool
Element: Wood
for every job, and this jutsu summons that tool to the
Training: The Way of Survival is not for the
ninja’s hands instantly. When using the tool, they gain
faint of heart. Training involves spending weeks, or even
a +2 bonus to its corresponding Skill.
months, alone and naked in the wilderness, using only
one’s jutsu and wits to survive. Once mastered, the ninja èè Realm of Warning (Yin + Empathy): They create
learns how to survive any trouble. On a Boost during an an invisible field, extending up to (Yin x50ft) in all di-
activation check, they may heal 1 damage done to Psyche. rections, which instantly alerts the ninja to anyone (or
If they Boost three times in the same Scene, they may re- anything) that enters or exits the area. The ninja even
duce a Condition by 1 instead. receives a mental image of who passed through. Lasts
Backfire: A failure causes them to become a target, for the Scene.
putting them in constant trouble. The next threat to the èè Summon Shelter (Yang + Crafts): The ninja’s
group will instead target only the ninja, who suffers a -2 power brings into creation an instant shelter in the
penalty to Resistance or Defense checks against it. form of an unfurnished, small wooden shack, capable
of accommodating up to (Yang) people comfortably.
Basic Jutsu
èè Danger Sense (Yang + Intuition): The ninja becomes
hyper-aware of their surroundings for the Scene. This Advanced Jutsu
makes them immune to surprise attacks and grants a +2 èè The Ground Speaks (Yang + Perception): By
Initiative bonus for the first Round of Battle. kneeling down and conversing with the earth, the ninja
can get a lay of the land within (Yang) miles. This pro-
èè Escape Technique (Yin + Speed): This jutsu releas- vides a +3 bonus to any checks to construct strategies
es the ninja from binding. Rope snaps, chains budge and and allows them to ignore any traps within their range.
cages are mysteriously unlocked. Note that it is only us-
able if the ninja is trapped themselves, not to free others. èè Guardians (Yin + Persuade): Must have Realm of
Warning. Once Realm of Warning has been activated,
èè Foraging Technique (Yang + Survival): When this jutsu creates up to (Yin) Guardians to defend the
using this jutsu, bugs become numerous and non-poi- perimeter. Each has 3 Health and 1 Armor, and 4 dice
sonous plants abound. They receive +3 Survival for for both Attack and Defense. With a Boost, the Guard-
finding food and clean water. ians have 6 dice for Attack and Defense instead.
èè Trackless Movement (Yin + Stealth): Moving èè Resist the Elements (Yin + Survival): The ninja
silently and without a trace becomes second nature can withstand any force of nature without harm. For
to the ninja. They leave no footsteps behind and any example, they are now immune to the effects of wild-
slight disturbances are ignored (i.e. snapping a branch fires, tornadoes or earthquakes. This removes all envi-
is silent, brushing a painting doesn’t move it, etc.). ronmental penalties, and the ninja receives a +2 bonus
They also receive +2 Speed vs traps. to Defense or Resistance checks against Elemental jut-
èè Weather Tracking (Yin + Intuition): The ninja su for the Scene.
gains insight into the weather patterns and the most èè Safe Travels (Yin + Travel): Saying goodbye is
probable natural occurrences. This provides +1 Survival never easy, but the ninja can give their blessings of
for (Yin) days for living in the wilderness. Does not pre- travel onto their comrades. This provides bonus dice
dict jutsu or otherworldly changes. equal to successes gained to another character’s Jour-
ney. The bonus dice can be split between the various
Median Jutsu rolls however they wish. The ninja may not be travel-
èè Camouflage (Yin + Deception): The ninja becomes ing along though.
one with their environment, blending in with a trick èè Second Wind (Yang + Discipline): Surviving the
to the eye. This grants a Stealth bonus equal to suc- worst conditions is what these ninja do best. Gaining
cesses gained. If they leave the area, they must use the their Second Wind, they heal damage (of either type)
jutsu again. equal to successes rolled, up to half their total damage
èè Instant Break (Yin + Marksman): The ninja can taken. For instance, if the ninja had lost 4 Health and 2
simply break an object they see within Near Range. Psyche, they could heal 3 damage in any combination.
This works best on handheld items, which shat-
ter instantly. On larger items, it deals 3 damage,
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Chapter Four - Expressions of Ki
Way of the Unseen èè Easily Forgotten Method (Yin + Decep-
tion): Must have The Unnoticed. This jutsu
Element: Water causes anyone who recently had a brief en-
Training: Ninja who train in the Way of the Unseen counter with the ninja to forget them. After a conver-
must undergo rigors to separate their being from their
sation not involving or ending in combat, the target
identity. Practitioners of this jutsu are masters of misdi-
forgets who they were talking to and/or what they
rection and illusion who can completely disappear or ap-
pear as though they are in one place while really being in were talking about. With a Boost, the ninja can affect
another. A Boost on activation allows the ninja to create a up to (Yin) targets.
distraction giving opponents -2 Perception to notice them. èè Illusory Object (Yang + Deception): The ninja
Backfire: Improper use of this jutsu causes a ninja touches an object, and makes it disappear. In its place,
to lose their sense of self for a short period. The ninja is a simple illusion of the same object appears. This illu-
overwhelmed with distraction and takes a -2 penalty to all sion is static and cannot move. If the object normally
Stealth or Perception based actions for the rest of the Scene. has moving parts, the illusion does not mimic it. The
invisible object can be moved or taken, but the illusion
Basic Jutsu remains in its original place for the rest of the Scene.
èè Blank Face (Yin + Perform): The ninja is able to re-
move all traces of emotion or feeling from their face. èè Invisible Blade (Yang + Crafts): The ninja pulls
In a social setting, this makes it very hard for others to forth a weapon from thin air. The weapon is complete-
gain an advantage against them. Anyone attempting a ly invisible, even to the ninja wielding it. The weapon
social attack on the ninja suffers a -2 penalty. functions just like its mundane counterpart, except it
grants the ninja a +1 bonus to attack and targets suffer
èè Unarmed Position (Yin + Deception): The ninja is a -1 penalty to Block.
able to conceal an object in their clothes, making it invis-
ible to anyone searching for it. This affects small, hand- èè Reflection Defense (Yang + Deception): This
held items, or slightly larger items (i.e. swords) with a jutsu creates a mirror image of the ninja so close in
Boost. If the ninja pulls the object out, the jutsu ends. proximity that they appear blurred. This affords the
ninja +2 bonus to Dodge or Find Cover. If used with
èè The Unheard (Yin + Stealth): The ninja uses this Deflect Attack (pg. 141), the ninja Defends with a +3
jutsu to cancel all sound in a (Yin x5ft) radius area bonus instead.
centered on the ninja. With a Boost, the ninja can in-
stead make up to (Yin) specific individuals quiet.
Advanced Jutsu
èè The Unnoticed (Yin + Stealth): The ninja is able to èè 10,000 Masks (Yin + Empathy): Must have Easily
blend perfectly with any background. As long as they Forgotten Method. The ninja changes their face to ap-
are standing still, they are perfectly hidden and can- pear as someone else. They can make themselves look
not be seen. The ninja can move at walking speed or like a person who belongs in the setting they find them-
slower, but has a chance of being spotted. They have selves in. For example, if walking through a palace in the
+2 Stealth checks when moving. With a Boost, the nin- Empire, they may be mistaken for a guard or a scribe.
ja can run or sprint without ending the jutsu. With a Boost, the ninja can mimic a specific person.
èè The Unscented (Yin + Stealth): The ninja removes èè Element’s Embrace (Yin + Survival): This jutsu
all traces of their passing, including scent. Anyone at- allows the ninja to use the very elements as a hiding
tempting to track by scent automatically fails. place. They can meld into a tree, sink into the earth or
even become translucent underwater, breathing nor-
Median Jutsu mally within their chosen element. They can move at
èè Artful Exit (Yin + Empathy): Must have Blank 1/4 their normal speed within the element, but can-
Face. As long as the ninja is not in physical combat, not move through other elements or make attacks out
they can leave any social situation without backlash. of the element. The ninja chooses an element when
For instance, if someone was angry with the ninja, learning the jutsu.
they could use this jutsu to leave the situation, and
the other would rationalize the ninja’s departure as
socially acceptable.
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Chapter Four - Expressions of Ki
èè Invisibility (Yin + Stealth): Must have èè Summon Weapon (Yang + Discipline): The ninja is
The Unnoticed and The Unscented. The ninja bonded with a weapon. As long as the weapon has a path
trained in this jutsu is a master at concealment. to travel, the ninja may draw it to their hand as a free
They become completely undetectable by sight, sound action from anywhere within line of sight. If someone
or smell for the Scene. The ninja can move at normal else holds the weapon, they can resist with a Fortitude
speed, or even run while using the jutsu, but if they in- + Might check. On a Boost the weapon may travel (Yang)
teract with another person, the jutsu ends immediately. miles in an instant.
èè War Face (Yin + Discipline): The ninja’s resolve is
èè No Exit (Yin + Deception): With a touch, the ninja
bolstered by their ki. For the remainder of the Scene
causes a structure to become imperceptible. This jutsu
the ninja gains +2 Armor against mental damage, or +3
can affect a small structure, such as a door or gate,
Armor on a Boost.
making it look as though only wall exists on either
side, or it can affect something as large as a building
causing those outside the building to be unable to see Median Jutsu
it. Only the structure, not those inside, are invisible, èè Cannon Punch (Yang + Fighting): Energy concen-
and the jutsu is not broken if someone leaves. trates into the ninja’s fists and then detonates upon
an impact. For a number of punches equal to successes
èè Ultimate Deception (Yang + Deception): Must have gained, they deal +1 damage and Knock Back (pg. 143)
Reflection Defense. The ninja becomes invisible (per the to target, adding yang to the ninja’s Strength.
Invisbility justu above) for 1 Round and leaves behind èè Deflect Missiles (Yin + Perception): The ninja can
a perfect illusory copy. The ninja can direct the copy to feel arrows and thrown weapons coming, and swat
take any action they wish with a thought. The illusion is them out of the air. The number of successes when
ephemeral, and cannot deal or take damage. The ninja can Activating is the number of missiles that may be de-
move about and act as normal regardless of what direc- flected. For each missile the ninja rolls a normal
tions they give to their copy. The copy lasts for the Scene. Block, they completely stop the attack with only 1
success. On a Boost, firearms count as missiles the
ninja may deflect.
Way of the Warrior èè Strength Boost (Yang + Might): Pure ki cours-
Element: Metal es through the ninja’s muscles, massively increasing
Training: This is the jutsu of martial combat. Many their physical power. For the rest of the Scene, their
ninja practice some of these forms, but true masters make Strength is doubled, and they gain +1 damage on close
their hands, body and even the essence of their ki into combat attacks. On a Boost, Strength is tripled.
weapons for battle. On a Boost, they may gain +2 damage èè Thrown Barrage (Yang + Marksman): The nin-
by spending a Dynamic Action (instead of the usual +1) to ja quickly draws and hurls handfuls of small bladed
their next attack. weapons. The successes gained determine the maxi-
Backfire: The ninja begins to lose themselves in a red mum number of Distant targets that may be hit with 1
haze of violence. They suffer a cumulative Broken 1 (Per- damage each, or the entire barrage may be directed at
ception) Condition for the Scene. A Boost during the Scene a single target for full damage. On a Boost the barrage
may reduce this special Condition. can do full damage to up to (Yang) nearby targets.
Basic Jutsu èè Weapon Morph (Yang + Crafts): Requires Sum-
èè Fighter’s Focus (Yin + Perception): The ninja mon Weapon. For the ninja, rope becomes a whip, and a
synchronizes with a single opponent. For the rest of plucked reed is a sword. When this power is activated on
the Battle the ninja gains a +1 bonus on attacks and an object the ninja may add or remove Qualities (pg. 146)
defenses against the target. On a Boost the ninja deals equal to the number of successes until the Battle ends.
+1 damage against the target as well. On a Boost the weapon deals +1 damage as well.
èè Precise Eye (Yin + Marksman): Success allows the
ninja to make an immediate Marksman attack with a
+2 bonus.
èè Sturdy Fist (Yang + Fighting): Success
lets the ninja immediately roll a Fighting attack
with a +2 bonus.
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Chapter Four - Expressions of Ki
Advanced Jutsu
èè Battle Fury (Yang + Fortitude): Requires
War Face. Ki can keep the ninja standing and
fighting long after the limits of human endur-
ance. For the remainder of the Battle the ninja gains +1
Armor and does not stop fighting at 0 Health. They can
take additional Health damage equal to the number
of successes, and then collapse after the Battle ends.
If that number of Health is exceeded the ninja may
choose to collapse immediately, or continue fighting
but die when the Battle is over.
èè Energy from the Blade (Yang + Fighting): Requires
Cannon Punch. A cascade of ki streams from the ninja’s
weapon. The activation check becomes an attack against
a Distant target with all the Qualities of the ninja’s melee
weapon. On a Boost, the cascade of energy will affect an
additional target on the line of attack for full damage.
èè Fighter’s Trance (Yin + Discipline): The ninja
gives themselves completely to the flow of ki in the
area. For the rest of the Battle the ninja gains +4 Initia-
tive, ignores penalties from the environment (includ-
ing lack of visibility), and scores a Boost with only 2
additional success on combat checks.
èè Flying Weapon (Yang + Discipline): A floating
weapon harasses the ninja’s target. It follows the tar-
get for Rounds equal to successes gained. Each Round,
during the ninja’s turn, it attacks the target with a +2
bonus. If the target attacks the ninja, the weapon adds
this bonus to Block in addition to any defense the nin-
ja offers. On a Boost, they may control up to (Disci-
pline) weapons at once.
èè Pain Conversion (Yin + Fortitude): The ninja can
harness the energy of their own pain. Any Pain Con-
dition the ninja is suffering is eliminated and becomes
Yang. If the ninja does not currently have pain, they
may instead suffer 1 Health to generate 3 Yang.
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Chapter Four - Expressions of Ki
118
Chapter Four - Expressions of Ki
Median Jutsu (including the user) gain an extra Boost on
èè Drain Ki (Yin + Discipline): Must have Ki Conver- any successful check, and using a die from the
sion. Unarmed blows now steal a target’s energy, af- Karma Pool adds two dice to a check instead
fecting a number of attacks equal to successes gained. of one. This lasts until the ninja’s next Turn.
Eliminate 1 ki from the target (ninja’s choice of type),
èè Poison Ki (Yin + Holistics): Requires Ki Conversion
and the ninja gains 1 ki of the same type.
and Tainted Ki. The ninja’s own ki becomes disruptive
èè Mind’s Eye (Yin + Intuition): The ninja sees with ki and harmful to others, affecting a number of attacks
rather than with their eyes. For the rest of the Scene, equal to successes gained. When the ninja hits or is hit
the ninja ignores any Penalty for blindness or visibil- by an attack, the opponent’s ki becomes poisoned. For
ity and can see through any Basic Jutsu that obscures the rest of the Battle the opponent suffers 1 damage to
or makes someone invisible. On a Boost, the ninja may activate a Basic Jutsu, 2 damage to activate an Median
see through Median Jutsu as well. Jutsu, and 3 damage to activate a Advanced Jutsu.
èè Perceive Ki (Yang + Perception): Requires Pene- èè Reflect Jutsu (Yang + Discipline): The ninja may
trating Senses. Ki movement generates patterns that the use a Dynamic Action to send an opponent’s jutsu back
ninja can see and exploit. The ninja chooses a target they at them, avoiding the effects entirely with a successful
can see, and learns that target’s birth Element, current activation. The attacker suffers the full effect of the
ki levels and any active jutsu they have. They gain a +2 original jutsu, even needing to defend against their
bonus on any attempt to detect or track that target, but original activation check. A failure means the ninja
may not recover Yang while this jutsu remains active. still suffers half the effect.
èè See Price (Yin + Intuition): Requires Perceive Ki. The
ninja asks a target to do something, and this jutsu reads
from that target the minimum bribe that would entice the Way of Caring Hands
target to agree, giving them +2 Persuasion againt the tar- Element: Wood
get. The bribe might be in currency, but more likely is a Training: The secret jutsu used by Bamboo Herbalists.
favor or something else the target desires. The price isn’t Practitioners tirelessly experiment with ki pathways, nat-
always something the ninja can actually offer at the time. ural medicines and alchemical formulas to perfect their
èè Tainted Ki (Yang + Holistics): Must have Ki Con- understanding of body and spirit. Ninja who know this
version. With a touch the ninja disrupts the target’s way tend to be healthy and age gracefully. On a Boost the
energy flow. If the touch is not avoided, the effect lasts ninja may lower a Condition rating by 1 for themselves or
for Rounds equal to successes gained. While affected, the target within Near Range of their jutsu.
the target must use the opposite type of ki to activate Backfire: Chaotic ki reversal causes a Condition to in-
any jutsu, and any jutsu used creates a Backfire effect. crease by 1 (GM’s choice) on the ninja or the target of any
healing.
Advanced Jutsu
Basic Jutsu
èè Deactivate Jutsu (Yin + Discipline): The power
èè Diagnostics (Yin + Holistics): On a success the nin-
of an active jutsu is dispersed when the ninja touches
ja understands any diseases, injuries, physical or men-
either the wielder or the target. The jutsu’s Duration
tal ailments affecting the target and gains +1 Holistics
immediately ends unless the original wielder wins an
to treat them.
Opposed check between this activation and the origi-
nal power’s activation. èè Healing Trance (Yin + Discipline): Deep medita-
tion allows the ninja to focus their ki into mending
èè Destroy Ki (Yang + Might): Requires Drain Ki. The
their own wounds. The ninja heals 1 Health for each
ninja’s unarmed blows now disrupt a target’s ener-
hour spent in the trance. On a Boost, all the ninja’s
gy. A number of attacks equal to successes gained are
bodily functions appear to stop during the trance, in-
imbued with this effect, eliminating 1 ki of each type
cluding breathing, bleeding and digestion.
from the target and causing a Pain 1 Condition for
each successful hit. If the target has no more ki to lose èè Pure Touch (Yin + Holistics): A link to the tar-
it deals +2 damage per hit instead. get’s ki allows the ninja to filter out toxins. The touch
eliminates any mundane Poison Condition and allows
èè Harmonic Resonance (Yin + Empathy): Requires
the ninja to Support (pg. 137) checks against jutsu em-
Harmonic Flow. All nearby allies gain focus and ener-
powered poisons. On a Boost, the ninja may
gy from the ninja’s chanting. For the rest of the Scene,
purge jutsu poisons as well.
when the ninja uses an Action to resonate, all allies
119
Chapter Four - Expressions of Ki
èè Quick Needle Technique (Yang + -1 damage on all attacks and suffers a -2 Might penal-
Fortitude): The ninja can pluck and harden ty. On a Boost the damage penalty is increased to -2
strands of their own hair into ki charged needles. (other penalties stay the same).
The successes gained are the number of needles
created, and each needle may be thrown as a weapon Advanced Jutsu
(Qualities: Quick and Ranged) or used in acupuncture èè Corpse Puppet (Yin + Perform): A fresh corpse is
to gain +1 Holistics. On a Boost, the needles also gain animated with precise acupuncture and projected ki.
the Piercing Quality. For the remainder of the Scene, the ninja controls the
èè Soothing Touch (Yang + Empathy): Ki warms the corpse’s movements with their own Actions and Skills,
ninja’s hands and spreads into the target, eliminating and can see through the corpse’s eyes. The ninja may
any Pain or Broken Conditions and giving them a +1 speak through the corpse’s mouth, but must make a
bonus on their next check. On a Boost, the target re- Deception + Persuade check to sound natural.
covers 1 Psyche. èè Lasting Life Technique (Yang + Holistics): Re-
quires Diagnostics, Pure Touch, Heal Wound. The nin-
Median Jutsu ja channels ki into a recently dead body to jumpstart
èè Confusion Touch (Yin + Fighting): Requires Pure it back to life. The target must be physically intact as
Touch. With a strike to a Chakra point the ninja dis- this jutsu does not heal damage; it only restores life.
rupts the target’s ki flow and scrambles their muscle The target may be dead for a number of Rounds up
control. Attempting to speak may cause the target’s to the number of successes, and they awaken with 1
legs to twitch instead, or turning their head may lash Health and 1 Psyche. On a Boost, the target may have
out with a punch. The effect lasts for Rounds equal to been dead for hours up to the number of successes.
the successes. For the duration the target only gains èè Morph Ingredients (Yang + Holistics): Ki energy
dice from the lowest Skill in any Combo. On a Boost alters the composition of a potion ingredient. The in-
any failure counts as a Critical Failure. gredient may be changed to any other with an equal
èè Death Trance (Yin + Fortitude): Requires Healing or lesser value. When used with Alchemy (pg. 74), they
Trance. The trance’s duration is set when it begins, and can raise or lower the Difficulty to resist the potion by
may last days up to the successes rolled. The ninja is 2. If the character does not have Alchemy, it instead
aware of their surroundings during the trance, but may grants +3 Holistics to their next check.
not end it early unless they are damaged. During the èè Regeneration Technique (Yang + Fortitude):
trance the ninja does not require air, food or water, and Requires Healing Trance. The ninja infuses their body
appears as a corpse to any observers. On a Boost the with warm mending ki. For the remainder of the Bat-
ninja may initiate the trance in a willing ally. tle the ninja regains 1 lost Health or Psyche at the be-
èè Heal Wound (Yang + Holistics): Requires Diag- ginning of every Round. On a Boost, the ninja regains
nostics. Ki is projected from the ninja’s hands into 2 Health or Psyche (or 1 of each) instead.
the wounds of others to mend them. The target heals èè Transfer Ailments (Yin + Discipline): Requires
Health equal to successes gained, and the ninja may Diagnostics and Heal Wound. A touch connects the
Support the target’s Fortitude checks with Holistics. ninja to the target and transfers any damage, Condi-
On a Boost, the ninja may use this jutsu on themselves. tions or jutsu effects desired. This could be used to pull
èè Paralysis Needles (Yin + Marksman): Requires harmful effects away from an ally, or bestow those ef-
Quick Needle Technique. Precise strikes to the tar- fects on a foe with a Touch. The victim resists with
get’s deactivation pressure points, either at range or Yang + Fortitude against the ninja’s activation check.
in close combat, render them immobile. The target
may use Defenses normally, and loses a Turn for each
success that gets through. On a lost Turn the target
may attempt a Tough (3) Discipline + Fortitude check
to break free of the paralysis. On a Boost the target is
paralyzed for the entire Scene.
èè Weakening Touch (Yin + Holistics): Requires
Pure Touch. The ninja’s touch cools the target’s
Yang energy, draining their strength. For the rest
of the Battle, the target’s Strength is halved, deals
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Chapter Four - Expressions of Ki
Way of Ebony Clutches èè Shadow Fist Attack (Yang + Might):
Must have Puppetry. The ninja creates a bar-
Element: Water rage of fists out of the shadows that launch
Training: Members of the Grasping Shadows Clan must into a flurry of attacks against an opponent.
enter into the realm of shadows as part of initiation into The fists have a +2 to attacks (ranged or unarmed) and
this jutsu. Those who survive the rigors of training have a inflict 2 damage. These fists act independently of the
mastery over the shadows and its realms. A Boost on activa- ninja, and make (Yang) number of attacks on a target
tion gives the ninja a +2 bonus to their next Stealth check. before disappearing back into the shadows.
Backfire: The shadows abandon the ninja who fails to
èè Shadow Overwhelming (Yang + Intimidation):
activate this jutsu properly. The ninja suffers a -1 cumula-
Must have Puppetry. The shadows around the ninja
tive penalty to checks involving Stealth for a Scene.
move in such a way as to create a menacing effect for
(Yang) Rounds. Anyone who sees the ninja and their
Basic Jutsu
shadow must make a Discipline + Empathy resistance
èè Dark Eyes (Yin + Perception): The ninja infuses
check, or gain the Afraid Condition.
their ki into their eyes allowing them to see in any
kind of darkness, even that imposed by other jutsu. If èè Shadow’s Tentacle (Yang + Crafts): Must have
blinded, they can sense the surrounding shadows to Puppetry. The ninja creates (Yang) whip-like tentacles
reduce any penalties to partial blindness. out of the surrounding darkness. The tentacles act in-
dependently of the ninja, and follow directions as a
èè Master of Night (Yin + Survival): The ninja cre-
Quick Action from the ninja. Each tentacle can attack
ates a shadow that eclipses the sky and casts a (Yin
independent targets using half the ninja’s dice pool
x100ft) area into darkness as though it were nighttime
for unarmed attacks, and deals 1 damage. They can lift
that lasts for the rest of the Scene. Anyone in the area
objects up to 200lbs and carry them for the ninja. The
other than the ninja suffers a -2 penalty to Perception
tentacles last for a Scene or Battle.
checks. The darkness provides a +1 bonus to further
uses of Ebony Clutches jutsu. With a Boost, the ninja èè Solid Shadow (Yang + Discipline): The ninja is
can inflict the Sensory Loss 1 Condition on a number able to solidify their target’s shadow, making it an ex-
of people in the area equal to successes. tension of the person’s body. Attacks that hit the tar-
get’s shadow deal damage to the target as though they
èè Puppetry (Yang + Perform): The ninja manipulates
were hit. The target suffers a -2 penalty to all Defense
shadows to create a fantastical show. Detailed descrip-
checks for a number of Rounds equal to successes.
tions can entrance onlookers, giving the ninja a +2 bo-
nus on checks to impress an audience. Alternately, the
ninja can use the shadow play to distract others, instead Advanced Jutsu
inflicting a -1 penalty on Initiative checks. èè Enter the Shadow Realm (Yang + Travel): The
ninja creates a corridor between the normal realm
èè Shadow Cloak (Yin + Stealth): The ninja pulls a near-
and the realm of shadows. The passage remains open
by shadow around their body to give them a +2 Stealth.
for (Yang) Rounds, and anyone can pass through it
The shadow obscures them enough to make it impossi-
during this time. If the ninja uses this jutsu to exit the
ble for anyone to correctly identify them by sight. With a
realm of shadows, they appear anywhere in the world
Boost, the ninja may affect (Yin) additional people.
they have been to before that is currently in darkness.
èè Shadow Pocket (Yin + Knowledge): The ninja is This allows the ninja to bypass the River, Forge and
able to create a small space in the realm of shadows in Mountain aspects of a Journey.
which they can place a single object roughly half their
èè Grasping Shadows (Yin + Might): The ninja manip-
size or smaller. Later use of this jutsu allows the ninja
ulates the shadows to encompass their target and drag
to pull forth the object. Only one object can be stored
them to the realm of shadows. The victim rolls Might +
in the shadow pocket at a time. With a Boost, the ninja
Speed against the ninja’s jutsu activation check. If the
can store an object as large as themselves.
target loses, they are sucked in to the realm of shadow
and kept there for 1 day. After the duration, they are
Median Jutsu spit out in a random place up to 1 mile away. With a
èè Blinding Darkness (Yin + Perception): Must have Boost, the ninja can follow their target into the realm
Shadow Cloak. The ninja creates a deep darkness in a of shadows.
(Yin x10ft) area. Anyone inside the darkness is consid-
ered blind, and has a -3 penalty to all checks until they
leave the darkness.
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Chapter Four - Expressions of Ki
èè Shadow Double (Yin + Persuade): èè Long Tongue (Yang + Fortitude): A thick and serpen-
Must have Solid Shadow. This jutsu causes the nin- tine tongue sprouts from the ninja’s mouth up to (Yang
ja’s shadow to separate itself from them and act x3ft) long. For the rest of the Scene it may be used to
on its own accord for a Scene. The shadow cannot strike, block, or grab Near things without using the nin-
make attacks, and is impervious to damage, but any- ja’s hands. A ninja grabbing with the tongue may still use
thing the shadow witnesses or hears is relayed perfect- weapons of any size.
ly back to the ninja. While using this jutsu, the ninja is
immune to Way of the Ebony Clutches jutsu that would èè Sip of Venom (Yin + Holistics): A quick taste of a
affect their shadow. substance instantly identifies its ingredients and po-
tential uses, and the ninja gains +2 Holistics to try to
èè Shadow’s Jump (Yang + Travel): The ninja is able to
recreate the poison for the Scene. On a Boost, the nin-
teleport through shadows. Once activated, this jutsu al-
lows the ninja to use a Move Action to travel to a single ja detects anyone nearby who has had recent contact
shadow within line of sight. They disappear from their with the substance or its ingredients.
current location, and appear out of the target shadow. èè Swallow (Yin + Fortitude): The ninja’s jaw un-
èè Unmoving Shadow (Yin + Persuade): The ninja hinges, and they may swallow and later regurgitate
commands their target’s shadow to become unmovable, any item half their size or smaller. The ninja chooses
causing the target to become semi-paralyzed. The tar- whether to digest the item, but may not recover Yin
get cannot move from their current position and is at a while the item is still inside. On a Boost, they can swal-
-2 penalty to all actions and defenses for (Yin) Rounds. low something their same size.
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Chapter Four - Expressions of Ki
Advanced Jutsu
èè Nagah Form (Yang + Fortitude): Requires
Shed Skin. The ninja’s legs fuse and their body
elongates into an unsettling serpentine form
until the Scene ends. The ninja’s Movement increases
by +2, or by +4 across water or unbroken ground like
grass, sand, or snow. If coiled around an opponent (a
Grab) they may still use weapons of any size and use
Defenses against other attacks. On any Boost the ninja
may constrict the coiled foe for 2 damage.
èè Poison Body Technique (Yin + Holistics): Requires
Acid Spit and Venom Strike. A painful ritual allows the
ninja to become completely toxic for a number of days
equal to successes gained. The ninja suffers a Deprived
2 Condition and 3 physical damage, neither of which
can be healed or converted while the jutsu is in effect.
Any contact with the ninja’s skin, blood, or other fluids
removes the target’s ability to heal physical damage for
days equal to the ninja’s (Fortitude +2). Each day, the
target must also make a Tough (3) Fortitude + Holistics
check or suffer 1 physical damage and a Pain 1 Condi-
tion that does not fade until the poison runs its course.
èè Shed Body (Yang + Fortitude): Requires Shed Skin
and Swallow. A fully formed new body grows in the
pit of the ninja’s stomach. The new body bursts out
of the ninja’s mouth, sloughing off the hollowed out
old body. Takes 1 Round to complete the process. All
physical and mental damage is healed and any lost
limbs are restored. The old skin may be used to grant
a +1 bonus to crafting masks and disguises.
èè Up the Sleeves (Yang + Fighting): Requires Snake
Surprise. Snakes spring from the ninja’s sleeves, coil-
ing and striking a Near foe, who suffers -1 penalty to
Defense. If the snakes hit, they not only deal damage
but the foe is considered Grabbed for Rounds equal to
successes gained, and deal 1 damage each Round. The
ninja may execute grappling moves using the snakes
from up to Far Range as a Quick Action.
èè Venomous Spew (Yang + Fortitude): Requires
Swallow. The ninja vomits a deadly spray of poison
and acid on a Near target. The potent spray deals
damage and a Poison Condition equal to net success-
es gained, ignores armor and Find Cover is the only
defense. On a Boost, the spray can hit another Near
target for full effect.
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Chapter Four - Expressions of Ki
Way of Median Jutsu
èè Blind Justice (Yin + Intuition): Requires Sense
Heaven’s Judgement the Guilty. The ninja perceives opponents and attacks
Element: Metal through ki, rather than by sight. For the remainder of
Training: Students must first exercise their mind, the Battle the ninja ignores any penalties from blind-
displaying a keen understanding of justice, law and the ness or darkness. On a Boost the ninja also gains a +1
fragility of both before even being allowed to touch a Perception with another sense.
weapon. Many practitioners carefully memorize wanted èè Eye for an Eye (Yang + Empathy): Ki surrounds
posters and penal tattoos so they can be ever alert against the ninja in a visible aura of retribution. For the rest of
wrong-doers. On a Boost, the ninja gains +1 damage against the Battle when the ninja suffers damage to Health or
an active criminal. This training is especially coveted (and Physical Conditions, the attacker (up to Near Range)
warped) by the Golden Lions since technically all ninja are loses the same amount of Health and takes on the
criminals in the eyes of the Empire. same Conditions. On a Boost, the aura damages Dis-
Backfire: The ninja suffers a cumulative Confused 1 tant attackers as well.
Condition, and they can’t determine guilt while Confused.
èè Instant Justice (Yin + Empathy): Requires Hunt
the Guilty. An uttered curse forces a karmic backlash
Basic Jutsu
against a wrong-doer. The ninja must witness a crim-
èè Deception Proof (Yang + Perception): Lies cause
inal or unrighteous act in progress. Once affected by
a slight tremble in ki that the ninja can detect. For the
this jutsu, up to (Yin) perpetrators will fall victim to
rest of the scene the ninja automatically detects if the
the same crime within days. On a Boost this happens
target’s statement is true or false. This does not reveal
within hours.
the actual truth, nor does it detect lies by omission.
èè Mark of Guilt (Yin + Intimidation): Requires Sense
èè Detect Disturbance (Yin + Empathy): The ninja
the Guilty. A tattoo appears on a touched target’s face,
reaches out with their feelings and is drawn to injus-
declaring the crime they feel most guilty about. The
tice. Usually the nearest crime or tragedy will pull
tattoo fades after a number of days equal to successes
the ninja towards it, but more significant events may
gained, or until the target performs some act of repa-
overwhelm nearer milder events. A Boost adds a feel-
ration. While the mark appears, the target suffers a -1
ing of the kind of disturbance, and they can select
Penalty to social checks for minor crimes such as “Liar”
which to follow if there is more than one.
or “Thief”, or a -2 for more serious crimes.
èè Hunt the Guilty (Yin + Intuition): The ninja at-
èè Part the Mystery (Yin + Intuition): Requires Hunt
tunes to a particular criminal case, and gains a +1 bo-
the Guilty. A mystical vision imparts prophetic clues
nus on any check to discover clues, track perpetrators
to a mystery. As the vision ends the ninja chooses one
or convince others to help resolve it. The bonus re-
thing to learn: who committed the crime, how it was
mains until the case is solved, a new case is chosen or
done or why it was done. On a Boost, the ninja learns
the ninja stops believing that the event was a crime.
two of the three. Visions are not accepted as evidence
èè Righteous Objection (Yang + Intimidation): A in most Imperial courts.
criminal or unjust act the ninja sees is halted with just
a shout, regardless of range. Treat successes gained
as an Opposed check against the action. On a Boost, Advanced Jutsu
the act is halted instantly. The target of the objection èè Avenging Spirits (Yin + Persuade): Requires Hunt
must be able to hear the ninja. the Guilty and Instant Justice. A specific crime must be
avenged, and the ninja’s dedication is so absolute that
èè Sense the Guilty (Yin + Empathy): With just a even the dead help. Only perpetrators and the ninja
glance, the ninja gets feelings and images of the crime can see the angry ghosts, which imbue a Dazed 1 Con-
the target feels most guilty about. Note that a crime dition on perpetrators, and an Afraid 1 Condition on
only registers if the target actually feels guilty about those who roll a Critical Failure. If the ninja is killed
it. On a Boost the images of the crime are clear enough while this is in effect, they continue as a ghost that can
to discern details about the circumstances. affect only the perpetrators. Until the ninja ends the
effect they may not recover or Mold Ki.
èè Dark Mark (Yin + Intimidation): Requires Sense
the Guilty and Instant Justice. The ninja brands a
guilty target with a mystical sign. Until the target
atones for the guilt in some way, any Failure becomes
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Chapter Four - Expressions of Ki
a Critical Failure, and any jutsu Backfires unless they èè Hypnotic Voice (Yin + Perform): The intox-
use a Boost to counter this effect. icating voice of the ninja transfixes an audience
èè Divulgence (Yang + Intimidation): Requires De- until a violent Action or loud noise snaps them
ception Proof. Righteous fury forces full and truthful out of it. This may not be activated during a Bat-
answers. The ninja may ask a number of simple (yes or tle. Anyone who attempts to do something other than
no) questions equal to successes gained, and the target listen to the ninja’s tales must make a Moderate (2) Disci-
is compelled to answer them completely. On a Boost pline + Speed check, otherwise all their attention remains
the ninja may ask a single complex question instead. focused on the performance. On a Boost the difficulty to
snap out of it becomes Tough (3).
èè Judgement Blade (Yin + Empathy): Requires Eye
for an Eye and Instant Justice. This legendary and sig- èè The Perfect Show (Yang + Perform): The ninja’s
nature jutsu allows the ninja to attune a weapon to a voice and movements become more captivating and
single wronged victim. The weapon passes harmless- precise. For the remainder of the scene, they gain +2
ly through targets that have nothing to do with the Perform before an audience, and their allure is noted
crime. Against those complicit it deals normal dam- by friends and foes.
age, and +1 damage if they are directly responsible. èè The Poet’s Ear (Yin + Knowledge): The ninja
Damage inflicted by the weapon ignores Armor, and learns lyrics, notes and dance steps quickly. Any such
any Condition caused counts as 1 step higher than art may be reproduced or mimicked accurately, and
normal. The ninja may not recover ki until they end the ninja may recite an entire overheard conversation
this effect and the weapon returns to normal. as if it were a performance.
èè Mark of Atonement (Yin + Empathy): Requires èè Trick Shots (Yang + Marksman): Objects and
Sense the Guilty and Mark of Guilt. A magical sym- weapons thrown by the ninja bend, bounce and even
bol appears on the target. It tells everyone what the return through unexpected trajectories. Affected
target must do to atone for the crime they feel most ranged attacks gain a +1 bonus to hit, ignore any Pen-
guilty about. If that is done, the mark and their guilt alty for cover, may follow an indirect path to the tar-
disappears. However if the same crime is committed get and the thrown weapon returns to the ninja. This
again they suffer 3 Health. Each time the Mark trig- affects a number of ranged attacks equal to successes
gers it deals 3 more Health than before. gained.
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Chapter Four - Expressions of Ki
èè Phantom Switch (Yin + Perform): Requires Con- fering a -2 Penalty to the attack itself.
juring Hands. Once out of sight, the ninja immediate- èè Destroyer’s Dance (Yang + Perform): Requires
ly teleports somewhere else nearby. They reappear Beautiful Dance. The primal energy of the dance at
where no one else can see without actually traveling the beginning of the universe flows through the ninja.
between the two points. The ninja may use practically They slip into a trance and are sheathed in fire provid-
anything to slip out of sight, such as slipping behind ing +2 Armor against Health and Psyche damage, and
a single stalk of bamboo or diving into a straw basket. which deals +2 damage to anyone touching or touched
èè Star of the Show (Yang + Perform): Requires The by the ninja. The ninja’s movements are quickened
Perfect Show. A glowing aura begins to shine brightly and strange, granting a +2 bonus to physical attacks
around the ninja, drawing attention and amplifying and Defense checks. These effects last for Rounds
their natural charisma. Normal audience members are equal to successes gained.
awed and rendered dumbstruck. For the rest of the èè Shattering Song (Yin + Perform): Requires Hyp-
Scene the aura illuminates a (Yang x10ft) area and the notic Voice. The ninja’s voice rises to a note resonat-
ninja may attempt to Block any attack (against them- ing with destructive ki. If used against a single target,
selves or someone else) using Yang + Perform. If the the activation check becomes the attack roll and it
ninja suffers damage this effect ends. deals double damage to a non-living target. If pro-
jected outward on the area, the note can be heard for
Advanced Jutsu (Yin) miles, and animals within this range panic and
èè Dazzling Display (Yang + Intimidation): Requires flee unless a trainer succeeds at a Moderate (3) check
Star of the Show. Explosive bursts of light emanate to control them. On a Boost, inanimate objects are
from the ninja when they are struck. When the jutsu outright destroyed.
is first activated all Close opponents suffer a Confused èè Thundering Drums (Yang + Fortitude): Unseen
1 Condition unless they make a Tough (3) Fortitude + drums begin pounding in time with the ninja’s move-
Perception check. For the Battle, anyone who deals ments. When the ninja or any ally describes how their
physical damage to the ninja is Confused as above. actions are timed to the beat, such as an attack strik-
They may shield their eyes to avoid this effect, suf- ing to the rhythm or a speech with words emphasized
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Chapter Four - Expressions of Ki
on each thrum, they gain a +1 bonus and deal an extra èè Tiger’s Claws (Yang + Fortitude): The
+1 Psyche damage if the Action was an attack. While ninja receives tiger stripe tattoos on their
the drums play, any die used from the Karma pool hands, which can be transformed to make
generates +1 bonus die. The drums continue for the their hands into actual claws. This jutsu al-
Scene, until the Karma pool is empty, or until another lows them to deal +1 damage and a Pain 1 Condition
jutsu that produces sound or silence counters them. for a number of unarmed attacks equal to successes
èè Understudy (Yang + Perception): Requires Poet’s gained.
Ear. The ninja inhabits a studied target so completely èè Withdraw Weapon (Yang + Fighting): Instant-
that they begin to transform into them. For the remain- ly draws weapons/tools from the ninja’s skin. When
der of the Scene the ninja may mimic the target’s voice they are done using the item, it becomes a tattoo once
and mannerisms, and roll any Skill at a level the target more (unless they were thrown). Any ninja can have
has used. The ninja may attempt to Activate any jut- up to (Fortitude) wieldable weapon tattoos at any giv-
su the target has demonstrated, but always activates it en time, but almost unlimited shuriken tattoos. This
with their own Perception. The ninja also gains a +2 bo- jutsu may be used Reflexively and suffers no penalty
nus to any attempt to disguise themselves as the target. to drawing and attacking on the same Action.
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Chapter Four - Expressions of Ki
Advanced Jutsu Basic Jutsu
èè Complete Control (Yang + Discipline): èè Instant Reading (Yang + Speed): By touching a
Must have Inked Touch. The ink from Inked Touch book or scroll, the ninja can instantly absorb all of its
spreads over the target’s limbs, giving the ninja con- knowledge. This information fades after a number of
trol over their movements for a number of Rounds equal days equal to successes gained, unless they use Pre-
to successes gained. They can be willed to do anything serve the Words.
from drop a weapon to attacking their own comrade. èè The Long View (Yin + Knowledge): Their knowledge
Each command uses an Action, and the target may resist of historical battles gives them an edge in Battle. The nin-
with Strength. On a Boost, the target suffers a -2 penalty ja adds either (Yin) or Knowledge (whichever is greater)
to resist. to Initiative. This bonus reduces by 1 each Round. On a
èè Extra Arm Technique (Yang + Fortitude): By ac- Boost, their Initiative is increased by another +2.
tivating tattoos placed on the ninja’s sides, they may èè Preserve the Words (Yin + Knowledge): The
sacrifice 1 Health to sprout an extra pair of arms. They ninja takes some piece of information, whether over-
gain a +2 Crafts and all times needed for Crafts checks heard, in a book/scroll or otherwise observed and re-
are halved. In combat, they receive a +2 bonus to Block cords it on their skin as a new tattoo. They receive +3
rolls and gain +1 Dynamic Actions every Round. On a Knowledge regarding the new info, which reduces by
Boost, all effects are doubled. 1 per hour that passes.
èè Loyal Servant (Yang + Intimidation): Must have èè Reading the Eyes (Yang + Perception): Looking
Animal Friend. The ninja summons forth a creature into their target’s eyes, the ninja gets an immediate
from their tattoo, which can be up to half their size. It sense of motives and intent, gaining +2 Empathy to de-
can be a real creature or one from myth, but its abil- tect lies from the target for the Scene.
ities are all the same. The servant has 5 Health and
2 Armor, and acts independently on an Initiative 2 èè Setting the Words Loose (Yang + Crafts): The
lower than the ninja’s. Any checks are made using the ninja takes tattoos from their body and places that
ninja’s Skills with a -2 penalty. information into a book/scroll. This is the only way
to remove one tattoo to make room for another and
èè Mask of Fear (Yin + Crafts): The ninja has a num- is also a convenient way to transfer information. Any
ber of facial tattoos that swirl and alter their visage into Confused or Dazed Condition the ninja currently has
something truly terrifying. They gain +3 Intimidation is reduced by 1.
for the Scene. They may choose up to (Yin) enemies
within Near range to instantly scare without a check.
Median Jutsu
èè Trapped in Skin (Yin + Fortitude): Must have
èè Information Consumption (Yin + Knowledge):
Artful Defense. With a touch, the ninja can draw a per-
Must have Refusal of Bedlam. The target is placed in
son into their skin and turn them into a tattoo. This
a ritual circle while the ninja recites mantras for half
last for (Yin) days, but they cannot regain Yin for the
an hour, after which time the ninja can reach into the
duration. The victim suffers a Deprived 1 Condition if
victim’s mind and pluck memories or information from
trapped for 3 days and again after the fifth day.
them. They may take as many pieces of info as success-
es gained. The victim resists with Discipline + Fortitude,
but instantly forgets the information with a failure.
Way of Kept Lore Victims suffer a Dazed 2 Condition from the procedure.
Element: Water èè Refusal of Bedlam (Yin + Discipline): The ninja
Training: The Way of Kept Lore belongs to the Living attunes their mind to the knowledge they hold, and
Chronicle and is their way of keeping, storing and record- will automatically succeed at any Discipline (Concen-
ing information. Learning it involves years in libraries and tration) checks for a number of Rounds equal to suc-
monasteries, honing their jutsu craft. On a Boost during cesses gained. This also grants 1 Armor against mental
an activation check, they enjoy a cumulative +1 automatic damage for the Battle.
success on their next Knowledge check.
Backfire: Often their intelligence can come at the det- èè Rewriting History (Yin + Intuition): There are times
riment of their common sense. Failing an activation check when something must be done exactly right the first
creates a cumulative -1 penalty to Intuition checks. time. This allows the ninja to make a check and then roll
any failed dice a second time to hopefully ensure great-
ness. They may spend a Yin to use this jutsu reflexively.
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Chapter Four - Expressions of Ki
èè Work Smarter (Yang + Discipline): Identifying an
issue and the best approach to it is the ninja’s special-
Way of
ty. They may replace a physical Skill in a combo with
Knowledge. This can be done a number of times equal
Spun Threads
to successes gained. On a Boost, they add Knowledge Element: Metal
to the combo as a bonus instead. Training: The signature jutsu for the Hidden Strands of
Fate utilizes threads imbued with the ninja’s ki to power-
èè Worthy Borrower (Yang + Knowledge): The nin-
ful effect. Most members have their own spools of thread
ja has an advanced understanding of ki, allowing them
with them to manipulate, but can easily imbue a new set of
to transfer any amount of ki to another they can see.
clothing or ball of thread by spending 1 ki of either type.
