Warhammer Quest

THE Ninja

By Martin, the Old Warrior

VERY STEALTHY
VERY SKILLED
VERY DEADLY

"The Ninja trains and lives constantly to be the perfect, silent weapon."
 (Quoted from the creator’s imagination)

Need any assassinations accomplished?  Need a spy to seek out what is hidden?  Need someone to guard your back?  The Ninja is an excellent warrior for the job. 

What is he?  A martial arts expert?  Well, yes, but he is not strictly speaking a martial artist.  In fact, though similar to the Martial Artist, he specializes more in stealth, accuracy, and death-dealing.  Is he an assassin?  Well, yes, but he is more than that.  Is he a spy?  You might say in a manner of speaking.   He can probably out spy some of the best spies out there.  Is he a warrior?  Indeed he is, but where most warriors seem to concentrate on the art of fighting, the Ninja’s  focus is  upon not needing to fight,  upon ending the fight before it even begins, and upon the speedy conclusion of combat in his own favor.

I recommend attempting a party of four agile and deadly fighters, The Pit Fighter, the Martial Artist, The Ninja, and the Wardancer.  If the Martial Artist meditates for healing as much as possible and the Pit Fighter uses his Heal-It potion only on himself and other warriors when they are unconscious with no other healing available (and a kind GM granting bandages and healing potions as treasures along the way), this combination just might survive enough adventuring to level up.  I think the experience would be quite exhilarating for those who love the martial arts.

I have rushed to develop this version of the Ninja so that he could be used in a custom game in Webquest by a certain GM, Harlequin.  Therefore, I dedicate this work to Harlequin – flaws and all. hehe.  I have endeavored to provide at least all that is required to get the Ninja started in his first two or three adventures.  I fully intend to have this document completed before the Ninja needs to level up to Battle Level 2.  Please come back to visit this document often as I will update it when I make changes to it.  This will be important to anyone using this version of the Ninja in online Warhammer Quest games.  Please also feel free to visit my forum topic on the Ninja in my OW message board.  I here provide a link so one may visit the topic, read, and/or add comments (if desired):

Introducing the Ninja!

Credit: I have borrowed a bit from Bass Jam’s version of the Ninja.  I really like his version, but I wanted to make a more complicated Ninja (just like me), and Harlequin gave me an excuse to do so by saying he wanted a different one than was already available.

STARTING Ninja (BATTLE LEVEL 1)

Wounds

1D6+7

Move

4

Weapon Skill

5

Ballistic Skill * 

5+/4+

Strength

3

Toughness

3

Initiative

5

Attacks

1

Pinning Roll

3+


 

The following rules are assumed to be for people interested in the more advanced game. But, this character could well be used with his Level 1 stats for the basic game by disregarding non-applicable instructions.

* See Shurikens under Weapons below.

Starting Equipment

Weapons

Ninja To (Sword) – Normal damage is 1D6+S (but see his Damage Results Table, DRT, below).

Shurikens – They do 1D6+(S minus 2) damage, ignoring 1 point of armor (ignore all armour on a to hit roll of 6+).  They can be thrown up to 6 squares, and for each square beyond that the Ninja suffers -1 to hit.  A Ninja can throw as many per round as he has Attacks.  He also specializes at throwing these weapons and therefore always hits as if he has a higher Ballistic skill than he really does (by 1).  He begins with a supply that will last for one adventure.  He must then re-supply in a settlement.

Shinobi Tanto – The Tanto (special Ninja knife) does 1D6+(S minus 2) damage.  Knives are the only types of weapons he can use while attempting to do a Back Stab.

 

Equipment

Grappling Hook:  Attached to hook is 30’ (4 squares) of rope.  It can be thrown to cross chasms as well as get out of pit traps.  Appropriate Initiative or Strength tests must be made for any characters trying to perform difficult tasks with the rope.  The grappling hook and rope may be used to scale walls to stealthily climb to a higher elevation, while avoiding the most obvious route.

 

The Ninja and Gold

As the Ninja is a little more concerned about his arts and accomplishing his mission(s) than he is about collecting all the gold, he will be a little slower to pick up his share from the slain monsters.  Therefore, at the end of each combat, one-fifth (20%) of all his monster gold/experience should be shared out among the other warriors (I suggest rounding to the nearest 5 gold each -- so 100 divided by 3 warriors would be 33g rounded to 35g each, and 65 gold divided by 3 warriors would be about 22g rounded to 20g each.).  Of course, if the Ninja is in a party that shares monster gold/experience, this rule would not matter. This gold rule is to help provide balance to the game, because it has been foreseen that the Ninja will be an expert killer of monsters.

TREASURE, WEAPONS AND ARMOUR


Since he is so versatile, the Ninja must always specify which weapon and what type of attack he is using. 

