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heretic888
10-16-2003, 09:15 AM
This is a Martial Art Form of my own design for use for Ninja characters.

NINPO (EXCLUSIVE)

IMPORTANT NOTE: Because Ninpo includes both the arts of Ninjutsu and the Ninja’s fighting art of Ninpo Taijutsu, it must be both the Primary and Secondary Martial Art Forms for the character. In other words, Ninpo counts as two Martial Art Forms.
Entrance Requirements: Limited to those of Honorable Alignments. Minimum attributes include: I.Q. 9, M.E. 12, P.P. 14; a high P.E. is helpful but not required.
Skill Cost: 10 Years.

There is perhaps no martial art system in the world as grossly misunderstood and misrepresented as that of Ninpo, the Way of the Ninja. Historically speaking, Ninpo referred to both the collective of ryuha (martial traditions) studied by the Ninja families of the Iga and Koga Provinces (including many so-called “samurai” schools of bujutsu), as well as to the life philosophy to which the Ninja followed (which has many principles in common with both Taoism and Mikkyo Buddhism).

Because of the wealth of fictitious literature and drama released during both the Tokugawa and Meiji Eras concerning them, as well as much of the later fiction released during the second half of the 20th century, the Ninja (better known historically as Iga no Bushi or Koga no Bushi) are often erroneously portrayed as ruthless mercenaries and assassins for hire, and their Ninjutsu art (manifested collectively as Ninpo) seen as the so-called “art of the assassin”.

The actual truth of the matter, however, is that the Ninja’s first and foremost priority was the gathering of intelligence and reconnaissance. Their role in history was in the shadows, never being seen or heard, gathering the intelligence needed to secure the safety of their familial clans and ensure the harmony of the nation as a whole (often through providing aid to various daimyo and/or shogun). The reality is that Ninja were rarely seen climbing over castle walls or stealing under floors, and almost exclusively operated as spies, scouts, and informants/counselors to the warlords and generals their families had contracted. Oftentimes, the Ninja’s contribution to victory was rarely ever made known outside the minds of a select few individuals. It was a truly rare occasion for the Shinobi warriors to take the path of direct confrontation and actually kill someone. Indeed, such a course of action would be done only as a last resort. Unfortunately, however, desperate times sometimes called for desperate measures and the Ninja families were not above engaging in assassination, guerilla tactics, or even conventional warfare if need be in order to preserve the harmony of the nation.

Due to the Ninja’s primary role as an intelligence gatherer, they developed a system of combat designed for one lone individual to combat much larger numbers of better-armed opponents, as the Ninja agents often found themselves alone and unarmed against droves of samurai sentries. Known as Ninpo Taijutsu, the goal of this system was to escape from the conflict as safely and quickly as possible in order to report back whatever intelligence one had managed to gather. As such, an extremely pragmatic and utilitarian approach to combat was developed, with the dual emphases of 1) avoiding and evading injury at all costs and 2) ending the fight as quickly and economically as possible with an accompanying attitude of “maximum efficiency with minimum effort” (an idea common to many Japanese martial arts).

To realize these two emphases, Ninpo Taijutsu based its combat effectiveness on constantly refining natural body movement and internalizing principles of timing, distancing, angling, positioning, and rhythm. Or, to put it simply, “flow” (nagare). The goal was to use superior body movement to get the opponent to move in such a way that it was to your benefit at his expense. Thus, a strategy based on the principles of kyojitsu tenkan ho (interchanging falsehood and actuality) was developed, using deception via the body to force the opponent to cause his own downfall. Conversely, on the more aggressive side of the art, a number of subdisciplines were developed over the centuries extensively focusing on using the full momentum of one’s natural body movement to generate explosive knockdown power (koppojutsu), as well as a detailed combatic application of Atemi weak points (kosshijutsu). All in all, Ninpo Taijutsu was a very comprehensive art, and took a very “no nonsense” approach to combat.

In addition to Taijutsu empty handed combat, the Ninja were also trained in a broad range of different weapon skills. This was essential, as they often found themselves posing as soldiers or even samurai during times of war. Ninja were trained to use all forms of conventional weaponry of the time, including the sword, staff, spear, and bow and arrow, as well as to unconventionally use virtually anything at all as a weapon when one found oneself “unarmed”. To accomplish this end, the Ninpo approach was not to memorize the individual movements and techniques for specific weapons, but rather to internalize combat principles involving broad categories of weapons. The result was that when the Ninja had trained in Bojutsu he learned not only how to use the 6 foot rokushakubo staff, but virtually ALL staff or staff-like weapons. As such, the Ninja was often skilled in virtually all forms of melee weaponry.