Once that is done, they can use these new threads just like
Advanced Jutsu any others. On a Boost on any attack or defense they can
èè Granting Power (Yang + Knowledge): Must have deem there is a string attached to any object within Near
Worthy Borrower. Just as they can transfer ki between Range.
themselves and their target, the ninja may now also Backfire: A failed check while using Way of Spun
transfer knowledge of any jutsu they know. Lasts for Threads means the ninja’s strings become tangled and
a number of Rounds equal to successes gained. On a much harder to use. They suffer a cumulative -1 penalty
Boost, the target receives a +1 bonus to activate the to all jutsu of this type during the Scene unless they spend
transferred jutsu. an Action to untangle.
èè Information Overload (Yang + Discipline): Must
have Setting the Words Loose. The ninja looks into Basic Jutsu
the eyes of their target and forces more information èè Attached (Yang + Deception): Any item they
into the victim’s brain than they can handle. This in- touched during the Scene has one of their strings at-
flicts (Knowledge) mental damage. Can only be used in tached to it already. When a string is attached to an
Grapple or Close Range. object, it can be manipulated, yanked or otherwise af-
fected with Strength.
èè Perceive Weakness (Yin + Perception): The nin-
ja becomes great at anticipating weaknesses in struc- èè Invisible Threads (Yin + Stealth): The ninja makes
tures and opponents, granting an (Intuition) bonus their strings completely invisible, allowing them to be
to their physical attacks. This bonus reduces by 1 for used in espionage. If used with attacking strings, tar-
each Round that passes. gets suffer a -1 penalty to Defend.
èè Perfect Stillness (Yin + Stealth): As they under- èè Skilled Strands (Yang + Intuition): The ninja can
stand the movement of ki, they understand how it manipulate their strings from afar to perform Skills at
infuses itself into every person and thing. As long as Near or Far Range with a -2 penalty. Gains +1 bonus to
the ninja remains unmoving, they may pick another rolls with Boost. Cannot be used for combat.
target who may also not move, regardless of weight èè Spider’s Scry (Yin + Perception): The ninja can
or strength. Neither the ninja nor their target may listen in on conversations around their strings with-
move, take Actions or even Defend. The victim suffers in Near Range. The string itself must be within (Yin)
a Slowed 1 Condition after being released. miles to be affected.
èè Mind Removing Technique (Yin + Knowledge): èè Thread Web (Yang + Crafts): Instantly summons
Must have Information Consumption. After the ritual a web of string, useful for traps or for catching them-
is over, the victim is left without any recollection of the selves or a target while falling. The web must have
past (Yin) days. On a Boost, this extends to (Yin) weeks. trees, walls or other surfaces to hang from, and has
Health equal to successes gained.
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Chapter Four - Expressions of Ki
Median Jutsu èè Razor String (Yang + Crafts): The ninja thins their
èè Battle Strands (Yang + Discipline): threads to make them even deadlier, adding +2 physi-
Must have Skilled Strands. The ninja grabs close cal damage to any damage dealt with their threads for
combat weapons with their strings and uses them the Battle. If the ninja falls below Yang 4, this bonus
in a fight, allowing use of Fighting Skill at a Far dis- reduces to +1 damage.
tance for the Battle.
èè Spider’s Charm (Yin + Fortitude): The ninja sheds
èè Blast of Webbing (Yin + Marksman): The nin- their blood and forms their droplets into the finest
ja shoots balls of sticky string at the target, slowing threads to manipulate. Using these blood strings for
them down and making it harder to move. If hit, the jutsu makes their threads indestructible and gives a +2
victim loses -2 Movement per success. If reduced to 0, bonus to all activation checks for the Scene.
the victim loses their Standard Action for the Round.
Their Movement returns at a rate of +2 per Round. On èè Wardrobe Change (Yang + Crafts): Affects all the
a Boost, the target suffers a Slowed 1 Condition. individual threads of the ninja’s clothing at once, al-
lowing them to construct entirely new outfits instant-
èè Strumming the Chords (Yang + Speed): Affects ly. They can turn formal robes into combat gear, into
the ninja’s vocal chords to alter their voice or mimic stealth garb and even into Armor. Can provide up to
another’s. This allows them to hide their identity, es- (Crafts) in Armor against physical damage for a num-
pecially if their physical features are covered, or can ber of Rounds equal to successes gained. Lasts for the
make them more menacing, adding +1 Intimidation Battle or Scene.
while active. Lasts for the Scene.
èè Pulling Strings (Yang + Persuade): The ninja
reaches out to the victim’s emotions, pulling them Way of Twin Beasts
like strings. The victim suffers a Convinced 1 Condi- Element: Earth
tion per success gained. Training: Ninja who follow the Way of Twin Beasts
èè Thread Whip (Yang + Crafts): Creates a whip made train for years alongside a ninja dog from a pup. They
of several strands of string wielded as a whip (pg. 147). learn how to share everything: their meals, their lives, and
Deals damage normally and causes a cumulative Pain their senses. On a Boost during an activation check, their
1 Condition with each strike (up to Pain 3). jutsu affects their dog for free (no ki cost).
Backfire: Failing an activation check for a jutsu means
the ninja and their dog have fallen out of sync. They suffer
Advanced Jutsu
a cumulative -1 penalty to Initiative and to Way of Twin
èè Becoming the Mask (Yang + Crafts): After curing
Beasts jutsu checks.
a cloth mask in a mixture of blood and milk, the ninja
applies it to their face to mimic the appearance of an-
other person. The mask can then spread to the rest of Basic Jutsu
their body and conform their other physical features èè The Hunt Begins (Yang + Perception): The ninja
as well (i.e. increasing weight, mimicking blemish- borrows their dog’s senses, gaining +3 Survival (Track-
es, etc.), proving a +2 bonus to related checks. This is ing) for the Scene. They need only to catch the scent of
superior to creating simple illusions, as it passes the the thing they hunt.
touch test, lasts longer and requires no concentration èè In the High Grass (Yin + Perception): The ninja
to maintain. and their dog blend into the land, making them much
èè Master of Puppets (Yang + Might): Must have harder to see. They receive +2 Stealth for the Scene.
Battle Strands. The character attaches their strings to On a Boost, they deal +1 damage on their first attack
a target to control their movements like a puppet. The during an ambush.
ninja and target make Opposed Strength checks, but èè Licked Wounds (Yang + Empathy): Along with
the ninja receives a +2 bonus to their check. If the nin- the love of the ninja dog, the ninja receives a Holistics
ja wins, they take control of the target’s Standard Ac- bonus equal to successes rolled for their next roll to
tion. On a Boost, they also control 1 Dynamic Action as treat a patient.
well. Their control lasts for a number of Rounds equal
successes gained.
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Chapter Four - Expressions of Ki
èè Prodigious Howl (Yang + Intimidation): Hounds èè Puppy Eyes (Yin + Empathy): Hounds can
can release a howl that travels up to (Yang) miles to be very persuasive when they need to be. Gain
deliver coded messages to others in their clan. On a +2 Persuade for a number of checks equal to
Boost, anyone (including comrades) in Close Range successes gained.
must resist with a Discipline + Empathy check or suffer
1 mental damage.
Advanced Jutsu
èè Yellow Mark (Yin + Marksman): The ninja orders èè Backed into a Corner (Yin + Survival): Must
their dog to send a stream of urine at the target, thus have Animal Within. If the ninja has been dealt dam-
marking it with their scent. Attempts to avoid be- age, they can choose not to attack for the rest of the
ing tracked by the ninja instantly fail, as they always Round. At the beginning of the next Round, the nin-
know exactly where the target is up to (Yin) miles. On ja will act first (regardless of Initiative) and instantly
a Boost, this may also inflict an Embarrassed 1 Condi- heals half of the total damage dealt to them in the pre-
tion, depending on the circumstances. Removing the vious Rounds. The amount of damage healed is con-
Yellow Mark requires a long bath with lots of soap. verted to bonus damage inflicted by their first attack
of the new Round.
Median Jutsu èè Beast Barrage (Yang + Athletics): Must have Meet
èè Animal Within (Yang + Might): Must have Pro- in the Middle. The ninja and their dog pick a single
digious Howl. The ninja bring forth their inner beast, target and attack them seemingly without end. They
growing pointed ears, fangs and claws. They now deal disappear and reappear at all angles, throwing the
+1 damage in close combat for the Battle, and gain +2 target off balance. They may take a number of close
Speed for Rounds equal to successes gained. A Boost combat attacks equal to their successes gained, with
on attacks causes a Bleeding 1 Condition as well. the target suffering a -2 penalty to all Defense checks.
èè Canine Form (Yang + Fortitude): This jutsu is at On a Boost, they may spent Dynamic Actions to add +2
the core of much of what the Hounds stand for, trans- attacks each.
forming their form to match their ninja dog. They re- èè Human Form (Yang + Crafts): The ninja dog trans-
tain their minds, but obviously lose their opposable forms into a copy of the ninja for the Scene. They still
thumbs and ability to speak. They switch their stats do not have the ability to use human language, but are
for those of their dog, but receive +2 Athletics as long otherwise identical to the ninja, using the same Skills.
as they are within the form. The ninja gains +1 Action at -2 Initiative, taken by
èè Linked Souls (Yin + Empathy): Must have The their dog. On a Boost, they gain +1 Dynamic Die for the
Hunt Begins. With this jutsu, the ninja and their dog Battle that can be used by either the ninja or their dog.
exchange senses and thoughts, allowing them to see èè Repress the Beast (Yin + Discipline): The ninja
through each other eyes and share information. This conjures a burst of anti-aggressive energy and hits ev-
extends up to (Yin) miles and lasts for the Scene. eryone within (Yin x10ft). Targets must resist with a
èè Meet In the Middle (Yang + Fighting): The ninja Discipline + Speed check or suffer -3 Initiative and -1
and their dog coordinate a string of three attacks with Fighting for the Scene.
a single Action. The player rolls one activation check èè Stare Down (Yin + Empathy): This jutsu draws
for the first two attacks, which the target must Defend an opponent’s attention, forcing them to attack the
against separately. If both attacks hit the target, they ninja only for a number of Rounds equal to success-
roll a second check with +3 Fighting and dealing +2 es gained. For this time, the ninja receives +2 Armor
damage if successful. If either of the first two attacks against the target’s attacks. The ninja dog may attack
miss, they do not roll for the third. with no penalty for the duration, as well.
131
The cold night wind blew, and the shadows danced as the tree limbs
swayed and signs creaked above their businesses. Odoriko Suzue made use of
the darkness as she made her way along Jikankei’s rooftops, carefully mov-
ing along gutters and the raised stone parapets of each building to minimize
the sound she made. Suzue was in pursuit of a man known only as Yun, and
whose reputation was every bit as mysterious as the methods he used when
he carried out his primary duty to the Empire — assassinating ninja.
Suzue did not fear the so-called Ninja Killer. She remembered how her
former teammate, Hebi Atsha, grew terrified when they discovered a faceless
jade mask tied above the front gates to Jikankei. It was a simple warning to
ninja that the Imperial army placed for all ninja to see: come here and the
Empire’s hired killer would get you. She knew her fellow ninja to be a brave
and resourceful warrior, and to see her show fear for the first time had dis-
turbed Suzue more than the mask’s actual discovery.
When she discovered Atsha dead in the inn where they had once stayed,
Suzue decided to finally end this threat to the Lotus Coalition. Killing the
agent would not only strike a blow against the Empire, but also avenge her
fallen comrades. She didn’t know where to find Yun, but she knew he would
certainly see a lone ninja running out in the open as easy prey… and that
would be her chance to counterattack.
Suddenly, there was a flash of light to Suzue’s left, and she saw a figure
running across the rooftops beside her. The figure turned his head to reveal
a jade mask looking back at her. Suzue’s blood ran hot, and she rushed her
target. Focusing her ki, she felt the energy catapult her forward, and the
hilts of her sai in her belt sung to her to draw them forth for combat.
They flew over several rooftops, making their way towards a nearby tem-
ple. The perfect place for her to end this. As they made it to the rooftop,
Yun turned suddenly, drew a kama and chain before him and swung it over his
head defiantly. Not afraid to meet her attacker head on, Suzue charged.
Unfortunately, the roof gave way under her foot, and Suzue discovered it
was nothing but thin paper painted to look like roof. Her instincts told her to
twist as she fell, and she narrowly avoided impaling herself on several spears
previously set in place. One spear scraped her shoulder, though, and searing
pain spread through her body. As she recovered her stance, Suzue looked
around and realized she was not alone.
She was outnumbered five to one. They all wore the jade masks of Yun,
and each wielded their weapons with skill. As Suzue’s fading vision from the
poison-coated spears revealed to her, they carefully and methodically moved
in for the kill. Hopefully, the ninja sent to avenge her death would be able to
do so.
Chapter Five
dice Mastery
Gifts and Triggers acter or presenting them with a dilemma. Their purpose
should be to help spur creative roleplaying and drum
With each Choice between Steps One through Five the up drama in a Scene. In exchange, the players receive 1
player makes during character creation, their character Karma. Sometimes, the GM may offer up the Karma if the
receives one Gift and one Trigger. No two characters are players don’t want to cause the effect themselves. See Kar-
the same due to the choices they make, so these are very ma Pool (pg. 137).
important to the system as well.
Skill Combo System
Gifts Characters use Skills to complete tasks; whether they
Reflecting the lessons learned by the character, they are writing precise poetry or shattering stone with a sin-
receive a bonus to a Skill for a specific usage. This is very gle well-placed blow. There are 20 Skills representing the
similar to a Specialty, but has more of a link to the Gift different areas a ninja may excel at due to training or tal-
than to the Skill for tracking and growth. This bonus is ent, found on pg. 83. A ninja has a Level in each
usually a +1 bonus, but some Clan Gifts can give higher bo- Skill, from 0 to 5, with a 0 representing no apti-
nuses based on their ninja training. tude at all and a 5 representing total mastery.
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Chapter five - Dice Mastery
Forming a Combo èè Tough (3): Advanced tasks usually requiring intimate
knowledge of the subject
When a ninja has a challenge to overcome, the
èè Challenging (4): Complex tasks that take time and ef-
player first describes the method the ninja will use
fort to complete, usually with unique complications.
to confront it. Based on this description, they select the two
most relevant Skills from the list of 20 to form a Combo. Of- èè Legendary (5): Near-impossible tasks that should be
ten one of the two Skills will be clearly dominant (Primary) awesome to behold.
and the other is just a helper that adds style to the outcome
(Secondary). Sometimes it won’t be clear which of the two Not all methods have the same Difficulty. If the GM asks
Skills is more appropriate to use, in which case the top two for check at a certain Difficulty, the player may always of-
contenders become the Combo. Players may suggest Skills fer a counter Skill Combo to use. However, if the method is
for the Combo, but the GM has the final decision on which more or less straight forward, the GM may lower or raise
two are most appropriate for the method described. If no the Difficulty.
second Skill makes sense for the check, a Skill may combo Example: The GM asks for a Moderate (2) Stealth + Speed
with itself to make a combo. for moving stealthily through a neighborhood without alerting
If the character only has levels in one Skill required for the residents. The player requests using Stealth + Knowledge,
the Skill Combo, they just make their check using the dice instead, to use local knowledge to avoid obvious traps. The GM
from one Skill. There are no further penalties except that accepts this, but says it’ll be a Tough (3) check instead.
they may want to train in the other Skill if they believe
this combo will come up often in the future.
Example: A wagon has broken down in the middle of a small Fate Die
road that needs clearing. Naomi wants to repair the broken If the character has no levels in either Skill in the com-
wheel so it can go on its way. Craft and Travel both seem rele- bo, they can still attempt the task, but it’s much harder to
vant to this approach, so they become the Combo. Alternatively, succeed. The player rolls only a single d10, called a Fate
the ninja could have scoffed at the travelers and simply pushed Die, and is only successful if that die result is 10. Any other
it off the road. This would be a feat of strength and endurance so result means they fail, and if it lands on a 1, it’s is a Critical
Might and Fortitude becomes the Combo. Failure per normal. The 10 result still counts as two Suc-
cesses, which means a Fate Die can be attempted for Mod-
Rolling Dice erate (2) and lower Difficulties, but Tough (3) and higher
tasks don’t have as much leeway.
The player rolls a number of d10 equal to the total of
the levels in both Skills in the Combo. This is called a check
or a roll. For instance, a character with Fighting 3 and De-
ception 2 attempting to distract an opponent would roll
five dice (3 + 2 = 5d10).
Each die result of 7, 8 or 9 counts as a success. A result GM Choice
of 10 gives the ninja two successes. If the player gets no
successes on their check while any of the dice results are a or
1, this becomes a Critical Failure. By Committee
There are several references in the rules to the
GM getting the final say if any rule is in question.
Difficulties This is a quick way to have one person in charge
Compare the number of successes from the check to the of major choices, especially since they take the
Difficulty of the task. The GM sets the Difficulty. Meeting role of the world and can make decisions based on
the number of required successes means the character has the direction of the story. However, other groups
succeeded in the task they are attempting. If a player rolls 3 like to make these decisions with a vote among all
more successes than the Difficulty, the ninja gains a Boost. players. If the majority of the players (the GM is
èè Easy (0): Tasks that don’t even require a roll. The also a player in this case) agree to move forward
character simply performs the task and moves on. with a ruling a certain way, then that works out
èè Simple (1): Basic tasks with little to no fuss, but could just as well. As long as everyone is having fun and
still fail. everyone is comfortable with how the game plays,
this is what is most important.
èè Moderate (2): Slightly more involved
tasks that need more attention and focus.
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Chapter Five - Dice Mastery
Modifiers
Circumstances or the ninja’s Gifts may give
bonuses or penalties to a check, making it easi-
er or harder. Each bonus adds another d10 to the check.
Each penalty removes a d10 from the check, down to a
minimum of no dice at all. For instance, a +2 bonus, means
the player adds 2d10 to their check. If a player must roll a
check with 0 dice due to modifiers, then they roll a single
Fate Die instead.
Opposed Checks
Most checks are rolled against a static Difficulty, but
sometimes a ninja and an opponent played by the GM are
working against each other. In such cases, both sides make
their check at the same time, and the player with the most
successes wins. When these types of checks tie the GM
chooses which was the active roll (trying to meet the Dif-
ficulty) and which was the opposition (setting the Difficul-
ty). The active check wins in a tie, since it is meeting the
Difficulty. For instance, a ninja using a Defense in a Battle
counts as the active check against an opponent’s attack.
Extended Checks
Some tasks require multiple smaller steps to succeed,
and a single check just isn’t dramatically impactful enough
to simulate this. An Extended Check requires between 5 or
more successes, but these successes may be split up over
a series of checks, each with its own Difficulty. Stakes are
applied after every roll, such as time or a cumulative pen-
alty. The stakes and Difficulty may change as the Extend-
ed Check proceeds, or because of the methods the ninja
chooses. A Critical Failure immediately ends an Extended
Check, usually to terrible results.
Example: Ninja are tracking a fugitive general through
the woods, trying to capture him before he can find his troops.
The GM decides it takes 10 successes to catch up to the general
due to his head start. The Difficulty for each check is 1, and the
stakes for each check are 30 minutes of time. After two hours,
the general will reach his troops, so the ninja only have time for
4 checks to reach him before his reinforcements make capturing
him much more difficult.
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Chapter five - Dice Mastery
Boosts can take additional Consequences for each 1 and add an-
other die to the Karma Pool in response.
When successes on a check exceed its Difficul-
ty by 3 or more the ninja gains an extra benefit,
called a Boost. For instance, if a player gets 4 successes Repetitive Skill Usage
against a Simple (1) Difficulty, they received one Boost. If The Chakra System encourages creativity from players
they rolled 7 successes, they would have received 2 Boosts. when coming up with interesting ways to use Skill Combos.
Different Skills have suggested Boost effects, and GMs and If a player uses the same Skill Combo more than two con-
players can devise entirely new benefits for unique situ- secutive times, however, they begin to suffer a cumulative
ations. If the character receives a Boost, they may only -1 penalty. This does not apply to Extended Checks, as those
choose one effect at any given time among jutsu training, are multiple rolls all connected to the same Skill usage.
weapon effects or one of the suggestions below. This rule can reflect many things within a Scene, such as
èè Additional Targets: A Skill targeting a single person the frustration of trying the same method repeatedly without
may affect extra targets with a slightly lesser effect. result or the character beginning to grow bored and unim-
èè Bonus Damage: Usually used in a Battle, and worth +1 passioned with the method, leading to lower results. In Bat-
damage to an attack. tle, it could also be that the opponent starts to see through
their tactics. GMs should always be pushing for new ways to
èè Bonus Info: The ninja finds or overhears unexpected
express what the characters are attempting to accomplish.
information that may prove useful.
èè Heightened Effect: Whatever the ninja was trying to
do, they do better. If they were attempting to scare Rounding Up
someone, they not only scare them, but also make During gameplay, some rules refer to halving values.
them cry. Unless otherwise stated, players should round up. For ex-
èè Karma Pool: The ninja’s teamwork adds a die to the ample, half of 5 is 3 and half of 1 is 1.
Karma Pool.
èè Streak Bonus: Creates an advantage and may give a
bonus or reduce the difficulty for a particular method.
Specialties
Some characters are better at certain Skill applications
èè Style: The ninja completes the task with a flourish than they are at others. This is where Specialties come into
that people notice. If performing for a crowd, this may play, giving the character an edge (a +1 bonus) when using
gain their favor. their Skill for a specific purpose. For instance, a charac-
èè Time Crunch: Halves the time usually needed to com- ter with Fighting 3 may be especially skilled with using
plete the task. swords. This means they would have 3 dice when fighting
or 4 dice if using a sword. No Skill may have more than
èè Weapon Effect: Some weapons allow the character to
two Specialties. These two Specialties may even be for the
create a new Condition (pg. 150) for a Boost.
same effect, such as choosing Fighting (Sword) twice.
A Specialty can be used toward a specific known jutsu
connected to the Skill, as well, giving a +1 bonus to activa-
Critical Failure tion checks for that particular jutsu.
If the check has no successes at all and one or more of
the dice have a 1 result, this is a Critical Failure and goes
beyond the normal consequences of a failed check. It’s the Tools
worst possible outcome, blocking further progress with Tools have the ability to make some tasks easier. Grip
the same method and often creating new complications. gloves provide a bonus to Athletics checks for climbing,
An Extended Check ends in failure, and in an Opposed while an artist with the right materials and workspace
Check, the foe gains a Boost against the character. The GM would receive a bonus to their Crafts checks. Tools gener-
should also apply one of the suggested Consequences list- ally provide anywhere from a +1 (simple tools) to +3 (mas-
ed with the Skill used (pg. 83). ter-crafted) bonus to a particular Skill check, depending
Though Critical Failures make a ninja’s life more dif- on how much the tool impacts the circumstances. GMs
ficult, such hardships also empower them thanks to the may also grant bonuses from environments as Tools, such
Karma Pool. The player places 1d10 in the Karma as a singer gaining a bonus to their Perform check for
Pool for the first 1 result they received and suffer singing in a theater with great acoustics or taking advan-
the Consequences. If they rolled multiple 1s, they tage of the drunkenness of the crowd.
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Chapter Five - Dice Mastery
Support ninja’s act inspires everyone’s sense of unity
and purpose.
Sometimes one or more ninja may wish to cooperate on
èè Dramatic Rewrites: The player changes
the same task. In such cases, one player rolls dice for one
something in the Scene to fit their character’s needs in
Skill in the Combo, and the helping player rolls dice for
the heat of the moment. Examples include things like “I
the other Skill based on their ninja’s Skill level. Support
came earlier and set a trap right there” or “I know this
can allow some truly unusual Combos, such as Perform +
guy, we went to school together when we were young-
Stealth where one ninja is distracting an audience while
er.” This kind of effect costs 2 Karma dice from the pool.
another sneaks past. Both ninja may pull dice from the
If the rewrite alters the Scene to a larger degree, the GM
Karma Pool for each part of the check.
can ask for up to 4 Karma dice instead.
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Chapter five - Dice Mastery
Strength Strength Feat
Min
Strength
Strength represents the raw power of the
character’s muscles and can tell a lot about them. Their Crush a trinket in your hand 0
Strength is Athletics + Might. Read below for more on Drag someone your same size 2
what this means.
Break a wooden chair 3
Carrying/Lifting Drag someone twice your size 4
A character can carry 50lbs. of weight + another 25lbs Break down a wooden door 5
for each point of Strength they possess without suffering
from encumbrance. They can deadlift twice the amount Break open a metal door 6
they can carry. For instance, a character with a total Punch through a stone wall 8
Strength of 6 could carry 150lbs. and lift 300lbs.
Burst through a stone wall 10
If they attempt to carry more than their weight limit,
they suffer a -1 penalty to all physical checks. Attempting Uprooting a tree 12
to lift more than their limit incurs the same penalty, but
they also cannot take any other Actions besides lifting un-
til they drop their load. Journeys
The lands of Izou are large and varied, and crossing
Tests them can be an adventure unto itself. Journeys heighten
Strength checks use Might + Athletics to reflect how the dangerous paths a ninja must tread to reach distant
much power the character can summon and allows them destinations. Each step of the Journey is a check, starting
to perform a range of Strength Feats. See below for a list with the Village (even if it is only a metaphorical one), and
of examples. then proceeding to any stage the player selects except the
Temple, which must always be selected last. Once a ninja
makes a check they must pass to another ninja to make
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Chapter Five - Dice Mastery
the next check until there are no more stages to the Jour- Typical Wilderness Journey
ney. The Difficulty for each check varies based on the des- èè Village: Simple (1) to gather food and camp-
tination. Each stage is completed whether the associated ing supplies.
check succeeds or fails, but a success grants extra benefits èè River: Tough (3) trailblazing a path through knotted
and a failure imposes consequences on the travelers. bamboo forests. On a success, discover a long lost bat-
èè Village: Planning and preparation. Defaults to Knowl- tleground that yields a master-crafted tool or crafting
edge + Persuade, with a success granting a single reroll materials.
for any other stage and a failure increasing the Diffi-
culty of any other stage by 1. The player who rolls for èè Forge: Moderate (2) to avoid attack from the beasts of
this stage chooses which other stage to reroll. the woods. A success gains the ninja a temporary an-
imal companion, such as a rodent or bird, who grants
èè River: Pace and distance. Defaults to Fortitude + Trav- +1 Perception within these woods only.
el while on foot, with a success restoring one lost Psy-
che and a failure hampering the ninja with a Deprived èè Mountain: Moderate (2) river crossing. A success adds
1 Condition. a die to the Karma Pool, but a failure loses the heaviest
item (especially armor) carried by the ninja.
èè Forge: Enemies and confrontations. Defaults to Per-
ception + Stealth, with a success detecting and avoid- èè Temple: Simple (1) to emerge back into civilization
ing (or ambushing with advantage) enemies in the without disturbing farmers or hunting lodges.
area and a failure leading to a Battle.
èè Mountain: Obstacles and environmental hazards. Typical River Journey
Defaults to Survival + Travel, with a success meaning èè Village: Moderate (2) to negotiate passage on a boat
discovery of a hidden refuge or item and a failure in- or secure a small boat themselves. A failure books pas-
ducing an Injury 1 Condition or the loss of important sage with an extremely unreliable boatman, increas-
equipment. ing the Difficulty of the next two stages by +1.
èè Temple: Arrival and reception. Defaults to Empathy èè River: Simple (1) to adjust to days in the cramped
+ Intuition, with a success producing a helpful local spaces of the boat as it drifts past massive stone idols
character as a temporary Contact and a failure alert- and pastoral fishing villages. Failure creates a Con-
ing any enemies in the area of the ninja’s arrival and fused 1 Condition for the character.
intent. èè Forge: Moderate (2) to avoid raiders (treat as Ban-
dits) who have fled upriver to avoid Imperial coast-
Typical Road Journey al patrols. On a success, the miscreants are accosting
èè Village: Simple (1) to find a map or find a welcoming another ship, and the occupants will be grateful if
inn along the way. rescued. A failure means a battle against Bandits (pg.
160).
èè River: Moderate (2) to trudge the lengthy but well-
worn dirt roads of the Empire. On a success, the ninja èè Mountain: Simple (1) to avoid a rockslide or whirl-
may find a Traveler’s Shrine and make a small offering pool in a treacherous area of the river, which can halt
to gain a +2 Bonus on the next stage’s check. Failure the journey entirely or even hurt the travelers. The
menas they remain unrefreshed. check is Crafts + Travel to help manage the boat.
èè Forge: Tough (3) to avoid the Imperial patrols and èè Temple: Tough (3) to avoid Imperial customs agents
garrisons that dot the rich landscape. Failure means at the docks. A failure means Izou soldiers are on the
a Battle with at least Town Guards hired by the army. lookout for the ninja as they head to their destination.
èè Mountain: Simple (1) to find shelter from a storm. A
success finds the ninja a sympathetic family with in-
formation about their destination. A failure means the
ninja bicker among themselves – reset the Karma Pool
to 0 dice.
èè Temple: Simple (1) to slip into town and gain the lay
of the land without drawing attention from the wrong
people. Failure means they were seen entering, which
could spell trouble for them in the future.
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Chapter five - Dice Mastery
Battles Dynamic Actions
A ninja’s life is battle. They breathe and eat it Dynamic Actions represent any character’s ability to
as a regular part of their everyday existence. They are born think on the fly and react to factors as they arise, instead
from conflict and almost drawn to it even when attempting of waiting for their Turn to come around. This makes Dy-
to avoid such things. Unlike long drawn-out fights between namic Actions a powerful tool for any character. These
regular people, a battle between ninja can begin and end special actions refresh at the beginning of each Round.
before an observer blinks. Mechanically, this means most Rank (pg. 92) provides characters with a number of Dy-
battles between ninja and an opponent may last only a few namic Actions received from prior training, as well as a
Rounds, depending on the fortune of their dice. number of Dynamic Dice to roll for more at the beginning
Of course, there is more than one way for ninja to fight. of each Round. For each success they get on this check,
The Chakra System allows characters to battle with their they receive one more Dynamic Action. For instance, an
fists (physical) or with their minds (mental). Physical al- Emerald Star ninja (Rank 1) begins with 1 Dynamic Action
tercations deal damage to Health in most cases, but can for free and gets 3 dice to roll for more. If they get 2, 5 and
sometimes also deal mental damage. A battle of intellect 10 (2 Successes), this gets them 2 more Dynamic Actions
and social prowess usually deals damage to Psyche, but for a total of 3 for the Round.
can also deal physical damage at times. The two types of This means the character gets to take their Standard
battles essentially work the same, with Turns, Rounds and Action when their Initiative says they can, but they can
whatnot, but have a different framework. Each Action and use Dynamic Actions at almost any time in the Round for
Defense is listed with physical and mental options, show- a variety of effects. Note: Ki may be spent reflexively for
ing how they can be used in either battle type. Dynamic Actions on a one-for-one basis.
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Chapter Five - Dice Mastery
Retreating Attack (1) tiative. For instance, a character with Initiative
If someone attempts to break close combat quarters 7 and Speed 3 could spend 2 Dynamic Actions to
with the character and run away, the ninja may spend a take 3 Actions at Initiative 7. If they spent 5 Dy-
Dynamic Action to make an instant attack on the coward. namic Actions, their fourth attack would occur at
This is usually a Moderate (2) check, unless terrain or cir- Initiative 5 and their fifth at Initiative 3. The only limit to
cumstantial obstacles make it a harder check. the number of Extra Actions taken in one Round is having
Dynamic Actions to spend and the character cannot go be-
Defensive Uses low Initiative 0.
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Chapter five - Dice Mastery
Step One:
Choose Action Quick Actions
Each participant in a Battle receives one Standard Ac- Quick Actions are things a character can do in
tion they may use when it is their Turn, determined by the heat of battle without using their Action for
Initiative. Of course, Dynamic Actions may be used to af- the Round. The Quick Action may be used before
fect the number of Actions a character may take as well. or after their standard Action, but only on their
Jutsu or fighting style techniques may have particular Ac- Turn. Instead, they suffer a -1 penalty to their fol-
tions built into them and can actually allow use of multiple low-up Action for that Turn. Any Quick Action can
types together. be taken as a Standard Action to avoid the penalty.
Each Action lists a physical and mental effect that most This includes the following:
likely comes up in a Battle. Even in instances where None
is listed, players and GMs are encouraged to come up with Feint/Distract
new uses. The Chakra System is all about flexibility after all. èè Physical: None.
èè Mental: The fighter does something to dis-
Inflict Harm tract their opponent, opening the target up
The most common Action to take during Battle is to for a follow-up attack. This gives a +2 bonus to
attempt to cause either physical or mental damage to a the next attack on the target. This can even be
target. used to distract the target to aid a friend.
èè Physical: Causing damage with fists or weapons, usu-
Move
ally influenced by the character’s fighting style. Close
èè Physical: While a character can move up to
combat attacks usually utilize Fighting, while ranged
their Movement in feet every Round for free,
attacks flow from the Marksman Skill.
they may also move 3x this distance as a Quick
èè Mental: Inflicting mental harm to a target, including Action.
intimidation, creating a convincing lie or an action
èè Mental: None.
that jars the senses. Skills like Intimidation or Decep-
tion are great for manipulating an opponent’s emo- Prepare
tions, as is Perform for distracting an opponent. èè Physical: This includes standing if on the
ground, drawing a weapon, pulling evidence
from a satchel or other secondary action.
Plan Attack
èè Physical: They take time to aim their next strike, re- èè Mental: None.
ceiving a +2 bonus to their next physical attack against Touch
the target. If during this time circumstances force èè Physical: Often used in conjunction with the
them to Move or Defend against an incoming attack, use of a jutsu requiring physical contact with
this bonus is lost. the target.
èè Mental: They take their time to size up their target èè Mental: While a touch is physical, it can also
and strike while the iron’s hot, usually using an au- be used to heighten the effects of certain so-
dience’s attention for emphasis or possibly revealing cial interactions, such as seduction.
a juicy and damaging secret. They gain a +2 bonus to
their next mental attack.
Affect Composure
èè Physical: None. Disarm
èè Mental: The character attempts to alter their target’s The character attempts to take an advantage away from
emotional state to make them happy, sad, guilty, an- their opponent. If successful, the target loses whatever bonus
gry or even scared. This can be a tricky Action, as ev- dice or other effects they gained from the item or action.
eryone shows emotions in different ways. If success- èè Physical: Disarming a weapon is the most common
ful, the target responds to the new emotion and takes use of this Action.
1 mental damage. èè Mental: The character does something to steal some-
one’s thunder.
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Retreat Brace
èè Physical: Similar to a Move or Sprint/ èè Physical: Instead of making a Defense check, the
Rush Action, but takes the character out of close fighter braces for impact. This allows them to use
combat interaction with their opponent. When their (Fortitude/2) as Armor against the attack and
this occurs, opponents may spend Dynamic Actions to can reduce the attack to a minimum of 1 damage.
attack (pg. 141). èè Mental: The character takes the abuse without re-
èè Mental: The character attempts to leave the battle of sponse, hoping it doesn’t fracture their mind. Same
wills before tempers have waned, but takes 1 mental rules as above, but replace Fortitude with Discipline.
damage to disengage.
Catch
Sprint/Rush èè Physical: An attempt to catch something (or some-
èè Physical: The character may Move at (Movement one) thrown or dropped around the character. If suc-
x10). Their next Action is limited to only Inflict Harm, cessful, they now possess this item and it is immedi-
Knock Back, Knock Down or physical skills/jutsu due ately ready for use. If trying to catch something sharp
to the momentum they have built up. Attackers suffer or spiked, they suffer a -2 penalty. A failure means
a -2 dice penalty to hit the ninja while moving at their they take damage form the item normally.
max speed and the ninja receives a +2 bonus to hit and èè Mental: None.
+1 damage on their next attack. They can negate their
damage bonus to activate a Knock Back effect instead
with a +3 bonus to their Strength. Dodge/Evasion
èè Mental: None. èè Physical: Getting out of the way of an attack by duck-
ing, sliding, sidestepping or jumping. Dodges gener-
ally occur in close combat. If trying to avoid a ranged
Use Jutsu attack, one usually must Find Cover.
èè Physical and Mental: Using jutsu requires an Action èè Mental: They evade the line of questioning or simply
and an activation check (pg. 103). Some need an Ac- deny, deny, deny.
tion to Activate and another to fully utilize, so read
descriptions carefully.
Find Cover
èè Physical: The character makes a dash for cover. If near
Step Two: (within a Move action), cover can be taken and applied
to the incoming attack. The GM should determine if this
Choose Defense cover can withstand the whole attack or if the attack
Characters may take a number of free Defense checks goes through the cover to inflict half damage. If further
every Round equal to their Athletics Level. After that time, away, the attacker suffers a -1 penalty to their attack,
they suffer a cumulative -1 penalty for each additional De- but otherwise suffers no other hindrance to their shot.
fense check in the same Round. For instance, a ninja with èè Mental: The character finds another person to inter-
Athletics 2 could defend with no penalty twice in any giv- vene in the dialogue and take the mental abuse instead.
en round, but would suffer a -1 penalty if attacked a third
time or a -2 penalty if attacked a fourth time.
Protect
Block/Parry èè Physical: The character gets in front of an attack that
èè Physical: Stopping an incoming attack using either is occurring within (Movement/2), taking full damage
one’s body or a weapon they wield. If blocking a weap- instead of the intended party. They may spend 1 Dy-
on with one’s body, the defender suffers a -2 penal- namic Action to travel up to (Movement) instead.
ty. In these cases, they should find a weapon to parry èè Mental: They step in to take the brunt of the emotion-
with, Dodge out of the way or Find Cover. al attack on themselves. Same mechanics apply, and
èè Mental: Often, this is the character shrugging off a the character must still put themselves physically in
comment or insult, or presenting something just as the way to take the brunt of the mental attack.
damaging about their attacker as a Defense.
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Chapter Five - Dice Mastery
Step Three: Avoid Obstacle Move Athletics
While Running + Speed
Choose Skill Combo Forward Block/ Block Fighting + Speed
Once all those involved in this Turn (attacker and de- Parry
fender) have chosen their Action and Defense types, the
player and GM taking the role of an Extra (or both players) Leap over a Dodge Fighting
decide what Skills are appropriate for their check. Every Sweep + Athletics
Skill Combo differs based on the context of the situation, Dive under a Dodge Athletics + Speed
but there are obvious Skills that work best for one Action jump attack
vs. another. For instance, Fighting is used obviously during
close combat attack and Marksman for ranged attacks. Play- Hide Behind a Find Cover Speed
ers and GMs are encouraged to come up with alternate Skill Tree + Perception
Combos on the fly and ways to use them non-traditionally. Look over here! Feint Deception
+ Perform
Action Type Common I’m Your Protect Fortitude + Speed
or Defense Combo Opponent Now
Punch, kick or Inflict Harm Fighting
weapon use + Speed Step Four:
Scathing Remark Inflict Harm Intimidation
+ Discipline
Resolve Effects/Damage
Actions that do not cause damage may instead apply a
Throw Weapon Inflict Harm Marksman penalty to the target, create a Condition (pg. 150) or may
+ Athletics only affect the character themselves and have no target
Fire an arrow Inflict Harm Marksman at all. These effects should be recorded and become part
+ Perception of the Scene.
Ambush Inflict Harm Fighting Actions that deal damage can inflict one of two differ-
+ Stealth ent types based on the intent and the Skill Combo used.
èè Physical Damage: Hurts the body with cuts, bruises
Smash Inflict Harm Strength and broken bones. Physical damage is tracked under
Through a Door Health by putting a “/“ in the number of circles for the
Initiate Grab Grab Fighting + Might amount of damage they’ve taken.
Human Shield Grab Might + Speed èè Mental Damage: Harms the mind with confusion or
fear. Mental damage is tracked under Psyche by put-
Strangle Grab Might + Fighting ting a “/“ in the number of circles for the amount of
Thousand Stare Grab Discipline damage they’ve taken.
+ Intimidation
Slip Free Break Grab Might + Athletics Anatomy of Damage
èè Successes: Damage applied based on the number of
Confused Affect Deception
successes the attacker rolled more than the defender
with Lies Composure + Persuade
did. If the attacker rolls 3 successes and the defender
Encourage Affect Persuasion rolls 1 success, the attacker has inflicted 2 damage.
Composure + Intuition
èè Base Damage: Some attacks (especially jutsu) deal a
Intimidate a Foe Affect Intimidation base amount of damage on top of any other factors.
Composure + Fighting èè Weapon Damage: If wielding a weapon, the character
Shove Knock Back Might + Fighting deals +1 damage (or +2 if the weapon is Brutal).
Sweep Knock Down Fighting + Speed èè Dynamic Damage: Players may spend a Dynamic Ac-
tion to cause +1 damage.
Touch Touch Fighting + Speed
èè Boost Damage: If they gained 3 or more suc-
Line up a shot Plan Attack Perception + cesses than their opponent, they have the op-
Intuition tion to deal +1 damage (pg. 136).
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Chapter five - Dice Mastery
Modifiers weapons are usually handheld like knives or shuko. Standard
weapons are those most used like swords, kama or the ku-
sari-gama. Large weapons are ones that usually require two
hands to wield correctly, such as the tetsubo, bo or spears.
Armor
If a character is wearing protection or has used abilities Weapon Qualities
that grant Armor, this directly takes away from the success- Name Effect
es rolled on an attack based on its level. For instance, if an
attacker gets 2 successes on their attack over the defender, Blunt May cause a Pain 1 Condition on a
they would normally deal 2 damage. If the defender is wear- Boost.
ing Armor 1, however, they only deal 1 physical damage. Brutal Inflicts +2 damage (instead of +1)
Generally, ninja do not wear armor, opting to stay light
Chain If the attack roll ties with the De-
and mobile in Battle. They may opt to wear physical armor,
fense roll, the weapon still inflicts 1
but suffer a -2 penalty to all physical Actions per point of
damage.
Armor gained. Many antagonists have Armor (without the
above penalty), but ninja have jutsu, which can give them ar- Concealable +2 Stealth to conceal this weapon
mor without slowing them down. A character cannot wear Crushing May cause a Bruised 1 Condition on
multiple armors, but some effects add to existing Armor. a Boost.
Disarming May disarm opponent’s weapon on a
Range Boost.
Range is a major factor in Battle, since a fighter cannot Fragile The weapon does not deal extra
strike a target they cannot reach. Below are general Rang- damage.
es used in The Ninja Crusade 2nd Edition. Heavy Target suffers -1 penalty to Block/
èè Grappling: The combatants are so close they are Parry this weapon
touching and grabbing onto each other.
Master-Crafted Immune to being broken, disarmed
èè Close: Fighters within about 5ft. of each other are or affected by rival jutsu, and a +1
considered to be in Close combat with each other. bonus to all checks with weapon.
èè Near: Fighters within 6ft. to 15ft. are considered Near. Quick A character wielding this weapon
Weapons with Reach allow for strikes at this Range. gains +1 Initiative
Non-ranged weapons can be thrown at Near oppo-
nents, but suffer a -2 penalty. Ranged May attack targets at Far or Distant
Range.
èè Far: Beyond Near becomes Far, usually as far as the
character can see clearly. Thrown non-ranged weap- Reach May attack targets in Near Range.
ons will not make it to Far Range. Paired +1 to Block with this weapon. Using
èè Distant: Even farther than Far, this is often too far to only one, however, creates a -2 pen-
hit anyone with accuracy. At this Range, even Ranged alty to all checks.
weapons suffer a -2 penalty. Piercing Weapon ignores 1 level of Armor
Poisonous May cause a Poisoned 1 Condition on
Weapons a Boost.
Sharp May cause a Bleeding 1 Condition on
While a ninja’s bare hands can be considered weapons
a Boost.
in most cases, when they wrap their fingers around an
actual weapon, this raises any stakes and makes a Battle Skilled Gives +1 bonus to listed Skill while
deadlier. Regardless of the weapon used, they inflict +1 wielding
damage with an attack, but each weapon has certain Qual- Slow A character wielding this weapon
ities that make them different in combat. suffers -2 Initiative
The size of a weapon is conceptual, but may affect how
concealable the weapon is or if it can be affected by Unpredictable Target suffers -1 penalty to Dodge.
certain jutsu and abilities. For simplicity, weapons Unwieldy Attack checks with this weapon suf-
are either Small, Standard or Large in size. Small fer a -1 penalty.
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Chapter Five - Dice Mastery
Example Weapons character to have a cane sword, this is done simply
è Bo (Staff): Reach, Blunt by adding the Concealable Quality to the existing
è Bokken (Wooden sword): Blunt, Quick Katana. Since this gives them now three positive
Qualities, it should also have a negative quality. In
è Fukiya (Blowgun): Ranged, Poisonous this case, the GM decides it is Fragile as well.
è Gauntlets: Blunt, Skilled (Fighting) èè Master-Crafted: If a character wants their weap-
è Kama (Twin-sickles): Paired, Sharp on to be Master-Crafted, this requires finding an ex-
pert smith or artisan to ask. Making a weapon Mas-
è Katana (Long sword): Sharp, Quick ter-Crafted costs 5 XP for the upgrade, since it turns
è Kunai (throwing knife): Ranged, Sharp the item into an artifact.
è Kusari-Gama: Sharp, Chain, Skilled (Climbing), Slow
è Naginata (Glaive): Reach, Sharp Dynamic
è Nunchaku: Chain, Blunt Environments
è Ono (Ax): Heavy, Sharp, Brutal, Slow A Dynamic Environment is a battlefield that is not quite
normal. Instead, the combatants are in a terrain that is in
è Shuko (Hand-claw): Concealable, Paired, Skilled
a constant state of change. Note also that these environ-
(Climbing), Fragile ments match up with the five elements. The GM may give
è Sai: Disarm, Paired a +1 Dynamic Die for a character whose Element matches
that of the Dynamic Environment.
è Shuriken: Ranged, Quick, Concealable, Fragile
è Tanegashima (Firearm): Brutal, Ranged, Unpredictable
è Tessen (bladed fan): Sharp, Concealable
The 1,000-Foot Fall
Element: Water
è Tetsubo (warrior’s club): Heavy, Crushing, Brutal, Unwieldy The ninja and their opponents dive off a cliff or other
è Sansetsukon (Three-Section Staff): Chain, Blunt, high precipice, trading blows while plummeting towards
Reach, Unwieldy the ground. Initiative determines the order in which people
line up in falling space. Characters with the highest initia-
è Tonfa (fighting sticks): Paired, Blunt tive are traveling the fastest and are closest to the ground,
è Whip: Reach, Sharp, Blunt, Unwieldy while characters with low Initiative are highest in the air.