Hand-to-hand Weapons

The Ninja may not use any axes or hammers, nor any two-handed weapons, except for those specifically classified as martial arts or ninja weapons (such as the katana, nunchaku – one or two handed).  He may use a quarter staff (in a two-handed manner).  The katana: if he uses any of his normal attacks for anything other than katana attacks, he loses the +1 attack bonus that this weapon gives, though he still gets the +1 to hit benefit for each attack in which the katana is used.  Because he is not quite as adept at learning the nunchaku as the Martial Artist, the Ninja is at -1 to hit while using nunchaku until such a time that he gains the nunchaku skill (see skills below – yet to be provided).

Ballistic Weapons

He will never use any gun powder weapons. They are too noisy and cumbersome for his stealthy and artistic style of fighting. He may use bows, crossbows, knives, throwing stars, and SHURIKENS (a ninja throwing star). He may even attempt throwing a spear or javelin. Remember that the Ninja’s DRTR does NOT apply to any attacks made with ballistic weapons.


Armour

He may wear leather or padded armour and a helm made of flexible material (like leather, but not steel, ceramic, or iron), but may not use a shield of any sort, because it greatly cramps his style.

 
Treasure

The Ninja may use anything that both the Barbarian and/or the Elf may use within the guidelines listed above. He may not use anything that only one type of warrior may use (i.e. Barbarian only, Wizard only, & etc.), nor may he use items classified as useable by Barbarian OR Dwarf (BD).

 

STARTING SKILLS

ASSASSINATE:  While using any melee weapon (or even while fighting unarmed), if the Ninja makes a successful to hit roll of 6+ (5+ as Ninja Adept, 4+ as Ninja Master), the damage he causes for that blow ignores his target's toughness AND armour (also, he may ignore armour on a special damage result roll whether or not his to hit roll qualifies to assassinate.  See his DRT tables.).  Furthermore, the assassinate skill adds +1 to the DRTR (Damage Results Table Rolls) for that blow.

BACK STAB:  Whenever a monster is adjacent (need not be pinned) to another warrior, the ninja may be able to stab it in the back (or some unguarded spot) with his Tanto knife instead of making a normal attack -- this takes the place of one normal attack.  He may trade evenly up to the total number of his attack characteristic.  Roll 1D6, on 5+ as Ninja Initiate and Ninja (and 4+ as Ninja Adept and Ninja Master), if successful, he surprises the monster and stabs it in the back with his Tanto knife (no to hit roll needed, and the attack is not affected by psychology, such as fear or terror, but ethereal and daemonic do hinder at -1 to the Back Stab roll), getting an automatic assassinate result and +1 on all his DRTRs (meaning +1 to every roll required on the tables). If NOT successful, this only means that he has failed to surprise the monster, and should roll to hit as usual (subject to all his normal rules), but he must obviously use his Tanto knife as his weapon for damage. Whether he successfully surprises the monster or not, he does not get to try any more backstab attacks against the same monster any more this turn, because the monster, if alive, is now aware of his position.  A Back Stab attack may not result in a death-blow.  The Ninja must use his Tanto knife each Back Stab attack, but may substitute another knife if the Tanto is not available.

DODGE:  For a Ninja Initiate this is the same as Elf Dodge ability on 6+ (5+ as Ninja and Ninja Adept, 4+ as Ninja Master).  Upon a successful roll, an attack that would have hit the Ninja is avoided (dodged).

ESCAPE ARTIST: The Ninja is very good at escaping notice.  He is also exceptionally skilled at evading traps, picking locks, and such like.  Practically, if the Ninja ever tries to escape a dungeon using the Escape Table, he gets +2 to every roll on the table.  The +2 may be added on top of any table results modifiers.  He also has an innate ability to evade traps.  Whenever he would normally trigger a trap, roll 1D6.  On 6+ he avoids triggering it (5+ as Ninja Adept, and 4+ as Ninja Master).  For lock picking, the Ninja gains + 1 modifier to all lock picking activities (+2 as Ninja Adept and Ninja Master).  (I may include a full roleplay modifier chart later on, but for now this should suffice to get games going.  Others have done most of this modifier work for me already.  I will just include their work and perhaps modify it a little to my own liking.)

SENSE DANGER:  One distinct skill of the Ninja is the ability to be in tune with (or at-one with) his environment.  This often enables him to sense by various means the approach of other beings.  He may hear a faint sound, feel a slight air current, see in his peripheral vision, or even sense in his spirit that some being (or beings) is moving or has moved very recently nearby.  Whenever an Unexpected Event that produces monsters takes place, roll 1D6.  On a 6+ (5+ as Ninja Adept, and 4+ as Ninja Master), the Ninja warns the party of the danger and each warrior gets an immediate movement of 2 squares to help prepare for the attack (just before the monsters are to be placed).  If the monsters would ambush, they do not get to do so.  The movement bonus does NOT apply while the warriors are already in combat, but an ambush IS still prevented.  On the same success roll for an actual event, each warrior or the party as a whole gets +1 to any dice roll on a sub table and for any personal Initiative-based tests.