Without changing their position in the air, fighters can
è Yari (Spear): Piercing, Reach
only attack opponents within 1 of their Initiative. Thus,
è Yumi (Bow/Arrow): Ranged, Piercing a character with Initiative 3 could only attack those with
Initiative 2, 3 or 4.
Improvised Weapons
There are times when a character simply doesn’t have Dynamics
a weapon on their person. Ninja are crafty, though. They Dynamic Actions can be spent to change Initiative as nor-
can pick up almost any item and it may mimic another mal, but now this also changes their position in the air for
weapon. When they do this, the player and GM choose the the purposes of close combat attacks. A change in Initiative
most appropriate counterpart to the improvised weapon, means the ninja may have jumped off a person, body or piece
but replace one of the positive Qualities with Fragile. For of debris to re-order themselves. Using more than a single
instance, a character attempting to fight with an umbrella Dynamic Action means they did a run in free-fall for tremen-
may try to wield it like a Sword. Since an umbrella is ob- dous momentum and adds +1 damage to their next attack.
viously not a bladed weapon, the GM decides to replace Ranged attacks can be made against targets “above”
Sharp with Fragile, making the weapon Quick and Fragile. the character (lower in Initiative) with a +2 bonus. Against
targets “below” the ninja (higher in initiative), however,
Customizing Weapons they suffer a -2 penalty.
It is easy for GMs to let their players create their own The Game Master determines how long the fall will be
weapons, specially designed just for their ninja. The player in Rounds. Each Round, they count down, letting people
just needs to know the type of weapon they want to wield know how close they are to the bottom. The number of
and capabilities they need, but keep in mind that most Rounds indicates the damage each character may
weapons have either two positive Qualities or three posi- take when they hit the ground, ignoring armor.
tive Qualities and one negative Quality. If they want their
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Chapter five - Dice Mastery
Finale
The Dynamic Environment ends when they hit
the ground. There are jutsu that allow a charac-
ter to slow or stop a fall. Lacking that, they must
throw out a grappling line, hook it to something and make
a Might + Athletics check. Creative players may come up
with other ways to avoid the impact as well. Each success
on the roll reduces damage by 1.
A Vicious Party
Element: Earth
The ninja are at a social gathering. It need not be at a
party, per se, but it must be a big event with lots of people.
At the party, characters are trading jabs and insults back
and forth, instead of engaging in physical combat.
Roll for Initiative normally, and characters may attack
each other just like in a physical combat, but use their so-
cial Skills to inflict mental damage on their targets. Char-
acter social attacks represent veiled insults or put-downs.
Social engagements usually take place in a certain order,
keeping with tradition. Introductions, Small Talk, Debates
and then Dancing. Introductions involve the beginning of
a party, where everyone is still trying to get to know each
other; they can be quite awkward. During this phase, all
mental damage is increased by +1, due to sensitivity. Small
Talk is where cliques are beginning to form, with a few
hopping between groups. Stealth + Perception checks can
be made to eavesdrop on nearby circles. If a character tries
to extract themselves from a conversation, they suffer an
attack of opportunity, as if they were attempting to leave
combat. Spending a Dynamic Action can let them skirt by
without acknowledging the comment made as they left.
No party is complete without a Debate of some sort.
This is the stage where groups argue about politics, eco-
nomics, social issues and, of course, the Ninja Crusade. The
character with the highest Initiative will be drawn into a
Battle of Wit and must debate their position or take a Con-
vinced 1 Condition. If they win the debate, their opponent
suffers that fate instead.
Dancing at a fancy affair is seldom the same as some-
one’s personal party. It involves knowledge of etiquette
and poise. All characters must make Perform + Intuition
checks to try to fit in, with Difficulty determined by how
well they’ve done at the party thus far.
Anyone who falls to 1 or lower Psyche takes an Embarrassed
3 Condition and will usually be asked to leave. If the gathering
is a social event that requires that character’s participation,
she may simply leave to another part of the room or site.
Dynamics
Dynamic Actions can be used to counter-at-
tack socially, bump up Initiative to get a word in,
lower Initiative to get attention off the character
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Chapter Five - Dice Mastery
or even to Deflect using social jutsu on the fly. They may + Fortitude to survive the collapse. If they spent
be also used for multiple social attacks. Finally, they may more than 4 Rounds within the building, this dif-
also be used to extract oneself from a conversation. ficulty raises to Challenging (4). Those who do
survive may automatically disappear from the
scene, as it is easy to escape during such an event. Those
Blazing Inferno who do not survive may wake up later in some insidious
Element: Fire prison or other hidden place, spirited away by a mysteri-
The ninja are fighting on a blazing rooftop or inside a ous benefactor. Or they may just be plain dead.
burning building!
If they are inside, flaming logs plummet down onto the
floor. Each round, up to two characters with the highest ini- The Fog
tiative must avoid flaming wood as it falls from the crum- Element: Wood
bling structure. The GM receives 6 dice to roll against the The ninja are in a forest where it is very hard to see
players, with a success dealing +1 damage. Those who are hit or perceive anything. This dynamic environment assumes
may catch on fire or even suffer Burned Conditions. As the the ninja are up against opponents who can also hide with
debris falls, it stays on the ground and becomes an obstacle some degree of skill. As all of the combatants hide, strike,
that causes damage (1 damage) if they come in contact with hide and move, there is mass confusion. Foes appear and
it. Any character who gets a Critical Failure on their Defense disappear. Each Round, randomly determine whom each
roll against flaming debris may become trapped under it. ninja is next to for Battle. Roll one die.
Such a character must try to push off the debris or squirm èè 1 to 3: The ninja finds themselves far away from her
free, taking 1 damage each Round they are trapped. original location. Roll again, ignoring 7 to 9 on the die.
If they are on a flaming roof, holes are constantly open- èè 4 to 6: The character finds themselves next to an ally,
ing up on the roof, causing the unwary to fall through them. which can help for trading equipment or healing. Do
During everyone’s Round, the target with the lowest initia- not roll a die for the Ally.
tive must make a Challenging (4) Speed + Perception check
to avoid falling through. Those who do fall into a hole may èè 7 to 9: They appear next to an opponent. Both roll
wind up on another level of the building, or simply take Stealth vs. Perception to determine if they see each
damage, as they fall waist deep into splintering wood. other. The ninja could be hidden from her opponent
or vice versa. It is possible they are both hidden from
Dynamics each other or both revealed.
A character may spend a Dynamic Action to kick or èè 10: The ninja is next to no one this round, but they
strike a piece of falling debris. If it is kicked, the debris get a glimpse of an enemy. Not only can they make
goes flying and falls on a new target (kicker’s choice). If a Ranged attack (if they have the right weapon), but
the debris is struck, it goes up in a shower of sparks injur- they can choose their placement next Round (no roll).
ing all except the striker within Close Range for 1 damage,
A combatant can attempt to escape the battlefield by
bypassing armor. If the debris is kicked at a new target,
succeeding in a number of Stealth rolls equal to how many
they may kick it to yet another person (not the original
enemies are in the area.
target), but it must be simply avoided after that. Charac-
ters who do not want to target another character, can sim-
Dynamics
ply kick the debris away.
Characters may spend a Dynamic Action to automati-
A character on a flaming roof can cause it to collapse
cally appear next to an opponent, as if they had rolled a 7
under someone else’s feet so long as they are within Close
to 9 result. If caught in the midst of combat, any character
Range. They need only spend a Dynamic Action to do so,
may spend a Dynamic Action to hide immediately.
since the roof is fragile already. Triggering this effect
causes a hole to open beneath the target’s feet. A character
Finale
on a flaming roof can also leap out of the way with a Dy-
After five Rounds of stealth combat, one side will win.
namic Action, but must move a significant distance away,
The faction who has suffered the most damage can be
possibly placing them against a new opponent.
found by following traces of their blood. At this point,
each member of the winning side gets to make a Fighting
Finale
+ Stealth attack on a member from the other side. If any-
Eventually, the building is going to completely col-
one is still alive, the Scene then becomes a normal
lapse. The GM must inform the players the Round before
Battle.
the structure disintegrates. If anyone remains when the
building collapses, they must make a Tough (3) Survival
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Chapter five - Dice Mastery
The Long Chase avoid an obstacle automatically with a Dynamic Action,
but that may prevent them from using it to change their
Element: Metal Movement order.
The ninja are chasing someone through a series
of streets, across rooftops or through a graveyard. This Dy-
namic Environment presumes the chase environment has Death and Dying
plenty of obstacles or dangers, such as carts that can be Every character has a certain amount of physical dam-
overturned or gaps between roofs that must be traversed. age they can take (Health) before they drop and mental
Movement determines where all of the combatants are suffering they can withstand (Psyche) before they lose
in the chase. Those with the highest Movement are at the themselves. Fights are dangerous and can lead to charac-
front of the pack. This does mean that pursuers can be in ters taking on terrible injuries and even dying.
front of chased characters, but are unable to stop the tar-
get from attempting to escape.
Each round, an obstacle or danger may appear. Roll a Reaching 0
die to determine what happens. The character with the
èè Health: If the character reaches 0 Health, they are in-
highest Movement will encounter it first, followed by oth-
jured beyond anything the character can come back
ers trailing behind them.
from. The body begins to break down and the char-
èè 1 to 3: An obstacle appears that must be Dodged (such
acter will die if they do not receive medical attention
as a cart, clothesline or horse). The obstacle is treat-
within the next (Fortitude) minutes.
ed as an attack (5 dice, Damage +0). Each character in
the chase must dodge the obstacle. Failing to Dodge èè Psyche: If the character hits 0 Psyche, their mind frac-
means the character has run into it and falls to the tures, and they collapse into a mental breakdown. This
back of the Chase. If they rolled a Critical Failure, one is usually accompanied by unconsciousness. Unlike 0
character behind them must Dodge twice (the failed Health, the character will not die with 0 Psyche, but it
character and the obstacle) can easily take them out for long periods of time.
èè 4 to 5: A danger appears that must be jumped over If the character continues to take damage after one of
(such as a gap in the rooftops, a merchant transporting their damage tracks has been reduced to 0, that damage is au-
hot coals or a basket full of snakes). Characters must tomatically converted to the other type. Continued damage
roll Athletics + Speed, with a Difficulty dependent upon after the body is severely harmed can start to hurt the mind.
the size of the jump that must be made (GM choice). Likewise, a broken mind can start to manifest physically in
Failing the roll is disastrous, because the character may the body. If both damage tracks are ever both reduced to 0,
fall a long way, or into something dangerous. the character dies without any chance of being revived.
èè 6 to 9: No obstacles or dangers!
èè 10: A barrier appears, splitting all of the combatants Conditions
into two parallel tracks for 1 Round. Once a character has suffered a lot of damage, this can
A chased character escapes if they are able to maintain begin to take its toll on them in the worst of ways. Con-
the highest Movement two Rounds in a row or if they re- ditions are the reflection of this phenomena, a display of
main uncaptured for 3 to 5 Rounds (GM choice). the wounds and traumatic situations the character carries
To capture a chased character, an opponent must at- with them. These are anything from becoming weakened,
tack and defeat the chased person or grapple them. Only to bleeding to becoming dazed.
a character who is in front of a chased person (higher in If a character reaches Health 0 or Psyche 0, very bad
Movement) can attempt to grapple the running target. things begin to happen. Conditions allow the character to
stave off reaching 0, but at the cost of bringing on certain
Dynamics penalties that can last for Scenes or even entire Sessions.
Ninja can spend a Dynamic Action to change their Ini- When choosing to take on a Condition, the character re-
tiative order as normal, but may also raise Movement by moves that much damage and jots down the Condition on
+3 per Dynamic Action spent as well. This represents the their character sheet with the amount of damage relieved
ninja speeding up, slowing down or leaping off obstacles for it, which becomes its level.
to get around. Each Condition works slightly different, but none can
A ninja may use a Dynamic Action to kick have a rating higher than 5. Likewise, no character can have
something and create an obstacle that affects more than four ongoing Conditions, and the total of all their
all those lower in Movement order. A ninja may Condition ratings cannot be higher than 10 at any given time.
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Chapter Five - Dice Mastery
Sometimes, the GM will choose a Condition for the char- Physical Conditions
acter to take, depending on the circumstances surround- èè Bleeding: When a character is Bleeding, any physical Ac-
ing the damage. Other times, the player may choose which tion can cause a rupture. To do anything physical (attack
they’d prefer. This back and forth should be a discussion, or Defense), the character must succeed against a Mod-
not a dictatorship. Also, the player always has the option erate (2) Fortitude check or suffer 1 damage. They suffer
to simply take the damage without a Condition if the Con- a penalty to this check equal to the Condition Level.
dition seems like it would be too harsh in the Scene. Then èè Bruised: While the character is Bruised, they take +1
again, death is also pretty harsh. damage when struck.
Some weapons, abilities and jutsu can produce Condi-
tions even if no damage is dealt, as well. If the character èè Burned: The character suffers a penalty equal to the
has no available Condition slots, these Conditions are con- Condition level to all physical tasks, and takes +1 dam-
verted to damage instead. age when struck due to their sensitive nerves.
Example: Rika is facing an Executioner who gets a lucky hit èè Deprived: The character has been deprived of food, wa-
in, causing her 4 damage to Health. Rika’s player decides she ter, sleep, breathable air or some other sustenance they
doesn’t want Rika to take all the damage, so she marks 2 dam- require. Even after they get the thing they need, their
age and then writes in Injured Leg 2 under Conditions. She could body requires time to recover from the loss. They may not
have chosen to take Injured Leg 4 and take no damage or simply recover Health damage until the Deprived Condition ends.
take all 4 damage instead. èè Injured: Pick a limb or part of their body that is now
Rika hobbles through the forest on her injured leg, escaping injured. The character suffers a penalty equal to the
the Executioner, when she springs a trap designed to knock her Condition level to all checks with that limb.
out. It would add a Knockout 3 Condition, but Rika’s four Condi-
tion slots are already filled, so she instead takes 3 damage, lead- èè Knocked Out: The character is knocked out instantly
ing her ever closer to death’s door. and stays unconscious until the Condition ends. Every
day they are unconscious, they may make a Tough (3)
Fortitude check. If they succeed, they lower
the amount of time they will be unconscious
by one day.
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Chapter five - Dice Mastery
èè Sensory Loss: The character has lost one Crossover Conditions
of their senses, such as being temporarily blind- èè Broken: Something about the damage has made it hard-
ed or deafened. They suffer a penalty equal to the er to perform a certain Skill. Maybe a strike to the throat
level to any related checks until healed. They may makes it hard to sing (Perform), their nerves have been
attempt to use another sense to compensate, suffering severely shaken (Discipline) or crushed hands make it
a -1 penalty. harder to build (Crafts). They suffer a penalty to that
Skill equal to their Broken Condition level.
èè Slowed: Something is affecting the character and
making them slower. This could be a leg injury, a jutsu èè Dosed: If the character has been affected by a potion
effect or a sickness that has made it harder to move. created with Alchemy, they gain a Dosed Condition
They suffer a penalty to Initiative equal to their Con- that lasts as long as the effect description (pg. 74).
dition level. èè Pain: Characters in Pain take a penalty to their phys-
ical or mental checks equal to the amount of damage
Mental Conditions they have taken of that type. For instance, a charac-
èè Afraid: The character has been frightened by some- ter who has taken 3 physical damage and 2 mental
thing, and their fight or flight instinct kicks in. They damage, has a -3 penalty to physical checks and a -2
must make a Tough (3) Discipline + Empathy check to mental checks. The character can make a Moderate
against Fear at the beginning of each Round on con- (2) Discipline + Fortitude check as a Quick Action to
tact with the source of their fear. If they fail, they lose ignore their pain for a Round. They suffer a penalty to
their Action. They suffer a penalty to this check equal this check equal to their Pain Condition level.
to their Condition level. èè Poisoned: A poisoned character takes 1 damage per
èè Confused: Their mind is muddied and it makes it hard- Round of Battle, which cannot be negated. Outside of
er to do even the simplest of tasks. While Confused, any Battle, they are sickly, suffering half their Poison Con-
1s the character rolls during a check subtracts a success. dition (rounded up) as a penalty to physical and men-
For example, if the Confused character rolls 1, 4, 7 and tal checks. They also only heal half as much Health or
8, that counts as only 1 success (instead of 2 successes). Psyche while this Condition in effect (pg. 91).
èè Convinced: Whatever lie or half-truth has been spo-
ken to the character, they are now fully convinced. Removing Conditions
They also suffer a penalty equal to their Condition lev- Depending on the severity of the Condition, some last
el to detect lies from the same source while in effect. for a few Scenes, while others can last for days of in-game
time or even multiple sessions.
èè Dazed: The character has become dizzy and their vi-
èè Light Conditions (Level 1): These Conditions remain
sion blurred. They only use their highest Skill in a Skill
for the rest of the Scene and are then shaken off. In
combo or do not receive the +1 bonus for a Single Skill
some cases, the GM may say it sticks around for one
check. Also, regardless of their success on a check,
more Scene, but never any longer.
they always suffer at least 1 Consequence (pg. 83).
èè Lasting Conditions (Level 2-3): Lasting Conditions
èè Embarrassed: When embarrassed, the character has
last for a number of days equal to its rating before re-
lost face in front of people from whom they seek re-
ducing its level by one. This time can be down time,
spect. They suffer a penalty to social checks with those
but most stories are time sensitive for a reason.
people until their Embarrassment passes.
èè Heavy Conditions (Level 4-5): These are the worst
èè Scarred: The character is horribly scarred. Until the
Conditions to take on, lasting an entire session before
wound heals, they suffer a penalty to social checks
it lowers by one level.
(except for Intimidation) equal to the Condition level.
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Chapter Five - Dice Mastery
Holistics and Damage Jarad (Tadao): I take it that talking our way out
of this isn’t an option.
Once per Scene, a character with at least Holistics 1
can attend to another character, setting bones, bandaging Eloy (GM): Looking at the guards, they don’t
them and applying ointments. The healer can make a Mod- seem to be open to discussing the issue, no. They are arming
erate (2) Holistics check, with a secondary Skill that fits themselves and ready for the Silver Blade to make the call.
the circumstances. They may use Perception for internal
Ryan (Rika): Rika’s glad that’s not an option. She wants to
injuries, Survival for using herbs specifically, Speed if it is fight that Silver Blade and see who is better.
imperative to get it done quickly, Empathy if the damage
is purely mental or just general Knowledge to use their in- Elizabeth (Kunio): I know this wasn’t my fault. Had they
telligence to heal the target. Success means they heal the just sent me by myself, I could have snuck in and taken the
target 1 damage, or 2 damage on a Boost. Any damage left item.
over heals naturally at the end of the Scene (pg. 91) or can
be converted to Conditions per normal. A character can Eloy (GM): The reason they were with you is that the item
only receive one treatment in any given Scene. Adminis- is too big for one person to carry alone. It’s a large golden
tering care to oneself is trickier than helping another, in- statue of special nostalgic importance to the daimyo.
curring an additional -2 penalty to their check.
Elizabeth (Kunio): Figures. laughs
Holistics and Conditions Eloy (GM): Pretty much. Now let’s start the fight! Every-
one roll first for Dynamic Actions.
Once per Session, a character with at least Holistics 3
can attempt to treat another character’s Conditions (One
cannot remove their own Conditions). The healer makes a Round 1
Tough (3) Holistics check similar to that for healing dam-
First step to combat is each player rolling to see how many Dy-
age, but suffers a penalty based on the level of the Condi- namic Actions they’ll have to help for the Round. Since all the char-
tion being treated: -1 penalty for Light, -2 penalty for Last- acters are Rank 1, each of them rolls 3 dice. Each success adds +1
ing and -3 penalty for Heavy. A successful check means the Dynamic Action.
Condition is reduced by 1, or by 2 on a Boost. For instance,
if the target has suffered Burned 3, the healer would have Jarad (Tadao): I got 2, 7 and 8, so that’s 2 successes for a
a -2 penalty to reduce it to Burned 2. Again, a character total of 3 Dynamic Actions.
can only receive one treatment in any given Scene.
Elizabeth (Kunio): My dice say 4, 2 and 9, so I have 2 Dy-
namic Actions.
Battle Example Ryan (Rika): Woot! I rolled 8, 7 and 8, for a total of 4 Dy-
Eloy is GMing at a local gaming convention where thou- namic Actions.
sands of people have gathered to play tabletop RPGs, card and
board games. He’s readied all his materials (dice, notes, etc.) and Comparing the Initiatives for each of the combatants, they end
brought a few pre-generated characters for his players to pick up with the following Initiative order:
from. Three players show up, and they go through the charac- Rika - 9
ters to see which one they’d like to play. Jarad ends his read- Silver Blade - 9
ing on Sakatomo Tadao (pg. 229), Ryan picks up Sumi Rika (pg. Town Guards #1 - 7
230) and Elizabeth grabs Kumori Kunio (pg. 225). Everyone has Town Guards #2 - 7
already played The Ninja Crusade 2nd Edition before, so there is Tadao - 6
little setup or explanation involved beforehand. Eloy decides to Kunio - 5
jump right into the action, using the Starting in the Middle trick
(pg. 215), and shows them how cool combat can be. Eloy (GM): It’s your go first, Ryan. Rika and the rest of
you are surrounded in the center of a hall in the estate. There
Eloy (GM): We start the scene with all of your characters are four symmetrical columns. Each group of Town Guards
on the estate of the local daimyo, surrounded by two groups represents five fighters. The Silver Blade is a single Warrior.
of Town Guards (Squad, pg. 161) and a Silver Blade (Warrior,
pg. 164) leading them. Your elders sent you here to steal Ryan (Rika): Can I get to the Silver Blade to attack her?
something from the daimyo, but there’s no chance of that
happening unless you survive this battle. Eloy (GM): There are three guards in front of
her, but you can if they are taken out.
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Chapter five - Dice Mastery
Ryan (Rika): Easy enough. I’m going to use my The Silver Blade’s Sharpest Blade means they attack the target’s
Standard Action to activate Tiger Claws first, ready- Attack dice, instead of Defense. If successes, they have the option
ing myself for the upcoming attack. to destroy the defender’s weapon or deal +3 damage. Eloy spends
one of the Silver Blade’s Dynamic Actions to activate the ability and
Tiger Claws is a Basic Jutsu and the activation check is Yang 2 + will roll her 9 dice for attack. He then determines Ryan needs to roll
Fortitude 3. Ryan rolls 5 dice and gets 4, 5, 7, 9, 9 (3 successes), which Rika’s Fighting + Speed with a -1 penalty due to repetitive usage (6
means it lasts for her next three attacks. dice). Eloy gets 1, 2, 3, 5, 6, 8, 8, 8, 9 (4 successes), and Ryan gets 1, 3,
3, 4, 4, 7 (1 success) for a massive hit against Rika that deals 7 dam-
Ryan (Rika): Since I have Dynamic Actions to spare, I’m age (4 normal damage, 1 Boost damage and +3 damage from Tech-
also going to spend one to take another Action and activate nique, since Rika does not have a weapon to disarm). Ryan decides
Sturdy Fist, launching an attack at the Town Guards in front to take 4 physical damage, because it was an impressive attack, 1
of me. This is a fast and strong strike, no fanciness. mental damage from the shock of such a strong hit and convert the
other 2 damage to a Pain 2 Condition. This is strategic since Ryan
Eloy (GM): Let’s make your attack pool using Fighting + can ultimately ignore a Pain 2 Condition due to the Inks’ Clan Gift.
Speed for that, after your activation.
Ryan (Rika): Wow, that was a massive hit. Rika is going
Sturdy Fist is also a Basic Jutsu and will roll Yang 2 + Fighting 3. to try to back up slightly to allow the others to come in and
She also gets +1 Fighting from her Assailant Gift since she is current- help.
ly outnumbered (11 against 3). Rolling her 6 dice, she gets 2, 2, 4, 6,
7, 10 (3 successes). That is a success and means she gets to make an Eloy (GM): It is the Town Guard’s turn right now, so they’ll
immediate close combat attack with a +2 bonus. get to go first. Group #2 is going to attack first, which means
Since that was successful, Ryan now rolls for his follow-up at- I have 5 attacks coming against Kunio and Tadao who are at
tack with Fighting 3 + Speed 4 + 1 for 8 dice total. Eloy will roll for the the other end. The first is going to attack Tadao.
Guards who have 6 dice for Defense as they attempt to hold off the
ninja. Ryan gets 3, 4, 5, 5, 7, 10, 10, 10 (7 successes). Eloy gets 2, 2, 4, Jarad (Tadao): I’m going to spend 2 Dynamic Actions to
5, 9, 9 (2 successes). This means Rika would deal 5 damage normally. Deflect attack and activate the Muddied Steps at the same
With the help of her Tiger Claws, she deals +1 damage and causes a time, which should help against the other attacks too.
Pain 1 Condition as well, for a total of 7 damage.
Eloy rolls the Town Guard’s 7 dice for attack and gets 4, 6, 6, 7,
Eloy (GM): Rika swipes with her claws, slitting the throats 7, 9, 10 (5 successes), while Jarad rolls 3 dice to activate the Basic
of two of the guards in front of her. They fall to the floor in Jutsu and gets 4, 8, 10 (3 successes). Not only does this reduce Eloy’s
agonizing pain. successes to 2 (5 - 3), but also puts the effects of Muddied Steps on
the area. Jarad may not Defend normally and makes an Athletics 0
Ryan (Rika): Can I attack the Guard again? I really want to + Speed 1 roll and gets a 10 (2 successes). Because they are tied, the
clear the way to the Silver Blade. Town Guards deal only 1 damage to Tadao.
Eloy (GM): You have Dynamic Actions to spare, so I don’t Jarad (Tadao): Since I have the Thick Skin Martial Train-
see why not. ing, I absorb that 1 damage and laugh in the guards’ faces. Ha!
And now everyone has to roll to not fall down… sorry guys.
Ryan uses Sturdy Fist again and rolls the same 6 dice, getting 1,
6, 6, 7, 7, 8 (3 successes). On success, he decides he is going to attack Eloy (GM): That’s right. Everyone roll Athletics + Speed
in the same way and uses the same 8 dice, getting 3, 5, 6, 6, 8, 8, 9, 9 to not fall from the muddied floor. You just need 2 successes.
(4 successes). Eloy rolls 4 dice for the Defense (-2 penalty for losing
two squad members) and gets 4, 5, 5, 7 (1 success). This means Rika Ryan rolls 6 dice for Rika and gets 5 successes. Elizabeth rolls 4
would deal 3 normal damage, in addition to +1 damage and Pain 1 dice for Kunio and gets 2 successes on the dot. Eloy rolls 3 dice for
from Tiger Claws and +1 damage from her Boost (3 more successes the Town Guards, with group #1 getting 2 successes and group #2
than the defense), making it 6 total damage. getting only 1. He then rolls 3 dice for the Silver Blade and gets 2
successes.
Eloy (GM): The other guards file in to back up the Silver
Blade, but Rika’s Tiger Claws cut them to ribbons and send Eloy (GM): Awesome! All five of group #2 fall on their
blood flying everywhere. There is only one guard left in asses in true Three Stooges fashion. Lots of flailing arms and
group #1 now, and he is looking very scared at this point. plop noises. They spend the rest of their turn getting to their
Now it’s the Silver Blade’s Turn. Rika has never faced one feet, so no need to worry about group #2 for this Round.
before, but she’s going to find out why they have a reputation
in the empire. The Silver Blade quickly unsheathes her ka- The group laughs.
tana and launches forward with her Sharpest Blade
technique. Eloy (GM): The last guard still standing remains by his
Silver Blade lord. He gives it his all and attacks Rika with his
spear.
154
Chapter Five - Dice Mastery
Ryan (Rika): I’m pretty hurt, but I’m going to attempt to Eloy (GM): Wow! Awesome check. What’s next.
Dodge.
Elizabeth (Kunio): I’m going to spend 1 Dynamic
Eloy rolls 3 dice for the guard for his attack. This is normally Action to sprint over behind the Silver Blade, who is
7, but squads lose -1 die for every member of their squad defeated. hopefully preoccupied with Rika.
Since they have lost 4 already, he’s rolling with 4 fewer dice. Ryan
rolls Athletics 2 + Speed 4, but suffers a -2 penalty from pain. Eloy Eloy (GM): She is, yes. You also need to make another
gets 2, 3, 5 (no successes), while Ryan gets 1, 7, 9, 9 (3 successes). check to move in the Muddied area.
Ryan (Rika): Now that I got a Boost, I’m going to use Taste Jarad (Tadao): Sorry about that again.
Your Own Blood, which lets me reduce my Pain Condition
by 1 and gain +1 Initiative and +1 Fighting for the rest of the Elizabeth rolls her same 4 dice and gets 3 successes, which is
Round. I’m also going to spend my last Dynamic Action to enough to keep from slipping. Otherwise, there is no roll for moving,
Counter Attack and hopefully end this last guard. Going to especially since Kunio is invisible.
attack with all my strength and activate Sturdy Fist again.
Eloy (GM): Ok. Now that you’re there, what are you going
Eloy (GM): Ok, make this a Fighting + Might check, instead to do now?
of using Speed then.
Elizabeth (Kunio): Now I’m going to come out of my in-
Ryan now gets to attack the Guard who just attacked him. He visibility with a strategic strike to the Silver Blade’s back.
must first make a check to ignore his current pain that would nor-
mally give him a -4 penalty. It is a Moderate (2) Discipline + Forti- Eloy (GM): The Silver Blade didn’t see it coming, but tries
tude check, and Ryan has 4 dice. Without his Clan Gift that reduces to defend anyway. I’m going to give her a -2 penalty to her
pain penalties by 2, he would suffer a -1 penalty. He gets 3, 5, 7, 8 (2 defense.
successes), which means he may ignore the pain.
Then he rolls 7 dice (having gained another +1 Fighting) and Elizabeth (Kunio): Awesome! I’m also going to grab the
gets 1, 2, 4, 7, 7, 8, 10 (5 successes). This is a Boost on his activation 3 dice from the Karma Pool, cause I’m hoping I can one-shot
check, which means spending Dynamic Actions for damage will deal her.
+2 damage instead of +1. Eloy rolls 2 dice for Defense and gets 1, 6
(0 successes), which deals 5 damage. This is enough to cut the last Ryan (Rika): Oh man, that would be amazing! Good luck!
guard in group #1 in half. With the Boost, Ryan decides to reduce his
Pain Condition by 1 again, removing it entirely. Elizabeth rolls her attack using Fighting 3 + Stealth 3, but also
receives +1 Fighting from her Devious Gift, +2 Stealth from her jutsu
Ryan (Rika): Now it’s just the Silver Blade and me. and +3 dice from the Karma Pool for a total of 12 dice on her attack.
Eloy is rolling only 4 dice for defense, since he has a -2 penalty. Eliz-
Eloy (GM): Not so fast. It’s Tadao’s actual Turn now. abeth rolls 1, 1, 2, 3, 5, 6, 7, 7, 7, 8, 10, 10 (8 successes) and Eloy rolls
1, 1, 4, 4 (0 successes).
Jarad (Tadao): Oh man. I kind of did what I wanted to do. Eloy discloses that the Silver Blade only has 9 Health and Armor
I’m going to Mold Ki, in case I need to pull out some more 2, which means her 9 damage (8 from successes, +1 from weapon)
jutsu next round. I want to make 1 Yin. would only deal 7 in the end. She needs to inflict 2 more damage
to make it a one-hit kill. She did Boost twice, so she spends both of
Jarad just marks 1 more point of Yin. There is no roll for Molding those to add +1 damage each, thus ending the Silver Blade in one
Ki, but by doing so, Jarad has balanced his Yin and Yang ki, giv- fell swoop.
ing him +1 Health, +1 Psyche and +1 to all future jutsu checks. That
could come in handy. From there, the group could continue to fight the remain-
ing guards or Eloy could simply say they run away, since their
Eloy (GM): Sounds great. Ok, Elizabeth, it’s Kunio’s turn. leader has been defeated. This could lead to alarms being
There’s a lot of chaos going around. What’s he going to do? rung, so the players should choose whether they want to be
done fighting or if they want a better chance of completing
Elizabeth (Kunio): I’m going to use The Unnoticed to go the mission without another battle.
invisible. I’m hoping for a Boost for my plan to work.
In any case, that was an epic Round of battle.
Elizabeth rolls Yin 3 + Stealth 3 for Kunio, and gets 5, 6, 8, 8, 8, 10
(5 successes). This jutsu gives Kunio +2 Stealth on all checks. On a
Boost, this allows her to run and still remain invisible. A Boost also
creates a -2 penalty to see Kunio.
155
Stars filled Hebi Tsuneo’s vision as he flew through the thin glass window of
the Red Ox Tavern. He felt the cold splash of mud on his head and shoulders
as he rolled to a stop. Looking up, he saw the drunk guards stumbling out of the
tavern, their eyes full of vicious glee.
“You sure took great offense to my remarks,“ Tsuneo said as he picked himself
up. “Perhaps I should alert the guards. You know,” Tsuneo wiped the blood drip-
ping from his nose on his right arm. “The ones that are good at their jobs?”
Tsuneo barely dodged a thrown bottle as he smirked and ran away from the
guards, who he noticed were keeping a steady pace behind him. These guards had
been running a protection racket in the southern valleys for some time now. They
took any coin back to their boss, a corrupt bureaucrat named Henchi, who in turn
taxed the people to death in order to ‘pay for more guards.’ Tsuneo was not here
for vengeance on corrupt guards, however.
As Tsuneo ran down a familiar alleyway, he took care to leap from crate to
crate to dodge the puddles on the ground and keep his feet dry. He landed in the
middle of the alleyway and turned around, his hands a flurry of motion as he acti-
vated the jutsu he had prepared just for this occasion.
The guards rampaged down the alleyway, their feet splashing through the pud-
dles, soaking their legs in the deep water. The guards saw Tsuneo trapped in the
dead end, and they formed a line preventing his escape. Their leader, a man with
a shaved head named Kyou, drew a knife from his belt and waved it back and
forth menacingly.
“Look! The little rabbit ran into a hole! Now he’s stuck, and doesn’t know what
he’s going to do.”
“I wouldn’t say I’m stuck. Stuck implies I’m actually trapped. I have you just
where I want you, however,” Tsuneo replied.
Several of the guards started looking uneasy, and a few started clutching their
stomachs in pain. Kyou, his own face turning pale, gripped his blade even tighter.
“What is going on? What did you do?”
Tsuneo launched his whole body forward like a snake and struck Kyou hard in
the chest. Before Kyou’s men could react, Tsuneo had already unleashed his twin
bladed knives with the skill only a Recoiling Serpent could possess, slashing at
their eyes and throats before they could move. The ninja’s moves were precise,
and soon only Kyou was still alive. His face was turning purple and his fingers
clawed at his neck.
“Not that this fact will help you in this life, but feel free to carry this knowl-
edge into the next world.” Tsuneo knelt next to the guard captain, who could only
see the ninja’s face as a blur of colors. “Do not splash in every puddle you see,
foolish man. Not every puddle is made of water.”
Chapter Six
On all fronts
No story is complete without encountering Extras who ber of the Squad also incurs a -1 penalty to Attack
engage and challenge the characters. Traveling the lands and Defense. Squads typically have just 1 Action per
of the Izou Empire will bring ninja in contact with criminal Round, but they can attack once per squad member.
guilds hoping to usurp control of villages, Izou battalions èè Legions: A Legion is not just a group of enemies, but
bent on their destruction or even enemy ninja who want also a large gathering of them, such as a battalion of
nothing but to make the characters fail their mission. All Izou soldiers or an entire rogue clan of ninja. Legions
these “Extras” are the people who populate the rest of the don’t actually have “Health” but instead have a dam-
world, and the GM portrays them all. age threshold, combining Health and Psyche. If they
This chapter focuses on those Extras who may pose a sustain enough damage, legions disperse in a par-
threat to the ninja. It could be battling wildcats in the deep ticular area for a while, but will gather again unless
forests, matching minds with politicians in the Izou courts the players’ characters flee. While it is possible for
or shedding blood on one of many different battlefields. the players’ characters to utterly defeat these forces,
This also includes information on some of the more mag- they must first bring about special conditions, such
ical elements of the setting, such as ancestor spirits, Ce- as the defeat of its commander, the destruction of a
lestial Animals and demons. Descriptions are purposefully key bridge, a breach in a wall, etc. Legions typically
generic so the GM can customize them to fit their needs in have 1 or 2 Actions per Round, depending on the size
the stories their players are experiencing. of the Legion, and they can attack everyone in the
area in which they occupy.
Types of Enemy Extras èè Warriors: These opponents are effectively equiva-
The fearsome foes of the Ninja Crusade come in four dif- lent to a player’s character. Keep in mind that a sin-
ferent types, each one spelling out how dangerous they are. gle warrior won’t last long at all against an entire
èè Squads: Squads are a group of enemies collectively band of ninja. Warriors work best with a Squad or
fighting with their numbers spread out over an area. Legion at their back, usually taking the lead as their
Typically, these opponents have three times the nor- commander. Most groups of ninja should face multi-
mal Health and Psyche of a single character, with ple warriors at once.
each member of the Squad represented by a frac- èè Masters: Masters are stronger opponents who can
tion of the total Health. For instance, a Squad with 5 take on multiple ninjas at once. They typically have
members and 20 Health, means they lose one of their three times a typical character’s Health and
members if they take 4 damage. They must be faced Psyche.
down with teamwork to be bested. Each lost mem-
157
Chapter Six - On All Fronts
èè Grand Masters: These antagonists are
supremely powerful, created to pose a threat to
Martial Arts
a band of ninja on their own. Despite this, they These are the powers and abilities antagonists possess,
usually have underlings with them as well. A not unlike jutsu. Most of them also possess a weakness or
Grand Master who needs no aid should be exceed- loophole to the power, called a “Twist.” Also, note some
ingly rare. Twists list Skills in parentheses. In these cases, the GM de-
termines which Skill is the true weakness of the Martial
Art. This is to prevent too much player memorization, as
Stats it can change between individual foes. There’s no way for
ninja to be completely sure what their enemy can do with-
èè Combat: The values listed with each antagonist write- out a fair amount of reconnaissance.
up represent the number of dice the players must roll
for Attacks and Defense. Foes have a static Initiative,
just like other characters, and a static number of Dy- Conditions and Foes
namic Actions, unlike ninja who get to roll for more
Unlike characters who can shrug off damage in ex-
every Round. Note that some threats have more than
change for Conditions, some antagonists do not have such
one attack per round. This is on top of their Dynamic
a luxury. Squads and Legions, since they represent mul-
Actions.
tiple opponents, handle Conditions somewhat differently.
èè Skills: The suggested Skills for some foes are just that Conditions applied to these foes simply stack on top of
– suggestions for when these antagonists need quick damage done. They are still limited to only so many ongo-
Skills. If an enemy becomes a reoccurring threat, the ing Conditions at any given time.
GM should look to enhance or alter these Skills.
èè Damage: Each antagonist also has a damage bonus
to apply, regardless of the weapon they use. The GM
may adjust the damage up or down by 1 to individu-
Animal Threats
Antagonists come in all shapes and sizes, and this means
alize particular threats.
ninja may sometimes have to fight off animals during Bat-
tle. They are separated simply into smaller and larger an-
imals. Tiny animals like house cats or rats do not get full
Techniques stats, as they do not possess enough power to challenge a
This section informs the enemy’s fighting tactics and ninja. Then again, some snakes can deliver deadly poisons
represents what methods they are good at fighting against and other animals have natural abilities that could harm
or their possible weaknesses. Skills with a “+” beside them a ninja.
indicate the foe receives a +1 bonus against any roll made
with that Skill. For example, a mercenary with “vs. Might
(+)” gets 1 extra die when attacking ninja who use Might Smaller Animal (Warrior)
in their defense, such as while in a Grab. They also get a Dog, Wolf, Badger, etc.
+1 bonus on their Defense roll when someone uses Might Health: 7 Psyche: 3
in their attack on them. Especially powerful enemies may Attack: 6 Actions: 2
have (++), which means they gain a +2 bonus on their check. Defense: 6 Armor: 0
However, Skills with a “-” beside them means the foe Initiative: 5 Damage: +1
suffers a -1 penalty whenever they face an opponent who Dynamic Actions: 1
uses that Skill. For example, a particular guard may have Suggested Skills (3 dice): Athletics, Intimidation, Per-
Stealth (-), which means the guard suffers a -1 penalty on ception, Speed, Stealth
their roll when an opponent uses Stealth against them. It
really pays to figure out your opponent ahead of time. Techniques
Again, if the enemy becomes a reoccurring threat or Athletics (+), Speed (+), Deception (-), Intimidation (-); It
begins to see through the ninja’s tactics, the GM is encour- is foolish to outrun or dodge a creature of nature. Instead,
aged to raise or lower these modifiers by +1 or -1, respec- a wise ninja tricks or frightens beasts that set upon them.
tively.
158
Chapter Six - On All Fronts
Larger Animal (Master)
Bear, Tiger, Panther, etc.
Health: 20 Psyche: 12
Attack: 8 Actions: 2
Defense: 8 Armor: 1
Initiative: 7 Damage: +2
Dynamic Actions: 1
Suggested Skills (4 dice): Athletics, Fortitude, Intimi-
dation, Might, Perception, Speed, Stealth
Techniques
Might (+), Speed (+), Deception (-), Survival (-); to try
to match the strength of a tiger or bear would be foolish.
Sharp wits and knowledge of nature are what the ninja
need.
Bestial Arts
Maul: A large animal, like a tiger or bear, can seize an
opportunity of weakness in the span of a heartbeat. If this
creature damages its opponent, it can spend a Dynamic
Action to attack again immediately against the same tar-
get. Only usable once per Round. Twist: A ninja who stands
behind a mauling animal may gain a +2 bonus to their at-
tack roll.
Township
Threats
These represent threats a ninja might encounter in a
town or village. It covers villagers, town guards, crimi-
nal elements and political leadership. These threats do
not pose a serious challenge to even a lone ninja, but may
cause delays or otherwise interrupt their plans.
159
Chapter Six - On All Fronts
Local Hero/Vigilante what they want. They strike fast and are coordinated,
though not very tough.
(Warrior)
Every town has someone who believes themselves a Brawlers (Warrior)
hero. They may have received real military training, or Brawlers are the strong arm of most criminal organi-
some training from a ninja at some point in their life. zations. They tend to be the most common gang members
They do not have the resources or means to truly fight the town sees on a normal basis. They are the pickpockets,
the Empire, though they try their best at every turn. They toughs and extortionists. They push people around to get
act as natural leaders on the streets, calling people to ral- what they want, often threatening violence or vandalism
ly against a rogue ninja or a street thug, often to no real if the people of the town do not pay a price. A street thug
consequence. These people tend to be foolhardy, thinking on his own is no real match for a ninja; though they have a
they can take on threats well beyond their capabilities. certain degree of training in hand-to-hand combat.
They need saving as often as they attempt to save some- Health: 6 Psyche: 5
one else, but with a bit of strategy and cunning, a vigilante Attack: 5 Actions: 1
can be made into an ally. Defense: 4 Armor: 1
Health: 6 Psyche: 5 Initiative: 5 Damage: +1
Attack: 7 Actions: 1 Dynamic Actions: 1
Defense: 6 Armor: 1 Suggested Skills (3 dice): Deception, Fighting, Might,
Initiative: 5 Damage: +1 Survival
Dynamic Actions: 1
Suggested Skills (2 dice): Empathy, Fighting, Intu- Techniques
ition, Marksman, Persuade, Survival Fortitude (+), Might (+), Speed (-), Stealth (-); Street
thugs are not fast, and depend on their brute force in a
Techniques fight.
Fighting (+), Persuade (+), Stealth (-); these people have
some training and ability, making them just enough of a
threat to get themselves in a lot of trouble. Guild Leader (Warrior)
The leader of criminal guilds does not gain that posi-
Bandits (Squad) tion from being soft or incapable. These men and women
are the toughest or cruelest members of their respective
Bandits represent one of the lowest forms of thievery. gangs. They command the respect, or fear, of their group;
They prey on the weak and unprotected, stealing goods whatever they say goes. Dealing with a criminal organi-
and money. They often work in small, well-armed groups, zation almost invariably requires dealing with the lead-
extorting travelers to and from towns. They prefer to sim- er. Most leaders are out for themselves, viewing the lower
ply intimidate people into giving them what they want, ranks of their organizations as expendable if it comes to
but will resort to violence if necessary. They allow well- a fight. However, few would willingly sell out their entire
armed or guarded caravans and groups to go by, waiting gang just to save their own skin.
instead to attack smaller or ill-equipped travelers. They Health: 7 Psyche: 6
strike lone travelers or small groups as long as they have Attack: 6 Actions: 2
superior numbers. Defense: 5 Armor: 3
Health: 20 Psyche: 15 Initiative: 7 Damage: +2
Attack: 5 Actions: 1 Dynamic Actions: 2
Defense: 4 Armor: 1 Suggested Skills (4 dice): Deception, Fighting, Forti-
Initiative: 6 Damage: +1 tude, Intimidation, Speed, Stealth
Dynamic Actions: 1
Suggested Skills (2 dice): Fighting, Intimidation, Techniques
Speed Intimidation (+), Fighting (+), Intuition (-), Knowledge
(-); Guild leaders rarely fight alone, using their command
Techniques of their gang to win in a conflict.
Intimidation (+), Speed (+), Fortitude (-); ban-
dits attempt to use superior numbers and a show
of force to intimidate people into giving them
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Chapter Six - On All Fronts
Political Leader (Warrior) Trained Guards (Squad)
The political leader is the member of the town who Health: 18 Psyche: 12
serves as the local government. This may be a minor no- Attack: 7 Actions: 1 (Squad)
ble, a religious leader, the village elder or an official ap- Defense: 6 Armor: 1
pointed by the Empire. They hold great power in the city, Initiative: 7 Damage: +1
their words commanding respect and immediate action. Dynamic Actions: 1
They do not necessarily pose much of a physical threat on Suggested Skills (4 dice): Fighting, Fortitude, Intimi-
their own, but in the social arena, they are formidable op- dation, Intuition, Perception
ponents.
Health: 5 Psyche: 8 Techniques
Attack: 7 Actions: 1 Might (+), Speed (+); Deception (-), Stealth (-); these
Defense: 6 Armor: 0 trained guards are used to fighting, but are essentially
Initiative: 6 Damage: +1 brutes. They lack guile and cunning.
Dynamic Actions: 1
Suggested Skills (4 dice): Discipline, Empathy, Knowl-
edge, Intimidation, Intuition, Persuade, Speed Stone Guardian
Techniques
Mercenaries (Squad)
Intimidation (+), Persuade (+), Discipline (+), Fighting The Stone Guardians are mercenaries hailing from the
(-), Might (-), Marksman (-); most political leaders are not Aikuchi Mountains. Once there were only a smattering
trained for fighting, and instead have at their command of them in the land, but as the Great War has worn on,
bodyguards or the town guards for physical protection. In more men and women arrive at the High Peak every day,
a social setting, they employ their considerable political looking for purpose… and a home. A Stone Guardian trains
and social power to cow their enemies. for a full year before descending the mountain and serv-
ing in the various warring armies of the realm. They are
no friend to Izou or the ninja, fighting for their own per-
Town Guards ceived purposes.
Town guards serve to protect the peace within a town Health: 24 Psyche: 15
from bandits, wild animals and other threats. Depending Attack: 6 Actions: 1 (Squad)
on the area, they may be tangentially within the Emper- Defense: 6 Armor: 1
or’s employ, though this is a rare occurrence. These peo- Initiative: 9 Damage: +1
ple are concerned citizens with better training than most Dynamic Actions: 2
who take it upon themselves to patrol or set up watches. Suggested Skills (4 dice): Athletics, Crafts, Fighting,
When guards spot a ninja in town, they often give them a Fortitude, Intimidation, Marksman, Survival, Travel
wide berth unless they think they can defeat them. Most
take their duty to the township seriously, and intervene if Techniques
a character is disrupting the peace. Some might be corrupt Might (+), Deception (-); Stone Guardians are trained as
and paid by the characters’ enemies to give them trouble. brutes, and therefore are guarded against a strong show
of force. They have little guile against deception, however.
Simple Guards (Squad)
Martial Arts
Health: 15 Psyche: 12
èè Urchin of Steel: They take an action to muster them-
Attack: 6 Actions: 1 (Squad)
selves into a defensive block formation with polearms
Defense: 5 Armor: 1
out. Anyone attacking them in melee while they are
Initiative: 5 Damage: +1
in this position suffers an immediate counterattack,
Dynamic Actions: 1
without the need to spend a Dynamic Action. Twist:
Suggested Skills (3 dice): Fighting, Intimidation, Intu-
Anyone who can jump or appear in the midst of the
ition, Perception
defensive block catches these soldiers off-guard, giv-
ing them a +2 bonus to their next attack. (Stealth or
Athletics).
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Chapter Six - On All Fronts
èè Stonefletcher: Once per Battle, the Dynamic Actions: 1
Guardians can take in a deep breath, letting the Suggested Skills (5 dice): Discipline, Fighting, Ho-
dust of the mountain into their flesh. Their skin listics, Intimidation, Knowledge, Marksman, Perception,
turns to stone for just a moment, allowing them Speed
to ignore damage for 1 Round. Twist: A quickly timed
impact attack can crack their stone exterior, ignoring Techniques
this immunity (Perception, Intuition, or Discipline). Fortitude (+), Speed (-); The Emperor’s troops rely on
the ability to march over their opponent with brute force.
Imperial Threats It is hard for them to deal with quick and nimble oppo-
nents.
The main enemy in the ninja’s sights is the Emperor
and his Imperial army. Not only does the Empire have su- Martial Arts
perior numbers to the ninja, but they also possess ki-ma- èè The Tide of Battle: For every 2 Rounds the Imperial
nipulating, homicidal lunatics, masterful swordsmen and Army is fought, it gains a +1 bonus to its Attack pool.
even their own ninja clan. The ninja are in for the fight of Twist: Crafty ninja will escape a legion of Imperial
their lives. troops… or find ways to avoid fighting them.
èè Constant Crossfire: The Imperial Army is especial-
Imperial Battalion (Legion) ly good at firing with their specially recurved bows.
They can even fire at enemies who are engaged with
These stats represent an entire battalion against the nin-
their allies in melee. Every 2 Rounds a ninja remains
ja. As it states in the section on Legion-type enemies, a band
visible to the Imperial Army, they take 1 point of dam-
of ninja cannot simply kill all of them off. Ninja may disperse
age, regardless of Armor, as missiles fly by. Twist: A
a Legion of troops for a while but they will always reconvene.
ninja can block or deflect these arrows (and the dam-
Damage Threshold: 30
age) by spending a Dynamic Action each Round.
Attack: 7 Actions: 2 (Legion)
Defense: 7 Armor: 0
Initiative: 4 Damage: +2
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Chapter Six - On All Fronts
Engineers (Warrior) Techniques
Deception (+), Fighting (+), Intimidation (+),
The Izou Army has the advantage of gunpowder thanks Fortitude (+), Empathy (-), Perception (-); Execu-
to aid from the Land of Five Blades. Those who are trained tioners enjoy the kill, taking their time to make
in the use of firearms and explosives are the army’s Engi- death a slow and excruciating process.
neers. Only the most intelligent soldiers are trained as Engi-
neers, making their number limited. They are rarely found Martial Arts
on the frontline with their ability to fight at long ranges and èè Nullify Jutsu: Executioners have been trained to
their ability to repair weaponry and armor on the battle- master their ki aspects to help them push off the ef-
field make them invaluable members of the army. fects of a ninja’s jutsu. They gain the advantage of
Health: 9 Psyche: 6 negating any jutsu used in their presence by spend-
Attack: 7 Actions: 1 ing 1 ki of the reverse type.Twist: None.
Defense: 6 Armor: 1
Initiative: 7 Damage: +1 èè Weapon Training: The Executioner knows and can
Dynamic Actions: 1 use two levels of any of the Weapon Styles of the
Suggested Skills (3 dice): Athletics, Crafts, Empathy, GM’s choice.Twist: None.
Discipline, Knowledge, Marksman, Perception, Stealth,
Survival
Golden Lions
Techniques The Emperor has long employed his own personal nin-
Athletics (+), Marksman (+), Might (-); Engineers prefer ja, called the Golden Lions. They have this illustrious name
to fight at a range. They are quick and mobile units, al- for the suits of golden armor they wear, which have been
ways looking for the best spot to shoot from, but also wear mystically crafted to store ki. Golden Lions are hand-cho-
lighter armor than their frontline compatriots. They are sen by the Emperor’s most loyal warriors. Each is unwav-
still trained soldiers, and can handle themselves in an up- eringly loyal to the Emperor and gladly devotes their lives
close fight, as long as power is not the main factor. to the Empire. Whenever the peasantry speaks of these
Imperial ninja, it is usually out of disdain or fear. Most see
their shining gold raiment as ironic, for while they wear
Executioners (Master) gold on the outside, there are many who would say that it
The Izou Army has long known the dangers of the nin- is to hide the black hearts worn on the inside.
ja’s jutsu, and has trained warriors especially for fighting The Golden Lions are infamous for stealing jutsu secrets
against them. Executioners are soldiers trained over years from other ninja clans. Amongst the Lotus Coalition, most
to resist jutsu. This training is not easy, and often breaks spit on the Lions for being nothing more than thieves with
the mind of those who undergo it, instilling a killer instinct. little to no originality of their own. In fact, the Lions try to
Executioners take a sick joy in killing even when not at war. capture other ninja when they can to torture secrets from
They kill for sport, competing against each other to kill the them. For this reason, some ninja would rather commit sep-
most dangerous opponent. These soldiers are used for as- puku than to risk giving up their secrets to the Golden Lions.
sassination assignments, leading small squads in espionage
or acting as generals in the Ninja Crusade. They are near- Golden Lions (Squad)
ly completely insane and often commit heinous acts in the Health: 25 Psyche: 20
name of finding ninja. Attack: 8 Actions: 1 (Squad)
Health: 10 Psyche: 5 Defense: 9 Armor: 3
Attack: 8 Actions: 2 Initiative: 8 Damage: +1
Defense: 7 Armor: 2 Dynamic Actions: 2
Initiative: 9 Damage: +2 Suggested Skills (3 dice): Athletics, Deception, Intu-
Yin: 3 Yang: 3 ition, Perception, Speed, Stealth
Dynamic Actions: 4
Suggested Skills (4 dice): Athletics, Deception, Fight-
ing, Fortitude, Intimidation, Perception, Performance, Techniques
Stealth, Survival Speed (+), Stealth (+); Fortitude (-), Might (-); Golden Li-
ons are cowards at heart, always stealing others’ secrets
and preferring to ambush opponents rather than
meeting them head-on. For that reason, they are
best dealt with directly.
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Chapter Six - On All Fronts
Martial Arts
èè Stolen Jutsu: These particular Golden Silver Blades
Lions possess two different jutsu of the Game Silver Blades are the elite fighting force for the Emper-
Master’s choice – stolen secrets from other or, founded by the Ichikyo clan at the dawn of the century
clans. They need not spend any points to activate to eventually become the right hand of the Emperor. The
their powers, the golden armor they wear provides minor warrior clan swore allegiance to the Izou Empire and
them with the ki they need. Twist: A careful strike to serves at the Emperor’s pleasure today. Some within Silver
one of these Imperial ninja’s golden plates will rob Blade ranks find the Emperor’s path to be morally corrupt.
them of their ki energy. A successful attack with a -3 Speculation says these peerless warriors would need only a
penalty destroys one of the Golden Lion’s plates and push in the right direction to turn against the throne itself.
makes her unable to use one of her jutsu. When fight- Currently, Silver Blades serve as commanders for the Im-
ing a squad of Golden Lions (like this one), a ninja can perial army and are sometimes mustered into special units.
spend a Dynamic Action after successfully attacking Unlike Golden Lions or Executioners, Silver Blades are pri-
a golden plate to destroy all of one ki type for the marily warriors and mostly lack stealth, subtlety or spe-
entire squad, instead of just for one member! cial powers beyond their expertise with a blade. They fol-
low a special code called the Way of All Rivers that dictates
how they conduct themselves, and how they approach life.
Golden Lions (Warrior) Morimito Ichikyo, who history states never lost a single duel
Health: 8 Psyche: 7 in his long and storied life, founded The Way of All Rivers.
Attack: 9 Actions: 2 What the Blades lack in terms of espionage, they make
Defense: 10 Armor: 3 up for in martial skill. These warriors are almost without
Initiative: 8 Damage: +2 peer in the land. The war has forged their souls into steel.
Dynamic Actions: 3 With so much fighting, there are no pretenders amongst
Suggested Skills (4 dice): Athletics, Deception, Intu- the Blades. Each one is a toughened killer.
ition, Intimidation, Marksman, Knowledge, Perception,
Speed, Stealth Silver Blade (Warrior)
Health: 9 Psyche: 7
Techniques Attack: 9 Actions: 1
Deception (+), Stealth (+), Fighting (-), Might (-); indi- Defense: 6 Armor: 2
vidual Golden Lions still lack bravery, but have the ability Initiative: 9 Damage: +1
to lie their way out of many situations. Dynamic Actions: 2
Suggested Skills (3 dice): Crafts, Discipline, Fighting,
Martial Arts Fortitude, Intimidation, Might, Survival, Travel
èè Stolen Jutsu: As above.
èè Jutsu Mimicry: When highly skilled Golden Lions Techniques
see other ninja practicing their jutsu, they can tem- Fighting (+), Stealth (-); Silver Blades are fast, but are
porarily copy it, using a mental discipline handed not used to facing opponents who value stealth, making
down through the Emperor’s family. The Golden Lion some of them easy prey for the likes of ninja.
spends a Dynamic Action and can then use the copied
jutsu through the energies of his armor for the Bat- Martial Arts
tle. Twist: A ninja can disrupt this ability by making èè Sharpest Blade: The warrior focuses ki into their
a piercing attack between the Lion’s golden plates. weapon and delivers a mighty blow, capable of chop-
This attack inflicts no damage, but instead disrupts ping through wood, stone or even the steel of an-
the energy stored within the armor, removing this other weapon. Once per Battle, as a Dynamic Action,
ability for 2 Rounds. The piercing attack must be the Silver Blade may roll Attack dice against an op-
made with a small, precise weapon such as a shurik- ponent’s Attack pool (instead of against Defense). If
en, needle, dagger or string. the Blade wins, he destroys his opponent’s weapon.
Alternatively, the Silver Blade can use this ability
to add +3 to his damage instead. Silver Blades who
slay an opponent with this art slice their opponent
in half. Twist: The greatest way to avoid an enemy’s
blow is to not be there. If the Sharpest Blade fails
against a ninja, that ninja may get a +2 bonus on their
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Chapter Six - On All Fronts
next attack if they used the correct technique in the
process. (Deception or Stealth). Ninja
èè Silver Iaijutsu: Iaijutsu is the art of the sword quick-
draw, used to take an opponent by surprise. If an
Threats
opponent declares an attack, the Blade can spend a Ninja are so often at each other’s throat that to ignore
Dynamic Action to act first, before his enemy rolls ninja threats is a mistake. Every ninja is a force of nature
any dice and regardless of Initiative values. If the unto themselves, but are even more dangerous in groups.
Blade’s attack hits, they gain +3 bonus to Defense for If the Empire doesn’t destroy the ninja, it may be the
1 Round. This art may only be used at the beginning threat from within that finishes the job.
of combat and it can only be used by a Blade who has
his sword sheathed and in a ready position. Twist: Vicious Ninja Swarm (Squad)
Ninja who face Silver Blades must be crafty. There Health: 21 Psyche: 24
is a saying that has cropped up since the outbreak of Attack: 9 Actions: 1 (Squad)
the war. “A ninja can entice any opponent – she can Defense: 8 Armor: None
even lure the sun out from behind a cloud.” If a Silver Initiative: 7 Damage: +1
Blade has his weapon out at the beginning of combat, Dynamic Actions: 2
he loses one of his greatest advantages. Suggested Skills (3 dice): Athletics, Deception, Fight-
ing, Intuition, Marksman, Perception, Speed, Stealth
Silver Blades Kensai (Master)
Health: 27 Psyche: 21
Techniques
Intuition (+), Marksman (+), Might (-); Crafts (-); these
Attack: 12 Actions: 2
particular ninjas are looking for a straight battle, not an-
Defense: 8 Armor: 3
ticipating a lot of grappling or traps.
Initiative: 10 Damage: +2
Dynamic Actions: 3
Suggested Skills (3 dice): Crafts, Discipline, Empathy, Martial Arts
Fighting, Fortitude, Intimidation, Might, Perception, Per- èè Flurry of Bodies: The ninja jump, leap and dash fu-
suasion, Survival, Travel riously, cutting at their opponents at blinding speed.
What once were a dozen blades now seems like one
hundred. By spending 1 Dynamic Action, the ninja
Techniques
inflict +2 damage for the Round. Twist: Those who
Fighting (+), Speed (+), Stealth (-), Deception (-); Silver
use (Intuition or Marksmanship) may strike just as
Blade masters are fast and have focused so many years on
one of the dashing ninja passes by. Such attackers
training that they often fail at spotting lies in social inter-
add +2 damage against the Squad.
actions.
èè Flickering Shadows: This art only works while the
Martial Arts ninja are able to be in shadow. While attacking, these
èè Sharpest Blade: Same as above. ninja appear and disappear, appearing beside their
opponents, striking and then flickering away to a
èè Silver Iaijutsu: Same as above. nearby shadow. After an attack by the Squad, those
èè Silver Tide: A Silver Blade Kensai can focus her ki who want to engage them must spend an Action to
through her blade and swipe it through the air. This get to Close Range with their chosen target. Twist:
strike cuts not only what is in front of the Blade, but Those who are quick can catch a flickering ninja
everything else before her in a straight line – all the when they appear next to them. Using a specific skill
way out to Near distance. The Kensai can use this art (Might or Discipline) allows the defender an immedi-
to attack multiple opponents, so long as they are lined ate counterattack when this art is used.
up. They roll only once for Attack, applying the result
to multiple targets. This counts as one attack. Twist:
None.
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Chapter Six - On All Fronts
Vicious Ninja Master (Master) lestial Courts with hopes to make Earth a better place for
their inevitable return.
Health: 21 Psyche: 24 Legends of spirits and ghosts are prevalent across all the
Attack: 8 Actions: 1 territories. People believe paying homage to the dead —
Defense: 10 Armor: None through tribute and prayer — makes their presence stron-
Initiative: 9 Damage: +2 ger and allows them to give guidance in mundane matters.
Dynamic Actions: 3 Everyone believes spirits exist, even though few have any
Suggested Skills (4 dice): Athletics, Deception, Intu- concrete evidence. Many great men and women throughout
ition, Fighting, Knowledge, Marksman, Perception, Speed, Izou history give some credit for their fortune to their an-
Stealth, Survival, Travel cestor sprits watching over them and giving them guidance.
Techniques
Fighting (+), Stealth (+), Knowledge (-), Intuition (-); this Ancestor Spirit (Warrior)
ninja master is adept at fighting a variety of opponents. Only Spirits are real, and they can and do attempt to influ-
knowledge and wisdom can aid an opponent against him. ence life on Earth. They cannot directly interact, though
they have capabilities similar to jutsu that allow them to
Martial Arts create vague signs to direct their descendants. Because
èè Shadow Step: This particular ninja master can make spirits do not have physical forms, they do not have the
himself appear where he is not. Those who attack same characteristics as characters or other threats.
him are likely to attack nothing more than an illu- Health: 0 Psyche: 15
sion, while the real threat appears just behind. Each Defense: 8 Initiative: 6
Round, the GM chooses an opponent and writes his Dynamic Actions: 1
or her name down on a card. If that opponent attacks Suggested Skills (5 dice): Discipline, Empathy, Knowl-
the ninja master in melee, the foe gains +3 to defense edge, Stealth
and gets a free counterattack against the person in-
dicated on the card. A new target may or may not be Techniques
chosen each Round. Twist: None, though it behooves Stealth (+), Knowledge (+), Perception (-), Persuade (-);
the master’s chosen target not to attack directly. Spirits cannot take physical actions, and therefore do not
èè Flickering Shadows: Same as above. have an attack rating. They can be attacked in certain
ways, but do not have Health, only Psyche.
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Chapter Six - On All Fronts
Celestial Animals On Earth, one is prey and the other predator, but Celes-
tial families often rival each other in power, regardless of
species. This has led to most animal families not getting
The Earth once belonged to demons, but the beings
along, even if their Earth counterparts would otherwise.
residing in the Celestial Realms saw fit to cut the cancer
Celestial Animals are just as mortal as any other being,
away and make room for humanity to prosper. During
hoping to live a life they can be proud of before they pass
these battles, humanity fought beside giant bears who
on, so war is just as dire in the realms. Several wars to
cleared paths for their soldiers, or hunted down demons
usurp each other’s realms have occurred, leading many to
with the help of their packs of intelligent canines. They
be xenophobic at best… especially in light of the recent
held on to this friendship between human and Celestial
Summoner Skirmishes.
Animal until humanity ruled the world and saw fit to be-
There are times, however, when Celestial Animals be-
come more sadistic, hunting and killing animals for fun
come too curious to resist visiting Earth. They’ve shared
with eyes narrowing at their once-allies. The Celestial An-
stories of humanity for millennia, and want to explore
imals had no choice but to retreat to their animal realms,
these new worlds. There are strict rules for when an an-
separate dimensions from Earth, to escape humanity’s
imal can leave or reenter their realm, varying from spe-
greed and power mongering.
cies to species. For example, Celestial Snakes can trav-
Each Animal Realm belongs to a single type of Celestial
el to Earth during sweltering summers, emerging in the
Animal family, from the old and wise turtles to the spirited
blackest bogs in the Empire. Likewise, Celestial Bears often
rams. Many believe human souls rest here before being re-
take after their slumbering counterparts and return home
incarnated, running in the fields of these massive worlds
during the winter seasons. This is where ninja come into
before returning to Earth in their next life. Each animal
play, as many animal families have long traditions of en-
family has their own society, some modern and others ut-
tering into blood pacts with ninja for transport to Earth.
terly barbaric, but they do not depend on humanity for
Only through these pacts can they bypass standing rules
anything in their lives unless they choose to.
for their realms.
Some realms have long-reaching wars against each
other, such as the rat families and the snake families.
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Chapter Six - On All Fronts
Minor Animals Shared Traits
Minor Celestial Animals look similar to earthly Regardless of species, all Celestial Animals have a few
animals of their same era, but they naturally have traits in common:
an intelligence far beyond any animal (and sometimes hu- èè Human Speech: They can understand and speak any
mans as well). These are the youngest Celestials, often the language they choose. This was a gift of the Celes-
children of more powerful beings or just old souls who nev- tial Immortals to their favorite creations. They can
er sought power. Their best defense is that they blend in even speak to each other using what is called the Old
with regular animals, allowing them to interact with hu- Tongue to hold conversations without humans under-
manity on their own terms and without the inherent fear standing.
one gets when dealing with giants. Of course, depending on èè Jutsu: Celestial Animals are beings of almost pure
their species, it can be just as odd for them to be in a locale, ki, making it obvious that manifesting this energy
such as summoning a Minor Celestial Bear into the middle into jutsu displays comes naturally to them. These
of a marketplace. See stats for normal Animals (pg. 158) for abilities usually mimic ninja abilities, but some even
these creatures, but add a +1 bonus to Suggested Skills to know rare or forbidden jutsu they could teach to
reflect their heightened intelligence. Even Minor Animals worthy ninja or those with the right tributes.
that would normally be without stats, like turtles or rats,
receive the stats of the Smaller Animal. èè Healing: They heal all Health and Psyche between
Scenes, showing their quick regeneration while on
Earth. However, if they are ever reduced to either 0
Major Animals Health or 0 Psyche, they immediately disappear and
Some Celestial Animals have risen above the Minor rank, return to their Celestial Realm. Death on the Earthly
growing stronger and more skilled. This also often means realm isn’t possible, though they can die if slain in their
they no longer resemble mundane animals, making them own world.
stand out much more, some even becoming humanoid ver-
sions of the animal. While Minor Animals can become com-
panions for ninja, Major Animals have the ability to best a Animal Families
ninja in battle and actually be their equal or even their bet- Upon signing the Scroll of Summoners, ninja enter into a
ter. Major Animals are often on their own quests when they blood pact with the animal family of their choice, allowing
encounter and make deals with ninja out of convenience the animals to cross dimensions to come to their aid. These
and the need to stay on Earth for long periods. deals usually take place with an individual animal, but it is
not uncommon to receive help from a relative of the nin-
ja’s usual animal if they are not available. Note that family
Greater Animals rivalries can exist even with Celestial Animals and person-
These Celestial Animals are beings of immense size and alities very from animal to animal, even from the same spe-
commanding authority. Legends abound of Greater Animals cies. Sample Celestial Animals listed for the following Ani-
the size of cities battling each other, and the Ninja Crusade’s mal Families should give players and GMs an idea of their
Summoner Skirmishes proved these myths were true, if abilities and a baseline to use to create their own.
Sword Tower (pg. 200) wasn’t enough reason to believe the
stories. However, in truth, not all Greater Animals are so Animal Family Format
large, only the most powerful among them. They do not allow
themselves to be summoned unless the circumstances are es- èè Name: The type of animal they made their deal with.
pecially dire, as they are often leaders and commanders in èè Element: The Element most strongly linked to the
their own realms. Greater Animals will often send their chil- animal. The ninja receives a +1 bonus when summon-
dren as messengers in their stead so as not to be bothered. ing an animal that matches their Element.
Summoning a Greater Animal changes the landscape of èè Skill: When a Minor Animal is in the Scene and helping
any Scene. Descriptions provided in the Animal Families the ninja complete a task, they receive a +1 bonus to this
should give some idea of how powerful these creatures Skill.
are, and a Summoner truly has no control of these giants.
A single attack from a Greater Animal could wipe out a èè Description: A rundown on the general personality
whole village, so GMs should use caution when allowing of members of the animal family, how they attempt to
one to be summoned the middle of a crowded city help their ninja and how they often choose their Sum-
or during simple Battles where a ninja could han- moners.
dle themselves easily.
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Chapter Six - On All Fronts
èè Trigger: No one is perfect, and certain animal fam- Techniques
ilies bring with them their own baggage. This gives Fighting (++), Might (+), Crafts (-), Stealth (-);
the player another Trigger to use in order to gener- In a face to face battle, few have been able to best
ate Karma and affect the Scene. Tetsuo, but ambushes and traps seem to be effec-
tive.
(Major Master)
Tetsuo stands at 18ft. tall, carries a broadsword and has Greater Bears
a patch over one eye, making him an imposing figure in- The Greater Panda, Gen, was summoned years ago during
deed. He has a love of war, and has enjoyed the Ninja Cru- the Ninja Crusade to heal an entire city sickened by the Year
sade so far, taking on several Summoners and being called of Floods. The Empire was somehow ready for her arrival,
to battlefield after battlefield to deliver joyous bloodshed. and sent their enslaved Celestial Scorpions against her,
He has traded blows and stolen eyes with Hebi Ide, his last striking her dead with a poison that slowly killed her when
horrible defeat. Today, he hates any member of the Recoil- she returned to her realm. The other Greater Bears, not as
ing Serpents with a deep, seething passion. kind as Gen, have been gearing up for an indiscriminate at-
This Celestial Bear is different from his brethren who tack on Earth. Haru the Mountain, who towers over even
love healing and taking care of people, but he loves to pair the Ensen Volcano in size, will lead this vengeful strike.
himself with ninja who possess some sort of medicinal
abilities to help soothe his own wounds. Tetsuo runs into
Bamboo Herbalists often, but he’ll make pacts with any
ninja who can promise him battles against other Celestial
Canines
Animals. Element: Wood
Health: 30 Psyche: 20 Skill: Perception
Attack: 10 Actions: 2 Celestial Canines come in a variety of different sizes
Defense: 8 Armor: 2 and breeds, just like their mundane counterparts. Their
Initiative: 9 Damage: +2 world is a place where they connect with the hunter with-
Dynamic Actions: 2 in, making them much closer to wolves than domesticat-
Suggested Skills (4 dice): Athletics, Empathy, Fight- ed dogs in many cases. They are almost all expert hunters
ing, Fortitude, Intimidation, Might, Speed, Survival and trackers, and help their Summoner detect things that
may be dangerous, along with providing general compan-
ionship.
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Chapter Six - On All Fronts
Trigger - Trust the Nose: It comes all too often Initiative: 8 Damage: +1
that a canine demands they know better because Dynamic Actions: 2
they can sense the scent of danger. Their nose will Suggested Skills (4 dice): Athletics, Empathy, Holis-
always bring the character to something, but not tics, Intimidation, Intuition, Perception, Perform, Per-
always the things they wanted. Gain 1 Karma when their suade, Stealth, Survival
destination is more dangerous than intended.
Techniques
Jin’s Crew Survival (+), Fighting (+), Marksman (-), Intuition (-); Jin’s
crew knows how to use their surroundings to win in a fight,
(Major Squad) but can be bested with ranged attacks and careful planning.
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Chapter Six - On All Fronts
series of attacks with +2 damage instead. The Summon- candelabra she saw in the Emperor’s window, so
er may learn this as a Basic Jutsu (Yin + Intimidation), ninja should know she is high maintenance. Blaz-
where the ninja and their dog howl to give anyone else ing Dancers are a favorite for her to make pacts
who attacks the target +1 damage until the end of the with. For obvious reasons, she’ll never agree to a
Round. Twist: The members of the team who are dis- Summoner from the Pack of the Black Moon.
tracting the target suffer a -2 penalty to their next De- Health: 25 Psyche: 22
fense within the same Round this ability was used. Attack: 9 Actions: 2
Defense: 9 Armor: 2
Initiative: 6 Damage: +1
Greater Canines Dynamic Actions: 4
Suggested Skills (5 dice): Athletics, Deception, Fight-
Few like to talk about the Greater Canines, as they
ing, Intimidation, Intuition, Knowledge, Persuasion,
haunt Izou folklore. Stories of 30ft. tall, snarling wolves
Speed, Stealth, Survival
feasting on the bodies of the dead and causing death with
a simple glare of their glowing red eyes is enough to make
adults cry at the thought. To actually summon such a beast Techniques
would show the Summoner was powerful, but the wolf Fighting (+), Athletics (+), Intuition (-); She is a calculating
would surely devour the ninja to prove they were not. warrior who swipes and jumps around the battlefield with
ease, but finds it challenging to change tactics midstream.
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Chapter Six - On All Fronts
172
Chapter Six - On All Fronts
Health: 9
Attack: 7
Psyche: 9
Actions: 2
Defense: 5 Armor: 1
Rams
Element: Metal
Initiative: 11 Damage: +1
Skill: Fortitude
Dynamic Actions: 2
Celestial Rams are a testy species, easy to incite and of-
Suggested Skills (4 dice): Athletics, Deception, Empa-
ten boisterous in their action. They are known for hitting
thy, Holistics, Knowledge, Perception, Perform, Persua-
their Summoner over and over again with their horns,
sion, Speed, Survival, Travel
both to teach physical resistance techniques and to re-
lease their own stress. Celestial Rams are often seen as
Techniques simple pets by commoners, but are rarely seen as normal
Fighting (+), Speed (+), Perform (+), Crafts (-), Discipline in bigger cities. They respect ninja with a strong sense of
(-); Sita’s fighting style is quick, deadly and beautiful, but pride, who can stand up for what they believe.
she can easily be lured into traps and bores if a Battle lasts Trigger - Off the Handle: Rams have terrible tempers,
too long. which they use to take out their aggression on anyone
around them (including their Summoner at times). Gain 1
Martial Arts Karma when this kind of situation puts strain on the group
èè Jutsu: Sita knows six jutsu (GM or player choice) and makes their job much harder.
from the Way of Movement and Way of Wood, in ad-
dition to Tree Hopping.
èè Styles: She is an accomplished warrior, having
Kuniyuki (Major Master)
learned most techniques from Weapon Style: Blunt This Celestial Ram became fascinated with humans a
and Fighting Style: Monkey. long time ago and went through several trials to learn a
rare gift for Celestials, the ability to take human form. His
èè Trickster: On a successful Defense check, Sita may
form isn’t fancy, actually coming off as Untouchable most
spend 1 Dynamic Action to blink away and instantly
of the time, but he hides among humanity to observe and
appear anywhere else she can see. If she Blinks be-
learn. Kuniyuki is a cynic, however, and sees the Izou class
hind the target, she can instantly Counterattack with
system as corrupt.
a +1 bonus as well. Her Summoner may learn this as a
Like other Rams, Kuniyuki respects ninja with strong
Median Jutsu (Yang + Speed), which affects a number
convictions, but not those who believe too much in one’s
of Defense checks equal to successes gained without
class defining their greatness. Any Summoner of Kuniyu-
the cost of a Dynamic Action. The Distance they may
ki’s, though, must be able to hold their liquor, many earn-
travel is up to (Movement x2). Twist: Opponents who
ing his pact from a drinking contest. Surprisingly, he has
use Perception in their next Skill Combo gain +1 bo-
taken on several Grasping Shadows as Summoners, due to
nus against Sita, by keeping track of her movements.
his hatred for cheeriness.
Health: 14 Psyche: 12
Attack: 6 Actions: 2
Greater Monkeys Defense: 5 Armor: 2
The most legendary Greater Monkey is Hanuman, the Initiative: 8 Damage: +1
Monkey King, ruler of his own, and a few other lesser Celes- Dynamic Actions: 2
tial Realms. He is the supreme trickster, yet holds a certain Suggested Skills (3 dice): Athletics, Discipline, Forti-
child-like wisdom. He possesses the strongest martial arts tude, Intimidation, Knowledge, Perception, Stealth, Sur-
of any creature in existence, and is a master of outsmarting vival, Travel
his opponents. Every few hundred years he is stripped of his
powers and thrown to Earth so he may attain his greatness Techniques
once more from scratch. This is a contest he uses to prove Might (+), Stealth (+), Travel (-); Kuniyuki shows his
he deserves his status over and over again. strength, but isn’t above sneak attacks. Mounted enemies
have an advantage over him, however.
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Chapter Six - On All Fronts
Martial Arts
èè Jutsu: Kuniyuki knows five jutsu (GM or Hachiro’s Family
player choice) from the Way of Survival or Way
of Metal, in addition to Cannon Punch from Way Business (Major Squad)
of the Warrior channeled through his horns. Celestial Rats are nothing if not numerous. Hachiro
èè Human Form: He has the ability to transform into a is eighth born of thirty-two siblings, but was the first to
human of any shape he chooses. It lasts for the Scene, reach out to the ninja world in search for Summoners.
but he can instantly drop it if he enters Battle. It is Along the way, his siblings got the courage to do the same,
mostly helpful when dealing with humans on a social allowing them to work as a team to help their Summoner
level. with whatever they need. Hachiro wants to start his own
legitimate shop on Earth, having grown tired of Celestial
èè Cannon Ram: Every one of the Ram’s attacks incurs politics.
a Knockback effect as well. Kuniyuki’s Summon- Hachiro is loyal to his family first, and will even betray
er can learn Cannon Punch (pg. 116) as a Basic Jut- his Summoner if one of their lives in danger. He is also
su (instead of Median). Twist: If the target defends quite selfish, always looking for Summoners who can help
with Brace, they take damage normally but are not him raise his own status in the world, especially if they
knocked back. have a silver-tongue. Hidden Strands are a favored clan
for him to deal with.
Health: 12 Psyche: 15
Greater Rams Attack: 4 Actions: 1 (Squad)
Ensen, one of the most powerful Great Rams, was the Defense: 6 Armor: 0
being responsible for creating the Ensen Volcano. It is said Initiative: 7 Damage: +1
it was a show of strength to the ancient people of Earth, Dynamic Actions: 2
showing he was powerful enough to knock the top off a Suggested Skills (4 dice): Athletics, Crafts, Deception,
mountain. Even today, some humans still pray to Ensen as Discipline, Intuition, Knowledge, Persuasion, Speed, Stealth
a god, which he appreciates and even brings good tidings
to his followers on occasion. Techniques
Discipline (++), Perform (-); Hachiro and his family are
known for keeping cool under pressure, but can also be
Rats mesmerized by artistic displays.
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Chapter Six - On All Fronts
Greater Rats Techniques
Athletics (+), Speed (++), Might (-), Persuade
One of the most infamous Greater Rats was Daiki, who (-); Akihiko-Chan is very fast and able to leap and
lived among the ruins of the Orime Dynasty, feeding off the pounce better than most, but he does this with
misery of some of the communities who lost everything in magic not muscle mass. He is also quite gullible.
the war. The effects of his arrival are cyclical; he is drawn by
despair but his presence brings sickness and death, which Martial Arts
causes even more. A truly vile creature, who many believe èè Jutsu: Akihiko-Chan knows any three jutsu (GM or
may have been responsible for the Year of Floods as well. player choice) from the Way of Fire or Way of Move-
ment, in addition to Trackless Movements from Way
Roosters of Survival.
èè Fastest Way There: This Celestial Rooster is built
Element: Fire for speed and loves long trips, since they pass very
Skill: Intimidation quickly. By fueling Akihiko-Chan’s speed with 1 ki,
Celestial Roosters are as boisterous and energetic as the Summoner may skip any stage of their Journey
the rising sun, allowing them to drown out other opinions except for Ocean and Temple. Traveling with Akihi-
quite easily. They have a knack for planning strategies ko-Chan also means they arrive in a quarter of the
and teaching their Summoner how to outthink their op- time.
ponents, using fear as another weapon in their arsenal. All èè Swifter Soul: Akihiko-Chan can attack multiple
Celestial Roosters are male, but Summoners can also have times on the same Initiative for the cost of 1 Dynamic
a Celestial Hen if they prefer. Action per additional action. A Summoner with Aki-
Trigger - No Second-Guessing: Roosters see every- hiko-Chan as their animal can learn Swift Soul (pg.
thing as a challenge to their authority, and take great of- 113) as a Basic Jutsu (instead of Median). Twist: He
fense when others disagree with their tactics. It’s better to hates hitting the wrong target and will stop his as-
just go along with what they say or not to ask at all. Gain 1 sault if someone uses the Protect Defense against his
Karma when a Rooster blows up at the Summoner or their attack.
group and places them all in danger.
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Chapter Six - On All Fronts
Trigger - That’s My Opinion: These assistants èè Alchemy Assistance: If his Summoner is an Alche-
are good at serving as an advisor, but cannot tell mist, Khis can give his saliva to them and their Poi-
the future. Gain 1 Karma if following the advice of son potions (pg. 76) deal 3 damage per use (instead of
one’s Celestial Snake actually sets the character 2). This also raises the Difficulty to resist the poison
or their group on the wrong path. by +1. Of course, convincing him to give up his saliva
is the tough part.
Khis (Major Master)
This 40ft-long serpent is heralded as king of snakes by Greater Snakes
many, one of the greatest Celestials summoned during The most powerful of Great Snakes, Natsuki, is one of
the Mercenary Wars, and later by the Recoiling Serpents several enslaved Celestial Animals at the hands of the Izou
during the War of Withered Fang. Unfortunately, the Im- Army. She was called forth to swallow whole several Celes-
perials know his form and have called for his destruction, tials summoned by the Lotus Coalition. While she felt a sick
forcing him to cut many of his ties to Earth. He has also sense of pleasure by destroying some of her greatest ene-
lost his former status within the Snake Realms, others mies from the realms, her attention is now turned to her
usurping his position as king. escape and killing the Emperor herself for his insolence.
What Khis needs from a Summoner is power, and the
ability to use said power to help him reclaim his throne.
A test of social prowess comes first, followed by sever-
al orchestrated scenarios for their would-be Summoner Turtles
to survive before ever meeting Khis face-to-face. He has Element: Water
made several pacts with the Recoiling Serpents once more, Skill: Knowledge
seeing these ninja as the perfect tools. He hates to have Celestial Turtles are the keepers of knowledge for ev-
his time wasted, which has led to the death of many of his ery realm, including their own. They have long-reaching
Summoners. memories they use to remind the world of past mistakes in
Health: 26 Psyche: 22 hopes of never repeating them. They can recall seemingly
Attack: 7 Actions: 2 unimportant facts about almost any topic with startling
Defense: 7 Armor: 2 clarity. Lesser Turtles dislike being called for battles, as
Initiative: 13 Damage: +2 their small frame isn’t suited for fights, but some ninja
Dynamic Actions: 3 simply carry them in satchels to keep them nearby.
Suggested Skills (5 dice): Crafts, Deception, Disci- Trigger - Spit it Out: Turtles are slow, not only in
pline, Empathy, Fortitude, Intimidation, Intuition, Knowl- movement but in thought as well. Calling upon a Celestial
edge, Persuasion, Stealth, Survival Turtle in times of need where time is a factor may be less
worth it than the ninja first thought. Gain 1 Karma when
Techniques the slow relaying of information causes trouble in tense
Fortitude (+), Intimidation (+), Persuasion (+), Marks- situations.
man (-); Khis is difficult to harm and has a way of ending
battles before they begin, but is large which makes him an
easy target. Wakana (Major Warrior)
Wakana is a Celestial Turtle who has lived on Earth
since long before the founding of the Izou Empire. She has
Martial Arts watched many civilizations rise and fall in her time resid-
èè Jutsu: Khis knows six jutsu (GM or player choice) ing in the world’s oceans, accumulating all that knowledge
from the Way of Survival, Way of Water or Way of in her mind. Wakana stands at 10ft. tall, and is never one
Great Serpents. to rush her words. She plans to stay on Earth until the day
she dies, having all but completely removed herself from
èè Saliva of the Gods: Khis’s saliva is one of the most
the Turtle Realms.
venomous fluids in the world, which many alchemists
When choosing a Summoner, she looks to the Living
seek on their quests. It can be spit at a target to deal
Chronicle first and foremost. Their penchant for acquir-
4 damage, dissolving any clothing, items or weapons
ing and sharing information is something she cares deeply
the target had. If ingested, the victim suffers twice
for, but any ninja full of wisdom is a candidate. She is a fan
this damage instantly. Twist: If the target has
of riddles, often refusing to be called by her Summoner
used any check with Stealth this Round, they gain
until they answer them.
a +1 bonus to their Dodge roll to avoid the venom.
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Chapter Six - On All Fronts
Health: 7
Attack: 4
Psyche: 11
Actions: 1
Defense: 7 Armor: 3
Demons
Just as good and honorable people go to Heav-
Initiative: 5 Damage: +1
en, those who lead immoral or dishonorable lives go to
Dynamic Actions: 2
one of many hells. These hells lie just below the Earth,
Suggested Skills (5 dice): Crafts, Discipline, Empathy,
thousands of nightmare realms playing host to the souls
Fortitude, Knowledge, Persuade, Survival
of the damned. A person who commits atrocities in life is
sent to a hell appropriate to their actions — a hell for mur-
derers, another for thieves, another for dishonoring their
Techniques family, etc. These souls also look upon the people of Earth,
Fortitude (+), Speed (-); While not incredibly fast, Waka- but feel despair and sometimes rage for their place in hell.
na is very tough if a Battle rears its head. These souls can come back to Earth the way spirits can.
Because they come from hell, they are twisted and warped,
Martial Arts and the resulting creatures are called demons. Legends
èè Jutsu: Wakana knows any three jutsu (GM or player state that demons once walked upon the Earth until they
choice) from the Way of Water, Way of Beasts or Way were forced underground by the Celestial Realms and
of Kept Lore. their land given to humans. Celestial Courts were appoint-
èè Location Sight: Wakana has the power to look back- ed as keepers of the hells, who are supposed to stop souls
wards or forwards in time within a certain location, from slipping back to Earth. Some lucky souls are allowed
but is forbidden to share these secrets for free. Her to come to Earth to redeem themselves and their families
Summoner can spend 2 ki (either type) to ask a ques- through honorable action, however. These demons attempt
tion about the location from any point of the time to help people or to make the world a better place as a form
spectrum that Wakana can answer. Remember that of atonement. Once their task is completed, they return
simply knowing the future can change the future. to their hell to await passage into one of many Celestial
Realms.
èè Tucked In: The Celestial Turtle hides within her Demons take on a physical form when they come to
shell for the Round, doubling her available Armor. Earth, but their appearance is revolting to many, and this
While tucked, she may spend 1 Dynamic Action to is part of their test. To be redeemed, the demon must find
make an Attack and then retreat back into her shell. someone who is on a path of immorality or dishonor and
Turtle Summoners may learn this as Median Jutsu attempt to bring that person to a more honorable way of
(Yin + Fortitude) from the Way of Water. Twist: Ev- life. This can take a great deal of time, but demons do not
ery time she tucks in, this reduces her Initiative -1, begrudge their time away from hell. Sometimes a demon
which could stall her Standard Action. gets too comfortable in their short stay on Earth and at-
tempts to stay forever. These demons either overstay
their time after they have completed their task, or simply
Greater Turtles never attempt to complete it. In these cases, the keepers
The most famous Greater Turtle is the Floating Island of hell, and sometimes Summoners who are friends with
of legend, an entire piece of land with cities and villages residents of Celestial Realms, set out to find and retrieve
on the back of a giant turtle. Any civilization that once the recalcitrant demons.
existed on the Floating Island is thought to be long lost or Some souls have been in hell for so long that they have
at least very well hidden, making explorers dream of the gone insane from the eternal torment. These souls have no
day of catching up with the creature. ability to redeem themselves, and have never been allowed
out of hell. Those who do find a way to Earth are called Oni.
They are different from other demons as they are full of
rage and destruction. The Oni who come to Earth are cun-
ning creatures able to slip past the keepers and push their
way through the barrier that separates the two realms.
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Chapter Six - On All Fronts
Ichikoro (Warrior)
Ichikoro is a demon who gained dishonor in life
by refusing to assist a young woman and her two
children, who later starved to death just outside Ichikoro’s
farm. He didn’t even bother to bury the bodies, but instead
left them for the crows and wolves to eat. As a demon, he
has been given the chance to turn others to a path of hon-
or. Ichikoro seeks out nobles, ninja and those whose honor
matters most, and tries to help guide them through hard
decisions.
Health: 5 Psyche: 10
Attack: 6 Actions: 1
Defense: 7 Armor: 0
Initiative: 7 Damage: +1
Dynamic Actions: 1
Suggested Skills (3 dice): Crafts, Discipline, Fortitude,
Persuade, Stealth
Techniques
Intimidation (+), Persuade (+), Fighting (-); Ichikoro
prefers not to fight, instead talking through things. He
will defend himself if necessary, but is not good at out-
right combat.
Martial Arts
èè Inspire Honor: Ichikoro works to inspire those
around him to do honorable deeds, indeed many find
it hard to perform dishonor in his presence. Ichikoro
chooses a single target who is incapable of perform-
ing dishonorable deeds while within his sensory
range. He must have spoken with his target for at
least five minutes to use Inspire Honor. Twist: Ninja
can ignore Ichikoro’s will if particularly determined.
If they attempt their Action using a specific Skill (De-
ception or Discipline), they can ignore Inspire Honor.
èè Jutsu: Each demon has the ability to use two jutsu of
the Game Master’s choice. They need not spend any
points to activate their powers. Twist: None.
Kaitoori (Master)
Kaitoori is one of the oldest reported demons on Earth.
Allowed out of hell centuries ago to redeem herself as a
thief, she decided she liked Earth too much to return to
hell. Kaitoori never fulfilled her goal in redemption. She
has tried, and by all appearances keeps trying, so her Ce-
lestial keepers have not tried to hunt her down yet. How-
ever, they have their eyes on Kaitoori, waiting for her to
make one misstep so they can return her to hell. She is
cunning though, and always finds someone to
attempt to redeem, but also finds loopholes and
tricks to prevent her subject from succeeding.
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Chapter Six - On All Fronts
Stories of accepting deals or help from Kaitoori always Techniques
lead to the downfall of the person she tries to help. Empathy (+), Persuade (+), Stealth (-); Oka-baku
Health: 10 Psyche: 10 work together in all things. They try their hard-
Attack: 8 Actions: 1 est to bring comfort to others. They only fight if
Defense: 10 Armor: 1 forced, but have exceptional group tactics.