STEALTHY SCOUTING:  (Very much related to Sense Danger) If the Ninja explores at a doorway, he may be able to discover what type of danger awaits the warriors.  Each time the Ninja scouts a room (even the objective Room) by exploring at the doorway roll 1D6.  This roll is to be resolved before the warriors enter the room in order to take advantage of it.  On 5+ (4+ as Ninja Adept and Ninja Master) he has discovered what is in the next room (the first event of the room only), but cannot change the event, just prepares the party for it.  When the Ninja has successfully scouted a room, any monsters appearing as part of the first event that normally ambush do NOT get to ambush the party this combat.  For any non-monster events, all warriors, the Ninja included, and the party as a whole get +1 on their tests and random rolls.

SPECIAL DEATH-BLOW RULE:  The Ninja is very flexible, though quite not as active as the Martial Artist.  He specializes in surgical strikes and is a master of lightning fast attacks in close quarters.  The Ninja may make a death-blow in hand-to-hand (melee) combat to ANY monster adjacent to him, no matter which direction from the last target killed and no matter how many obstructions lie between the monsters. 

VERSATILITY:  The Ninja is so quick, precise, and economical with his death-dealing movements in combat that he may switch between weapons easily from one attack to the next.  For instance, at Battle Level 2 (with 2 attacks each turn) the Ninja may use his Tanto knife to Back Stab one monster (no death-blow allowed for a Back Stab) for one attack, and then switch to his To (sword) for his second attack to deal with several other adjacent monsters (hopefully, getting a good death-blow).  Also, when the Ninja has more than one attack, he may divide his attacks between melee and ballistic attacks, as long as he has a ballistic weapon that allows for more than one attack per turn (such as the Short Bow and his Shurikens/throwing stars).  Note: this applies to ballistic weapons that have attack equal to warrior attacks characteristic.

 

Special Ninja Damage

When a successful hit has been made with a melee weapon (or even when fighting unarmed), roll 1D6 and look up the result below. This is called his Damage Results Table Roll (DRTR). This table applies to all attacks made with any melee weapon that the ninja can use, even his bare hands if he has no weapon available.  Some weapons may modify this table (+ or -), and remember to add the +1 modifier to all these rolls if this attack is a successful Back Stab or a successful Assassinate to hit roll (see both skills above).  All results on the following three tables are subject to common sense and the GM’s discretion when using a GM.

Damage Results Table

These tables and concepts were inspired by the Martial Artist’s Damage Table, which in turn was inspired by the Gun Fighter’s Damage Table.  Regardless of the results rolled on these tables always apply the assassination, Back Stab, and other skills’ effects when successfully used.  The Ninja can be quite deadly and interesting to observe in combat, if one ever gets the opportunity.   NOTE:  Unlike the Martial Artist, since the Ninja relies more upon his tools of death, he may NOT add his strength to any damage where he is fighting unarmed (though he may learn better how to damage others in bare-handed fighting at the School of Martial Arts. See under School of Martial Arts below).  Instead, while fighting unarmed he gets the results rolled here without any modifier for strength.

1D6

TYPE OF HIT

DAMAGE RESULT

1-2

GLANCING BLOW

Normal Damage Dice with NO modifier for strength of weapon or of ninja. (same as Normal Blow, but without the strength modifier)

3

NORMAL BLOW

Normal Damage Dice plus strength of weapon (where the weapon’s strength is specified) or of ninja (while using a weapon that causes normal damage, damage dice plus warrior strength)

4-5

TRICKY BLOW          

The Ninja has used some fighting trick to damage or distract his target.  Same as Normal Damage (result 3), but also roll on the Tricky Blow Table below.

6

CRITICAL BLOW

Does normal damage (as in result 3) + 1D6 added to damage roll AND cannot be Dodged, but other abilities MAY or may not hinder a Critical Blow.  Furthermore, roll another 1D6 on the Critical Blow Table below to see the actual extent of the damaging critical blow.

Tricky Blow Table

1D6

TYPE OF TRICKY BLOW

RESULT (in addition to normal damage and any special weapons or skill effects)

1

STEP ON TOE (or similarly distracting infliction of pain)

Monster is at -1 to hit the warriors for the rest of the turn.

2

KICK IN THE SHIN (or other such fairly sensitive body part)

The monster is at -1 to hit and +1 to be hit for the rest of the turn.