Initiative: 9 Damage: +2
Dynamic Actions: 1 Martial Arts
Suggested Skills (4 dice): Empathy, Knowledge, Intim- èè Dreamwalk: Oka-baku can guide the dreams of their
idation, Persuade, Speed, Stealth target. Each one selects a single aspect of the dream
they wish to change, though each can affect the same
Techniques emotion. Each rolls a Moderate (2) Empathy + Percep-
Persuade (+), Stealth (+), Might (-); Kaitoori is a trick- tion check to influence that aspect of the dream. Dream
ster. She makes convoluted deals with people that are al- aspects reflect strong emotions — anger, fear, love,
most impossible to succeed at. She makes promises of as- hate, passion — and each member of Oka-baku can ei-
sistance, but this invariably comes at the demon’s leisure, ther strengthen or decrease their aspect of the dream.
and often not when the recipient needs it. Dreams devoid of emotion dissipate leaving a sleeper
fully rested with dreamless sleep. A dream with a sin-
Martial Arts gle heightened emotion leaves the dreamer rested, but
èè Jutsu: Same as above. focused on that emotion the next day. A dream with
conflicting emotions leaves the dreamer exhausted
èè Sabotage: Kaitoori makes deals with the intent to and at a -1 penalty to all actions until they get a good
have them broken at a later date and gains power night’s rest. Twist: A ninja can steel their mind against
over someone who’s made a deal with her. Whenever Oka-baku by meditation using a specific Skill (Fortitude
that person attempts to perform an important action or Knowledge). If the ninja meditates before sleeping,
pertaining to the deal, she can inflict a -2 penalty on they are immune to Oka-baku’s attempts to influence
their roll. Kaitoori must be able to perceive the per- their dreams.
son to affect them in this way. Twist: A ninja is wise
in the ways of tricky deals. If the ninja is using a spe- èè Jutsu: Same as above.
cific Skill (Knowledge or Fortitude) while perform- èè Teamwork: Oka-baku work best as a team. Whenever
ing their action, Kaitoori is unable to use Sabotage Oka-baku are all focused on the same target either in
on them. physical or social combat, they each gain a +3 bonus to
their attack. Twist: A ninja who uses (Intuition or Empa-
thy) can discern the small motions Oka-baku use to co-
Oka-baku (Squad) ordinate with each other and use it to their advantage.
Oka-baku is a group of four demons who died together They gain a +2 bonus to attack the Oka-baku.
and have returned to Earth. These four boys tormented
Oni
their younger sister by telling her scary stories during the
day, then waking her at night with frightening sounds and
characters from their stories. She grew so terrified of her
own nightmares, she refused to sleep, and eventually died Legends and stories of Oni describe them as impish de-
of fright. The boys swore to never tell their parents what mons who come in the night to steal children. People use
they did and lived the rest of their lives with this sin on them as boogeymen to teach lessons to children or make
their souls. They have been let out of hell to redeem them- sure they behave, but they are very much real. Oni invari-
selves by removing the nightmares of others. ably wreak destruction and death wherever they go. The
Health: 20 Psyche: 15 few documented sightings involve the deaths of hundreds
Attack: 7 Actions: 1 of people and the destruction of entire villages. Some
Defense: 8 Armor: 0 warriors seek out Oni, hoping to earn honor and fame by
Initiative: 8 Damage: +1 slaying these terrible demons. They rarely succeed unless
Dynamic Actions: 1 accompanied by an army.
Suggested Skills (4 dice): Empathy, Fighting, Knowl- Oni appear as giant humanoid creatures made up of a
edge, Perception, Persuade substance indicative of the crimes they committed in life
and therefore the hell they come from. A murder-
er appears as an Oni covered in thick dark blood
and someone who has dishonored their family ap-
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Chapter Six - On All Fronts
pears with a dark grey cloud surrounding them. the body they wish to enter. Each night they roll
Each has some kind of deformity or malforma- Discipline + Holistics against the victim’s Discipline
tion — bulging eyes, large noses, ragged ears, and + Fortitude with a cumulative +1 bonus for each pre-
elongated limbs and fingers or sharpened teeth — vious night the Oni’s roll won. If the Akogoru ever
that make them unique. They are insane beings who have gains fewer successes than the victim, it has failed
been tortured for ages in hell. and cannot try with the same individual again. Once
the Oni has netted a total of 10 successes over consec-
utive nights, the victim’s soul is scoured from their
Akogoru (Master) body and the Oni can enter it. The Oni can only enter
This demon is still relatively young compared to other the body when the sun is down, but can control the
inhabitants of hell. The Oni is still old and powerful, but body as though it were their own. The victim is dead,
died within living memory. They have living descendants and nothing the Oni does can stop the body’s decay,
whom they seek out. Spiritual scholars speculate the de- which eventually becomes visibly rotten within a
mons wish to reunite with their loved ones and hopefully week.Twist: If a ninja recognizes they are the target
regain some semblance of life, but their horrific appear- of an Akoguro, they can attempt to fortify their body
ance only incites fear, which drives them mad. The truth each night against Possess Descendant by using a
of the Oni’s motives is lost, as no one has the time or abil- specific Skill (Empathy or Perception). Additionally,
ity to ask them what they truly want. Usually, by the time a ninja can attempt to reverse the effects of the pow-
anyone with any kind of experience with the beings are er in another individual by rolling the specific Skill
involved, the demon is already on a destructive rampage. while meditating with the person. Doing so removes
Health: 20 Psyche: 15 all bonuses the Oni may have gained and gives the
Attack: 12 Actions: 3 victim a +2 bonus to their resistance roll that night.
Defense: 12 Armor: 0
Initiative: 11 Damage: +2
Dynamic Actions: 3 Fukotchi (Grand Master)
Suggested Skills (5 dice): Discipline, Holistics, Intimi- This Oni is a demon out of legend, stalking the night and
dation, Might, Perception, Speed leaving no trace of its victims. Fukotchi resembles a large
bloated woman with black hair that hangs in ropes around
Techniques its face. She is surrounded by an inky darkness that swirls
Fortitude (+), Discipline (+), Fighting (-); Akogoru are a around her as she moves. Some claim she has no face, but
force to be reckoned with, and fight with a terrible feroc- the reality is that her mouth is so large and wide that the
ity. They do not fight like trained warriors, though their sharp jagged teeth obscure the rest of her face. Accounts
prowess more than makes up for their inadequacies. of the demon stretch far back, to when the Empire was still
fresh and new. In life, she killed her own children and then
Martial Arts in horrible shame killed herself. Now she seems intent on
èè Corrupted Jutsu: Oni are capable of using jutsu punishing recalcitrant children, or those who house and
in a corrupted form. They each gain three jutsu of protect orphans. Few catch more than a glimpse of this si-
the GM’s choice. They need not spend any points lent killer as she stalks the night, and those who do rarely
to activate their powers. Depending on the jutsu, live to tell tales.
their use has obvious corruptive traits. An Oni us- Health: 60 Psyche: 45
ing Fire-Breather (pg. 107) may release deep purple Attack: 13 Actions: 4
flames, or one using Regrowth (pg. 111) may sum- Defense: 13 Armor: 0
mon forth trees that are dead and decaying instead Initiative: 13 Damage: +3
of a living forest.Twist: None. Dynamic Actions: 4
èè Possess Descendant: Akoguro seek out their de- Suggested Skills (8 dice): Discipline, Intimidation,
scendants in an attempt to inhabit their bodies and Might, Stealth, Speed
regain life. The results are often horrifying as the Oni
are incapable of truly restoring themselves to life. Techniques
The process takes time as the Oni slowly destroys the Discipline (+), Stealth (+), Speed (+), Might (-); Fukotchi
soul of their descendant and attempts to take over moves with the darkness of night. She is a master of stealth
the body. The Oni must spend an entire night and is faster than most other Oni. She prefers sneaking up
(usually while the victim is sleeping) sitting in on her victims and taking them silently, avoiding an out-
right fight if possible. If forced into a fight, she unleashes
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Chapter Six - On All Fronts
Low Medium High Adept Unearthly
Attack: 3 to 5 dice 6 to 7 dice 8 to 10 dice 11 to 12 dice 13 to 15 dice
Defense: 3 to 5 dice 6 to 7 dice 8 to 10 dice 11 to 12 dice 13 to 15 dice
Initiative: 3 4 to 6 7 to 9 10 to 12 13 to 15
Dynamic 1 2 3 4 5
Actions:
Actions: 1 1 2 3 3
Suggested 2 dice 3 dice 4 dice 5 dice 6 dice
Skills:
Health: 5 (15) 7 (21) 9 (27) 11 (33) 13 (39)
Psyche: 5 (15) 7 (21) 9 (27) 11 (33) 13 (39)
181
Noriko kneeled at the northernmost shrine, situated in front of the red banner, like
the man at the market instructed. Located in a plain building, the room held numer-
ous shrines. People from area villages traveled miles to renew their resolve and make
offerings to the Empire here. In hope, perhaps, it would relieve the daily struggle of
surviving.
Noriko plucked a stick of incense from her bag. She held the stick with both
hands above her head and mouthed some words. Her shopping list, actually. To any-
one watching, Noriko hoped she appeared to be a devoted citizen of the Empire. She
wasn’t even sure this dangerous act would work, but Noriko had no choice. The Empire
conscripted everything in her shop, everything her family had. They would starve with-
out their store, and no matter the risk, Noriko wouldn’t let that happen.
She bowed low to the floor with the incense cradled in her hands. The unpretentious
shrine represented the elements. A lit candle, a plant, a clay bowl of water, a broken
knife and a small wooden whistle sat haphazardly on the rough surface: fire, earth,
water, metal and wood; it was a fitting place to seek solace.
“Ancestors, I beg of you to hear me and aid me,” Noriko said, careful not to disturb
the peace of the place. Several others knelt nearby and prayed in reverent silence.
The old man in the market said she only needed to whisper and the ninja would hear
her. There were many spent incense sticks adorning the sand in front of the shrine. How
many of these went answered by the ninja?
“Our whole village is plagued by this war and we have little food. Please help us
find enough food to last the winter. There are many good people who have nothing to
eat and nowhere to go. We need you, Ancestors. Please.”
She touched the incense to the candle on the shrine and watched it ignite. Noriko
brought it to her lips and blew gently until the flame died and the incense began to
smoke. The sweet scent calmed her. She stuck the incense into the sand with the oth-
er requests.
“Did you find some peace, little sister?” An old woman stood beside her, smiling.
“I believe so,” she said. The old woman reminded her of her grandmother. “Thank you.”
“Then I believe your request will be heard and answered. The answers come to
those who have found peace.”
The woman patted her on the shoulder and walked away. Noriko picked up her bag
and took a last look at the suffering faces around her. So much pain. Families torn
apart and the land ravaged by battle. Noriko lived it all, but now she had something
she didn’t have before.
Hope.
Chapter Seven
Life in the Empire
The Testament of Glory: The Line of the Izou ju demon summoned from the sky. It is said each Emperor
Emperors and their Great Deeds is destined to be at the center of at least one major event
that would define their reign, but no Emperor has ever
“From the simplest means he came, been as troubled or as notorious as the current Emperor,
A man blessed of wisdom and virtue Izou Mamoru.
To raise up the just sword in just cause
To avenge his family’s name and honor
He brought knowledge from darkness Scourge of the Ninja
And was granted dominion on land and sea Emperor Mamoru was born under an auspicious sign in
Through blood, the land became whole 691 IE. His mother, Empress Mamoko, was leading the Em-
And the land knew peace, unity and greatness pire through one of its worst insurrections in centuries.
His benevolence shines upon us still in his most holy son An underpaid and demoralized Imperial garrison was all
And may he protect us through dark and troubled times. that stood in the path of rebels from the Northern prov-
Praise to the nation that bears its father’s name! inces, and Mamoko, who was already nine months preg-
Praise Izou! nant, took control of the army after catching her general
conspiring against her.
This oath, spoken by a priest before each assembly of Though her son was about to be born, she personally
nobles, as well as by drill sergeants as their soldiers train led a cavalry charge that broke the rebels’ ranks, riding in
for the Imperial Army, tells the story of Izou Zurui, the a modified chariot with two loyal generals at her side. Af-
first Emperor and founder of a dynasty that would create ter breaking through the frontlines it is said the sun part-
one of the most powerful nations in the world. The story of ed the heavens, and light fell upon her. It was then she
Zurui is one of loss, of vengeance and of glory. Every child knew she had to give birth, and her soldiers formed a pro-
knows of Zurui’s sacrifice to build a nation that has stood tective wall around her to shield the mother and her son.
for nearly 765 years. According to legend, one of the last great golden Celes-
Knowing the history of the Izou family is important, as tial Lions appeared at the edge of the battlefield, roaring
Izou Mamoru’s legends began with the glory of his ances- ferociously into the air before retreating into the forest
tors, after all. Since Zurui there have been many powerful once more. Soon the roars were replaced with the cries
Emperors. Izou Junshinichi added the Land of Five Blades of an infant, and the Empress welcomed her son Mamoru
and the Land of Seed and Blossom to the Empire during into the world before breathing her final breath.
the Expansion Wars, and Emperor Akono led the battle Loyal soldiers took the child to his father, a weak
against the Matamoto Invasion, an epic siege against a Rai- but kind-hearted man, who vowed to raise his son
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body of the beast around him and all the books and scrolls
torn to pieces. The Emperor surveyed the room and said,
The Trials of War
The Ninja Crusade is not summed up by how many bat-
“I now understand the lesson it meant to teach me.” tles are fought or the places where they took place, but
rather by the significance of these battles. The conflict
The Ninja Crusade began in 752 IE to purge the Empire of the corrupt and
traitorous clans who manipulate people from the shadows
Of all the great works and deeds that Izou Mamoru will and commit crimes against man and the Celestials. The
be remembered for, perhaps the greatest will be the loss Emperor has not spared mercy for ninja and their fami-
of his family and the beginning of the persecution of nin- lies who believe they are above the law. He sees the Ninja
ja throughout his Empire. Though his Empire would not Crusade as not just a battle between the Empire and ninja,
have been founded if not for their teachings, his wrath and but rather as a necessary battle to save his Empire from
thirst for vengeance for the death of his heirs at the hands superstition and tyranny.
of ninja sparked the Ninja Crusade. To this end, he has commissioned numerous plays and
When the Emperor’s heir, Yasou, was training outside stories to be spread throughout the Empire to portray the
in the woods one day in 737 IE, he became involved in ninja as criminals who threaten to steal away children
a conflict between two rival clans and was killed in the and murder parents. The reclusive nature of the clans has
crossfire. Mamoru’s sorrow was great, and he declared worked in his favor, and many villages that once offered
laws to crack down upon the open demonstration of ki sanctuary to the ninja now report them to the Emperor’s
manipulation in the Empire designed to hurt the ninjas’ soldiers and chase the clans from their territories.
cultural heritage and hopefully save other families from a
similar fate. He and his beloved wife, Hana, still had their
love and two remaining children who could continue their
line. When his wife was slain and daughter, Megumi, poi-
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Danketsu The Emperor Lives
The clans celebrated for days as the news of the Emper-
and the Emperor or’s death spread throughout the Empire. General Kano
For three years, the ninja were forced on the run from declared a state of emergency, but news of the Emperor’s
the Empire’s forces, and hundreds died. The Emperor had death was never disseminated to the Empire. In fact, re-
numerous advantages over the ninja, and the clans strug- ports of the Emperor’s increasing health and vigor were
gled to survive. They soon began to unify, and the Lotus instead the headline. This was an obvious and pitiful ploy
Coalition was able to aid them in their survival. Despite by the Imperial Army to hide the truth and save face. The
the alliance being new and relatively untested, the nin- ninja, believing victory to be imminent, gathered their al-
ja were desperate and needed only a moment to solidify lies for a raid upon General Kano’s encampment in early
their positions. 759 IE, while the winter snow still fell.
The Emperor’s forces soon overreached. Despite the The Lotus Coalition’s hopes were sundered when the
army’s early advantage, the clans were able to plan a uni- Emperor appeared on the field of battle at the head of
fied siege on Daiwa believed to be the last assault needed his army once more. He seemed strong and healthy and
to end the Ninja Crusade. It would perhaps be their last moved through the battlefield like a scythe, cutting down
chance to eliminate the driving force behind the war — several ninja with each stroke of his sword. Forced to fall
Emperor Mamoru. Sensing the Emperor had withdrawn back, the Lotus Coalition retreated back to their hidden
most of his forces away from the capitol, the Lotus Coali- city. Due to the strange nature of the Emperor’s new abil-
tion sent a strike force of one hundred ninja to assassinate ities, rumors abound of what truly happened to him and
the Emperor in the summer of 757 IE. whether Danketsu actually killed him or was a liar.
The Emperor’s palace seemed defenseless at first, with
the few guards being eliminated quickly. As the ninja, who
were all hand-selected as the most dangerous warriors the The Summoner Skirmishes
Lotus Coalition had to offer, made their way through the Unlike the wars to unite the Empire under one rule,
halls, they discovered the Emperor was not defenseless af- this war exists not just on the battlefield but also in the
ter all. The Golden Lions, paired with several Silver Blades streets, in homes and in the shadows. Conflict can break
and Executioners were ready and waiting for the ninja to out anywhere, and the intensity of the conflicts can devas-
strike. tate the areas that both sides claim to protect.
The palace halls echoed with the sounds of combat, as In the Bridge to Battle Province, fighting between the
the deadliest men and women in the Empire fought what Lotus Coalition and the Empire reached a bloody stale-
they believed to be the war’s last conflict. Though outnum- mate, where despite the tenacity and bravery of the ninja
bered, the ninja fought valiantly until only one of their clans in the region they were unable to drive out the ninth
number remained; a Ronin by the name of Danketsu. He Imperial Legion. Known as the Emperor’s Shields, they
had managed to slip away from the fighting and make his had become entrenched and fortified several towns with
way into the throne room, where the Emperor was waiting cannons and rifle units. The local Lotus Coalition cell, the
for him. Danketsu knew the Emperor was a formidable op- Divine Wave, was desperate and had become more vicious
ponent, and though no one knows the words they shared and ruthless in their conflict. They struck at officers and
in that room, the two soon fought each other. The result generals among the ninth, which led to the demoraliza-
of their duel has become a mixture of legend and rumor. tion of their soldiers. The Izou army began to lose their
Danketsu somehow managed to escape the palace, ground, and the Emperor could not have that.
where he made his way to one of the largest of the Lotus Believing that new methods were needed to break the
Coalition camps. His sword was broken and stained with ninja’s spirits, the Emperor decided to use more radical
blood, but his wounds were too severe for even the best means to drive them out. In 762 IE, a talented Summoner
healing the ninja had to offer. As he lay dying, he managed in the Golden Lions summoned a Greater Celestial Animal
to share his last words surrounded by the clans he fought who had previously served one of his ancestors and bid it
to save: “The Emperor is dead by my hand, and soon I shall to wage war once again in his Empire’s name. The barri-
see him in the afterlife.” ers between the spirit world and the real world were said
In thanks for his sacrifice, the Lotus Coalition named to give way at the slightest request, as the animal they
their first permanent hidden village in his honor. Dank- summoned was ready to battle with a spirit blade in hand.
etsu became a place where it was increasingly ok to be a Mists of blood and the sound of inhuman roars heralded
Ronin ninja as well, which had been unheard of the arrival of Vakhesh the Fire Ape, a massive Celestial
previously. Ape whose fists were made of molten metal, and a pair of
iron horns emerged from its head.
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Vakhesh was not just a creature for terrifying
opponents, but a brilliant commander. Using him-
self as a distraction, he ordered the ninth to strike
the Lotus Coalition’s bases while he fought their
champions. Vakhesh was brutal, and slaughtered many in
his wake. His methods were destructive, and fields burnt
in the creature’s wake.
The Divine Wave, realizing they needed assistance in
facing such an opponent, decided to summon their own
spirit to fight the beast. As they made an appeal to the Ce-
lestial realms for a protector, a nearby well exploded with
mystical energy and Tetsuo the Aggressor appeared once
more into the world. Tetsuo was a towering Celestial Bear,
whose love of battle meant there was no need to tell him
where to attack.
Destroying Vakhesh was no easy feat, and the surround-
ing countryside was devastated as a towering monstrosity
of living flame and a reckless bear warrior seeking only the
next fight battled alongside an ongoing war. Some believe
the fury of their conflict drove the two Celestial Animals,
giving them greater power as they dueled each other. It was
only when Tsuki Misako, who sought to end the madness of
the conflict, sacrificed herself to channel her ki and destroy
Vakhesh on this plane that the conflict was brought to an
end and fighting died down. Tetsuo disappeared after the
conflict, roaming the countryside and challenging those he
finds worthy to duels in order to test his strength.
In a three-month period, five towns were burnt to the
ground and almost all crops in the Bridge to Battle and
neighboring provinces were reduced to ash. An Emperor
had not ordered the summoning of a Celestial Animal for
war since the War of Withered Fangs, which struck fear
into the hearts of the ninja. A time of the Ninja Crusade
called the Summoner Skirmishes began, as the Emperor
began calling Celestial after Celestial to do his bidding,
from fire ape to poison scorpions to mountain-sized pan-
thers. Those in the affected provinces saw black chains
binding the animals; leading many to believe they did not
willingly fight for the Emperor.
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Chapter Seven - Life in the Empire
spring, waves of mosquitos and swamp flies trav-
eling north from the Triumph Province devastat-
ed the people, and diseases not seen for centuries
spread like wildfire. Even Danketsu was not im-
What Happened to
mune, and the greatest healers of the clans struggled to
heal ninja afflicted by sickness. The forces of the Lotus Co-
Emperor Mamoru?
No one knows for sure what happened to the
alition were hard pressed to support their own clans while
Emperor. To the citizens of the Empire, they
trying to help the beleaguered peasants of the Empire.
never lost him. He’s given speeches and walked
Many believed the unstopping rains were a sign of Heav-
the streets of the capitol like always and seems
en’s displeasure with the rampant use of Celestial Animals
as real as anyone. He shows no signs of injury or
in the war. This sentiment, combined with the complete
infirmity because of his age, instead many of-
drain on the Empire’s resources to help against the flood-
ten speak of seeing him joking with merchants,
ing, spelled an end of Celestial Animals for warfare.
praying with priests and blessing the sick and
As the plague of famine threatened to starve the Em-
young at his palace once a month.
pire, the ninja suspected something else to be the true
As for what truly happened, there are many sto-
cause, soon uncovering signs of a cult taking advantage of
ries told far away from the ears of Imperial agents.
the war, suffering and turmoil to power a forbidden ritual.
èè The Emperor was saved due to a pact with
They had summoned an Oni to serve their cult, and it had
an ancient entity, and the Empire now
grown fat off the suffering the floods caused.
serves its will.
In one of the rare cases of cooperation among the Lotus
Coalition and the Empire, a team of ninja and Golden Lions èè Danketsu was a known liar, and he fled
worked together to bring down the demon. It was rumored the field of battle instead of dying with his
the leader of the Golden Lions betrayed her men and joined friends.
her lover in the Lotus Coalition soon afterwards, but this èè Danketsu killed a servant wearing the Em-
may be a rumor spread by the Lotus Coalition. peror’s robe, while the Emperor stayed
The floods continued for an entire year, the citizens safely away from battle.
almost never seeing the beloved sun until the following
spring of 765 IE. Whether it was truly the demon who èè The Emperor has mastered a new jutsu to
caused the weather or not, few can say. What is known is make himself beyond death’s reach.
that the Empire has taken time to rebuild itself after the
devastation brought first by Summoners and then again
by the floods. The ninja have done their best to help the
people recover, but the Empire seems more focused on and degenerate, but family is still family. These desperate
rebuilding what will aid them in hunting down the clans, times have made family even more important than ever.
rather than what will aid its people. A family who has lost their house in a flood most likely
goes to the home of their closest relative who would never
turn them away, because of their family bond. However,
A World at War it does mean families are more insular than ever. People
are highly unlikely to trust those outside of their circle of
Historians often glorify the deeds of the heroes and
relatives. Paranoia about outsiders is rampant.
villains on the battlefield, overlooking one small detail…
Paranoia may exist within one’s family as well, since
the war’s effect on the common folk. Forgetting about
ninja are under constant persecution. Knowing a family
commoners is how the war has cascaded into such utter
member to be a ninja is holding a secret that can change
destruction, especially after both sides have suffered such
everyone’s lives forever. Turning them in seems like an
terrible conditions. Still, the average, everyday citizen has
easy choice, leaving the rest of the family to their lives,
their own lives they must contend with as well.
but yet the shame cast upon such an action, on a family
that would turn on one of their own so easily, is haunting.
Family
In the Izou Empire, family is everything. It is a child’s Class
duty to honor one’s father and mother, and it is the parents’
For centuries, the society of the Izou Empire was one
duty to instruct their children in the ways of the world. At
of rigid castes and classes. Peasants toiled away for the
this time, people are suspicious and mistrusting
nobility and warrior classes, while the nobility provid-
of one another. War has made people desperate
ed protection for the peasants. Merchants traded. Arti-
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Chapter Seven - Life in the Empire
Artisans
Artisans were the hardest hit by the war. Be-
Geisha fore the advent of the Ninja Crusade, artisans cre-
Geisha are highly skilled entertainers who ated tools, artwork and even brilliant calligraphy.
excel at music, games, poetry and conversa- The war has sadly ruined the land’s economy nowadays,
tion; they are not concubines or prostitutes as meaning few can afford the work of craftsmen and fewer
the crude and uncivilized would like to think. still are inspired enough to invest in works of beauty. Only
Seen by many as living works of art, they are the most elite Artisans can still find work. Most have fallen
therefore treated with delicacy. As elite enter- to become commoners – turning to simple farming or fish-
tainers, geisha find themselves with plenty of ing to feed themselves. Others have simply become her-
work. The demand by the rich for distractions mits, practicing their arts by themselves in hidden places.
from the war has increased. With access to so The only type of Artisan relatively untouched by the war
many noble houses, the geisha often act as spies is the geisha.
and messengers between the noble clans.
Geisha find themselves in the unique posi- Merchants
tion as one of the few occupations who regular- Those who trade or sell goods belong to the merchant
ly interact with Silver Blades and Golden Lions. class, though this category fits a wide swath of people. Ev-
Being an elite warrior for the Emperor takes its eryone from a simple shopkeeper to a merchant prince
toll and when it is time to rest, these dedicat- who controls hundreds of traders would be considered
ed Imperials often find comfort by conversing part of the merchant class.
and spending time with geisha. This means that Currently, there is a keen division between the mer-
a canny geisha can wield tremendous power chants of the Izou Empire, since some stay in business by
through subtle manipulations during such con- selling their goods directly to the Emperor and his ser-
versations. vants. Those who don’t sell to Imperials often find them-
selves fighting over customers in the larger cities, where
most merchants concentrate their efforts. The leftovers
simply fall to the wayside, losing everything they may
have built because of their inability to adapt.
sans crafted. The devastation of the long war, however,
has led to a fraying and unraveling of society’s fabric. In Warriors
some provinces, rich nobles have been reduced to peas- The warrior class is a step below nobles. Warriors serve
ants after losing everything in battle, flood or pestilence. the nobles directly, forming the ranks of their lieutenants
Wealthy merchants have lost their fortunes in the flames and sometimes forming small, specialized bands. To be
of conflict. Some have also risen in society by joining the clear, a warrior is not a simple palace guard or rank-and-
Emperor’s army and joining the fighter class, while others file soldier. Warriors are born, by family, into their role
increased their lot by joining one of the many criminal so- and taught at a young age how to fight. The Ninja Crusade
cieties in the Izou Empire. has devastated many warrior families, but there are many
For most, the class system still remains the norm. The throughout the land recently elevated to their status by a
idea of the separate classes within the Empire is tied to its wave of the Emperor’s hand in order to secure more loyal
dominant religions, so this aspect of life is not going away troops.
any time soon. However now, there are some who see new
opportunities, in addition to others who have learned that Nobles
nothing is guaranteed to them in this life. The nobles form the highest class in the Izou Empire
and can be anything from the head of a city to the daimyo
Commoners of an entire province. The cutthroat nature of the Imperial
The Commoner includes the everyday people of the Em- Court means nobles must be cunning, clever and political.
pire. These are the farmers, the fishermen, the barmaids Those who do not possess such guile simply do not survive.
and apprentices. The vast majority of people in the realm The war has thrown everything into chaos, making the no-
come from this class and they have suffered the most from ble court deadlier than ever. Numerous families were put
the lengthy war. to the sword by the Emperor’s command or banished to
undesirable provinces upon suspicion of allying with the
ninja. Ironically, almost every noble house or clan
has some ties to the ninja. No noble family could
defend itself from its rivals without them.
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Chapter Seven - Life in the Empire
All nobles at least pretend to pay obeisance to the Im-
perial Throne. A small number of these families naively
Faith and Religion
support the Emperor as the savior of the realm. Others are The Izou Empire is far from a nation with a
sycophantic to the Imperial Court, quailing in fear of the unified faith or system of religion. Most citizens
sword and fire. Yet other noble houses secretly despise the believe in a system of reincarnation linked to the idea of
Emperor and his tyrannical rule. These families are only dharma. One’s life and position is a direct result of how
waiting for the right opportunity in which to aid the over- they conducted themselves in a previous life. As one goes
throw of their despotic master. about in their daily life, one’s deeds determine the next
life they will be reborn into. Thus, the concept of class has
Criminals been ingrained into the Izou Empire for centuries. Few try
A new class has risen from the flames of war in the Em- to actively improve their lives or better their class…until
pire – that of the criminal. Criminals have risen to prom- recently.
inence because a war-torn land is one that provides little The upending of the faith in the karmic system has led
security. If a farmer wants protection from raiders, she many to turn to the worship of Oni, demons and spirits
must often look beyond the aid of ninja or Izou solider to as well. The latter is universally practiced, with several
get it. Sadly, the price most commoners pay for said pro- household shrines for veneration of one’s ancestors, but
tection is often too high. Many are the lowborn family who isn’t really considered an official religion. Respect for one’s
has had to give up a child to the nearby crime family to be ancestors is just expected. Worshippers in other sub-faiths
molded into an enforcer, smuggler or prostitute. turn to fearsome supernatural forces out of desperation.
Criminals in this era organize themselves into families This means that the Izou Empire is a more superstitious,
called guilds, a system cribbed directly from the system more primal and more fearful environment than ever.
of nobility in the land. Guild leaders are determined by
seniority and are referred to as Great Mother or Great Fa-
ther. The criminals in any city may or may not be truly The Ten
blood related, but it matters not. When one is adopted into
a criminal family, they are considered to be blood, and Izou Provinces
that distinction lasts forever.
Reliance on guilds has grown to obscene levels in the pre-
vious years as the common folk look at both the army and The Middle Province
ninja with disdain. Their conflict has cost regular people too The Middle Province is not only named for its central
much for them to pass over an alternative helpful presence, location, but its place in the minds of the Empire’s citi-
despite the high price it holds. Several villages have been zens. There are numerous villages and cities all around
bought and sold by this new criminal class, with the protec- this land, making it the most urban of the provinces. The
tors keeping ninja and soldiers at bay equally well, as many of dusty roads and streets are filled with traffic, all watched
their numbers are Ronin and former soldiers. carefully by the Imperial Guard. The Emperor’s eye is
watchful here and his banner flies from every street cor-
Untouchables ner, a symbol of his recent resurrection.
The lowest class of people in the empire is the Untouch- While the war was thick in this province, most of the
able. These lowly souls fulfill all the roles other classes see fighting was done by ninja, which means few areas were
as dirty or unworthy of attention, including butchers who devastated or burned. Many within the Emperor’s loyal
must touch filthy animal blood, blacksmiths who work in court were killed in small skirmishes, and the system of
the heat and soot and even gravediggers or corpse collec- nobles and their hierarchy has been largely rearranged.
tors who handle the dead. Their occupations make them Many noble families have fallen into obscurity while new
unclean and undesirable. ones have risen to take their place.
In the wake of the Ninja Crusade, the ranks of the Un-
touchables have swelled. Merchants and farmers who lost Prominent Cities
everything have had to become street sweepers and dung èè Daiwa: The capital of the Izou Empire remains a shin-
collectors. Unrest and discord is rife amongst the Un- ing city, albeit a quiet one. When fighting took place
touchables, who now have to fight each other for employ- here, loyalist noble families fell. The city is dotted
ment. Fueling the conflict is the unyielding rift between with family fortresses that now stand empty, for there
those who have always been of this lowest class and those are no nobles to populate them. The servants and
who have newly joined. Those born into this class tend to guards of those dead palaces have long since
look down upon the newest members of the Untouchables, moved on. The wide avenues see little traffic
the first time they’ve been able to do that in their lives.
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Chapter Seven - Life in the Empire
and a subdued tone hangs in the air. The Shop- èè Nanchou: The South City, once a large fortress created
ping District remains a busy place, where over for war, has long stood as a penitentiary. In the wake
ten different large, tented markets spread their of the Ninja Crusade, the titanic prison-city has now
goods out beneath the shadows of noble towers. doubled in population. There is little Imperial control
A few sites of note are the Children’s Palace, which over the complex. Within its walls are entire factions of
was once an enormous playground for noble children, criminals, exiled warriors and deadly assassins. Many
but is now a forsaken and eerie place, after a massive of the criminal families within these walls are able to
Summoner battle. Today, only the foolish or desper- exert influence on the world outside through the ram-
ate travel there, out of fear of the Oni who are said to pantly corrupt system of guards. Other are simply ninja
haunt the place. The Hall of Heroes memorial stands who were lost to the battle they fought.
prominently in the city’s skyline today as well, but few
visit this site, not wanting to remember the woes of
war. At the heart of all of this lies the sprawling Im- The Silk Belt Province
perial Palace, with its thirty-foot high walls and nu-
The Silk Belt Province is one of the few places relatively
merous banners – all proclaiming the immortality of
untouched by the Ninja Crusade. Sweeping grasslands and
the Emperor.
ancient, shaded forests span across the horizon. As the
èè Heigenchou: This city is the agricultural center for name indicates, the number one export of this province
the entire province. Some time ago, it was used as a is silk and quiet, tiny silk farms dot the land, punctuating
testing ground for explosives and other wartime al- the rolling landscape.
chemies. Those days are now past, and this region is Lying quietly behind the peace of the Silk Belt Prov-
once-again pastoral farmland. Secret caches and lab- ince is one of the largest secret villages for the Strands of
oratories still house hidden Izou gunpowder experi- Fate clan, formed centuries before the Ninja Crusade was a
ments, however. A number of ninja have travelled thought. Their specialized silk worms produce some of the
to this region on hunts for secret weapons, some of most resilient and versatile thread the land has ever seen.
which are decades old. Despite the Izou’s best agents, the Strands’ headquarters
here has never been discovered.
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èè Unmeishi: This is the land’s second largest
port city, mostly used to trade with the Land
The Floating City of Mountains and Valleys. Unlike many other
Fouchou, the Floating City, began as a col- places in the world, this place is busier than
lection of merchant junk boats bound together ever. The war means goods (mostly weapons) are im-
in hopes of evading Imperial oppression. They ported from across the ocean to this city. Both the
roped their boats and began selling their wares Imperial Army and the smaller noble armies are re-
off the coast of Kiwan, hoping that their distance stocked by these imports. There is also a constant in-
from the city would protect them from normal flux of refugees streaming into Unmeishi as well.
merchant laws. Over time, they picked up more
and more boats, turning some into stores and
others becoming large homes, until the collec- Bridge to the World
tion of boats became its own sprawling city of
rope bridges and sails. Today, they travel up Province
and down the western coast of the Izou Empire, One of the richest provinces in the land, the Bridge to
selling their wares as the largest known market- the World Province serves as a major port hub. The major-
place in the world. A shopper can theoretically ity of the Empire’s imports and exports are traded here,
get whatever they want or need there… for the and war has been good for business. The Emperor imports
right price. There is no prejudice against ninja weapons, food and supplies constantly while refugees are
in Fouchou (with no one clan having the ma- steadily streaming out of the ports as well. With so much
jority of influence), so there are often mystical trade, the Bridge to the World is a place where a man or
items or ingredients available as well. Sadly, the woman may increase their station in the world. A simple
moral fiber of the Floating City is often lacking, merchant can become a Merchant Prince or Trader Queen
leading to some boats that pander to slavery overnight, if they play the game correctly.
rings or others that are dedicated drug dens. Amidst all of the trade and business, the Living Chron-
Truly, one may find anything here. icle keeps its most sacred temple here called Shajisei’n, or
the Temple of Scribes. Thousands of preserved bodies lie
here in sacred niches, the chronicles upon their skin con-
served for all time. In times of great need the bodies of the
Prominent Cities
dead who lie here will rise to defend the temple itself.
èè Jikankei: Renowned around the land as the City of
Art, this city has been a refuge for artisans and histo-
rians for generations. Being a city of scholars, Jikan-
Prominent Cities
èè Kiwan: The largest port city in the Land of Izou, Ki-
kei surrendered immediately when the armies arrived
wan (Turtle Bay) is built up around a large canyon that
during the Emperor’s initial rise to power. This an-
opens out into the sea. Ships sail into the canyon and
cient city features over a dozen prominent museums.
dock along the canyon walls. Kiwan City itself is built
Thankfully, its status as a storehouse of knowledge
directly into the rock walls, with elaborate facades to
remains untouched by the war. Ninja travel here of-
each residence or business – all to display the power
ten when seeking hidden knowledge in disciplines of
and status of the owners within. A web of rope bridges
history, magic or even Jutsu.
networks the community together.
èè Tennokiba: Also known as Heaven’s Teeth, Tennokiba
èè Yuukou: Often called the City of Vice, Yuukou (Oil’s
is a city known for its political wheeling and dealings.
Light) earns its name and reputation for the thousands
Today, this city acts as neutral ground for all manner
of lanterns that line its streets – lanterns that remain
of people in power. Nobles, diplomats, criminals and
lit no matter the time of day or night. Just about any
even ninja often use Tennokiba as a meeting place.
pleasure or service one can think of can be bought
The Strands of Fate once had their headquarters here,
here. The Ninja Crusade means the city’s population
but have since moved it as the criminal elements have
has swelled as many seek to escape the turmoil years
subverted much of the power structure of the city.
of bloodshed has caused. The darkest aspect of Yuuk-
The Strands still hold a great deal of sway in this city,
ou is its slave trade. From here, desperate families sell
however.
many a poor soul into bondage. Sometimes, slaves sell
themselves to the market, as a last, desperate
act to aid loved ones.
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Cradle of Life where outlaws, mercenaries and refugees all mingle.
Imperial agents rarely travel there, not seeing it as
Province worth the pains it would take to capture the city. Refu-
gees from both the Land of Exalted Flame and the Land
This highly domesticated province is where most of the of Mountains and Valleys gather here, resulting in a
Izou Empire gets its food. Farming villages, grazing land, vast squatter’s metropolis outside of this city’s borders.
cattle ranches and horse nurseries adorn this province.
Today, much of the Cradle of Life Province lies in devasta- èè Kokyuryu City: The City of the Breathing Dragon is said
tion. To try to cut the Emperor’s food supply, ninja attacks to be the last of the Ancient Dragons thought to be lost. It
salted many of the fields here, making them barren. The is a city of old temples of monasteries, giving it an air of
floods destroyed many of the farms as well. The remaining mystery. During the Ninja Crusade, the Emperor ordered
agricultural land is guarded jealously as the Izou Empire’s this city to be sacked, as it was seen as a sanctuary for
lifeblood, for without this province, the Middle Province ninja. According to local lore, on the night of the raid, a
and many armies would starve. massive dragon appeared in the sky and burned the Em-
The Pack of the Black Moon keeps a small but secret peror’s troops in his fury. Today, ash statues stand about
temple here in the ruins of Souchou, the City of Grass rest- in the streets, twisted in anguish – the supposed remains
ing on Lake Higan, where once brand new crops were creat- of the invading army. The city is said to be haunted now.
ed. Today, the ghost of ninja who died in the floods guards At night, the statues come to life, reliving the dragon bat-
it. These spectral beings float and look as if they are still tle over and over again. Anyone caught up in this spec-
underwater, even though they float through the air. tral combat is in danger of becoming an ash statue like
the rest of the troops here.
Prominent Cities èè Wu Ji Theater: This grand theater draws nobles and
èè Higandou: During the War of Withered Fangs, this pilgrims from all over to view its performances. Those
city was once a strategic launching point for soldiers who journey here walk beneath a series of titanic red
attacking the Southern Lands. Today, it has seen a re- arches, supposedly crafted long ago by giants. The orig-
surgence in this regard, as Imperial soldiers sail from inal stages were destroyed in the floods, but new stages
these shores daily to renew attacks on the rising Re- were erected so the show would continue, a display of
coiling Serpents. Soldiers line the streets, waiting be- the performers’ confidence and power. Plays and music
fore they are mustered into battle. Mercenaries wan- performed here are all overwhelmingly supportive of
der the inns, brothels and gambling halls, hoping to the Emperor, as not to draw too much negative attention
make their business available. from the Imperial army. However, a few satirical come-
dies have crept out, subtly poking fun at the Emperor.
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Arashi Sea. Those who have visited it have said that at was born. This mining city now operates
certain phases of the moon, the place becomes a spir- around the clock to desperately haul metal
it-town where nature spirits, both wicked and benev- from the region. Smelting yards and smith-
olent, take up the ancient tasks of fishing, sailing, and ies constantly ring with noise and glow with
maintaining the town. molten refinements. The constant toil is only punctu-
èè Kafukyuu: The Widow’s Tear has long been consid- ated by the moans from the sick or dying – caused by
ered cursed, ever since a long-past Emperor was as- those who suffer from black lung or one of the many
sassinated within its walls. This settlement was once mining injuries. Barrack upon barrack of soldiers also
known for its illicit delights, catering to the rich by stand here, awaiting to move south.
offering all manner of pleasures on the border of the
Empire, away from the watchful eyes of the author-
ities. Both war and flooding devastated this city. To- Iron Province
day it is a cesspool of criminals, refugees, bandits and Emperor Izou first conquered the Iron Province as a
murderers. Those seeking to escape the law often find flanking maneuver during the War of Withered Fangs.
themselves here. After all, those with too high a price By occupying this land and founding Sensoumon (Gate to
on their heads can always flee into the desert. War), he surrounded the opposing armies in the Triumph
èè Kokudou: Known as the Black Road, this city has been Province and won the war. Today, the Ninja Crusade has
burned down a number of times, due to fire, war and set the land on edge. As the Empire stretches the limits
even the rising of the Great Desert. Each time, it has of its coffers, the populace awaits the day when the Land
returned. The number one import of Kokudou is, inter- of Five Blades will reassert itself and take the land back
estingly, soil. No viable soil exists within miles of this from the Izou. Being ever the combative people, major
city, so its populace imports it by the cartload. Trad- skirmishes between citizens and the Imperial armies have
ers journey here also to collect Kokudou steel, which is already broken out.
only made in this distant settlement. The houses in this The Iron Province is bordered on the west by the Ai-
city are crafted low to the ground with stone rooftops kuchi Mountains, which makes for an impressive skyline.
to protect against frequently occurring sandstorms. The Aikuchi peaks, ancient and weathered, peer up from
The people of the city are likewise low and hard, wear- the west like gangly old men. Seas of mist gather at the
ing their loss and hardship like an armor. base of this forested range, pooling about their ancient
roots. Those who mine in mountains always abide by a se-
ries of rituals, carefully paying homage to the myriad of
Bridge to Battle Province spirits that are said to live here.
The Will of Iron has its most ancient temple in these
This Imperial state is named for its role in the War of mountains, hidden by one-dozen mystical spells that al-
the Withered Fangs. It was a major launching point for low the temple to disappear from one peak to reappear on
Izou soldiers to travel into the Triumph District for war. another instantly to avoid detection. The clan’s influence
This wide land would be achingly beautiful for most, with on this region has seriously waned. It can no longer pre-
its wide beaches, many rivers and shady bamboo forests. vent the open war, which is now spreading in this region.
However, the province is once again caught up in the
throes of war, becoming the center of many of the con- Prominent Cities
flicts between the ninja attacking from the South and the èè Hotaru no Kouji: The city of the Firefly’s Path earned
Imperial army from the north. its name from the magnificent firefly symphonies that
The Virtuous Body Gardeners hold their main hidden gather here in the summer. Ironically, also a city that
village here, hidden within a bamboo forest of “infinite has burned more than once due to attacks from either
depth” if the legends are to be believed about the village’s the Land of Five Blades, the Recoiling Serpents or the
enchantments. The Inks find themselves beleaguered on Izou Imperial Army. Constructed from the ashes of nu-
all sides by open warfare. The Emperor’s armies strike merous battles, brilliant red stone buildings stand high,
back from all angles, but they find themselves in the posi- symbolizing this city’s hope for peace. The brilliant,
tion of fighting several opponents at once. copper-adorned Palace of the Lions stands above all. It
is in the Palace of the Lions where representatives from
Prominent Cities the Land of Seed and Blossom, Land of Five Blades and
èè Heiminmu: Emperor Izou believed “it should be ev- Izou Empire meet to work out peace and trade
ery commoner’s dream for the direct enjoyment of his agreements. For now, the city remains a single
betters.” And thus, Heiminmu, or Commoner’s Dream, point of quiet surrounded by a sea of blood-
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shed, ash and devastation. as are the moans of the wounded and dying.
èè Kitetsuchou: This vast mining area was èè Yanuma: This city is known as Night’s Bog, construct-
named the Shining Metal City for all the iron it ed over the ashes of the port that once stood there.
once produced. The area is honeycombed with numer- Emperor Izou burned the entire city in one night and
ous mines throughout the hills. At one time, it was said constructed a new city upon the bones of the old, a
that a thousand columns of smoke could be seen com- constant reminder of his power. In a twist of irony,
ing from this one region. A large attack from the Land the Recoiling Serpents re-took the town by flooding it,
of Five Blades completely devastated this city, leaving claiming it with water instead of fire. Today, this ram-
it largely abandoned. Ninja miners now operate here shackle, devastated town appears to be nothing more
clandestinely, for this region supplies the Lotus Coali- than a mass of stilted shacks, standing over muddy
tion with most of its metal. water. Yet, it remains a vital strategic point in the
southern aspect of the war.
Triumph Province
The Triumph Province is no stranger to war. It is here Oak Leaf Province
the battle between the Izou Empire and the Slithering Gods This province was given to the Izou Empire when the
reached its pinnacle with the empire winning, hence the Land of Seed and Blossom signed its accords with the Em-
province’s name. Today, it has descended back into the throes peror himself. As its name implies, this region is filled
of war. In this emerald realm, the grass and bamboo grows with towering oaks, whose thick trunks form forests of
high, thick jungle dots the land and its swamps drain the life whispers and shade. As the Izou Empire has faltered, the
from any who enter. Only steaming rice paddies, shining in Land of Seed and Blossom has acted to reassert itself, even
the sun, punctuate the vibrant emerald landscape. reclaiming minor victories and land from this territory.