3

TIE UP ARMS/LEGS (APPENDAGES)          

He catches the monster off guard and ties it up temporarily.  It takes the monster one turn to get untied, in which time it may do nothing else except cast spells (that do not require reading from a scroll and the like). AND, while thus engaged, the monster is at +2 to be hit for one whole turn (meaning that each warrior may get an easier chance to hit it while it is tied up).

 

4

DISARM OR DISPOSSESS

The ninja knocks, wrenches, or otherwise removes a weapon or other valuable item out of the monster's grip (off of their finger, in the case of a ring, and so on).  As long as the monster is without this weapon or item it may attempt to retrieve it instead of attacking.

 

Each monster phase roll 1D6, on 4+ the monster spends the turn retrieving the weapon or item and may do nothing else (do not roll anymore for this instance); on 1-3 the monster forgets about the item and does what it can do (attacking, casting spells, & etc.) without the use of the weapon/item that was taken away.  If the monster is not carrying a weapon or combat-useful item re-roll on this table.

5

JAB IN GUT (OR OTHER SUCH VITALS)

The monster is now in so much pain that it is at -1 to hit and +1 to be hit for the rest of the combat.

6

POKE IN EYE

For the rest of the combat the monster is at -2 to hit any warrior AND is at +2 to be hit.  (If the monster does not have eyes or does not depend upon physical sight to attack, re-roll on this table.)

Critical Blow Table

1D6

TYPE OF CRITICAL BLOW

DAMAGE RESULT (Clarification: each of these results includes +1D6 damage, just for being a critical blow, as stated in result #1 below, AND none of these critical blows may be dodged.)

1

MINIMALLY CRITICAL

Normal Damage as in result 3 on the DRT, but add +1D6 to the damage roll AND this blow cannot be dodged.

2

STUNNING CRITICAL

Same as result 1 (Minimally), but also stuns the monster (it loses 1D3 attacks this turn AND is at +1 to be hit for one whole turn)

3

PARALYZING CRITICAL

Same as result 1 (Minimally), but the monster loses all its attacks, may NOT move, AND is at +2 to be hit for one whole turn. Also, a magic user does not get to cast any spells this turn.

4

BRUTAL CRITICAL

Same as result 3 (Paralyzing), but ignores all armour and all special abilities. (No dodge, ignore blow, ignore pain, and etc.) Toughness still modifies the damage, unless the ninja rolled a successful Assassinate to hit roll (6+ at BL 1), a successful Back Stab attack (4+), or is using a weapon that ignores toughness.

5-6

DEATH-DEALING CRITICAL

Instantly kills the target if ogre size or smaller. If larger than an ogre, this critical blow is the same as result 4 (Brutal), also ignores toughness, AND causes an extra 2D6 wounds (on top of the critical extra 1D6, for a total of +3D6).

 

 

The ninja in Settlements

He may visit the School of Martial Arts (2D6+1, treat a 13 as a 12), the Fighting School (2D6+1, treat a 13 result as 12) (at the discretion of the GM), all the traders, and the Alehouse (2D6+1, treating 13 as a 12 for now,; also, he uses such self-restraint that any result that depends upon his drunkenness may be ignored, for he will never get drunk), temple, the Gambling House, and the Alchemist.  He may purchase nunchaku, armour, and shuikens among other things at the School of Martial Arts.  (I may add another special location here, like the Guild of Death, or a Master Ninja’s House, or something.)

In any events or hazards that require fighting or physical fitness, he gains a +1 benefit on any random rolls. The Ninja may also add a +1 modifier (+2 as Ninja Adept, and +3 as Ninja Master) to any roll to avoid conflict or to escape notice.  Similar to the Martial Artist is the Ninja’s intense desire to avoid embarrassment.  Therefore, in any event or special location where he is beaten in a fight, he will immediately (as soon as possible) leave the settlement to “save face”.

 

School of Martial Arts

This is a special location only found in a town (2D6) or a city (3D6) on a 7+. Who may visit: any primarily physical warrior and some a little less physical, but definitely not the Halfling Thief or Wizard nor any strictly sorcerous type. Just to mention a few who may visit: the Barbarian, the Pit Fighter, the Ogre (subject to his special locations rules), the elf warrior (2D6-1), the War Dancer (2D6-1), the Elf Ranger Knight (2D6-1) – (but, not the Elf ranger Mage), the Chaos Warrior, the Ninja (definitely), the Dwarf, the Troll Slayer, and the Wizard's Apprentice (2D6-2)(since he is a little more physical and is allowed in the Fighting School).

ALL WHO VISIT THE SCHOOL OF MARTIAL ARTS MUST PAY THE NOMINAL ENTRANCE FEE OF 1D6 X 50 gold, then roll 2D6 on the following table (treating results less than 2 as a 2), and be sure to note results that are strictly for the Martial Artist or for another character. The Martial Artist and the Ninja rolls 2D6+1 (treat 13 as a 12 for the Ninja, and treat a naturally rolled 2 as a 2).  The Ninja gets the same results as everyone else whenever a different result is given for the Martial Artist.  NOTE: for the purposes of Webquest and for those who want to simplify the process a little more, I would roll random dices to determine the outcome of the two fighting contest results found in this table (result #’s 7 and 11).

2

You are laughed out of the school. You must leave right away. Also, roll 1D6, if you score a 1 you do not roll on settlement events but immediately experience the Thrown Out result #11 Roleplay Book, because the town is controlled by those who run the school. In this case, you could also suffer the loss of gold if you roll another 1.

3-4

Though you enjoy the company and observe the skills of other fighters and instructors, you actually learn nothing new that is useful in your fighting style.

5

You have shown much promise during a burst of unusual (for you) learning. If you spend the next 1D3 days taking advantage of this learning spurt and spend another 100 gold as a further tuition fee, (other warrior) you grasp a small measure of martial arts techniques, meaning that from now on you may add +1 to the damage you do against enemies when fighting unarmed, (Martial Artist) you gain a +1 to the damage result roll table when fighting unarmed or with nunchaku or katana. For warriors who roll 5 a second and third time the results are cumulative, up to +3; but, after that must treat this roll the same as a 3 or 4.

6

An instructor teaches you a variation on a round house kick. From now on once per combat, you may trade one of your normal attacks for a round house kick attack. You roll to hit as normal, if you actually hit your opponent, you do normal damage 1D6+Str (no weapon modifiers unless you have some special foot weapon like toe blades for a Pit Fighter) AND you get + 1 to hit on any further attacks against the same opponent this turn, because he was surprised by the round house kick. This may not be done any more this combat, because the monsters are alerted to the technique. If you roll this result again, you gain a second variation on the round house kick allowing you to use this skill twice per combat. If you roll this result a third time, you learn nothing new from your visit this time. There aren't that many variations on the round house kick! Also, the monsters will just start leaning away and otherwise compensate for your trickiness.

7

Immediately you are eyed with fascinated onlookers as you run through the warm-up and practice drills. After seeing that your knowledge and skills are above average, the instructors inform you that today you must test your skills to the maximum. You must prove your worth. There is going to be a contest nearly "To the Finish", in which you will challenge the current reigning champion. You now discover why the looks: you are to face one of your own and very near your own abilities. The Martial Artist CANNOT (not even by using luck, though he could use luck during the contest, and so can his opponent) escape this show down as it would be an extremely embarrassing loss of face. Any other warrior should behave according to his characteristics, but may re-roll on this table by spending a luck point.

To fight in the contest you first roll to see what your opponent is like: Roll 1D6, 1-2 one level above you (not higher than BL 10); 3-4 same level as you are; 5-6 one level below you (not lower than BL 1). Generate this warrior by rolling on the skills, battle level tables, etc. to make him at least near realistic. Roll to acquire (his BL X 2) dungeon room treasures, and roll (his BL divided by 3 rounding up) objective room treasures, keeping all that he can appropriately use. Then spend (1000 X his BL) gold on any appropriate equipment, armour, weapons, and healing supplies that could possibly benefit him in the battle against you, buying them from any place he could normally visit in a city assuming that all items are available. Be reasonable, very few warriors ever buy more than 6 or 12 each of bandages and provisions. It is also doubtful, though not impossible that an elf would have more than 10 to 20 pieces of Way Bread.

Once the champion is created, fight an all out combat against him one-on-one. Draw three board sections at random and set them up in as straight a line as possible, all connected. Also, roll 2D6 to determine the number of squares between the contestants as they are placed on the board sections. Whoever has the highest Initiative goes first. If their Initiatives are the same, randomly determine who gets the first turn. (Other Characters) The first warrior to drop to 10 wounds or lower with no way to heal if he were to reach 0 wounds is the loser! (The Martial Artist) Neither the Martial Artist nor his opponent Martial Artist will give up until he is at 0 wounds and his vest of honor fails to heal him; so, whoever is left standing is the winner! (Don't worry they will not truly die, because the officiators have plenty of healers nearby).

Whether you win or lose, you are restored to your condition before the fight began (including any items used up during the combat). If you lose, you are so ashamed that you leave in disgrace (the Martial Artist will also leave town immediately without rolling a settlement event) and are compelled to make an offering of your BL D6 X 100 gold to the school. If you are not able to pay while at this settlement by giving up to all of your gold, and selling off any unwanted and/or unneeded weapons and treasures, you must pay off your debt as soon as possible at the next town or city. If you win you receive 40% of the last D6+1 contest offerings to the school (this includes this one since the former champion has to pay the loser's fee this time). To figure your winnings you multiply (your defeated opponent's BL D6 x 100) X D6+1 (# of contests the former champion was undefeated plus his offering for this one) take 40% of the result as your winnings. You could be hauling quite a load of gold! Of course, you could also lose the family farm.