The Recoiling Serpents clan maintains power in this re- Danketsu has been settled in the Oak Leaf Province, and
gion, in a constant state of reasserting itself by lashing out the majority of the Bamboo Herbalists have made it their
against the Emperor’s forces. They hide themselves in the permanent home. They have implemented enchantments
sprawling swamps that dominate the center of the province. to protect the city, causing intruders to become lost in the
Battles between ninja, Imperials, and even mercenaries from dim forest of mists.
the Land of Five Blades take place on a daily basis in this
province. Prominent Cities
èè Kiheki: This community, known as Wooden Wall, is a
Prominent Cities work of art. The palisades, buildings and bridges are
èè Dainiryoku: This fortress-city was once the Southern all made from oak logs, which are intricately carved.
Capital for the Izou Empire. Today, it is constantly in Built from a specialized wood that will not burn, this
the stages of one siege or another. Trenches and pits city is a hardy fortress. For the past five years, this
surround the massive, spiny fortress, making the land settlement has fallen back under control of the People
around Dainiryoku look like a vision of hell. Every of Seed and Blossom. The entire city has been repur-
month or so, the siege is broken, but another force or posed by their strange culture. The central palace has
army always returns. Some of the Izou army’s greatest become home to over a dozen families. Shops have be-
fighters trained here, even the infamous Golden Lions come chicken coops and animal pens. Still, the world’s
and more recently the Silver Blades. Its proximity to greatest medicine folk congregate here, meaning that
Danketsu is not without notice, and the ninja believe people from all over the world arrive here, seeking
that breaking this city and claiming it for the Lotus their healing or wisdom. It is no secret that many of
Coalition could be the first step in winning the war. the medicine folk here are Bamboo Herbalists, who
èè Koshinchou: Sickle City was named for the numer- are at the center of the medical arts in Kiheki.
ous sickles once found in this trading town. Once a èè Oriki: The City of Broken Trees was one of the first com-
proud trade-center, the warrior-farmers of this set- munities in this region to fall to the Izou. Today, it rep-
tlement used their sickles as both weapons and farm resents the Emperor’s last hold on the province. The
tools. However, years of assault from the War of With- buildings here are cobbled together from rubble and ruin.
ered Fangs has left the fields salted and the buildings Rows and rows of long stakes stand around the patchwork
burned. Today, it is purely a military outpost, where city, giving the place a porcupine look from the outside.
wounded Imperial soldiers go for care or to move
out of the range of battles. Triage here is constant,
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19 7
Chapter Seven - Life in the Empire
The Five Horde Island
Kingdoms If a ninja needs to find the world’s most un-
The Ninja Crusade has left its mark on not only the Izou
savory characters, they head to Horde Island.
Empire and the ninja who live there, but the surround-
It is the known home of criminals from around
ing lands must also deal with the consequences and their
the world and the place to find pirating, slave
choices in the face of being conquered. The choices are
trafficking or mercenary work. If a ninja enters
never black and white, and many lands wonder if they
with even a drop of conscience, they might find
can ever go back to the peace they once enjoyed before
themselves naked and shivering on a secluded
the Ninja Crusade and the Empire’s expansion. Those who
beach.
have lived long enough know the answer to that question:
there is no going back. There is only trying to make the
future a better place than the present.
Crashing Waves decides their alliance with the Empire is
not worth the cost and focuses on the problems at home.
Land of Crashing Waves
Comprised of a large archipelago, the Land of Crashing
Grand Library
In Risutoa, near the place the Island Council meets, the
Waves lies across the Western Ocean and each island has
Grand Library stands. It is the largest collection of written
its own culture and history. Overseeing all the islands is
works and preserved bodies in the world. The Library con-
the Island Council located in Risutoa, the unofficial capital
tains everything from ancient court rulings to philosophy,
of the Land of Crashing Waves. The islands elect represen-
science, literature, humor and everything in between.
tatives to the council, who vote on propositions for the
The Library that stands now is not the first Grand Li-
improvement of all who live there.
brary. Many years ago, a great flood destroyed the old li-
The Land of Crashing Waves was not always so demo-
brary and many of the scrolls inside. The Council made
cratic. Wars lasting centuries between the islands were a
way for the Living Chronicle to form in an effort to pre-
normal occurrence until the fateful explosion that created
serve the knowledge of the islands. Their order rebuilt the
Lake Kansou started the Living Chronicle tradition, and
library and used their bodies to preserve history and cul-
led to the founding of the Council. Even today, old hab-
ture instead of fragile parchment. The few scrolls that sur-
its die hard, and tensions rule in the political sphere as
vived the flood were copied onto a Living Chronicle ninja
representatives, advisors and assistants all have their own
and curated as precious artifacts.
agendas. Deception and manipulation are the rule of sur-
In recent years, chronicles of the Ninja Crusade have
viving politics there.
found their way into the Library’s catalogue. Tales of her-
The Izou Empire tried many times in the long past to
oism and cowardice are written on Living Chronicle ninja
conquer the islands, but the fiery residents backed by a
and preserved, especially the tale of the returned Emper-
superior navy and numerous pirate vessels, stopped them.
or. The Living Chronicle are eager to hear the end of that
The kingdoms were eventually able to join in an alliance
story and place it in their collection.
and the Land of Crashing Waves still provides soldiers
and ships to defend the Empire during the Ninja Crusade,
though their resources and patience are growing thin. As
the war drags on, the Island Council is less willing to sink
Land of Exalted Flames
their own people and ships for the sake of the Empire’s To the east of the Izou Empire is the mysterious Land of
foolhardy efforts. Exalted Flame. Their elders indoctrinate them from birth
Pirates turned privateers at the beginning of the Ninja into The Way, the teachings of the great Kasai, a peace-
Crusade are raiding the coast in larger numbers and are maker and philosopher from millennia ago. These teach-
less likely to turn in the bounty to their bosses. Since their ings include reverence for one’s elders and ancestors and
alliance with the Empire protected them from the major- the following of sacred texts that forbid harm to another.
ity of aggressors, the islands’ main conflicts were most- They are highly religious, passionately pacifist and believe
ly among themselves. At the start of the Ninja Crusade, in being members of a community over individualism,
these were minor: lobbying, takeovers and bribery, which frequently forgoing personal desires for the good of the
the leadership handled easily. As resources continue to land. Customs such as arranged marriages are the norm,
dwindle, these conflicts are becoming a violent and dancing, creativity and free will are replaced with The
problem that occupies the Council’s discussions. Way. Their leaders are those who have obtained a perfect
It may be only a matter of time before the Land of state of being and make all the decisions for the Land of
Exalted Flame. They reside in the capital of Seishin.
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When the Izou Empire sought expansion, they
believed the pacifist Land of Exalted Flame would
be an easy conquest. At first, they were right. The
Empire slaughtered hundreds of thousands of Ex-
alted warrior-monks, leaving the nation only one chance
to survive. The most powerful ninja in the Land of Exalt-
ed Flame worked together to scorch hundreds of miles
of land between them and the Izou Empire. They burned
hundreds of war parties and even some of their own set-
tlements in the process. This destroyed land is known as
the Great Desert, or the Desert of Black Sand. It is too bar-
ren to live on, and too hot to cross without certain death.
When the Empire attempted to attack them by ship,
the ninja created a massive hurricane that still swirls and
rages to this day, giving the body of water its name: The
Arashi Sea. The animosity between the kingdoms solidi-
fied; the Land of Exalted Flame are the only nation to re-
fuse aid to the Empire, and as the war drags on the Exalted
Flame feel this was a wise decision. No one has seen much
of the Exalted Flame in recent years. Messages from oth-
er kingdoms go unanswered and it is near unheard of to
see an Exalted Flame ninja or diplomat in the Empire. The
Blazing Dancers fled the Land because of their insular atti-
tude and it has only gotten worse. The legendary displays
of ki and spirit manipulation the Exalted Flame possess
now exist only in stories.
Kaen Island
When an Exalted Flame child comes of age, they make
a pilgrimage to the holy land on Kaen Island. They must
shed their most prized possessions into the great Kaen
Volcano and cement their connection to the kingdom and
The Way. This is done without the aid from others and
minimal food and water. Their foreheads are marked with
ash from the Great Desert where they start their quest.
The truly devout travel on their knees, bowing to the is-
land every ten steps.
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Chapter Seven - Life in the Empire
The surprise attack worked, but only to a cer- Sword Tower
tain extent. The Blades were much stronger than Legend says the 300-ft. centuries-old Sword Tower is
the Empire anticipated and even though the Em- a remnant of the last great battle between rival clans of
pire took land, it was not the victory the Emperor ninja who wielded the awesome power of the colossal Ce-
wanted. When neither side could gain a true advantage lestial Animals. The Blades quickly carved a structure out
and a stalemate was evident, rather than drag out their of the giant sword impaled into the ground. They used the
skirmish, the two sides struck an alliance. metal, imbued with celestial magic, to forge some of the
In the early years of the Ninja Crusade, the Blades sup- most legendary weapons ever seen.
plied sources of metal to the Empire to manufacture their
guns and other machinery. They also provided dozens of
warriors to help the campaign. In exchange for their knowl- Land of Mountains
edge and resources, the Blades ensconced their people into
the Izou political system. They hoped to use this power to and Valleys
benefit their country, but it has not gone as they had hoped. The Land of Mountains and Valleys, directly to the
Over the years, they’ve lost several of their people to assas- north of the Izou Empire, is a place where the gap between
sination, and even more are being pushed out of their posi- rich and poor, clean and dirty, noble and commoner is an
tions or demoted, especially those who are vocal about put- impassable canyon. The region once enjoyed unity, but for
ting the needs of the Blades above the needs of the Empire. the past 30 years, civil war has ripped it apart. The Empire
The most powerful in the Land of Five Blades have come up sent ambassadors and sentries to assist and gained an al-
with a plan to put an end to this, but what that might be, liance with the western portion of the Land of Mountains
nobody knows. Knowing the Five Blades, it may come down and Valleys. The West now provides the Empire with salt-
to a battle unlike the world has seen so far. peter and other war supplies.
They are a people who follow a strict code of honor and The East, at the beginning of the Crusade, continued
often take part in ceremonial, and occasionally, celebra- their guerrilla attacks against the West. Now, the West
tory battles. This may include fights for the right to mar- has started to fight back as the Ninja Crusade enters its
ry, to settle disputes or reach adulthood. These duels are long stretch. It reminds the elders in the region of the first
rarely to the death and used instead to hone their skills Ninja War against the Orime. Some wonder if this war will
and gain respect. They have a reputation for taking defeat turn out the same way.
gracefully, but retaliating when necessary and the time is The war between the East and West started when the
right. This code appeals to Celestial Animals (pg. 167) and Kishin family took over all the business and political inter-
makes the Land of Five Blades a haven for many of them. ests in the region. The family and their colleagues mined
Recently, a Summoner Skirmish erupted because of the ancient ruins that were supposed to be preserved and
Emperor’s search for the ultimate weapon to win the war spent the money on gaudy tributes to their power. This
once and for all. The Blades, of all the nations, took this as lasted until a small fishing village named Shori came to-
a personal affront because of their relationship with the gether and started a rebellion against the family. At the
Celestial Animals. They looked down on the Summoners peak of the fighting, powerful Way of the Earth masters
who sold their talents to the Empire against the ninja and created a divide between the East and the West with an
the Blades themselves reforged their own connection to artificial mountain, a physical manifestation of their now
the Celestial Animals in order to protect themselves. haunting duality. Both sides blame each other for the
Five of the world’s greatest sword masters are from the country’s troubles and neither ever bothered to name the
Land of Five Blades, and this fact serves to bolster the land’s artificial mountain that divides them. Today, the coun-
reputation for battle. Those who wish to seal their own rep- try is still fighting, but the Empire and their battles and
utation often travel south in hopes of defeating these great their own internal struggles have put a great strain on the
swordsmen, but few find a guarantee of anything other kingdom’s economy. The gap that separates rich and poor
than a swift death. The Will of Iron and the other clans who is growing thinner as the economy fails and that scares
hail from here have mastered some of the most lethal and those in power more than the war itself.
aggressive jutsu in the world, making them worthy oppo- The West has still kept its alliance with the Empire
nents for anyone wishing to test their mettle. and this has allowed them some advantage in their insu-
lar war, because they have the resources of the Empire on
their side. They have managed to win more than one ma-
jor skirmish and hold out hope that they will be able to
win a deciding victory soon.
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Chapter Seven - Life in the Empire
Frozen Wastelands ment has been more “war-minded” than the pre-
Beyond the Land of Mountains and Valleys, at the top vious one.
of the world, are the Frozen Wastelands, a land of ice and In the ten years since, the Land of Seed and
snow. Creatures not seen anywhere else parade the tun- Blossom has focused on excursions into the Un-
dra, an enticing trophy for skilled hunters. There are also tamed Wilds in hopes of gaining an advantage over the
many herbs that only grow in this harsh climate, a wor- Empire and forcing them to leave the region. The Elders,
thy journey for any healer. The stars truly seem endless in their wisdom, have also decided their resources are too
there and, if a ninja can withstand the harsh conditions, it precious to give over to the Empire as they once did and
is worth the trek. have started finding ways to secretly protect their medi-
cines until they gain the advantage they seek.
Seed and Blossom The two nations, however, secretly wage wars on the Han-
tai Sea in an effort to explore the mysterious Lost Island
protected by strange, magical barriers. This competition
At the same time the Empire attacked the Land of Five
Blades, they also attacked the Land of Seed and Blossom has gone on for over a century and does not show signs of
in the southeast. Unlike the Blades, the Land of Seed and stopping anytime soon.
Blossom were not able to hold off the Empire’s forces and The Bamboo Herbalists who hail from the Land of Seed
succumbed in order to prevent their extinction. and Blossom are more settled in the Izou Empire and it has
Until this time, the region enjoyed peace and the free- been many years since they felt a part of their homeland.
dom to explore the Untamed Wilds in the east. When the Blossom ninja are masters of manipulating their bodies,
Empire attacked, the Land of Seed and Blossom did not disease and transformation. These things would be taboo
have the artillery of the Blades and could put up only a in other places, but not where these ninja came from.
token fight as the Empire swept through. After they were
conquered, the Empire now had more medical aid and ex- Ruins of Seiseki
tra troops when they could be spared. When a child is born in the Land of Seed and Blossom
An enormous jungle makes up the region and the peo- temple priests implant a birthstone into their forehead.
ple in it form a single tribe. There are several self-ruled It brings good luck and a personalized understanding of
villages, but they also answer to the Elders. The eldest man the world. Families would bring their children to the Tem-
and woman in the land travel to the capital, Yuuki, where ple of Seiseki (Birthstones) to perform the ritual, but the
citizens there grant their every wish and care for them. In Empire destroyed it during their expansion. There were
return, the Elders become default rulers of the land and propositions to rebuild the temple, but in the end, the El-
their wisdom dictates the actions of the land. When the ders decided to leave the ruins as a memorial. Now, fami-
Ninja Crusade began, the male Elder died and the replace- lies who once rejoiced at making the journey see the stark
reminder of their culture’s greatest loss.
Untamed Wilds
One of the rare untouched areas of the world
not under the control of a nation is now smaller
than it once was. Rare flora and fauna still frolic
in the natural jungle and the Land of Seed and
Blossom still tries to preserve what they can de-
spite their own excursions and hope for an end
to the war. However, even the best efforts can-
not prevent the effects of years of war. Battles
and campaigns have taken their toll on the edg-
es of the land, shrinking what was once a large
verdant jungle. Tribes still send their young
ones into the Wilds to test their adulthood, but
who knows how many species they might have
found before the war that are now lost forever.
201
Isamu rested his hand on his grandson’s shoulder to stop him from running into the road. The hard
thud of soldiers’ feet echoed between the alleyways around them. Thankfully, Mashahiro heeded his
grandfather and stopped by his side. They both turned toward the sound, and moments later rows of
Izou soldiers marched around the corner. Their faces remained stern and focused as they passed. No
one dared move or speak while the soldiers marched.
When the Izou rounded the next corner, the whole road heaved a collective sigh and the unintelli-
gible hum of the market returned. Mashahiro looked up at Isamu with wide eyes.
The familiar rush of anger that his grandson even knew of such things rose in his chest. He should be
playing and going to school. He should not wonder if every adult he met hated and hunted ninja. It was,
however, a necessity that he know because their village lay on the road to the city.
“It was not always this way,” Isamu answered. He took Masha’s hand and continued to walk.
Mashahiro was getting to an age where he would not want to hold hands anymore, but for now, Isamu
enjoyed the fact he still allowed his grandfather this small pleasure.
“They weren’t?”
Isamu smiled. “Years ago, the ninja were friends of the Empire. They were respected as great-
ly skilled, which they still are. They used their training to help the citizens and the land. Everyone
worked together and knew that, in times of trouble, the ninja would help them. The Empire prospered
and education was our focus, but then something bad happened.”
“What?”
“Patience, Masha.”
“Sorry, grandfather.”
They wove in and out of the thinning crowd with ease as Isamu continued, but the old man’s mind
was far away remembering the time before the Ninja Crusade. The hustle and bustle of the market
died down as they made their way out of the village and into the peaceful farm fields.
“The Emperor’s family was killed and he believed the ninja were to blame. That’s why his soldiers
hunt them now.”
Mashahiro’s face screwed up as he thought about the story. The pair stopped under the shade of
a tree and settled on the grass. Isamu handed Mashahiro the fruit they’d bought as a treat, a rare
delicacy these days.
“You do?”
“Yes, that’s why I told you that story, Masha. That’s why we tell stories, so when children grow
up they will know another way. Maybe when you grow up and become a ninja, you will help bring an
even better way to the world.”
“That’s a good boy. Now go practice your katas.” Isamu watched the boy finish his fruit and begin
2 02
to practice. A little bit of hope for the future forming in his chest.
Chapter Eight
Ninja Stories
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Chapter Eight - Ninja Stories
èè Journey to the West (2013): It’s the story Random SurNames
of Sanzang, who wants to be a Buddhist hero but
falls for a demon hunter named Miss Duan. Along Roll Name Meaning
the way, they face magical foes and eventually meet 2 Fukui fortunate
the Monkey King. It is a great display of how far you can
take a martial arts fight, and has some beautiful jutsu 3 Tachibana wild orange
displays. There are also some genuine funny and scary 4 Ikari anchor
moments throughout the movie, again showing off the
highs and lows of our setting. 5 Yamamoto base of the mountain
èè The Sorcerer and the White Snake (2011): It is a lovely 6 Wakahisa forever young
story, again with many different types of demons, but 7 Akiyama autumn people
really shows the dynamic way to choreograph battles
8 Maki black pine
of this sort. It tells the story of a monk who tries to
save a man from a snake demon with whom he has 9 Gushiken strong willed
fallen in love. While well intentioned, this ends up cre- 10 Nakahara middle field
ating more problems than it solves. If players want to
insert demons of any type into their game, this is the 11 Kaneko children wealth
movie to watch. 12 Otaki big waterfall
èè Kung Fu Hustle (2004): It’s the story of the dreaded Axe 13 Himura scarlet village
Gang versus a bunch of retired martial arts masters. It is
14 Sakurai cherry blossom well
definitely comical, as it is a Stephen Chow movie, but the
martial arts scenes in Kung Fu Hustle are truly without 15 Inazuma flash of lightning
match. Watch this movie, even if you are not going to use 16 Amemori rain forest
it as inspiration for The Ninja Crusade 2nd Edition.
17 Umezawa plum swamp
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Chapter Eight - Ninja Stories
Random Names for Women Random Names for Men
Roll Name Meaning Roll Name Meaning
2 Naoko honest child 2 Michi path
3 Ayane iris 3 Yori trust
4 Chinatsu thousand summers 4 Noboru rise, ascend
5 Rei bell or lovely 5 Itsuki tree
6 Masuyo benefit to the world 6 Aoi blue
7 Aimi lovely beauty 7 Kouta big peace
8 Ume plum 8 Haru sun or spring
9 Tsubaki camellia flower 9 Osamu discipline, study
10 Kasumi mist 10 Katsu victory
11 Suzume sparrow 11 Gorou fifth son
12 Hoshi star 12 Arata fresh, new
13 Yuuko abundant child 13 Yuudai great hero
14 Shiori bookmark 14 Hayate smooth
15 Setsuko melody child 15 Ryuu dragon
16 Yasu peaceful 16 Takashi warrior
17 Takara treasure 17 Kiyoshi pure
18 Shinju pearl 18 Hikaru light, radiance
19 Haruka distant 19 Katashi hard
20 Kokoro heart, spirit 20 Taichi big one
creation. Game familiarity makes things easier overall, but bandit they slay for trying to rob them.
may especially illuminate any player to issues like this. Crucial Extras, however, are those who are important
The GM should allow for slight tweaks to a character in to the story. They should be fleshed out as much as (or
the beginning stages, even if this is just in the player’s mind- close to) players’ characters, with their own backgrounds,
set behind their character. Maybe they aren’t that legendary Triggers and quirks. The GM should first establish what
warrior they wanted to be, but they are certainly on their way role the Extra would take and the purpose they serve in
toward that goal. They can alternatively give all players a few the story. They could be an honored mentor for the group
extra XP to spend to make their characters slightly better. who gives direction when needed or a tricky enemy who
keeps eluding the ninja no matter how hard they try to de-
Extras feat her. Each character also comes with two Contacts (pg.
65), an Ally and a Rival, which the GM can use as their first
Creating interesting people for players’ characters to in-
crucial Extras. Together with the GM, they should come up
teract with is very important. These people are called Extras,
with that contact’s appearance, sentiments toward ninja,
and include any character controlled by the GM, such as the
personality quirks and special abilities to fit the theme of
master of their clan, warriors they fight beside, shop owners
the Extra and their relationship to the character.
they try to haggle with or even soldiers they assassinate. Ex-
Many of the greatest stories of all time come from pro-
tras are there for a reason, but come in different varieties.
tagonists hurdling through the challenges set forth by a
Minor Extras are fleeting, for instance. The characters may
great reoccurring enemy. These types of Extras are better
stop to ask a guard a question, but it’s not important to know
crafted organically, instead of being forced on the players,
that guard’s entire backstory. They’ll answer the question (or
and are even better if they have no idea who the enemy
not) and then move on. A simple name and a quick personal-
is until the bitter end. Often times it is an enemy
ity type is often all that’s needed in these cases. In the same
the players thought they killed a long time ago,
category, seldom do ninja even need the name of a random
showing their face again, but coming back more
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powerful and clever. Dealing with this kind of threat and by Imperial regiments on their way to and from battle, but
seeing what the enemy has up their sleeve this time be- is also much wealthier than other provinces. Living in the
comes part of the fun of these kinds of Extras. Bridge to the World Province may mean more political dra-
No matter how tempting it is for a GM to create the ma for the group, as well as visiting emissaries from other
coolest Extras with badass abilities or mysterious origins, countries becoming involved in their affairs. Whether they
only the players’ characters really matter in the end. They reside in a public village or a hidden village is also a big
are the story. Period. It is perfectly fine to have events question to be answered. On top of all of this, questions like
happening in the background, but they should only come population size vs. village size, whether a single clan domi-
into play in as much as they affect the characters. nates the area and the general mood of the population can
help mold a setting quickly. The GM should discuss these
Setting things with their group before play begins and create Extras
to fill the locations as needed.
The world of The Ninja Crusade 2nd Edition is vast and
Danketsu is always an option of a place to start characters
spans multiple provinces within the Empire and several
if detailing a home village is not something the group wants
countries known as the Five Kingdoms. Many groups spend
to do. It is set up rather nicely to allow characters to hail from
their time gallivanting from important location to grand
any clan and still have the opportunity to live alongside each
scenery, making the Life in the Empire chapter (pg. 183) ex-
other. See pg. 20 for more information on Danketsu.
tra fun for them. Other groups take a more homegrown ap-
proach and spend time figuring out what their home villag-
es are like instead, since they’ll be spending the majority of Plot
their time there, solving problems and enjoying downtime. A plot is a series of Scenes that tell a cohesive story the
Their chosen location speaks to many of the themes players get to play through. It is very much like the group is
they’ll be exploring. For instance, villages within the Bridge collectively co-authoring a novel or filming a movie in their
to Battle Province are war torn and filled with Imperial minds, with all the events leading toward one of many dif-
forts, but may have areas where potential alliances ferent conclusions. It’s not the end of the characters, but for
can be forged with rebels within these populations. that specific story. Future stories become sequels or even
Those in the Middle province will be frequented prequels and help players learn more about the ongoing,
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changing world and the characters themselves. These sto- coup, helping a child find their lost pet, accepting
ries may take different forms, depending on the makeup of a mission to find a killer and searching for infor-
the players and the type of games they are playing. mation about a lost technique all at the same time.
A single character could undertake all these plots
Mission-Based Plots simultaneously or it could be the group giving individual
These types of plots are usually the most straightfor- characters a spotlight during the session to pursue their
ward; the characters receive a task they must complete, plot before switching to another’s. It can be tricky and
usually against a time limit or an enemy who will cause cost a lot of energy to manage multiple plot lines, so it is
problems for them along the way. Mission-based plots suggested the GM, or someone in the group, keep detailed
usually follow the same phases: notes to follow all the threads to their eventual conclusion
èè Planning: How do the characters think they want to when the time is right.
handle the situation?
èè Travel: They must then get to where they need to be, Pacing
which can often be an adventure unto itself. Now that a plot has been written, it’s up to the group
èè Execution: Things go according to plan maybe 10% of to decide how fast they proceed along the path to the end.
the time. It’s the GM’s job to keep it from being too fast or too slow.
A helpful tip when pacing a story is to vary up the types of
There is a famous military saying from German strat- Scenes as much as possible. There are a number of differ-
egist Helmuth von Moltke that states “No battle plan sur- ent Scene types to pick from:
vives contact with the enemy,” and nothing could be clos- èè Battle: A common scene type, especially in a game
er to the truth in NC2E. If everything went exactly the way about ninja, Battles flow through the world like water.
the characters wanted it to, then there’s no need to play They require everyone’s attention and lots of dice roll-
the game. Roleplaying choices, the randomization brought ing as well. Too many Battle Scenes and the game is just
in by dice and the ability to call on Gifts and Triggers to in- a non-stop grind until the end, which can become very
teract with Scenes makes it interesting and dramatic to at- boring. Too few Battles will have players itchy to use
tempt high-stakes missions with the possibility of outright their awesome abilities in any reasonable fashion.
failure, or at least success at a major cost to the characters.
èè Exposition: Sometimes GMs needs to get information
Even though GMs may want these plots to be as linear to their players quickly, but an info dump isn’t near-
as possible, there is a difference between linear and taking ly as fun as it sounds. A quick meeting with a high-
away player choice. Just as the characters’ plans seldom er-ranking ninja is an easy way to deliver said info, but
fall into place so easily, neither will the GM’s plot survive creative GMs can also create actual props like books
contact with the players’ ideas and creativity. Some GMs or scrolls to hand to their players to get this informa-
become aggressive dictators over their games, while others tion. Exposition Scenes serve a purpose, but overuse
may take an adversarial role of GM vs. players. These are of them can bore players to tears.
actively discouraged when playing The Ninja Crusade 2nd
èè Intrigue: Intrigue Scenes vary wildly, but usually
Edition. Yes, GM generally stands for “Game Master,” a ti-
involve interaction with Extras in hopes of creating
tle worthy of someone who creates and becomes an entire conflict or drama. This could be a Scene of someone
world. However, try thinking about it as the “Game Motiva- seducing their way into a charity ball, gaining knowl-
tor” or “Game Mentor” instead, since these terms are actu- edge of the enemy’s plan to them in a discreet setting.
ally closer to the truth. It’s the GM’s job to direct the action, Alternatively, perhaps an unexpected visitor shows up
plots and stories, but players have the real control of the who causes trouble or a reversal of expectations that
game’s direction. The GM controls the world, but they do surprises both the players and their characters. Too
not (and should not try to) control the characters. many Intrigue Scenes makes intrigue old hat, which
it should never be. It is best placed in the middle of
Sandbox Plots seemingly mundane Scenes to increase drama.
A popular term in RPGs, sandbox games are literally where èè Investigation: Information gathering is very important.
the GM drops the players in the middle of one of many differ- This could be anything from researching a vast library,
ent stories going on around them. The players then make the interrogating a prisoner or searching a crime scene.
choice, through roleplay, of which story their characters are These Scenes are often procedural and can be solved
most interested in engaging. This is a good starting point for with a few checks for the most part. They are good for
groups familiar with the established Ninja Crusade setting, preparing for the next Scene; the characters have dug up
who can add in their own elements on the fly. dirt to be used in the next Intrigue Scene or the
It also involves the possibility of bouncing between re- location of the enemy to push forward the next
sponsibilities. This could include orchestrating a political Battle Scene.
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èè Pursuit: These are a fun type of Scene to final climactic battle against an undeniable force or maybe
throw into the mix. Sometimes the characters are an epiphany that the power they sought had been inside
pursuing an enemy and other times they become the them all along. That is not the true end, however.
prey running from a predator. This kind of Scene can The setting must now be shaped by the characters’ deci-
amp up the excitement, usually ending in either a resting sions. If they traverse worlds, save innocents, piss off their
Scene or a Battle (depending on how well they did). enemies or conquer grand armies, the world and people
èè Rest: Not every Scene needs to be high energy. Some- around them should change to reflect these choices. After all,
times, the characters are at rest, whether camping un- characters are given XP for personal change, so their world
der the stars or sharing a day at the bathhouses. These should change accordingly as well. No player wants a game
Scenes are great for character interaction, as they share where nothing they do actually “matters.” Extras’ opinions of
stories and experiences with each other to gain a better them could have bettered or worsened during the course of
understanding of each others personalities and quirks. the story, as well as the characters’ reputations, which could
èè Transitions: Most Transition Scenes can be left out en- spread. Did they pick up any new contacts or allies along the
tirely as the players move from one Scene to another. On way, or did they discover information that would inform the
the other hand, if part of the plot is traveling through ri- most likely starting point for their next story?
val ninja lands or known Imperial training grounds, then The end is never truly the end. Characters can and should
getting to their location becomes a challenge and worthy continue on to new stories and adventures, each time bring-
of a Scene. These should be used sparingly, however. ing more personal growth and understanding of their world.
Groups that like lots of fights may have every other Scene
be a Battle Scene, interspersed with other types. Other groups,
who want to explore their characters more in depth, may have
Types of Ninja Stories
more Rest, Investigation or Intrigue Scenes, with only a cou-
ple Battle Scenes for flavor. Every group is different, so having Ninja in Training
a frank discussion before play begins about expectations can All stories must start somewhere, so why not start at
help ensure everyone has fun during the game. the beginning. The time spent between initiation into a
clan and the final step into being a full-fledged ninja is a
Conflict great place to start a game. Sure, a character’s start could
Conflict drives the story and gives characters a reason be explained in a brief summary or a single Prelude ses-
to keep pushing forward. At times, this conflict will be the sion, but this gives the players a greater chance to really
ultimate battle between the group and their sworn enemy, grow into their characters’ thoughts and personalities.
but not all conflict is so easily defined with a Battle. Some- This type of story is also good for starting GMs and be-
times the conflict may involve moral dilemmas a charac- ginning players. It allows the group to grow into under-
ter may have to make. Do they save the villagers currently standing the game, and how their characters interact to-
under attack by raiders or protect the gates to stop oth- gether. Even seasoned players may find playing through
ers from storming in afterward. Likewise, surviving the their characters’ student years is a refreshing start to a
elements or clashes of personality (especially with other new campaign. This allows the players to focus on their
players’ characters) lend to great conflicts. characters’ lives and events important to their develop-
When conflict arises, it’s important to figure out the ment while the war rages outside their secluded village.
stakes of winning and losing. Obviously, losing in a stan- Student stories allow a bit of a collaborative setting
dard Battle brings the possibility of death or dismember- design in which players act out the roles of each other’s
ment no character wants to endure. What if this Battle is rivals and competition as they grow. The events that hap-
against a rival, instead of an outright enemy? This obvi- pen to a ninja as a student shape not only how they view
ously changes the stakes from life and death to a scale of the world, but also how they react to specific events. It’s
reputation and embarrassment. The higher the stakes, the one thing to write into a backstory that as a student, a
more the characters want to win, but having every situa- ninja’s village suffered an attack where there was nothing
tion come down to life or death takes away from the story they could do. It’s completely another to play through that
as a whole. Good conflict comes at different levels, eventu- fight and watch as characters they have grown attached to
ally culminating in a satisfying conclusion. fall to the enemy’s sword.
Training stories can take on several different forms, and
Conclusion there’s no right way to do it. Some GMs prefer to make the
story a complete arc from beginning to end focused on the
The final Scene of a story is its climax and character. Another may want to run each session as a differ-
leads players to the final conclusion. This can be a ent key point in the characters’ training and advancement.
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Others still may focus on a single character, with other play- the war become secondary concerns to the charac-
ers taking on the roles of mentors and fellow students, and ters as they attempt to bring honor to their clans
swapping between characters each session until all charac- through the downfall of others. This gives them an
ters are together to start a different chronicle. opportunity to gain a strong sense of their role in
Note: GMs may want to start characters less powerful their clan and how ninja advance within the clan’s ranks.
than average starting characters. The player chooses an These stories tend to take place in a single city or vil-
Element for the character normally, but skips Professions lage. Age-old animosity and rivalries are not lost in a sin-
(they are too young or disinterested in a practical trade), gle night, despite whatever damage the Emperor might
Tragedies (their life has seen no hardship yet) or Forge have inflicted on the hidden villages. Now, instead of an
(they have been sheltered from the war and have taken no entire village openly at odds with another, members of
part). When choosing their Clan, they select no Contacts those clans must live in cities together, working to under-
and create only one Bond, as the others will develop nat- mine the other. Some hidden villages are still out there,
urally through play. During Step Six: Temple, they receive and those hold a certain amount of power and safe haven,
only one level of Martial Training, one Skill specialty and allowing clans the luxury of more open hostilities.
only 3 skill points to spend. For Step Seven: Sky, they re-
ceive only 4 points to spend and may not select Advanced Story Hooks
level jutsu. Ronin receive only 3 points. èè Assassinations: Sometimes clans do not have the luxury
of setting up a duel to settle a dispute or resolve an insult.
Story Hooks Sometimes particular members of a clan must be dealt
èè Final Test: The very last mission a student must go with, and open war is no longer an option. Many clans
through is often the hardest, designed to test the mettle have resorted to assassinations. This type of mission is
of the student and allow the master to determine if they rife with dangers, as leaving evidence of which clan is
are ready to become full-fledged ninja. This test is differ- responsible for the act could spell disaster for the clan.
ent for each clan or if they hail from Danketsu, but often èè Sabotage: Clans working in the same city must appear
requires the use of both social and physical skills. to be on good terms. Few townships are friendly to
èè Messenger: Few clans trust birds or other animals to ninja anymore, and those that are do not want to deal
carry important messages, fearing the Emperor’s spies with the trouble of warring clans. Therefore, the nin-
will intercept them. Instead, they send their students ja work to undermine each other’s efforts. Characters
with messages and items all across the Empire. are given missions to thwart or otherwise sabotage
èè Friendly Competition: The best way for students to another clan’s plans.
learn is to test their mettle against each other. The stu- èè Secret Duels: When back and forth exchanges be-
dents have all been given the same task to complete. tween clans escalate to the point where only blood
Whoever finishes first wins their mentor’s favor and ad- can satisfy the honor of the clan, a duel is in order.
vances in their studies. There’s a catch though, because Instead of happening in the open, these are set up in
finishing first is not always a matter of finishing fastest. secret locations with exclusive invitations. Great hon-
or can be found in these exhibitions, and not only for
Clans at War the combatants. Those who attend are always on the
lookout for ways to exploit their enemy’s weaknesses.
The Ninja Crusade has taken its toll on the ninja, just
like the rest of the Empire. While the Lotus Coalition is
stronger now than it’s ever been in the past, some grudges Clan Politics
never go away. Once the clans warred against each other Not all interactions between clans fall into two neat cat-
openly, but the Emperor’s most recent attacks have forced egories of friends or enemies. Many clans have grudging al-
the clans to band together as allies to survive. This doesn’t liances through the Lotus Coalition, but that doesn’t mean
mean the bad blood between clans no longer exists. While they aren’t taking notes for later. On the surface, these clans
in public, the Recoiling Serpents and Pack of the Black say they are putting aside old grudges, but even in public
Moon may speak of working together, but in the shadows they politic with one another to gain the upper hand. Clan in-
their animosities continue. Assassinations in the night, teractions in the public arena have become elaborate shows
intercepted messages, false information and secret duels of compliment and insult aimed at just the right time and
now rule the clan interactions. towards the right ears. While shadow wars rage behind the
Stories focused on the shadow wars between clans allow scenes, politics rage out in the open.
the players to focus on delving into the world of the clans and Stories about clan politics allow the players to
how they interact with each other. The Ninja Crusade and explore how the clans interact with each other in
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Chapter Eight - Ninja Stories
a much more open manner. These stories revolve has ravaged and destroyed their hidden villages, and left
around creating lasting alliances, or jockeying for their people destitute. Even with clan rivalries, the char-
their clan to be in a better position at the end of acters must learn to work together as a team to defeat the
the war. Players have the opportunity to change Empire.
how their clans interact with each other, dealing in secrets The Izou Army is a large force of trained men and
and fulfilling promises for their clans. The Ninja Crusade women. Regardless of how powerful the jutsu at a ninja’s
is a secondary concern for the characters, who are tasked command, a small squad of ninja cannot face an entire
with missions directly relating to their clans interests. army head on. The ninja must use guerrilla tactics against
These stories are usually centered in a single location. the Empire if they hope to win. These stories take place
The neutral city of Danketsu is an excellent setting for this in various locations as the ninja force the Empire’s units
kind of story, as many of the clans are represented there. into skirmishes with them. The characters must perform
An entire campaign may revolve around a single goal — se- missions to thwart a force, disrupt supply lines, reclaim
cure an alliance with the Blazing Dancers in the shadow war hidden villages from Imperial occupation, or to retrieve
against the Recoiling Serpents. Or the GM may set the char- necessary supplies for the other ninja who are fighting.
acters along a series of missions to increase the clan’s status The GM is urged to consider an end goal for this kind of
amongst the other clans. story. The actions of a single squad of ninja may not win
the war, but the tide of the war may be changed by their
Story Hooks actions. Have a particular goal in mind, such as forcing the
èè Diplomatic Envoy: Not all clan interactions are nega- Empire out of a specific territory or rebuilding key hidden
tive. Some clans naturally work well together and for- villages in certain areas to ensure the training of new nin-
malizing alliances is just as important as subverting ja for the war.
an enemy. Some clans rely on maintaining a neutral
status, but gaining any favor with those clans would Story Hooks
be seen as a major boon. èè Coordinated Strike: The Izou Army is moving
èè Espionage: A common mission for ninja is to follow an through the territory, but their rear guard is stretch-
enemy around, tracking their every move. Sometimes ing thin. The characters have an opportunity to strike
this requires disguising themselves to fit into the and separate this unit from the main force, weakening
crowd. Other times this means paying off members the rest of the Legion in the process.
of their target’s trusted retinue or guards. That is, if èè Relief Efforts: A hidden village is under attack by the
they can get close enough. When the target is another Izou Army. The ninja inside have been under siege and
ninja, this can often be difficult, as they are trained to are in serious need of supplies and aid if they are go-
notice ninja tricks. Espionage between clans is careful ing to beat back the Empire’s forces. The characters
and dangerous work. must sneak supplies into the village and then help the
èè Political Coup: The ninja of the Coalition do not follow ninja inside to fight back against the forces.
orders from each other, though they do respect each èè Defense: The Izou Army is reported to be marching on
other enough to listen to advice. Of course, whose ad- the hidden village within the week. The ninja are sent
vice is worth respecting or not is always a matter for out to forestall the army and give the village enough
debate. If a clan’s honor is smudged or they gain too time to set up defenses. They must lure the army
many enemies, then their political power within the around for at least two extra days, but if they succeed,
Lotus Coalition is diminished. what is waiting for the army back at the village is sure
to destroy them.
The Front Line
The most common type of story is one at the front line Imperial Intrigue
of the Ninja Crusade. The land is in disarray, recovery is The war against the Empire is not always fought on a
slow, and ninja must still fight the seemingly overwhelm- battlefield or with weapons. The clans must also gain infor-
ing force of the Izou Empire, which has the advantage of mation about the Empire, its plans and movements, if it has
guns. The ninja still have their jutsu to fight against them. any hope to stave off the Izou Army. Ninja routinely risk
This kind of story is a great place for having a mix of their lives by infiltrating the ranks of the Empire to learn
ninja from different clans. The true strategy behind the important information and send it back to their clans.
Lotus Coalition was to break the Izou Empire’s ex- These stories take place all over. The characters may
pectations with a mix of different clans and jutsu. need to infiltrate the Izou Army, following it through ter-
Now, the clans must work together as the Empire ritories and reporting its movements back to their clans.
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They may be tasked with going directly to the Imperial Pal- èè Watching Troop Movements: The charac-
ace and getting close to important nobles. These dangerous ters must act as forward scouts for the Lotus
missions require the characters to watch what they do and Coalition so that they have up to date infor-
say at all times to ensure their lies are not discovered. mation on where the Izou Army is moving.
Like on the front lines, the make-up of characters in However, they aren’t just supposed to watch from the
this kind of story come from different ninja clans. Differ- sidelines. The only way to really know where they are
ent clans excel at different things, making the right com- going and what they are planning is to fall in line with
bination important for a successful infiltration or infor- the army and hope no one notices them.
mation gathering mission. èè False Truths: The Emperor is still looking for infor-
To make this kind of story even more challenging or mation about hidden villages and where the ninja are
exciting, different clans may have different goals for their hiding. The characters are charged with feeding the
ninja while infiltrating the Izou Empire. These conflicting Izou spies false information to foil their plans. They
goals are often secondary to whatever main goal the mis- must find ways to get this information to the spies in
sion entails, but the characters are expected to fulfill their ways that seem believable. What’s more, they must
individual clan goals, even if they conflict. The Grasping find out who these spies are and ensure they don’t
Shadows may want an important noble assassinated, while find out the truth in the meantime.
the Living Chronicle may want that same person interro-
gated. While both goals can be accomplished, if the char-
acters choose not to discuss their actions beforehand, the Hero’s Journey
result could be that one or the other misses their chance. Not all stories in Ninja Crusade require a group of char-
acters to tell. Indeed, some of the most compelling stories
Story Hooks are those of a single lone hero wandering the world and
èè Infiltration: The characters are tasked with infiltrating doing good deeds. Sometimes ninja need time for self-dis-
an important noble family’s household. They must come covery, or to build a name for themselves.
up with a plan for getting into the stronghold and setting This kind of story usually only needs the GM and a single
up their new identities. Once inside, they are to report on player to play through. The player has an opportunity to
what the family is doing to help the Emperor.
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define their character through their journey. Some
stories may tell of a wandering Ronin searching for Story Tricks
their next big adventure. Another story may follow There are a number of great ways to enhance any story,
a ninja who lost everything in the attacks on the and a GM only gets better at it the more games they are able to
hidden villages, and is looking for a new purpose in their play. Players, likewise, become more comfortable in their char-
life. Still yet another story may follow an older ninja who acters as time goes on, making it easier to get together to play
has decided it is time to contemplate what their life has more often. This means, however, that GMs need to keep their
meant until this point. If multiple characters have shared a game-running skills as primed as possible, and we’ve compiled
similar history, they may all be looking for the same thing, some story tricks you can use to push a story forward.
allowing for multiple players, but no more than three.
The war between the great ninja clans and the Izou
Empire touches everyone’s life, but to different degrees.
Using Gifts
Those who wander in small numbers are capable of easi- More mechanically minded players select their Gifts
ly evading the Empire’s forces and can mostly ignore the during character creation with purely utilitarian logic.
war. The hero’s journey is a story of self-discovery and However, each of those Choices that gave their character
personal growth, not of bringing about the end of the war a Gift, also provided an important roleplaying cue to help
or defeating the Empire. That’s not to say the story will provide context for how they’ll interact with a Scene. There
not intersect with the Ninja Crusade at times, as great per- is no reason to have characters all meet in the proverbial
sonal growth and conflict can come from helping those in bar at the beginning of the game, when they have so many
need or attempting to save someone. ways they can be connected to the goings-on of a story.
Much of what a character goes through should be hard If a child has been kidnapped, there are many reasons a
choices with definite consequences. GMs should consider character may accept the contract to find them. An Honor-
creating scenarios that challenge the character’s long held able character (pg. 51) may see this as a coward’s ploy and
beliefs and help define new beliefs in the process. These seek to quell the dishonorable one. An Altruist (pg. 53) may
stories are great on their own, but also work well as a pre- not be able to help themselves from attempting to save the
lude to a greater campaign story in which the character kid. An Escapist (pg. 58) may relate to what it’s like to be
eventually meets up with others. This kind of story also confined and want to free the child from a prison they knew
works well as an interlude between larger campaigns in once before. Likewise, a Diplomat (pg. 61) may self-serving-
which characters go their separate ways for a while to ly see the child as a bargaining chip with the child’s family
change and grow. to garner favor. Whatever the case, all characters should
have a stake in what is going on, even if it is to make sure
Story Hooks their squadmate stays safe during the story.
èè The Exile: The ninja was once a member of one of the
great ninja clans, but has been exiled. Now, the ninja Using Triggers
must make their way on their own without the back- The flip side of Gifts is the potential Triggers each char-
ing and family support they are used to having. They acter gains. Many of them are left purposely vague, allowing
must discover how to live on their own and how to them to be used in a variety of situations. Like the different
exist without a clan. Scene types discussed earlier, however, overuse of Triggers
èè Lost Hero: The ninja has been separated from their (especially the same ones again and again) can be a drain on
family and clan. They do not know the status of the the story’s fun. Think about what Triggers represent: the
war, but they do know that they must reunite with weakness of the character. It is fun to explore these weak-
their family. They follow in the wake of the Izou Army, nesses from time to time, but if the characters show a con-
looking for evidence or signs, but instead find grief stant streak of weakness all the time, always giving in to their
and people who desperately need their help. instincts with no chance to be intelligent or brave, it can frus-
trate the players.
èè Ronin: Being clanless has always been a state of life
When used properly, a single Scene shouldn’t have more
for the character. They care nothing about the war,
than two to three total Trigger uses. More than that and the
other than it causes pain and suffering for those who
game can get derailed quite easily. These can be activated by
don’t deserve it. They go from village to village offer-
the player who owns the Trigger, if it fits the Scene, or by
ing help for whatever plagues the people. They fight
the GM. Either the player or the GM can also refuse to use a
off criminals, bandits, rogue ninja, or even the occa-
Trigger at any time if it really doesn’t fit the Scene or if its
sional demon when necessary.
use would derail the story too much. An example would be
during an interrogation, where the player may say they want
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to activate their Loquacious Trigger of blurting out secrets at This is a learned ability, so don’t feel bad if you’re
the wrong time. The GM has the right to refuse the Trigger, not great at it to start. If you need a moment, just
either because it doesn’t quite fit the Scene in the first place call for a 15-minute break while you decide how
or because keeping the secret is central to the conflict of the to proceed. The players will understand.