8

The instructors say that you are doing quite well, but believe you are a little too light weight. Therefore, since you show some promise, they are willing to help you put on a few more healthy pounds. They have the perfect program for you, all you need to do is eat some special dietary supplements while you stay in the settlement, this adds 10 gold per day to your living expenses to pay for a physician's oversight. You must also promise not to cut the program short by leaving early. This means that you will need to stay at least 1D3+2 more days in the settlement to ensure that you are properly following your diet. If you agree, stay the full time visiting shops and special locations as normal, and pay the extra 10 gold per day, you gain 1D3+2 to your starting wounds permanently. Any days after this first day, that the Martial Artist spends in the School of Martial Arts may count toward his agreed upon days in the dietary program (even if while training to go up a level, or entranced during meditation in the Inner Sanctum), since the campus doctor will keep a close eye on him.

9

(Optional) You are making great progress in your studies, meditations and practice drills. The instructors inform you that for 2D6 X 100 gold and a further commitment of 1D6+1 days of training at the school, you may receive 1 permanent increase in one of the following characteristics: Weapon Skill, Ballistic Skill, Strength, Toughness, Wounds (+1D6, re-roll 1st 1), Initiative, Will Power, or Break from Pinning.

10

 The instructors are so very impressed with his fighting skills and progress in learning that they offer a random fabulous reward: Roll 1D6

1-2

Roll once on his skill table and use that skill for the next adventure (roll 1d6, on 6 he learns the skill well enough to make it permanent). If the warrior does not have skills or has all of his skills, roll on a random warrior's skill table. He must spend 1D3 days of tuition-free training at the school.

2-3

Take 3 healing potions (each heals 1D6 wounds) from the community first aid cabinet, and have a special restoration patch attached to a piece of clothing or non-metallic armour, or have a restoration rune applied to any metal weapon or metal helm or shield (like the one the dwarf may get at the rune smith's). It grants +1 wound at the end of each turn, unless on 0 wounds. It lasts for one adventure then vanishes (roll 1d6, on 6 this rune or patch is permanent);

5-6

Have one of his characteristics increased by +1 for the next adventure, if wounds is chosen add 1D6 re-rolling a 1, (roll 1D6, on 6 this increase is permanent). His only cost: he must spend 1D3+1 days of tuition-free training at the school.

11

Your warrior has made a great impression on the school and so has one of your companions who has been spotted either visiting and learning in the school or elsewhere in the settlement practicing his skills or dispatching a threat with great skill. The majority of the students are in favor of seeing how well the two of you do in a contest of fighting skills against each other. They bring their desires to the instructors' attention and the instructors' think it would be a great idea. In fact, they decide to turn the event into a fund raiser. The only way to avoid this fight (other warriors) is to leave the settlement immediately, because no one taking training at the school will let you live this one down, or to use a luck point to re-roll on this table - if you are the one rolling, or if your opponent backs out. The only way to avoid this fight (Martial Artist, Troll Slayer, Pit Fighter, Ogre) is to spend a luck point to re-roll on this table - if you are the one rolling - or if your opponent backs out, otherwise you may not avoid this. (Each warrior should act according to his specific characteristics).

Resolve the combat just like #7 above, except you obviously do not need to create a character. Also, the reward and losses are different. Since this is a fund raiser, the public are supplying many donations to be able to see the event, and the winner gets to take his choice of the fabulous rewards in #12 below. Remember the "Other Character" and "Martial Artist" designations.

The loser is so shamed that he gets laughed out of the school as in result #2 above. If the Martial Artist has lost, he must immediately leave the school and the settlement (treated as Settlement Event #11, roll to see if he loses his gold).

12

(Other character) The instructors are so very impressed with his fighting skills and progress in learning that they let him choose one of three fabulous rewards at no cost: a. For 1D3 days of tuition-free training you may roll once on his skill table and use that skill for the next adventure (roll 1d6, on 6 he learns the skill well enough to make it permanent); b. Take 3 healing potions (each heals 1D6 wounds) from the community first aid cabinet, and have a special restoration patch attached to a piece of clothing or armour, or have a restoration rune applied to any metal weapon or metal helm or shield (like the one the dwarf may get at the rune smith's). It lasts for one adventure then loses its effectiveness. It grants +1 wound at the end of any turn the warrior is at less than his starting wounds unless on 0 wounds (roll 1D6, on 6 this rune or patch has permanent power to restore); c. Have one of his characteristics increased by +1 for the next adventure, if wounds is chosen add 1D6 re-rolling a 1, (roll 1D6, on 6 this increase is permanent). Option c will require 1D3+1 days of tuition-free training.

12

(Martial Artist) The instructors are so very impressed with his fighting skills, that they invite him into the inner sanctum to meditate. This is an additional FREE visit for this settlement. The Martial Artist may, if he desires, still pay the normal offering and pay another visit after the results of the first FREE visit are determined. (See the Martial Artist’s documentation for the Inner Sanctum instructions and table.)

13

Same as both 12 results above added together. (Only the Martial Artist may get this result.)

Both the Martial Artist and the Ninja must resolve the above table before they can train (for leveling up) at the school of Martial Arts, visit the Inner Sanctum (Martial Artist only), or purchase anything at the on-site shop.  Anyone who spends further time (beyond today) in training (or meditating, Martial Artist), need not roll on settlement events.  The Ninja and all other warriors (besides the Martial Artist) may roll a settlement event each day if they want to, but are not required to do so.  If any warrior has his training interrupted by adverse events (i.e. getting thrown out of town) they will not be able to complete the training until they arrive at another School of Martial Arts, though they may already have paid for it.  To complete such training, the warrior will need to pay the entrance fee and roll on the table at the next school.  Only then may they finish the training if allowed to stay at the school for the purpose.  Also, only the Martial Artist and the Ninja need not pay living expenses while in training beyond one day at the school, as he is then considered partially as an honored guest.  The other warriors still must pay living expenses every day they are at the school as not doing so would be considered an insult.

 

School of Martial Arts Shop

Though these items available in the School of Martial Arts Shop are intended for the Martial Artist, the Ninja may also purchase and use them.  He may buy and use Nunchaku, but at -1 to hit, until such a time as he gains the Nunchaku skill.  (At the time that I created the Martial Artist, items marked with an “N” were the only ones that could be purchased and used by the Ninja, but I have changed that at the time of this creation, because I discovered that nunchaku is a Japanese weapon according to my Webster’s dictionary.)

* The prices here reflect not only the value, both true and perceived value, of the items, but also they reflect that the shop is used as a supplemental source of support for the school. One shouldn't think that the small fees and the few meditation donations truly pay for all that goes on at the school. And, remember that most of the contest moneys actually go to the winners (about 80% does -- 40% to the maintaining champion, and 40% to the one who topples him-- leaving only about 20% as actual support for the school). Roll for item availability as in normal shops (2D6 town, 3D6 City).

Padded and Leather Armour Rack

Name

Special Rule

Availability

Cost

Padded Armour (N)

+1T. May wear out after an adventure. At end of each adventure roll 1d6, on a 1 or 2 the armour is torn and must be discarded.

4

500G

Reinforced Padded Armour (N)

+1T. May wear out after an adventure. At the end of each adventure roll 1D6, on a 1 the armour is torn and must be discarded.

7

2000G

Padded Leather Helm (N)

+1T. May wear out after an adventure. At the end of each adventure roll 1d6, on a 1 or 2 the armour is torn and must be discarded.

4

400G

 Sturdy Leather Helm (N)

+1T. May wear out after an adventure. At the end of each adventure roll 1D6, on a 1 the armour is torn and must be discarded.

7

1500G

Common Martial Arts Weapons Case

Name

Special Rule

Availability

Cost

Throwing Stars/Shurikens - 1 bag (N)

Missiles, enough for one adventure. Similar to those found at the Weapon Smith except these have no negative Ballistic Skill modifier for the Martial Artist or the Ninja, because they are made especially for this particular type of warrior, and no one else can use them.  Strength 1 (Strength minus 2 for the Ninja), ignore 1 point of armour (for the Ninja, ignore all armour on a 6+ to hit roll). Range 6; -1 to hit for each square beyond range. Number of Attacks per turn = Attack Characteristic.

5

Cost 200G

Katana (N)

Normal damage dice + STR, +1 to hit, +1 attack. The Martial Artist and Ninja gets their DRTR; two-handed.  May switch to nunchaku for Monsters Phase for defensive purposes (Martial Artist only (not Ninja?), maybe, for the defensive Nunchaku thing – have to think about this, & depends on the skill stuff yet to be included).
(The Barbarian and Elf may use this weapon, but may not visit this store to buy it. Maybe they can make a deal to purchase from a warrior who may buy it.)

12

1000G

Wooden Nunchaku (N)

NORMAL DAMAGE DICE+STR+1 WOUND + DRTR. Remember, the Ninja must have this weapon to use his special block skill (an innate skill, not acquired), and to use other nunchaku specific skills.  See note below (under Special Nunchakus title) for Ninja and Blocking.