Scene. The GM may also give in to the Trigger and follow the
Scene to its logical conclusion. Immersion
Using Triggers to create tension between players’ char-
There is nothing better than having a gaming group
acters is a great tool, but it should never be used to disrupt
fully invested in the ongoing plots and stories being told
the group overall. There may be slights against one another
around the table. A clever GM can utilize a few different
or strain put on the group, but outright hurting other char-
things to help with his or her players’ immersion level.
acters or their personal stories should be avoided. A Recoil-
ing Serpent activating their Trigger (pg. 39) on an Extra who
called them a name, which then leads to the group being run
Be Descriptive, Not Definitive
One of the GM’s roles is to filter descriptive informa-
out of town is one thing. Using it as an excuse to kill an Extra
tion in the best way to create mood and feeling. When
who is special to another character is quite another.
players enter a new Scene, describe the environment and
other Extras they may encounter, but be sure to leave out
Downtime exacts and avoid being too definitive. Compare these two
Downtime is otherwise known as the time that pass- descriptions of the same Scene:
es between two stories, where characters aren’t pursuing
any active goal or mission. This is where the majority of XP “You arrive at a temple, where you see your Living Chronicle
is spent, yes, but there is no need for this time to be bor- contact praying.”
ing. GMs should ask each player what they did during their
downtime before beginning another story. This allows the vs.
player to come up with almost anything their character
is capable of doing, usually reflected by where they spent “You enter a simple temple with dragons carved into many of
their XP. One player may jot down a new Ally and say, “I its banisters. You notice a minor crack in its infrastructure, speak-
spent time to get to know Akako better. I think the begin- ing to its age. Inside, most of the prayer mats are empty and the
nings of love may be in the air,” while another player raises temple doesn’t look like it’s been tidied in weeks. The lights flicker
their Survival and Fortitude Skill and says, “My character from candles lit along the walls and the smell of incense permeates
went out into the woods for one month straight, surviving the room. There’s a man meditating silently in the middle of the
on his own and braving the elements.” Some GMs may even room. He has words tattooed all along his arms and sides, and has
award additional XP for players who want to write out their stubble on his face as if he’s been meditating for days.”
downtime adventures for everyone to enjoy. It’s a useful
tool for any GM, as downtime can usually clue them in to Several elements are missing from the first example.
where the players would like the story to head. It doesn’t evoke emotion or imagery, and the Extra is de-
fined much too quickly. The second description uses the
Have Fun! imagery of “words tattooed” to make the characters as-
sume it is a member of the Living Chronicle. The GM then
It is the GM’s privilege to craft a story they and their
has the option to introduce a Codex, a ninja from a differ-
players will all enjoy, and any game should be played with
ent clan with similar tattoos, someone disguised as a Liv-
the intent of having fun above all else. The moment that
ing Chronicle or even someone with a botched tattoo job.
creating the story and setting becomes a chore, or that
Being descriptive keeps mystery alive and makes things
players stop having fun, is the moment the game falters.
more interesting.
If this feeling strikes, take a break (perhaps go for a food
run) and regain your bearings. Everyone will have more
Using Music and Lighting
fun if the GM is focused and having fun as well.
GMs are encouraged to have a soundtrack playing in the
Bottom line: Having fun is what it’s all about. Even a
background as players game. This can help to really set the
totally intricate story, full of twists, turns and mystery
stage with the proper planning of which pieces of music
needs to take a backseat if the players are not having fun.
to play during specific Scenes. Clever GMs will have a way
The players may be in the mood for a fight or for a moment
to switch between faster pieces to more melodic arrange-
of character interaction. The story could be focusing too
ments (or vice versa) when the need arises, and
much on plot and not enough on the ninja themselves. As
nothing helps immerse players faster than associa-
the GM, it’s helpful to be able to change course on the fly,
tive sound.
maybe inserting a Scene type they haven’t had in a while.
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Likewise, setting the mood with proper use of
lighting can be quite beneficial for any story. If
the characters are having a private meeting with
a contact late at night in a shady corner of the
city, the GM can dim the lights to help heighten the Scene.
Likewise, turning the lights on, bright and loud, the mo-
ment their meeting is interrupted by assassins pushes this
technique ever further.
Honorifics
One piece of immersing players into an Asian world is to
begin using honorifics with their characters’ names. In real-
ity, not using honorifics, such as -san or -sama, is a declara-
tion of either extreme familiarity or complete indifference
to the person being addressed. This would create a host of
issues if improperly addressing a daimyo or higher-ranking
ninja. Below are some common Japanese honorifics used
when referring to someone.
èè Chan: This honorific translates roughly to “cute” and
means the speaker finds a person endearing. It can be
used for babies, children, grandparents, animals, lov-
ers or even between friends, but never to a superior.
èè Dono: Roughly translates to “lord” or “master,” but
does not denote noble status. It is below -sama in the
level of respect.
èè Kun: This honorific is multi-faceted. It is often used by
someone in senior status to address someone of junior sta-
tus, when referring to children, or teens or among close,
personal friends. It can also be used to refer to someone
the character has a strong emotional attachment for.
èè Sama: A more respectful version of -san, -sama is used
for people of higher rank or who are older than oneself,
as well as guests or those the person greatly admires.
èè San: Roughly equivalent to titles like Mr., Mrs., Miss,
or Ms., -san is the most commonplace honorific, used
typically between equals of any age.
èè Senpai: Used to address one’s senior, respected col-
leagues in a school, dojo, clan or club. -senpai denotes
the person has more experience and is of higher rank
than the speaker, but is not their teacher.
èè Sensei: This honorific is used to address and show re-
spect to teachers (most commonplace), doctors, poli-
ticians and other authority figures, especially if they
have achieved mastery of a particular art or skill.
Playing as Extras
There will be times when the characters split ways tem-
porarily to perform solo missions, execute their part of a
strategy or possibly to handle personal business.
This means the other characters won’t be making an
appearance in the Scene, but there’s no reason why
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the other players should sit around twiddling their thumbs. give this ability straight out, but imbuing charac-
Instead of the GM assuming the role of every other character ters with visions of the future or cuing them into
in the Scene, they may assign certain Extras to the players the presence of something foul through the use of
whose characters are not in the Scene. This should be accom- omens can help raise tension levels and drama of
panied with a personality type and a goal. Maybe the player any Scene. It also may change the way they act during the
has to play “a surly guard, who can’t let the character into story if they start to see the vision becoming reality. Not all
the party but is so tired of dealing with nobles,” or “the char- dreams or visions should allow players to respond, as they
acter’s wife who is happy most of the time, but has found out are often there as a warning. They should also not always
a secret she just has to reveal.” This ensures everyone is hav- be clear or linear, giving the characters (and their players)
ing fun, and also adds a satisfying feeling of players helping something to ponder as they go about their business.
another player’s concepts come to life.
Sourcing the Players
Playing with Time No GM is faultless, and there will be times when he or
Anyone who has watched anime knows they are seldom she just doesn’t have an idea for a new location or Extra
linear in their storytelling. There are many ways to use the who needs to be detailed for the story. This is when sourc-
passage of time to enhance a story throughout. ing the players becomes a key skill to utilize. It should al-
ways include asking what this new story element is and
Starting in the Middle adding some other detail that may become important to
The mysterious man rode into town and tied up his the story. For instance, it can be something as easy as ask-
horse. He booked a room at the inn and walked up the ing “What is the Extra’s name and why is it urgent for the
stairs. He opened the door, poured himself some cinnamon ninja to talk to them right now?” This puts the responsi-
sake and entered the bedroom. When he arrived, there was bility of detailing on the players. This can likewise be done
a man waiting for him with a blade to his throat, saying, with locations, “What is this town known for, and why
“Surprised to see me?” The beginning of a Scene is boring. has it become increasingly dangerous for ninja?” or with
It’s so much better to begin in the middle of a Scene instead, background information “What is the legendary object ev-
cutting right to the intensity. When combined with Sourc- eryone is talking about, and why is it important for the
ing the Players, this type of Scene can become even better. Lotus Coalition to get it before the Emperor does?”
An extreme version of sourcing the players is turning
Flashbacks over the framing of certain Scenes if the GM doesn’t know
Flashbacks are a useful tool for GMs, helping to not only where they want to take the story. Instead of forcing it along
emulate the anime genre, but also to take a deeper look any predetermined path, they may hand narrative control
at the development of characters. Many times, flashbacks to a player, who gets to determine where the players are,
show themselves during particularly intense situations what they are doing, why they are there and what is going
that remind the characters of certain decisions they’ve on around them. At that point, the GM picks up the control
made in their past. They may be directly related or only and runs the rest of the Scene. This is not only a quick way to
thematically linked, allowing the character to interpret frame a Scene, but also a look into the types of Scenes your
them as they wish. For example, during a gruesome fight players want to see (otherwise, why would they suggest it?).
with a battalion of Izou soldiers, the character comes face Either of these options brings with it a certain change
to face with a soldier without a helmet and looks into his to the rules of The Ninja Crusade 2nd Edition: giving up
eyes before landing her final killing blow. However, she narrative control to the players. This can be scary for GMs
is brought back to a Scene where she once met a young who like to control everything, but as we discussed earli-
soldier who had dreams of bringing peace to their village. er, too much control can actually hurt a game. A group of
How they react in this Scene may come into play when players who all trust each other with the story, however,
they jump back to present day. Do they still deliver the should have no problem letting everyone describe Extras
final blow? Has this memory changed them or hardened and frame Scenes. Some groups run their games entirely
their views even more? Players should be allowed to act in this way, while others employ these techniques sparse-
within a Flashback however they would normally, with ly. Finding the right balance for your group is key.
the caveat that they can’t undo something that has al- Note: This is not the same as spending Karma to influ-
ready happened. This is a flashback, not time travel. ence a Scene. Karma expenditures are a way to change or
alter something in a Scene after it has already been de-
Dreams and Portents scribed and accepted as fact.
Being able to tell the future is a fun storytelling device
when used properly. A few powers wielded by ninja actually
215
Akiyama Mihoshi
Element: Water, Temperament: Devious When Mihoshi was a young girl, she had a friend; an-
èè Gift: She has an underhanded streak. +1 Fighting if attacking in other young girl of noble birth named Chizu, but the two
unsportsmanlike ways. families were always at odds with each other and forbade
èè Trigger: Gain 1 Karma when cheating the wrong person comes them from interacting, despite the loving relationship
back to hurt her. they had developed. Everything in Mihoshi’s adult life has
Profession: Noble, Focus: Kuge been to reconnect with Chizu, though family obligations
èè Gift: A truly skilled aristocrat. +1 Discipline during tough con- have stood in their way at every turn. Mihoshi has become
versations. a spy among the Izou courts, using her beauty and status
èè Trigger: Gain 1 Karma if political skeletons rear their heads. to manipulate others’ emotions and to acquire damaging
Tragedy: Civil Discord, Affliction: Star Crossed information on her targets. A better person would care
èè Gift: +2 Knowledge to try to impress someone with trivia. about the lives she’s ruined, but Mihoshi is often single-fo-
èè Trigger: Gain 2 Karma whenever the ninja misses a detail due cused to a fault. Of course, the Hidden Strands see this as
to distraction a benefit, not a flaw.
Akiyama family lore holds that their bloodline de-
Wartime Role: Communications, Title: Spy scends from Celestial Felines, which they used to ascend
èè Gift: She is an expert spy. +1 Stealth for covering her tracks.
èè Trigger: Gain 1 Karma if her cover is blown at the worst of
to noble status. Those like Mihoshi, who go on to become
times. ninja, often become Summoners to further connect with
this part of themselves.
Clan: Hidden Strands of Fate
èè Clan Gift - Orchestrated Life: They understand their tribula-
tions. Tragedy Gift and Trigger doubled.
èè Clan Trigger - Giving More to the Clan: Gain 1 Karma if fol-
lowing a secret, secondary objective causes problems.
Contacts
èè Ally: Kakuta Soseki (Fighting): A mercenary for hire, he is a
coin away from being at someone’s throat.
èè Rival: Natsume Mitsuyo (Persuade): A politician in the Izou
courts, she is known for being able to convince anyone to do any-
thing.
Martial Training
èè Summoning 1 (Cats): +1 Athletics, Trigger: Gain 1 Karma if the
cat slows progress with their pride.
èè Yin and Yang 1 (Paired Style): Once a Round, she can sacrifice
dice from Attack to Defense or vice versa.
Way of Spun Threads
Training: Automatic use of Attached jutsu on a Boost.
Backfire: -1 penalty to Spun Threads activations from being tangled.
èè Skilled Strands (Basic, Yang + Intuition): Use skills at a Near
Range (no modifier) or Far Range (-2 penalty). Boost = -1 pen-
alty instead.
èè Pulling Strings (Med, Yang + Persuade): Victim suffers a Con-
vinced 1 condition per success.
Way of Metal
Training: +1 bonus with Metal tools/weapons.
Backfire: -1 penalty to use metal tools/weapons, and -1 to Block or
Brace against them.
èè Blade Dance (Basic, Yang + Athletics): Gains +2 Perform. In Bat-
tle, opponents have -1 penalty to hit ninja for (Successes) Rounds.
Way of the Beasts
Training: Bring out the beast. +1 Initiative and +1 Fighting.
Backfire: Suffers a -1 cumulative penalty to social checks.
èè Beast Form (Med, Yang + Fortitude): Transforms into a wild-
cat. +2 Athletics in this form.
Skills
Athletics 1, Crafts 0, Deception 3 (Misdirection), Discipline 3, Em-
Stats of Note pathy 1, Fighting 2, Fortitude 1, Holistics 0, Intimidation 1, Intuition
Health: 6, Psyche: 8, Yang: 1, Yin: 2, Rank: 1, Initiative: 8, Dy- 2, Knowledge 2, Marksman 0, Might 0, Perception 2, Perform 4, Per-
namic Actions: 1, Dynamic Dice: 3, Strength: 1, Movement: 9, suade 3 (Seduction), Speed 3, Stealth 1, Survival 0, Travel 3
Weapon: Parasol/Hidden Sword (Concealable, Sharp, Paired, Fragile)
216
Arai Kaede
Element: Water, Temperament: Calm Kaede is relatively new to the Izou Empire, but her
èè Gift: Has a calming spirit. +1 Discipline to stay calm and ignore clan has sent her to aid the Lotus Coalition and record
distractions. their advances since the Year of Floods. Her heart also
èè Trigger: Gain 1 Karma if/when her calm demeanor comes off goes out to the Izou people, as she too has lost her vil-
as cold. lage to such ravages. She earned this task by serving
Profession: Scholar, Focus: Sage beside several corrupt nobles or advisors within the
èè Gift: She is often hired as an expert. +1 Knowledge to analyze Land of Crashing Waves and exposing them. Arriving in
evidence. Danketsu, Kaede’s goal is to uncover any possible moles
èè Trigger: Gain 1 Karma when a client’s needs come before the within the ninja fighting forces and acquire knowledge
group’s.
to use against the Empire.
Tragedy: Victim of Circumstance, Her Living Chronicle training has left her with a
Affliction: Displaced calm and quiet demeanor, only usually speaking when
èè Gift: Having lost her home, she knows how to make something spoken to and showing little concern in times of emer-
from nothing. +1 Crafts to make items on the fly. gencies. Those close to Kaede know she can open up
èè Trigger: Gain 1 Karma when her independent nature causes in the weirdest ways, as she is a fan of goofy faces and
her to ignore important assistance. stumping others with random trivia about the latest ro-
Wartime Role: Pacifist, Title: Refugee mance novels.
èè Gift: She has moved all around the world. +1 Travel to journey
through other lands.
èè Trigger: Gain 1 Karma when they get lost in the memories of
all they’ve lost.
Clan: Living Chronicle
èè Clan Gift - Knowledge of the Ages: Knowledge is power. Gains
Knowledge as successes against fear or to remain calm.
èè Clan Trigger - Respect the Word: Gain 1 Karma when put in
danger to save historical knowledge or a relic.
Contacts
èè Ally: Aoki Hyobe (Perception): A top advisor to a young
Daimyo, though he has a loose tongue when he drinks too much
(which is often).
èè Rival: Kurokawa Iwa (Marksman): A hunter who grew up in
the same village as the ninja, and sometimes resents their gifts.
Martial Training
èè Pushing on Crane’s Wings 1 (Crane Style): -1 penalty to
Block, but a success throws attacker 10ft.
èè Portents 1: Sense Ki and Divination. (Immune to ambush, and +1
to find/avoid traps. May interpret dreams, and significance of it)
Way of Kept Lore
Training: Enriches their minds. +1 auto-success to Knowledge for
next check.
Backfire: -1 cumulative penalty to Intuition
èè Perceive the Words (Basic, Yin + Knowledge): Transfer info
from book to tattoos. +3 Knowledge for subject.
èè Setting the Words Loose (Basic, Yang + Crafts): Transfer info
from tattoos to books. Lower Confused or Dazed Condition by 1.
èè Rewriting History (Med, Yin + Intuition): Roll non-successful
dice on a roll. Spend 1 Yin to use reflexively.
Way of the Water
Training: +2 bonus to next Defense.
Backfire: -1 penalty to Movement and Defense.
èè Like Water (Med, Yin + Intuition): Moves become more fluid.
+2 bonus to Block, Dodge, Brace or Find Cover, for the Battle. Skills
Athletics 0, Crafts 2, Deception 0, Discipline 1 (vs. Fear), Empa-
Stats of Note thy 2, Fighting 3, Fortitude 0, Holistics 2, Intimidation 0, Intuition 3,
Health: 5, Psyche: 6, Yang: 0, Yin: 3, Rank: 1, Initiative: 8, Dy- Knowledge 4 (Five Kingdoms), Marksman 1, Might 0, Perception 3,
namic Actions: 1, Dynamic Dice: 3, Strength: 0, Movement: 7, Perform 0, Persuade 2, Speed 2 (Quick Thinking), Stealth 2, Survival
Weapon: Bo (Reach, Blunt) 1, Travel 2
217
Chuushin Naomi
Element: Metal, Temperament: Honorable Naomi has just recently become a full member of her
èè Gift: Lives by a code. +1 Fortitude to stave off deprivation for clan and is already quite revered. Born to the Chuushin
her honor. family, those who founded the Wardens of Equilibrium,
èè Trigger: Gain 1 Karma if her honor gets in her own way. she grew up in a world of corruption and disgrace. As
Profession: Warrior, Focus: Soldier a young girl, she even served in one of the clan’s many
èè Gift: She served in a militia turned bandit force. +1 Discipline bandit formations. Once she was of age, she cast aside
vs. Pain. her birth family and reached out to the Will of Iron to
èè Trigger: Gain 1 Karma when her loyalty to the group and to her take her in, so she could uphold the law. Naomi con-
old army conflict. stantly seeks the approval of her new clan, hoping her
Tragedy: Unending Stigma, criminal past doesn’t haunt her forever.
Affliction: Former Bandit To prove her worth, she serves the Lotus Coalition
èè Gift: Was once a criminal. +1 Marksman during an ambush. and dispenses justice on their battlefield. She doesn’t
èè Trigger: Gain 1 Karma when her past comes back to haunt her. hesitate to strike down an enemy, often serving in duels
Wartime Role: Striker, Title: Gladiator for her clan, and loves to investigate crimes against the
èè Gift: She is an expert duelist. +1 Fighting in a one-on-one battle. innocent. Naomi has even turned her old bandit gang to
èè Trigger: Gain 1 Karma when she underestimates her enemy the law, through her contact Koga Harue, proving that
and they gain the edge. justice can spread with enough effort.
Clan: Will of Iron
èè Clan Gift - Steel Never Lies: +1 bonus when using metal tools/
weapons. +2 if they made it themselves.
èè Clan Trigger - Black and White: Gain 1 Karma when she
stands firm on preserving the law to their detriment.
Contacts
èè Ally: Koga Harue (Fighting): A warrior who operates his own
mercenary company that offers protection to villages and
towns, Harue’s strict enforcement of the law makes him a use-
ful ally or a sympathetic foe.
èè Rival: Imoto Samuru (Stealth): A trainer of pigeons and ro-
dents for use as messengers, he lost his brother to a violent
criminal and does his best to help justice.
Martial Training
èè Shatter Weapons 2 (Blunt Style): Shatter any weapon (wood-
en or metal) used to defend against her with a Boost.
Way of Heaven’s Judgement
Training: On a Boost, they gain a +1 bonus against an active criminal.
Backfire: Suffers a Confused 1 Condition.
èè Sense the Guilty (Basic, yin + Empathy): Senses if target is
guilty. Boost = gets visions of their crime.
èè Blind Justice (Med, Yang + Intuition): Ignores any sight pen-
alties. +1 Perception for all other senses.
èè Eye for an Eye (Med, Yang + Empathy): Any physical damage
or conditions she takes is dealt to the attacker as well. Lasts
the Battle.
Way of Metal
Training: +1 bonus with Metal tools/weapons.
Backfire: -1 penalty to use metal tools/weapons, and -1 to Block or
Brace against them.
èè Sharper Blade (Basic, Yang + Fighting): +1 Fighting and +1
damage for (Successes) attacks.
Stats of Note
Health: 6, Psyche: 6, Yang: 1, Yin: 2, Rank: 1, Initiative: 7, Dy- Skills
namic Actions: 1, Dynamic Dice: 3, Strength: 3, Movement: 6, Athletics 0, Crafts 1, Deception 2, Discipline 1, Empathy 3 (Spot-
Weapon: Tetsubo (Heavy, Crushing, Brutal, Unwieldy) ting Lies), Fighting 4, Fortitude 1, Holistics 1, Intimidation 3, Intu-
ition 3, Knowledge 0, Marksman 2, Might 3, Perception 2 (Search-
ing), Perform 0, Persuade 1, Speed 1, Stealth 1, Survival 1, Travel 0
218
Fujimoto Eiji
Element: Fire, Temperament: Confident Born a farmhand, yet always looking to the stars, Eiji
èè Gift: He’s incredibly brave. +1 Empathy vs. Fear. lived a simple life in the southern parts of the Black Veil
èè Trigger: Gain 1 Karma if he becomes overconfident. Province. When the Ninja Crusade began, however, im-
Profession: Farmer, Focus: Herder perial forces overran his village, pillaging their land for
èè Gift: Travels with cattle, keeping them hidden from predators. many resources needed for the Emperor’s war machine
+1 Stealth in fields and forests. to continue moving. Eiji led his villagers in a resistance
èè Trigger: Gain 1 Karma when he sticks out in urban settings. against the army, which led to many deaths and his
own incarceration for years. Other inmates shared their
Tragedy: Tormented Mind, Affliction: Escapist ninja secrets with him, and he picked them up quickly,
èè Gift: Was once imprisoned. +1 Travel to find escape routes. learning how to harness both the destructive power of
èè Trigger: Gain 1 Karma if his wanderlust leads to danger. fire and the healing powers of water to balance himself
Wartime Role: Foot Soldier, Title: Champion and be useful in the war effort regardless of the role he
èè Gift: He fights against sicknesses. +1 Fortitude against poison needed to fill.
èè Trigger: Gain 1 Karma whenever sharing the truth about the It was a great day when he signed the Summoner’s
war with the wrong person causes conflict/trouble Scroll and befriended the Celestial Rats. They not only
helped him escape prison, but continue to help him sur-
Clan: Ronin vive in this harsh world. His usual companion is Denbe,
èè Gift - I Can Do That Too: May spend 1 Dynamic Action to substi- a small rat who often takes naps inside his scarf.
tute a Skill they possess for another Skill for a single check. Ro-
nin may also select jutsu from any list (including Clan-Specific).
èè Trigger - Unaligned: Gain 1 Karma when acting out their inde-
pendent nature puts them or their group in danger.
Contacts
èè Ally: Motohoshi Yuji (Discipline): Once a legendary wrestler,
he has faced many challenges in his day and now finds life bor-
ing. He seeks greater and greater thrills to keep him motivated.
èè Rival: Mitsuyoshi Tamiko (Speed): An excellent street musi-
cian, she passes messages across the city under the nose of even
the most observant city guard.
Martial Training
èè Summoner 1 (Rats): +1 Deception, Trigger: Gain 1 Karma if
their hesitation to attack causes issues.
èè Blade Storm 1 (Sharp Style): Opponents within Close Range
make a Mod (2) Fortitude + Speed check to avoid Sensory Loss
(Blind) 1 Condition.
Way of Fire
Training: Boost = +1 fire damage on impact and for each Round until
put out.
Backfire: Fire set to environment. Critical = Suffer Burned 1 Condition.
èè Fire Punch (Basic, Yang + Might): +1 fire damage for (succes-
es) attacks. Boost on attack = causes Burned 1 Condition.
Way of the Water
Training: +2 bonus to next Defense.
Backfire: -1 penalty to Movement and Defense.
èè Soothing Waters (Med, Yin + Perception): Heals (Yin) damage
to target. Boost = affect (Intuition) targets at the same time.
Way of Ebony Clutches
Training: Shadows surround him. +2 Stealth on a Boost
Backfire: -1 cumulative penalty to Stealth.
èè Shadow Pocket (Basic, Yin + Knowledge): Stores items in
shadow realm.
Stats of Note
Health: 6, Psyche: 7, Yang: 2, Yin: 1, Rank: 1, Initiative: 6, Dy- Skills
namic Actions: 1, Dynamic Dice: 3, Strength: 5, Movement: 10, Athletics 3, Crafts 0, Deception 0, Discipline 2, Empathy 1, Fight-
Weapon: Big Sword (Sharp, Heavy, Piercing, Slow) ing 4, Fortitude 1, Holistics 1, Intimidation 1, Intuition 1, Knowledge
2, Marksman 1, Might 2 (Pushing), Perception 2, Perform 0, Persuade
2, Speed 2, Stealth 2, Survival 2 (Tracking), Travel 1
219
Hebi Ine
Element: Wood, Temperament: Perfectionist Ine is the descendent of one of the Recoiling Ser-
èè Gift: Loves to do things perfectly. +1 Speed to repeat a success- pents’ legendary warriors, a general who led the War
ful combo (non-cumulative). of Withered Fangs. Always in search of a way to perfect
èè Trigger: Gain 1 Karma if she becomes fixated and won’t stop herself and live up to her status, she single-handedly
until it’s perfect.
took on a Celestial Bear by the name of Tetsuo. She sur-
Profession: Outsider, Focus: Drifter vived the bloody battle, but lost her eye in the process;
èè Gift: Has traveled the lands extensively. +1 Fortitude against though she took the bear’s eye as recompense as well.
environmental effects. Ine hopes to continue training and eventually meet Tet-
èè Trigger: Gain 1 Karma when she lacks resources when needed. suo again to finish the fight.
Tragedy: Ravaged Body, She is spiteful, cold and completely out for revenge
Affliction: Impaired Sense most of the time. Ine is incredibly easy to anger, and
èè Gift: Lost her left eye. -1 Perception (Sight), +1 for all other senses. some say they hear a snake’s rattle when she approach-
èè Trigger: Gain 1 Karma when her lack of sight causes trouble. es. This made her perfect to become an Enforcer for the
Wartime Role: Foot Soldier, Title: Enforcer Lotus Coalition, getting information out of Izou soldiers
èè Gift: She knows how to get what she wants. +1 Intimidation for in the most despicable ways possible. Ine doesn’t take
interrogation. orders well and is likely to do the opposite of what she’s
èè Trigger: Gain 1 Karma when disobeying an order (as she is told for the hell of it, unless it suits her purposes.
prone to do) causes issues.
Clan: Recoiling Serpents
èè Clan Gift - Serpent’s Body: Her body is sleek and bendable. +2
Athletics for flexibility or escaping confinement.
èè Clan Trigger - Rattle Then the Bite: Gain 1 Karma when she
can’t help but take revenge in the heat of the moment.
Contacts
èè Ally: Akiko (Holistics): An enigma known for their skill at cre-
ating poisons, she accepts payment only in trinkets of personal
value to the ninja.
èè Rival: Hebi Misaki (Fortitude): A restaurant owner with a
flair for cooking, she knows the best ways to kill a man without
being detected.
Martial Training
èè Poison Striking 1 (Snake Style): Poison coats all of her at-
tacks. Can apply a Poison 1 Condition with a Boost.
èè Alchemy 1 - Area of Study: Mind. Can create the following
potions: Forgetfulness.
Way of Great Serpents
Training: On a Boost, they may raise or reduce a Poison Condition
with Near Range by 1
Backfire: Suffers a Slowed 1 Condition.
èè Long Tongue (Basic, Yang + Fortitude): Tongue extends
(Yang x3ft) long, but acts just like any limb.
èè Swallow (Basic, Yin + Fortitude): Swallow something up to
half their size. Boost = same size.
èè Shed Skin (Med, Yang + Fortitude): Refreshes them, healing 3
Health. Boost = heal 2 Psyche too.
Way of Survival
Training: Heal 1 Psyche. If done 3 times in same Scene, they may
reduce a Condition by 1.
Backfire: -2 penalty to next Resistance or Defense check.
èè Escape Technique (Basic, Yang + Speed): Free themselves
from being confined or captured.
èè Danger Sense (Basic, Yang + Intuition): Make them immune
Skills
Athletics 3 (Climbing), Crafts 3, Deception 1, Discipline 1, Empa-
to ambushes, and gains +2 Initiative for Round 1 of any combat.
thy 0, Fighting 3, Fortitude 2, Holistics 3, Intimidation 1, Intuition
Stats of Note 0, Knowledge 1, Marksman 1, Might 2, Perception 1, Perform 0, Per-
Health: 8, Psyche: 6, Yang: 2, Yin: 1, Rank: 1, Initiative: 5, Dy- suade 1, Speed 2, Stealth 3, Survival 2 (Swamps), Travel 0
namic Actions: 1, Dynamic Dice: 3, Strength: 5, Movement: 10,
Weapon: Katana (Sharp, Quick)
220
Higashi Masaru
Element: Fire, Temperament: Hot Headed Years ago, Higashi Maseru was a name almost everyone
èè Gift: Gets mad easily. +1 Might when he is flying off the handle. knew about. He was the inventor of many new forms of enter-
èè Trigger: Gain 1 Karma if he just can’t stop himself. tainment and took on his share of students in his day. Today,
Profession: Entertainer, Focus: Tumbler Maseru is out-of-shape, but still as boisterous as ever. Maybe
èè Gift: Knows how to flip and tumble around. +1Athletics for such his glory days are long past, but he’s unwilling to let them go
things. and the Odoriko Clan was built on loyalty. The few perfor-
èè Trigger: Gain 1 Karma if he fails in front of a crowd, to his em- mances he’s allowed often end in embarrassment, but he is
barrassment. the consummate performer and able to play them off as jokes
Tragedy: Tormented Mind, Affliction: Hair Trigger for the kids’ amusement. Many believe he is extremely lucky
èè Gift: His reputation preceeds him. +1 Intimidation when their and rub his bald head for luck before shows. Maseru loves
target knows of their hair trigger. this tradition, because it keeps him close to his life’s passion,
èè Trigger: Gain 1 Karma if he loses his head when level heads even if he isn’t setting foot on stage.
are needed. With the start of the Ninja Crusade, he got really good at
Wartime Role: Scout, Title: Sleeper listening and observing his environment. He can step into al-
èè Gift: He’s very convincing. +1 Deception to convince others of most any situation, fit in and then report back to the Lotus
your loyalty. Coalition with important information. Who’s the fool now?
èè Trigger: Gain 1 Karma when staying undercover costs them
something important.
Clan: Blazing Dancers
èè Clan Gift - Performance Mastery (Acting): +1 bonus to any
check that can use their specialty. +2 if used with Perform.
èè Clan Trigger - Disrespected: Gain 1 Karma when the clan’s
bad reputation puts them in a bad situation.
Contacts
èè Ally: Odoriko Mao (Crafts): A brilliant costumer, Mao is well
known for his expert disguises and stage dress.
èè Rival: Ryoko Naoko (Perform): A fellow troupe performer, she
can carry a song like no one else, but doesn’t like to share her fame.
Martial Training
èè Unstoppable Attack 1 (Paired Style): May attack twice with a
single action, but both attacks suffer a -2 penalty
èè Vanishing 1 (Monkey Style): Opponents suffer -1 penalty to
detect his presence.
Way of the Immaculate Show
Training: Illusions of the story they are trying to tell come to life.
Backfire: -2 Initiative and audience displeasure.
èè The Perfect Show (Basic, Yang + Perform): Gains +2 bonus to
next Perform check.
èè Trick Shots (Basic, Yang + Marksman): For (successes) ranged
attacks, they get +1 bonus to hit, ignore cover and returns to the
ninja.
èè Star of the Show (Med, Yang + Perform): Illuminates (Yang
x10ft) area, and the ninja may attempt to Block any attack on
them (or a nearby teammate) with a Yang + Perform check.
Way of Fire
Training: Boost = +1 fire damage on impact and for each Round until
put out.
Backfire: Fire set to environment. Critical = Suffer Burned 1 Condition.
èè Fire Punch (Basic, Yang + Might): +1 fire damage for (succes-
es) attacks. Boost on attack = causes Burned 1 Condition.
èè Bright Star (Basic, Yang + Persuade): He shines so bright it’s
hard to look at him. Opponents suffer (Yang) penalty to attack Skills
him for 1 Round. Boost = Lasts the Battle or Scene. Athletics 3 (Jumping), Crafts 1, Deception 0, Discipline 1, Empa-
thy 2, Fighting 2, Fortitude 5, Holistics 0, Intimidation 1, Intuition 0,
Stats of Note Knowledge 1, Marksman 1, Might 1, Perception 2, Perform 3 (Danc-
Health: 10, Psyche: 6, Yang: 3, Yin: 0, Rank: 1, Initiative: 4, ing), Persuade 1, Speed 1, Stealth 2, Survival 1, Travel 1
Dynamic Actions: 1, Dynamic Dice: 3, Strength: 4, Movement:
9, Weapon: Kama (Paired, Sharp)
221
Ichatsuko No Kino
Element: Wood, Temperament: Loquacious Kino is an old ninja in a young ninja’s body, but still has
èè Gift: Likes to draw a crowd. +1 Perform to draw others to her. the youthful outlook on life. She studied under the famed
èè Trigger: Gain 1 Karma if they let a secret or important info slip herbalist Utah Hikaru, learning how to fight and heal with
at the wrong time. the best of them. She became so well-versed in navigat-
Profession: Healer, Focus: Herbalist ing forests, she took on the name Ichatsuko No Kino, or
èè Gift: She knows her herb and ingredients. +1 Holistics when Kino of the Forest. She was more than happy to simply be
creating potions. a local healer, but the Bamboo Herbalists couldn’t let her
èè Trigger: Gain 1 Karma when she’s forced to do something she talents go to waste. Her training was long and laborious,
doesn’t want to to get a rare ingredient. but she achieved her ninja status through hard work and
Tragedy: Victim of Circumstance, determination.
Affliction: Plague Survivor She is known for talking a lot, taking on any dare and
èè Gift: Seeing many die before her, she gains +1 Holistics to heal going farther than any other explorer of her generation.
the sick and downtrodden. Plagues hit her village and she lost so many people, Kino
èè Trigger: Gain 1 Karma if she lets her urge to heal put her in danger. now rarely thinks about the danger involved if there are
Wartime Role: Medic, Title: Kusuriya rare herbs to be found or people to save. Her ability to act
èè Gift: The war brings new injuries and sickness all the time. +1 under pressure and her cheery smile, make her the favor-
Holistics to treat something she’s never seen before. ite medic to attend to the front lines, and her expertise in
èè Trigger: Gain 1 Karma if a procedure fails and it’s all her fault. alchemy helps her be as efficient as possible.
Clan: Bamboo Herbalists
èè Clan Gift - Long-Lived: They take potions to enhance their bod-
ies. +2 Fortitude vs. poisons or sickness. Can go (Fortitude) days
without food, water or sleep and ages 1 year for every 2 that pass.
èè Clan Trigger - Dare Accepted: Gain 1 Karma when their thrill
seeking ways get the better of them, much to the detriment to
themselves or their group.
Contacts
èè Ally: Nomura Jotaro (Empathy): An expert counselor, able to
help people fix a wrecked life or accomplish just the opposite.
èè Rival: Ibuka Sakura (Fighting): A drinker and a brawler, she is
never one to turn down a good fight.
Martial Training
èè Flailing Body 1 (Dragon Style): Opponents suffer a -1 penalty
to grab or hold her. She also receives a +1 bonus to escape bind-
ing if she does get caught.
èè Alchemy 1 - Area of Study: Alertness: Can create the follow-
ing potions: Awake, Sloth and Special Wine.
Way of Caring Hands
Training: Lower any Condition within Near Range with a Boost.
Backfire: Raise any Condition within Near Range with a Boost.
èè Quick Needle Technique (Basic, Yang + Fortitude): Creates
(Successes) needles that are Quick and Sharp. If used for acu-
puncture, gain +1 Holistics.
èè Paralysis Needles (Med, Yin + Marksman): Target cannot
move for (Successes) Rounds. On a Boost, this becomes the Bat-
tle or Scene.
Way of Wood
Training: A Boost gives a +2 bonus to using wooden tools or weapons.
Backfire: Cumulative -1 penalty to Might and Athletics checks.
èè Tree Hopping (Basic, Yang + Athletics): 3x Movements in for-
ests and jungles.
èè Hiding Place (Med, Yang + Holistics): Meld into a tree to be-
come undetectable. Heal 1 physical and 1 mental damage every
10 minutes.
Skills
Stats of Note Athletics 2 (Jumping), Crafts 2, Deception 0, Discipline 0, Empa-
Health: 7, Psyche: 5, Yang: 3, Yin: 0, Rank: 1, Initiative: 7, thy 2, Fighting 2, Fortitude 2, Holistics 4, Intimidation 0, Intuition
Dynamic Actions: 1, Dynamic Dice: 3, Strength: 3, Movement: 9. 2, Knowledge 2, Marksman 2, Might 1, Perception 1, Perform 1, Per-
Weapon: Katana (Sharp, Quick) suade 1, Speed 2, Stealth 0, Survival 3 (Tracking), Travel 1
222
Ishikawa Ryota
Element: Metal, Temperament: Authoritative Ryota was born to the distinguished Ishikawa family,
èè Gift: Is striking and controlling. +1 Intimidation to issue com- which has served in the Imperial Courts for centuries.
mands He stands strong and authoritative, constantly fighting
èè Trigger: Gain 1 Karma if/when he makes a wrong call. off political attacks and debating the important issues
Profession: Noble, Focus: Kuge that keep the Izou people from advancing. His fami-
èè Gift: A truly skilled aristocrat. +1 Discipline during tough con- ly has had connections to the world of ninja since his
versations. great, great grandfather stalked the night. The constant
èè Trigger: Gain 1 Karma if political skeletons rear their heads. threat of ninja or other huge attacks has led to some
Tragedy: Tormented Mind, Affliction: Paranoid issues with paranoia.
èè Gift: Everyone is truly out to get him. +2 Intuition to detect an He serves the Lotus Coalition directly by continu-
ambush. ing his life as a Kuge, fighting the Ninja Crusade from
èè Trigger: Gain 2 Karma if his paranoia leads the group into danger. the inside. His meetings with other ninja are usually in
secret, but his influence can get his allies into places
Wartime Role: Villager, Title: Shepard they’d never think possible. His status within the Hid-
èè Gift: Helps get people out of dangers situations. +1 Perception
den Strands has earned his master’s attention, and Ryo-
to spot hidden items or the enemy.
ta is being asked to do more and more, putting his cover
èè Trigger: Gain 1 Karma if he ever forgets an important name
or face.
in jeopardy. He is not a young man, but is quite patient…
always waiting for the right time to strike.
Clan: Hidden Strands of Fate
èè Clan Gift - Orchestrated Life: They understand their tribula-
tions. Tragedy Gift and Trigger doubled.
èè Clan Trigger - Giving More to the Clan: Gain 1 Karma if fol-
lowing a secret, secondary objective causes problems.
Contacts
èè Ally: Asaito Yukio (Travel): A talented wagoner, she is able to
get clients any number of places or make it harder to get from
one city to the next.
èè Ally: Network of Spies (Gatherers)
èè Rival: Kakuta Soseki (Fighting): A mercenary for hire, he is a
coin away from being at someone’s throat.
Martial Training
èè Master of Spies 1 (Gatherers): Gains information Gatherers
as an Ally.
èè Patience As Reward 1 (Crane Style): With no attacking, gains
+1 to all Defense checks for the Round.
Way of Spun Threads
Training: Automatic use of Attached jutsu on a Boost.
Backfire: -1 penalty to Spun Threads activations from being tan-
gled.
èè Invisible Threads (Basic, Yin + Stealth): Their threads are in-
visible. Targets suffer -1 Defense.
èè Spider’s Scry (Basic, Yin + Perception): Listen in on conver-
sations around strings.
èè Thread Web (Basic, Yang + Crafts): Creates web to stop fall or
seal opening. Health = Successes.
èè Skilled Strands (Basic, Yang + Intuition): Use skills at a Near
Range (no modifier) or Far Range (-2 penalty). Boost = -1 pen-
alty instead.
Way of the Metal
Training: +1 bonus with Metal tools/weapons.
Backfire: -1 penalty to use metal tools/weapons, and -1 to Block or
Brace against them.
èè Iron Mind (Med, Yin + Discipline): Steels the mind. +2 bonus
against mental attacks. Skills
Stats of Note Athletics 0, Crafts 0, Deception 3 (Misdirection), Discipline 2, Em-
Health: 6, Psyche: 7, Yang: 0, Yin: 3, Rank: 1, Initiative: 9, Dy- pathy 2, Fighting 2, Fortitude 1, Holistics 0, Intimidation 3, Intuition
namic Actions: 1, Dynamic Dice: 3, Strength: 1, Movement: 7, 3, Knowledge 2, Marksman 0, Might 1, Perception 2, Perform 1, Per-
Weapon: Nunchaku (Chain, Blunt) suade 3 (Oratory), Speed 2, Stealth 1, Survival 1, Travel 1
223
Ishimoto Sayuri
Element: Earth, Temperament: Responsible Growing up, Sayuri was the tallest girl in her village. Real-
èè Gift: She helps others to live a good life. +1 Persuade to get oth- izing she wouldn’t gain a betrothal by her appearance, Sayu-
ers to do the right thing. ri’s parents convinced the village blacksmith to take her on as
èè Trigger: Gain 1 Karma if she pays for someone else’s mistake. an apprentice, and soon her muscles matched her height. She
Profession: Artisan, Focus: Smith might have continued in this fashion, but one night a demon
èè Gift: Has expertise in crafting materials, especially arrows. +1
brutally attacked Sayuri’s younger sister and her boyfriend.
Marksman to hit small targets.
Grabbing a nearby branch, Sayuri managed to kill the demon,
èè Trigger: Gain 1 Karma when she chooses brute strength and it
but not without getting wounded in the process. Sayuri man-
turns out horrible.
aged to heal, but not without sustaining some heavy scarring.
Sayuri was very religious and asked the village priest why
Tragedy: Ravaged Body, Affliction: Scarred the demon attacked. The priest couldn’t give her an answer,
èè Gift: Ritualistic scarring and tattoos. +1 Fortitude vs. Pain. but said the gods tended to favor those who helped them-
èè Trigger: Gain 1 Karma if she frightens people when she doesn’t selves. Then they asked Sayuri to leave her village, hoping to
mean to. remove it from retribution by future demon attacks aimed
Wartime Role: Foot Soldier, Title: Champion at her. However, the priest knew someone in the Will of Iron
èè Gift: She fights against sicknesses. +1 Fortitude against poison clan, and recommend Sayuri into its hands. She readily took
èè Trigger: Gain 1 Karma whenever sharing the truth about the to their teachings, though she is more concerned with pro-
war with the wrong person causes conflict/trouble tecting humans from unrighteous demon attacks than bring-
ing human criminals to justice.
Clan: Will of Iron
èè Clan Gift - Steel Never Lies: +1 bonus when using metal tools/
weapons. +2 if they made it themselves.
èè Clan Trigger - Black and White: Gain 1 Karma when she
stands firm on preserving the law to their detriment.
Contacts
èè Ally: Kusamura Yume (Perform): A monk on pilgrimage who
performs for villages in exchange for room and board. She has
much to share with anyone who cares to listen.
èè Rival: Koga Harue (Fighting): A warrior with his own mercenary
band that protects villages and towns. Strictly enforces the law.
Martial Training
èè Portents 1: Sense Ki and Divination. (Immune to ambush, and +1
to find/avoid traps. May interpret dreams, and significance of it)
èè Chain Dance (Chain Style): +1 Fighting per level with chains.
Way of Heaven’s Judgement
Training: On a Boost, they gain a +1 bonus against an active criminal.
Backfire: Suffers a Confused 1 Condition.
èè Detect Disturbance (Basic, Yin + Empathy): Drawn to nearest
crime or injustice
Way of the Warrior
Training: Steels their warrior spirit. Dynamic Actions give +2 dam-
age for next attack.
Backfire: Their body breaks, suffering a Broken 1 Condition.
èè Fighter’s Focus (Basic, Yin + Perception): +1 bonus on attack/
defense against target. Boost = do +1 damage.
èè Fighter’s Trance (Adv, Yin + Discipline): +4 to Initiative, ignore
environment penalties and Boost with only 2 more successes.
Way of Metal
Training: +1 bonus with Metal tools/weapons.
Backfire: -1 penalty to use metal tools/weapons, and -1 to Block or
Brace against them.
èè Mold Metal (Basic, Yin + Crafts): Able to mold metal like clay
Stats of Note
Health: 8, Psyche: 7, Yang: 0, Yin: 3, Rank: 1, Initiative: 6, Dy- Skills
namic Actions: 1, Dynamic Dice: 3, Strength: 6, Movement: 9, Athletics 2, Crafts 3 (Blacksmith), Deception 0, Discipline 2,
Weapon: Sickle-Chain (Chain, Sharp, Skilled (Climbing), Slow) Empathy 2, Fighting 4, Fortitude 3, Holistics 0, Intimidation 2, Intu-
ition 1, Knowledge 2 (Demons), Marksman 0, Might 4, Perception 2,
Perform 1, Persuade 0, Speed 2, Stealth 0, Survival 0, Travel 0
224
Kumori Kunio
Element: Water, Temperament: Devious Kunio survived the difficult training the Shadows pro-
èè Gift: He has an underhanded streak. +1 Fighting if attacking in vide. He graduated at the top of his class, and his cool
unsportsmanlike ways. demeanor gives him a certain amount of attitude. On his
èè Trigger: Gain 1 Karma when cheating the wrong person comes final exam, he even assassinated a high-profile aristocrat
back to hurt him. surrounded by dozens of Izou soldiers. This has earned
Profession: Artisan, Focus: Smith him respect among his fellow ninja, as well as a warrant
èè Gift: Has expertise in crafting materials, especially arrows. +1 that no bounty hunter could pass up. His stealth and mar-
Marksman to hit small targets. tial arts training has kept him from capture so far.
èè Trigger: Gain 1 Karma when he chooses brute strength and it Kunio is a loner by nature, but he’ll work with oth-
turns out horrible. ers who have proven themselves and accept him to lead
Tragedy: Civil Discord, Affliction: Wanted any missions against the Izou Army. He has even taken to
èè Gift: The empire has his number, so he’s always looking over training other, younger ninja how to operate in rough ter-
his shoulder. +1 Athletics to evade the law. rain. The Lotus Coalition gives him missions, but he is a bit
èè Trigger: Gain 1 Karma if he gets recognized and things go badly. of a rebel and handles them “his” way. The job gets done,
Wartime Role: Commander, Title: Trainer so the Lotus Coalition shouldn’t complain, right? Ignoring
èè Gift: Trains others in terrain expertise. +1 Athletics in Forests. orders doesn’t win Kunio any friends, but neither does be-
èè Trigger: Gain 1 Karma if the fear of failure gets the better of him. ing an elitist.
Clan: Grasping Shadows
èè Clan Gift - Darkness Comes to Life: +1Stealth in Shadows and
Intimidation bonus when hiding = difference in successes.
èè Clan Trigger - Ninja Pride: Gain 1 Karma when his belief that
Shadows are better than other ninja get in the way.
Contacts
èè Ally: Akiyama Shigematsu (Discipline): This monk has taken a
vow of silence, but is one of the most connected men in the Empire.
èè Rival: Kumori Takashi (Marksman): This thief has been a
thorn in the side of the Izou for years, hiding in one of his many
safehouses.
Martial Training
èè Raptor Needs to Feed 1 (Eagle Style): May spend 2 Dynamic
Actions for Extra damage.
èè Armor of Blades 1 (Sharp Style): Close and Near attackers
suffer -1 penalty to his him from constantly spinning blades.
Defense Boost = +1 Fighting to next attack.
Way of Ebony Clutches
Training: Shadows surround him. +2 Stealth on a Boost
Backfire: -1 cumulative penalty to Stealth.
èè Dark Eyes (Basic, Yin + Perception): See in any darkness.
èè Puppetry (Basic, Yang + Perform): +2 to impress audience or
distract for -1 Initiative.
èè Shadow Tentacles (Med, Yang + Crafts): Creates (Yang) ten-
tacles. Attack with half dice pool and deal 1 damage. Can carry
200lbs.
Way of the Unseen
Training: They becomes less visible. -2 Perception to those trying
to see them.
Backfire: Suffer a -2 Stealth penalty.
èè Unnoticed (Basic, Yin + Stealth): +2 Stealth at slow pace.
Boost = Can move faster.
èè Unheard (Basic, Yin + Stealth): Cancels sound in (Yin x10ft)
radius. Boost = target (Yin) others.
Stats of Note Skills
Athletics 2, Crafts 1, Deception 2, Discipline 4, Empathy 1, Fight-
Health: 5, Psyche: 9, Yang: 0, Yin: 3, Rank: 1, Initiative: 5, Dy-
ing 3, Fortitude 0, Holistics 0, Intimidation 2 (Stare down), Intuition
namic Actions: 1, Dynamic Dice: 3, Strength: 2, Movement: 9,
0, Knowledge 2, Marksman 3, Might 0, Perception 1, Perform 2, Per-
Weapon: Katana (Quick, Sharp)
suade 0, Speed 2, Stealth 3 (Concealment), Survival 0, Travel 2
225
Odoriko Minori
Element: Fire, Temperament: Expressionist Considered one of the best students of Dancer teach-
èè Gift: Loves to create art. +1 Crafts when doing so. ings and a rising star of the Wu Ji Theater, Minori has
èè Trigger: Gain 1 Karma when he becomes enthralled with art to become a stalwart member of the Lotus Coalition. He
the point of inaction. grew up very poor, so he is incredibly excited about life
Profession: Entertainer, Focus: Tumbler in general, since everything seems to be going his way.
èè Gift: Knows how to flip and tumble around. +1Athletics for such He’s a member of a clan that supports his artistic pur-
things. suits, he travels around the Empire meeting with oth-
èè Trigger: Gain 1 Karma if he fails in front of a crowd, to his em- er diplomats and he puts on the greatest shows of all
barrassment. time, having picked up the skills needed to execute the
Tragedy: Unending Stigma, Destroyer’s Dance quicker than previous students ever
Affliction: Singing for Supper have.
èè Gift: Grew up poor. +1 Perform to beg or ask humbly for things. Minori has earned a small following of fans, and is an
èè Trigger: Gain 1 Karma if he hordes something important away expert warrior in both ranged and close combat. He’s
from the group. also a bit of a womanizer, which can be a blessing and
Wartime Role: Communications, Title: Diplomat curse at times. He’s a great performer, but is somewhat
èè Gift: Often the face of the party. +1 Perception to spot someone closed off behind doors, letting only his closest friends
in a crowd. in to meet the real Minori.
èè Trigger: Gain 1 Karma if their need to be charming hurts the
group.
Clan: Blazing Dancers
èè Clan Gift - Performance Mastery (Tumbling): +1 bonus to any
check that can use their specialty. +2 if used with Perform.
èè Clan Trigger - Disrespected: Gain 1 Karma when the clan’s
bad reputation puts them in a bad situation.
Contacts
èè Ally: Suzuki Hidetoshi (Intuition): One of the oldest members
of the Odoriko Clan, he is always there to dispense wisdom or
cast doubt.
èè Rival: Masumi Ichiro (Speed): When messages need deliver-
ing, he is the one to call.
Martial Training
èè Blackout the Sun 1 (Ranged Style): After a Boost on a ranged
attack, he may attack again for free.
èè Beating My Wings 1 (Eagle Style): Suffers -2 penalty, but may
throw 2 ranged weapons at once.
Way of the Immaculate Show
Training: Illusions of the story they are trying to tell come to life.
Backfire: -2 Initiative and audience displeasure.
èè Beautiful Dance (Med, Yang + Speed): +1 Dynamic Action per
(Successes) Rounds.
èè Destroyer’s Dance (Adv, Yang + Perform): Swirls fire and in-
creased movement. +2 Armor, +2 damage and +2 to attack and
defense checks. Last (successes) Rounds.
Way of Movement
Training: Enhanced movement. +2 Movement and +1 Initiative.
Backfire: Slowed. -2 Movement and -1 Initiative.
èè Tiger’s Leap (Basic, Yang + Might): Enhanced jump. Multiply
distance by (Yang +1)
Stats of Note
Health: 7, Psyche: 6, Yang: 3, Yin: 0, Rank: 1, Initiative: 8, Dy-
namic Actions: 1, Dynamic Dice: 3, Strength: 3, Movement: 10, Skills
Weapon: Kunai (Range, Sharp) Athletics 2, Crafts 0, Deception 2, Discipline 1, Empathy 1, Fight-
ing 3, Fortitude 2, Holistics 1, Intimidation 1, Intuition 2, Knowledge
1, Marksman 3 (Kunai), Might 1, Perception 1, Perform 2 (Singing),
Persuade 2, Speed 3, Stealth 1, Survival 0, Travel 0
226
Rekishi Ko-naa
Element: Water, Temperament: Calm Ko is a devoted and loyal member of the Living
èè Gift: Has a calming spirit. +1 Discipline to stay calm and ignore Chronicle, having been raised within the Great Library
distractions. of the Land of Crashing Waves from birth. He absorbs
èè Trigger: Gain 1 Karma if/when her calm demeanor comes off all information placed before him, making him one of
as cold. the most intelligent people in the world, but he realizes
Profession: Scholar, Focus: Historian that knowledge isn’t everything. Ko’s clan has sent him
èè Gift: Knows his way around a library. +1 Speed to reserach into the world to experience more, releasing him to the
quickly. Lotus Coalition to restore the Izou Libraries lost to the
èè Trigger: When a mistranslation or wrong info causes issues. emperor’s petulance.
While young, Ko is overtly calm and a brilliant bat-
Tragedy: Victim of Circumstance, tle strategist, though he isn’t one to attack first. Even
Affliction: Disaster Magnet
èè Gift: Being used to danger, they get +1 Speed to avoid pitfalls though he travels with a walking stick, he seldom uses
and surprise threats. it in battle. He takes defensive stances to defeat his op-
èè Trigger: Gain 1 Karma if saving himself passes the danger on to his ponents and isn’t above removing himself from their
comrades. memory to hopefully quell any future aggression. He
Wartime Role: Commander, Title: Strategist strives to learn the Mind Removing Technique to make
èè Gift: Knows the historical significance of battles. +1 Knowledge him even more useful to the war effort.
to recall advantages or disadvantages of battle plans
èè Trigger: Gain 1 Karma if a strategy he created ends poorly for
the group.
Clan: Living Chronicle
èè Clan Gift - Knowledge of the Ages: Knowledge is power. Gains
Knowledge as successes against fear or to remain calm.
èè Clan Trigger - Respect the Word: Gain 1 Karma when put in
danger to save historical knowledge or a relic.
Contacts
èè Ally: Oishi Toshie (Knowledge): One of the chief Historians at
the Fortress of Scrolls.
èè Rival: Kurokawa Iwa (Marksman): A hunter who grew up in
the same village as the ninja, and sometimes resents their gifts.
Martial Training
èè Catching Prey 2 (Mantis Style): Successful Block ends with a
Grapple. -1 penalty if trapping against a weapon. Victim cannot
use limb for (Might) Rounds and suffers a -2 penalty to use the
limb for the rest of the Battle.
Way of Kept Lore
Training: Enriches their minds. +1 auto-success to Knowledge for
next check.
Backfire: -1 cumulative penalty to Intuition
èè Information Consumption (Med, Yin +Knowledge): Ritual
to remove (successes) pieces of information from the target’s
mind. Victim resists with Discipline + Fortitude and suffers a
Dazed 2 Condition with a failure.
èè Removal of Bedlam (Med, Yin + Discipline): Automatically
succeed at Concentration checks for (successes) Rounds. Also
grants +1 Armor against mental damage.
èè Work Smarter (Med, Yang + Discipline): May replace a phys-
ical skill with Knowledge for (successes) checks. Boost = Knowl-
edge becomes a bonus to an existing combo.
Stats of Note
Health: 5, Psyche: 8, Yang: 0, Yin: 3, Rank: 1, Initiative: 4,
Dynamic Actions: 1, Dynamic Dice: 3, Strength: 1, Movement: 6. Skills
Weapon: Bo (Reach, Blunt) Athletics 0, Crafts 2, Deception 0, Discipline 3 (Concentration),
Empathy 1, Fighting 4 (Blocking), Fortitude 0, Holistics 1, Intimi-
dation 1, Intuition 1, Knowledge 5 (History), Marksman 1, Might 1,
Perception 3, Perform 1, Persuade 1, Speed 0, Stealth 1, Survival 1,
Travel 2
227
Ren
Element: Fire, Temperament: Hot Headed Ren was born an untouchable, poor and beneath the
èè Gift: Gets mad easily. +1 Might when she is flying off the handle. majority of other people in the Empire. She’s been on
èè Trigger: Gain 1 Karma if she just can’t stop herself. her own from a very young age, picking pockets and
Profession: Outsider; Focus: Untouchable foraging in the garbage to survive. One day, a man took
èè Gift: +1 Stealth to overhear conversations of the higher classes. her in and taught her the way of the ninja, seemingly
èè Trigger: Gain 1 Karma when lowered status has a negative effect. as a joke. Not only did she quickly learn the lessons he
Tragedy: Victim of Circumstance; taught, but she surprised him when she took on a Ce-
Affliction: Orphaned lestial Bear and earned their respect without his assis-
èè Gift: Gain +1 Survival whenever the ninja must rely on their own wits. tance. Ren left her sensei behind, seeing no further use
èè Trigger: Gain 1 Karma when the ninja’s fear of abandonment for him. He only saw her as a weak little girl, but she’s a
prevents them from making a solid connection. survivor above all else.
Wartime Role: Mercenary, Title: Assailant She met a forest guide who taught her how to survive
èè Gift: She’s used to fighting a lot of enemies at once. +1 Fighting for long periods in the forests and has faced many chal-
if outnumbered. lenges, even battling the great Yuji, who always makes
èè Trigger: Gain 1 Karma when she loses something important to fun of Ren’s age just to see her squirm. In her downtime,
her (as often happens to a warrior) Ren carves wooden masks. She’s got a fox, a bear and a
Clan: Ronin bunny so far, and is getting better with each attempt.
èè Gift - I Can Do That Too: May spend 1 Dynamic Action to substi-
tute a Skill they possess for another Skill for a single check. Ro-
nin may also select jutsu from any list (including Clan-Specific).
èè Trigger - Unaligned: Gain 1 Karma when acting out their inde-
pendent nature puts them or their group in danger.
Contacts
èè Ally: Katayama Suki (Survival): A forest guide who knows the
fastest ways in and out of cities, she favors helping the inno-
cent, and will abandon the guilty to the elements.
èè Rival: Motohoshi Yuji (Discipline): Once a legendary wrestler,
he has faced many challenges in his day and now finds life bor-
ing. He seeks greater and greater thrills to keep him motivated.
Martial Training
èè Summoner 1 (Bears): +1 Holistics, Trigger: Gain 1 Karma if
their hesitation to attack causes issues.
èè Mantis Feeds Well 1 (Mantis Style): The mantis claw tears at
flesh for +1 damage with unarmed strikes.
Way of Movement
Training: Enhanced movement. +2 Movement and +1 Initiative.
Backfire: Slowed. -2 Movement and -1 Initiative.
èè Lightning Fists (Med, Yang + Fighting): Attack 3 times on one oppo-
nent (Close) with one check. Each defended against separately.
Way of the Warrior
Training: Steels their warrior spirit. Dynamic Actions give +2 dam-
age for next attack.
Backfire: Their body breaks, suffering a Broken 1 Condition.
èè Fighter's Focus (Basic, Yin + Perception): Choose an oppo-
nent, and gains a +1 bonus on attacks and defenses against
them. Boost = +1 damage too.
Way of Twin Beasts
Training: On a Boost, any jutsu also affects their dog.
Backfire: Wild mind, -1 cumulative penalty Initiative and jutsu activation.
èè Prodigious Howl (Basic, Yang + Intimidation): Communi-
cates by howls up to (Yang) miles away. Boost = Close Range Skills
resist with Discipline + Empathy or suffer 1 mental damage. Athletics 2, Crafts (Wood), Deception 1, Discipline 0, Empathy 1,
Stats of Note Fighting 4, Fortitude 1, Holistics 1 (Self-Healing), Intimidation 4, In-
Health: 6, Psyche: 5, Yang: 2, Yin: 1, Rank: 1, Initiative: 6, tuition 1, Knowledge 1, Marksman 2, Might 1, Perception 4, Perform
Dynamic Actions: 1, Dynamic Dice: 3, Strength: 3, Movement: 9, 0, Persuade 1, Speed 2, Stealth 0, Survival 2, Travel 0
Weapon: None.
228
Sakamoto Tadao
Element: Earth, Temperament: Indulgent Tadao is the son of one of the Lotus Coalition’s found-
èè Gift: Loves his drugs. +1 Holistics for potions for his own con- ers, and has had a hand in directing the organization
sumption. since its inception. He was inducted for his knowledge,
èè Trigger: Gain 1 Karma if he takes too much and isn’t any use substantial independent wealth and lust for medical po-
to anyone. tions, which he knows a lot about as he frequents many
Profession: Merchant, Focus: Moneylender an opium den. Tadao’s made a name for himself in the
èè Gift: Has money and loves to make deals. +1 Persuade if bribes sale and trade of medicinal ingredients and services,
are a factor. but has built up a hefty debt of favors along the way.
èè Trigger: Gain 1 Karma if he just can’t resist making a deal, even Since he’s struck it big, people are always looking for
if it’s bad for him.
the cut now.
Tragedy: Civil Discord, Affliction: Favors Owed Even though he’s not the best medic, he knows many
èè Gift: People are always looking to collect. +1 Deception to get of the Empire’s best. Tadao also works with a number
out of uncomfortable situations. of suppliers to ensure the Lotus Coalition gets their fair
èè Trigger: Gain 1 Karma if a debtor catches up and causes trouble. share of elixirs to serve the front line warriors. He is
Wartime Role: Supplier, Title: Hoarder a humble man, and knows how to get what he wants
èè Gift: He has an eye for finding treasure in the trash. +1 Survival without violence, instead preferring to use his words as
to find supplies in an area. weapons.
èè Trigger: Gain 1 Karma if he leaves something important be-
hind for safe hoarding.
Clan: Wardens of Equilibrium
èè Clan Gift - Balancing Act: Ki balance gives different bonus.
More Yang = +1 Health. More Yin = +1 Psyche. Balanced = +1
both and +1 bonus to jutsu activation checks.
èè Clan Trigger - Unpredictable History: Gain 1 Karma when he
needs to break a promise or contract and it causes trouble.
Contacts
èè Ally: Sawai Yuuki (Persuade): A toymaker and seller of can-
dies, she is an expert at learning rumors through the aid of her
child-informants.
èè Ally: Network of Spies (Thieves).
èè Rival: Chuushin Taro (Crafts): A master counterfeiter, his
ability to reproduce priceless works of art has made him infa-
mous among the art merchants in the region.
Martial Training
èè Thick Skin 1 (Bear Style): Tougher than he looks. +1 physical Armor.
èè Master of Spies 1: Gains Thieves as an Ally.
Way of Balancing Scales
Training: On a Boost, they may convert 1 ki to another type for free.
Backfire: Lose ki until they have equal values. If already equal, take
1 damage.
èè Penetrating Senses (Basic, Yin + Perception): X-ray visions
through (Yin) ft. thickness.
èè See Price (Med, Yin + Intuition): Instantly know what it’ll take
to bribe someone and gaing +2 Persuasion.
Way of Earth
Training: Boost gains +1 Armor vs. either physical or mental damage.
Backfire: -1 cumulative penalty to Defense and Resistance checks.
èè Muddied Steps (Basic, Yang + Deception): Makes a (Yang
x10ft.) area slick. Mod (2) check to keep from falling. If they
fail, they also suffer a Slow 1 Condition.
èè Spitting Earth (Med, Yang + Marksman): Roll with +1 Marks-
man to deal 1 damage. Boost = half damage to up to (Yang) tar- Skills
gets instead. Athletics 0, Crafts 3 (Appraisal), Deception 2, Discipline 3, Empa-
thy 2, Fighting 2, Fortitude 2, Holistics 1, Intimidation 1, Intuition 2,
Stats of Note Knowledge 2 (Economics), Marksman 1, Might 0, Perception 2, Per-
Health: 7, Psyche: 8, Yang: 2, Yin: 1, Rank: 1, Initiative: 6, Dy-
form 2, Persuade 1, Speed 1, Stealth 0, Survival 0, Travel 3
namic Actions: 1, Dynamic Dice: 3, Strength: 0, Movement: 6,
Weapon: Tessen (Sharp, Concealable)
229
Sumi Rika
Element: Fire, Temperament: Hot Headed Looking for a no-nonsense, take-no prisoners type of
èè Gift: Gets mad easily. +1 Might when she is flying off the handle. gal? Rika is a monster on the battlefield, able to take
èè Trigger: Gain 1 Karma if she just can’t stop herself. out soldier after soldier without hesitation, especially
Profession: Dedicant, Focus: Revolutionary if they’ve done something to make her mad. When the
èè Gift: +1 Fighting when battling for her cause. Inks joined the Lotus Coalition, she jumped aboard and
èè Trigger: Gain 1 Karma when she chooses her cause over the often fights on the front lines even when not asked to,
goals of the group. often taking on five, ten or even twenty soldiers alone.
Tragedy: Ravaged Body, Affliction: Scarred She believes in the fight against the Empire, more so
èè Gift: Ritualistic scarring and tattoos. +1 Fortitude vs. Pain. than she does her safety or even the Lotus Coalition it-
èè Trigger: Gain 1 Karma if she frightens people when she doesn’t self. Bringing them down is often all she cares about.
mean to. Rika does have a tendency to get drunk on occasion,
Wartime Role: Mercenary, Title: Assailant but even that doesn’t make her any less deadly. She has
èè Gift: She’s used to fighting a lot of enemies at once. +1 Fighting the scars to prove her survivability under pressure. Her
if outnumbered. family is long-dead at the hands of the Izou Army, yet
èè Trigger: Gain 1 Karma when she loses something important to another reason for her zealous fight against them. Her
her (as often happens to a warrior) blades have a single focus now.
Clan: Virtuous body Gardeners
èè Clan Gift - Flowing Ink: Expert artists. Gain +2 Crafts to pro-
duce art of tattoos. Pain penalties reduced by 2.
èè Clan Trigger - Prove Yourself: Gain 1 Karma when she feels
forced to act against her better judgement in order to prove
herself.
Contacts
èè Ally: Yasutake Hizuru (Intuition): A matronly midwife who
claims to have helped more babies enter this world than the
lives the Ninja Crusade has taken.
èè Rival: Sumi Chimaki (Speed): A stunning beauty but deadly
with blades, Chimaki is always the center of attention.
Martial Training
èè Never Forget a Taste 1 (Tiger Style): After damaging an en-
emy, gain +1 Survival (Tracking), +1 Initiative and +1 Fighting
against them.
èè Taste Your Own Blood 1 (Tiger Style): On a Boost, she may
reduce a Pain Condition by 1. Once per Battle, she gains +1 Ini-
tiative and +1 Fighting from this act.
Way of the Inked Skin
Training: May use Withdraw Weapon for free (no check) with a Boost.
Backfire: -1 cumulative Speed penalty
èè Artful Defense (Basic, Yin + Speed): Absorbs incoming weap-
on as a tattoo.
èè Tiger Claws (Basic, Yang + Fortitude): Grows claws that deal
+1 damage and Pain 1 for (successes) attacks.
èè Withdraw Weapon (Basic, Yang + Fighting): Draws weapon
from a tattoo.
èè Shuriken Explosion (Med, Yang + Marksman): Sprays a
(Yang x10ft) radius for 2 damage.
Way of the Warrior
Training: Steels their warrior spirit. Dynamic Actions give +2 dam-
age for next attack.
Backfire: Their body breaks, suffering a Broken 1 Condition.
èè Sturdy Fist (Basic, Yang + Fighting): Immediately make an
attack with a +2 Fighting. Skills
Athletics 2, Crafts 2, Deception 0, Discipline 1, Empathy 0, Fight-
Stats of Note ing 4, Fortitude 3 (Drinking), Holistics 0, Intimidation 3, Intuition 2
Health: 8, Psyche: 6, Yang: 2, Yin: 1, Rank: 1, Initiative: 9, Dy- (Gambling), Knowledge 0, Marksman 1, Might 1, Perception 1, Per-
namic Actions: 1, Dynamic Dice: 3, Strength: 3, Movement: 11, form 1, Persuade 2, Speed 4, Stealth 1, Survival 2, Travel 0
Weapon: None.
230
Tsuki Kurayami
Element: Earth, Temperament: Responsible After the Recoiling Serpents killed his wife and daugh-
èè Gift: He helps others to live a good life. +1 Persuade to get oth- ter and their unsuccessful attempt to kill him as well, Ku-
ers to do the right thing. rayami burned with righteous fury and wished nothing
èè Trigger: Gain 1 Karma if he pays for someone else’s mistake. more than to mete out vengeance on the Serpents. With
Profession: Outsider, Focus: Hermit the ongoing war with the Empire, however, and the need
èè Gift: Knows how to live off the land. +1 Survival to forage/hunt to strengthen and support the Lotus Coalition, the elders
èè Trigger: Gain 1 Karma when overwhelmed by busy locales. convinced him to set aside his need to spill Serpent blood
Tragedy: Ravaged Body, Affliction: Scarred in favor of peacefully supporting the Pack’s endeavors in
èè Gift: Ritualistic scarring and tattoos. +1 Fortitude vs. Pain. Danketsu. When faced with the feigned atmosphere of co-
èè Trigger: Gain 1 Karma if he frightens people when he doesn’t operation, Kurayami’s vengeance overtook him and he re-
mean to. moved himself completely so as not to act against his clan.
Wartime Role: Scout, Title: Pathfinder He lives now as a hermit in the mountains with his dog
èè Gift: Is sent into the field and is always first on the scene. +1 Keiko, big and grizzled like him. Young pups frequently
Crafts for trap-making. make the pilgrimage to find him, and learn from him as his
èè Trigger: Gain 1 Karma if he mistakes an innocent/friendly as field craft skills are peerless despite the horrible scarring
an enemy. at the hands of the Serpents. Few leave without an intense
Clan: Pack of the Black Moon hatred of Serpents.
èè Clan Gift - Entwined Souls: Their ninja dog helps out. Gain +1
bonus when they do.
èè Clan Trigger - Primal View: Gain 1 Karma when they forgo
etiquette to the group’s detriment.
Contacts
èè Ally: Tsuki Mei (Survival): Known for being able to tame any
animal, she often takes excursions into lost lands to find any
exotic animal for clients.
èè Rival: Sanada Mako (Deception): A trickster playing upon
folktales and legends to scare Imperial soldiers away from her
forests, she is a skilled illusionist and inventor.
Martial Training
èè Splitting Arrows 1 (Sharp Style): Can Block ranged attacks
normally with no penalty.
èè Trap Master 1: -1 Difficulty for making Attack or Knockdown
Traps.
Way of Twin Beasts
Training: On a Boost, any jutsu also affects their dog.
Backfire: Wild mind, -1 cumulative penalty Initiative and jutsu ac-
tivation
èè The Hunt Begins (Basic, Yang + Perception): Raises their
hunting ability. +3 Survival (Tracking).
èè Canine Form (Med, Yang + Might): Turns into a dog. +2 Ath-
letics in this form.
èè Linked Souls (Med, Yin + Empathy): Can share senses with
their dog up to (Yin) miles.
Way of Wood
Training: A Boost gives a +2 bonus to using wooden tools or weapons.
Backfire: Cumulative -1 penalty to Might and Athletics checks.
èè Tree Hopping (Basic, Yang + Athletics): 3x Movements in for-
ests and jungles.
Stats of Note
Health: 8, Psyche: 5, Yang: 2, Yin: 1, Rank: 1, Initiative: 7, Dy-
namic Actions: 1, Dynamic Dice: 3, Strength: 7, Movement: 11,
Weapon: Ono (Heavy, Sharp, Brutal, Slow)
Skills
Athletics 4, Crafts 1, Deception 1, Discipline 0, Empathy 2, Fight-
ing 4, Fortitude 3, Holistics 0, Intimidation 1, Intuition 2, Knowledge
0, Marksman 0, Might 3 (Grappling), Perception 1, Perform 1, Per-
suade 0, Speed 2, Stealth 2, Survival 2, Travel 1
231
Tsukino Maki
Element: Earth, Temperament: Linguist Maki is a large and seemingly well-fed male with a small
èè Gift: He knows a lot about different cultures and languages. +1 beard, a constant smile and big sleeves. He sings a lot when
Knowledge to recall local/cultural information. he’s working, unless it’s a stealth mission (even then, he’s
èè Trigger: Gain 1 Karma if he recalls incorrectly. tempted to hum). He carries an airy feeling about him, in
Profession: Artisan, Focus: Smith contrasting harmony with his work as a forgemaster where
èè Gift: Has expertise in crafting materials, especially arrows. +1
he crafts throwing needles in endless varieties, but never
Marksman to hit small targets.
leaves behind a good handheld projectile... even if it wasn’t
èè Trigger: Gain 1 Karma when he chooses brute strength and it
his when the battle started.
turns out horrible.
Maki’s most gorgeous tools and weapons are made, not
with forgecraft, but with his jutsu to mold stone and metal
Tragedy: Victim of Circumstance, barehanded, turning everything from common iron to gem-
Affliction: Plague Survivor
èè Gift: Seeing many die before her, he gains +1 Holistics to heal stones into gorgeous, paper-thin cutting edges and flawless-
the sick and downtrodden. ly-measured ornaments. Some ninja tend to bonsai plants
èè Trigger: Gain 1 Karma if he lets his urge to heal puts him in danger. as a hobby, but Maki uses his jutsu to remove dirt and rock
from iron ore to create lattice-like trees of metal. When he’s
Wartime Role: Striker, Title: assassin feeling contrary, Maki will do the opposite, using the Way of
èè Gift: Always knows how to get the jump on his target. +1 Speed Metal to push away the ore and leave behind strange geodes
when making a Surprise attack. and puzzle-mazes of stone.
èè Trigger: Gain 1 Karma when he underestimates his enemy and
they gain the edge.
Clan: Wardens of Equilibrium
èè Clan Gift - Balancing Act: Ki balance gives different bonus.
More Yang = +1 Health. More Yin = +1 Psyche. Balanced = +1
both and +1 bonus to jutsu activation checks.
èè Clan Trigger - Unpredictable History: Gain 1 Karma when he
needs to break a promise or contract and it causes trouble.
Contacts
èè Ally: Chuushin Taro (Crafts): A master counterfeiter, his ability
to reproduce priceless art is unmatched.
èè Rival: Narumi Nao (Survival): An expert animal trainer, her
circus animals are a delight to see.
Martial Training
èè Firing Blind 1 (Ranged Style): Ranged attacks ignore darkness
penalties.
èè Alchemy 1 - Area of Study: Healing: Can create the following
potions: Miasma, Poison and Restore.
Way of Balancing Scales
Training: On a Boost, they may convert 1 ki to another type for free.
Backfire: Lose ki until they have equal values. If already equal, take 1 damage.
èè Harmonic Flow (Basic, Yin + Survival): Enviroment can be
tapped for ki +2 times. Boost = resets tapping value.
èè Harmonic Resonance (Adv, Yin + Empathy): Using an Ac-
tion to resonate give allies a Boost on any successful check and
drawing a Karma die counts as 2 dice for everyone 1 taken.
Way of Earth
Training: Boost gains +1 Armor vs. either physical or mental damage.
Backfire: -1 cumulative penalty to Defense and Resistance checks.
èè Stone Like Clay (Basic, Yin + Crafts): Able to mold stone like clay.
Way of Metal
Training: +1 bonus with Metal tools/weapons.
Backfire: -1 penalty to use metal tools/weapons, and -1 to Block or
Brace against them.
èè Mold Metal (Basic, Yin + Crafts): Able to mold metal like clay Skills
Athletics 3, Crafts 4, Deception 1, Discipline 2, Empathy 1, Fight-
Stats of Note ing 0, Fortitude 1, Holistics 2 (Alchemy), Intimidation 0, Intuition 1,
Health: 6, Psyche: 7, Yang: 1, Yin: 2, Rank: 1, Initiative: 5, Dy- Knowledge 2, Marksman 4 (Thrown), Might 1, Perception 2, Perform
namic Actions: 1, Dynamic Dice: 3, Strength: 6, Movement: 9, 1, Persuade 1, Speed 1, Stealth 2, Survival 2, Travel 0
Weapon: Throwing Spikes (Ranged, Sharp)
232
Zenigata “Sho” Shoichi
Element: Metal, Temperament: Authoritative His story centers on his love for a magistrate’s daughter.
èè Gift: Is striking and controlling. +1 Intimidation to issue commands Sho chose to turn his back on his clan to serve as an imperi-
èè Trigger: Gain 1 Karma if/when he makes a wrong call. al enforcer for the love of his life and their growing family.
Profession: Warrior, Focus: Soldier After several years of faithful service, his family connections
èè Gift: He served in a militia turned bandit force. +1 Discipline vs. Pain. were revealed and he was framed for the murder of his fa-
èè Trigger: Gain 1 Karma when his loyalty to the group and to his ther-in-law. The Empire now sees him as a dangerous crimi-
old army conflict. nal, an animal backed into a corner.
Tragedy: Civil Discord, Affliction: Wanted Torn from the world he chose, many among the Will of
èè Gift: The empire has his number, so he’s always looking over Iron question his dedication to true justice. Sho is constantly
his shoulder. +1 Athletics to evade the law. proving himself to his clan and the Lotus Coalition. He knows
èè Trigger: Gain 1 Karma if he gets recognized and things go badly. he will one day face the soldiers he once called his friends,
Wartime Role: Foot Soldier, Title: Enforcer and cut them down. To remove this thought, he lives only to
èè Gift: He knows how to get what he wants. +1 Intimidation for be reunited with his family and to take revenge against those
interrogation. who betrayed him. While a man of few words, he quietly ad-
èè Trigger: Gain 1 Karma when disobeying an order (as he is mits to anyone willing to ask that he doesn’t know what his
prone to do) causes issues. future holds once the Ninja Crusade is complete.
Clan: Will of Iron
èè Clan Gift - Steel Never Lies: +1 bonus when using metal tools/
weapons. +2 if they made it themselves.
èè Clan Trigger - Black and White: Gain 1 Karma when he stands
firm on preserving the law to their detriment.
Contacts
èè Ally: Uefugi Miwa (Empathy): Captain of the guard for a local village
the Izou travel through often, she always has information to share.
èè Rival: Hagane Fuyuko (Intuition): An investigator whose focus on
solving crimes borders on zealotry, they find themselves constantly
at odds with how their duty keeps them from ever truly resting.
Martial Training
èè Catching Prey 1 (Mantis Style): Successful Block ends with a
Grapple. -1 penalty if trapping against a weapon.
èè Bone Crusher 1 (Blunt Style): +1 damage with Blunt weapons,
and create Pain 2 Condition (instead of 1) on Boost.
Way of Heaven’s Judgement
Training: On a Boost, they gain a +1 bonus against an active criminal.
Backfire: Suffers a Confused 1 Condition.
èè Sense the Guilty (Basic, yin + Empathy): Senses if target is
guilty. Boost = gets visions of their crime.
èè Hunt the Guilty (Basic, Yin + Intuition): +1 bonus to find
clues, track perpetrator or interrogation.
èè Part the Mystery (Med, Yin + Intuition): Learn who committed
a crime or how or why it was comitted. Boost = 2 out of the 3.
Way of the Warrior
Training: Steels their warrior spirit. Dynamic Actions give +2 dam-
age for next attack.
Backfire: Their body breaks, suffering a Broken 1 Condition.
èè Fighter’s Focus (Basic, Yin + Perception): +1 bonus on attack/
defense against target. Boost = do +1 damage.
Way of the Water
Training: +2 bonus to next Defense.
Backfire: -1 penalty to Movement and Defense.
èè Like Water (Med, Yin + Intuition): Moves become more fluid. Skills
+2 bonus to Block, Dodge, Brace or Find Cover, for the Battle. Athletics 1, Crafts 0, Deception 1, Discipline 3, Empathy 4 (Hid-
Stats of Note ding Emotions), Fighting 3 (Protect), Fortitude 1, Holistics 0, Intimi-
Health: 6, Psyche: 7, Yang: 0, Yin: 3, Rank: 1, Initiative: 8, Dy- dation 2, Intuition 3, Knowledge 1, Marksman 1, Might 3, Perception
namic Actions: 1, Dynamic Dice: 3, Strength: 4, Movement: 8, 1, Perform 1, Persuade 2, Speed 2, Stealth 0, Survival 0, Travel 1
Weapon: Jitte (Crushing, Blunt)
233
glossary
1d10: One ten-sided die. Multiple d10s are listed Combo: The combination of two Skills to deter-
with other numbers, such as 4d10 = four ten-sided mine a player’s dicepool.
dice.
Conditions: Effects of taking on damage, such as
Action (Standard): In Battle, any task the char- Burned, Scarred or Poisoned.
acter instigates. This is anything from throwing a
punch to picking a lock. Contact: Allies and Rivals a character can gain
information or favors from during play. They re-
Armor: Protection against harm, negating damage ceives two during character creation.
equal to its rating.
Consequence: A Critical Failure creates Conse-
Backfire: A negative effect for failing a jutsu acti- quences on the character, giving them negative ef-
vation check. fects that last usually for the Scene.
Battle: When characters engage in a battle of wits Critical Failure: When the player rolls no success-
or fists against other characters or Extras. es while any of the dice results in a 1, this means
failure in a huge way.
Bonds: Storytelling cues that help individual
squadmates begin play with connections already in Damage: Points subtracted from Health or Psyche,
place. bringing the character closer to death or mental
breakdown.
Bonus: Extra dice the players receive for their roll.
If they gain a +3 bonus, they roll three extra dice. Defense: In Battle, any task the character takes in
response to an Action against them.
Boost: An additional effect that makes a success
even better. If the player gets 3 more successes Difficulty: The target number needed to achieve
than the Difficulty, they gain a Boost. a task, ranging from Simple (1) to Legendary (5).
If total successes meets or beats the Difficulty, the
Character: Fictional roles created by players that task is successful.
exist in the setting and world created by the GM.
Dynamic Actions: During a Battle, characters can
Check/Roll: Where the player attempts to meet or spend Dynamic Actions for a variety of effects,
beat the Difficulty. Players usually roll a number of from extra actions to increasing damage. Deter-
d10s equal to the total value of their Skill combo. mined by Rank.
Choice: Selection along the life path character Dynamic Environments: Special terrain that puts
creation process, each giving a Gift and a Trigger. characters in a crazy or dangerous situation out-
There are 5 major choices in The Ninja Crusade 2nd side of a normal Battle.
Edition, followed by Martial Training and Jutsu Se-
lection. Experience Points (XP): Represents growth of
characters and can be spent to raise existing abili-
Clan: Group of ninja, usually associated with fami- ties or learn new ones.
ly or social ties.
Extra: An Extra is any character controlled by the
GM instead of a player.
234
Fate Die: If a player has no dice in their dicepool Range: The effective distance for firing a
for a Skill Combo, they roll a Fate Die. They only gun, throwing a weapon/object or using a
succeed if they roll a 10. jutsu.
Game Master (GM): The GM is the member of the Rank: Tracks a character’s XP progress and grants
roleplaying group who creates and controls the additional ki and dynamic actions.
world the player’s characters interact within.
Round: In Battle, this represents one full cycle of
Gift: Positive traits applied to a character from combat where all characters and Extras have ex-
each of their Choices during character creation. hausted their Actions. Initiative is rolled at the
Usually grants a +1 bonus to a specific type of roll. start of each Round.
Health: The numerical value of the character’s Scene: The current situation happening to the
ability to take physical damage. If Health drops to characters. They are considered to have changed
zero, the character is close to Death. Scenes if they go to a new location or circumstanc-
es change.
Initiative: In combat, used to gauge when a char-
acter gets their Turn within a Round. Session: When your roleplaying group sits down
to play.
Journeys: A series of checks that take the charac-
ters from one place to another. Skills: Numerical values that represent a charac-
ter’s learned abilities.
Jutsu: Awesome magical powers wielded by ninja.
they come in many different flavors. Specialty: Grants a +1 bonus to a particular use of
a Skill. Similar to Gifts, but not linked to a Choice.
Karma Pool: Dice placed in the center of the ta-
ble after characters roll Critical Failures or activate Squad: The group of characters
Triggers. Any player can grab from this pool for bo-
nus dice or to affect the Scene. Story: A story characters go through with a be-
ginning, middle and end. At the end of each story
Ki: Building blocks of the universe, used to fuel the arch, players should be awarded bonus XP.
ninja’s jutsu.
Strength: Gauges the character’s ability to lift and
Movement: Gauges the character’s running speed. carry items without a roll.
Penalty: Dice the player subtracts for their dice- Trigger: A negative trait associated with a charac-
pool. If they suffer a -3 penalty, they roll three few- ter’s Choice during character creation. Can be acti-
er dice. If this brings them to 0 dice, they still get vated to gain Karma.
to roll a Fate Die.
Turn: A character’s turn to act within a Round, de-
Player: You are the player, the one who assumes termined by Initiative (or use of Dynamic Actions)
the role of the character.
Yang: The power of light, the sun, positivity and
Psyche: The numerical value of the character’s activity.
ability to take mental damage. If Psyche drops to
zero, the character falls unconscious. Yin: The power of darkness, the moon, negativity
and lethargy.
Quality: A negative or positive attribute attached
to a particular weapon.
235
index
A F
Action Types........................................................................142 Fate Die................................................................................134
Alchemy.................................................................................74 Favors.....................................................................................66
Animal Threats....................................................................158 Fighting Styles.......................................................................66
Armor...................................................................................146 Five Kingdoms.....................................................................198
G
B Gifts.......................................................................................133
Backfire........................................................................103, 140 Grand Master (Enemy type)...............................................158
Bamboo Herbalists..........................................................21, 26 Grasping Shadows...........................................................21, 30
Battle Example....................................................................153
Blazing Dancers...............................................................21, 28 H
Bonds......................................................................................66
Healing..................................................................................153
Boosts...................................................................................136
Health.....................................................................................91
Hidden Strands of Fate...................................................21, 32
C Honorifics............................................................................214
Celestial Animals.................................................................167
Character Creation Example................................................98 I
Character Creation Quick Reference...................................96
Imperial Threats.................................................................162
Choices.............................................................................49, 95
Initiative........................................................................92, 140
Clans.......................................................................................64
Inspirations..........................................................................203
Clan Politics...................................................................18, 209
Izou Map..............................................................................190
Class......................................................................................188
Conditions............................................................141, 150, 153
Consequences........................................................86, 136, 137 J
Contacts.................................................................................65 Journeys................................................................................138
Critical Failure....................................................................136 Jutsu........................................................................................82
Way of Balancing Scales................................................118
D Way of Beasts..................................................................111
Way of Caring Hands......................................................119
Damage........................................................................145, 153
Way of Earth...................................................................105
Danketsu........................................................................20, 186
Way of Ebony Clutches..................................................121
Death....................................................................................150
Way of Fire......................................................................106
Defense.................................................................................144
Way of Great Serpents...................................................122
Demons.................................................................................177
Way of Heaven’s Judgement.........................................124
Developing Stories..............................................................204
Way of the Immaculate Show.......................................125
Difficulties............................................................................134
Way of Inked Skin..........................................................127
Dynamic Actions.................................................................140
Way of Kept Lore............................................................128
Dynamic Environments......................................................147
Way of Metal...................................................................108
Way of Movement..........................................................112
E Way of Spun Threads.....................................................129
Elements..................................................................49, 91, 104 Way of Survival..............................................................114
The Emperor........................................................................183 Way of Twin Beasts........................................................130
Expansion Wars....................................................................13 Way of the Unseen.........................................................115
Experience Points (XP)..........................................93 Way of the Warrior........................................................116
Extended Checks..................................................135 Way of Water..................................................................109
Extras............................................................157, 205 Way of Wood...................................................................110
Jutsu Activation...................................................................103
236
Jutsu Resistance...................................................................105
S
K Skills........................................................................83
Skill Combos............................................86, 133, 145
Karma Pool..........................................................................137 Specialties......................................................................83, 136
Ki............................................................................................91 Spirits...................................................................................166
Squad (Enemey type)..........................................................157
L Story Tricks..........................................................................212
Legion (Enemy type)..........................................................157 Strength.........................................................................93, 138
Living Chronicle..............................................................21, 34 Summoner Skirmishes.................................................15, 186
Lotus Coalition.......................................................................19 Summoning...................................................................80, 168
Support................................................................................137
M T
Master (Enemy type)..........................................................157
Master of Spies......................................................................77 Ten Provinces......................................................................191
Mercenary Wars...................................................................11 Township Threats...............................................................159
Modifiers.....................................................................135, 146 Tragedies...............................................................................57
Movement.....................................................................93, 137 Traps......................................................................................81
The Tribunal..........................................................................23
N Triggers................................................................................133
Types of Ninja Stories.........................................................208
Ninja Crusade........................................................15, 185, 210
A Ninja’s Path........................................................................16
Ninja Threats.......................................................................165
V
Virtuous Body Gardeners...............................................22, 40
O W
Oni........................................................................................179
Orime Rebellion....................................................................10 War of Withered Fangs.........................................................11
Wardens of Equilibrium.................................................22, 42
P Warrior (Enemy type)........................................................157
Wartime Roles.......................................................................60
Pacing...................................................................................207 Weapons...............................................................................146
Pack of the Black Moon..................................................21, 36 Weapon Styles.......................................................................71
Plot.......................................................................................206 Will of Iron.......................................................................22, 44
Portents.................................................................................79 World Map...........................................................................197
Professions.............................................................................53
Psyche....................................................................................91
Punishments..........................................................................18 Y
Year of Floods................................................................15, 187
Q
Quick Actions.......................................................................142 #
99 Styles.................................................................................74
R
Random Character Creation Charts..................................100
Range....................................................................................146
Rank.......................................................................................92
Recoiling Serpents..........................................................22, 38
Repetative Skill Usage........................................................136
Retreating............................................................................144
Ronin................................................................................23, 46
Rounding..............................................................................136
237
Kickstarter Backers
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238
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239
THESecond
NINJAEdition
CRUSADE Name:________________________________ Player:_____________________________
Description:_____________________________________________________________
__________________________________________________________________________
Element:______________________________________________________ Profession:____________________________________________________
Ocean
Village
Temperament Gift Temperament Trigger Focus Gift Focus Trigger
______________________________ _________________________________ ______________________________ __________________________________
______________________________ _________________________________ ______________________________ __________________________________
______________________________ _________________________________ ______________________________ __________________________________
What is your birth element? (mark Ki Balance, gain Skill lvls, What job do you perform for society? (gain Skill lvls, choose Focus,
choose Temperament, record Gift and Trigger) record Gift and Trigger)
Forge
River
____________________________________
(Clan) Way of_____________________Way of___________________________ Way of___________________________ ____________________________________
Training:_________________________ Training:_________________________ Training:_________________________
___________________________________ ______________________________________________________________________ ____________________________________
Backfire:_________________________ Backfire:_________________________ Backfire:_________________________ Yang Yin
__________________________________ __________________________________ ___________________________________
Type:____________________
Weapon
________________________________________________________________________________________________________
_________________________
________________________________________________________________________________________________________
_________________________
________________________________________________________________________________________________________
________________________________________________________________________________________________________ Rank
________________________________________________________________________________________________________ Initiative
Other
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