7

500G

Very Special & Honorable Nunchakus Weapons Case

The Martial Artist or the Ninja may only acquire the following nunchakus if he is considered worthy.  He may only buy them if he has leveled up to the indicated title and has used the specified nunchaku for at least one adventure.  The Ninja may purchase and use Nunchaku, but he is at -1 to hit with Nunchaku unless he acquires the Nunchaku skill (see Ninja Skills below – yet to come) but, he just doesn’t get the same versatility in using the weapon as the Martial Artist does.  The Ninja may use Nunchaku to block attacks only if he has both the Nunchaku skill and the Block skill (see under Skills below -- yet to come).  The Nunchaku descriptions have been here rewritten for the Ninja’s reference only.

 Name

Special Rule

Availability

Cost

Hard Oak Nunchaku

+2 wounds (Requires Ninja or Higher title & use of normal wooden set for at least one adventure.)

8

1000G

STEEL Nunchaku

+3 wounds, ignore non-magical armour on 6+ to hit (Requires Ninja Adept or Ninja Master title & use of Hard Oak set for at least one adventure.)

9

2000G

Silver-coated STEEL Nunchaku

+3 wounds, ignore non-magical armour on 6+ to hit (Requires Ninja Adept or Ninja Master title & use of Hard Oak set for at least one adventure.) These are the same as the normal Steel nunchaku, except they also count as magical and do +2D6 damage against undead.

However, the silver coating will only last 1D3 adventures then the steel nunchaku must be re-coated at a School of Martial Arts Shop. The shop keeper will just trade a newly coated set for your uncoated set at a cost of 1000 gold for the silver coating and the labor. You must roll for availability just like buying a new set at 9+. If the shop keeper doesn't have a set ready, then you may still pay the 1000 gold and come back in 1D3 days to pick up your own re-coated. This could pose a problem with catastrophic events, etc. When picking up your silver re-coated steel nunchaku, they will be waiting for you at the entrance gate of the school, since you will not be allowed back into the school during this stay at the settlement. Or, you could just forget the silver coating this time. Without the silver coating this weapon is exactly the same as a normal steel nunchaku. Yes, you may have your originally non-coated steel nunchaku coated in this same manner.

9

3000G

Hardened Alkalai Steel Nunchaku

+4 wounds, ignore non-magical armour on 5+ to hit. Also, these are inscribed with special mystical runes giving +1 to DRTR and magical status. (Requires Ninja Master title & use of either steel set of nunchakus for at least one adventure.) May NOT be coated with silver.

10

4000G

 

TRAINING

?  The Ninja may train at the School of Martial Arts, as long as he pays both the entrance fee and his training gold.  Wherever the Ninja ends up training, it takes 1D6+1 days to complete it, because he learns much of how to hone his skills while actually out on his missions.

To be added. 

 

Ninja SKILLS

2

?

To be added.

3

?

To be added.

4

?

To be added.

5

?

To be added.

6

?

To be added.

7

?

To be added.

8

?

To be added.

9

?

To be added.

10

?

To be added.

11

?

To be added.

12

?

To be added.

 

THE NINJA BATTLE-LEVEL TABLE

Battle
Level

Gold

Title

WS

BS*

STR

MOVE

Dam. Dice**

T

W

I

A

Luck

WP

Skills***

Pin

1

0

Ninja Initiate   

5

5+/4+

3

4

1

3

1D6+7

5

1

1

3

--

3+

2

2,000

Ninja

5

5+/4+

3

4

1

3

2D6+7

5

2

1

3

0

3+

3

4,000

Ninja

6

5+/4+

3

4

1

3

3D6+7

6

2

2

4

1

3+

4

8,000

Ninja

6

4+/3+

3

4

1

4

3D6+7

6

2

2

4

1

3+

5

12,000

Ninja Adept

7

4+/3+

4

4

2

4

4D6+7

6

3

2

4

2

2+

6

18,000

Ninja Adept

7

4+/3+

4

5

2

4

4D6+7

7

3

3

4

3

2+

7

24,000

Ninja Adept

8

3+/2+

4

5

2

4

5D6+7

7

3

3

5

3

2+

8

32,000

Ninja Master

9

3+/2+

4

5

2

4

5D6+7

7

4

3

5

4

Auto

9

45,000

Ninja Master

9

3+/2+

4

5

3

4

6D6+7

8

4

4

5

4

Auto

10

50,000

Ninja Master

10

3+/2+

4

5

3

4

6D6+7

8

4

4

5

5

Auto

* The Ninja’s ballistic skill has two ratings: the first showing his ability with any ranged weapon other than his special shurikens, and the second showing his expertise with shurikens.
** Using his special Damage Results Table(s) will sometimes increase the number of damage dice to be rolled.  The Ninja’s Assassinate and Back Stab abilities will increase the likelihood of deadly damage.
*** The number here represents the number of additional skills acquired AFTER
Battle Level one.  The Ninja Begins with several skills unique to his class.
NOTE: he gains his Ninja Master title one BL earlier than most other warriors gain their highest title.