As a Ninja, the player character finds themselves a member of a large familial organization tracing back through centuries of Japanese history. Contrary to what has been published beforehand, the three positions of Genin, Chunin, and Jonin are NOT advanceable through promotion. If one is brought in as a Genin, then the character will live and die as a Genin with very little chance of ever assuming the position of Chunin or Jonin. It should be remembered, however, that these positions are seen more as job specialties rather than actual “ranks” (Ninja are rarely militaristic in their approach to situations).

Another common misconception is that of the Genin as the multitude who “hear and obey”. Ninja agents are given an extensive degree of freedom and individual preference when compared to similar organizations (such as most militaries), and they were often urged to learn to rely on their intuition to guide them through missions and difficult situations rather than simply “following orders”. Although the Genin did have to report back to the Chunin, the nature of their work was often that the Genin themselves were their own "commanding officers" during actual missions and it was they who largely established the mission parameters and objectives.

As has been stated elsewhere, it is also essential for Ninja operatives to establish multiple identities (at least two separate identities are required). This is often a necessity within their line of the work and the player should take that under advisement

On a final note, regarding the philosophy of Ninpo, it needs to be remembered that there are two major principles. One, that life is the most important, superseding value in the universe (and should thus be protected). And, two, that one should strive to live according to the Laws of Nature and in harmony with the universal scheme of Totality. This philosophy obviously has much in common with Taoist teachings. In fact, it may be easier to regard many Ninja masters as those of a Taoist alignment with a Discipline of Honor.

Costume: Black shinobi shozoku including tabi (split-toed, lightly soled socks), leggings, pants, and jacket. Hood, mask, and gloves are available, but typically not worn. White outfits are also available.
Stance: Ichimonji no Kamae --- low, wide-legged, side stance, with most of the body centered over the back leg, forward leg pointed toward opponent. Forward hand is held out and open, the rear hand is pulled back and out at waist or neck level.
CHARACTER BONUSES:
Add 10 to Chi
Add 2 to M.E.
Add 1 to P.E.
Add 2 to P.P.
COMBAT SKILLS:
Attacks per Melee: 2
Escape Moves: Leap, Roll with Punch/Fall/Impact.
Attack Moves: Leap, Roll.
Basic Defensive Moves: Automatic Parry, Dodge, Parry.
Advanced Defenses: Automatic Dodge, Automatic Roll, Breakfall, Multiple Dodge, Mutodori (special!), Power Block/Parry (includes Parry bonus).
Hand Attacks: Claw Hand, Extended Knuckle Fist (special!), Knife Hand, Palm Strike, Punch, Thumb Drive Fist (special!).
Basic Foot Attacks: Kick Attack, Snap Kick.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Body Flip/Throw, Death Blow (special!), Death Strike (special!), Elbow, Joint Throw (special!), Knee, Leap Attack, Paralysis Attack, Roll/Knockdown, Shuriken Stab (special!), Sweeping Throw (special!).
Holds/Locks: None.
Weapon Katas: Any three (3) Ancient Weapon Proficiencies.
Modifiers to Attacks: Critical Strike, Critical Strike on Sneak Attacks, Knockout/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING:
Martial Art Powers: Select a total of four (4) Powers* from those available (see below). Powers can not be exchanged for Skill Programs.
*Power Limitations:
-Arts of Invisibility: All Arts of Invisibility are available.
-Atemi Abilities: All Atemi Abilities are available, excluding Open Hand Atemi and Dim Mak.
-Body Hardening Exercises: None available.
-Chi Mastery: All Chi Mastery abilities are available. However, these cannot be taken until level 5.
-Martial Art Techniques: None available, with the exception of Falling Technique, Iaijutsu, Ken Tai Ichi Jo, and Zanshin.
-Special Katas: None available, with the exception of Kobujutsu.
-Zenjorike: All Zenjorike powers are available, excluding Vibrating Palm. However, only Karumijutsu is available before level 11.
Languages: Japanese.
Physical: Acrobatics, Climbing, Gymnastics, Prowl, Swimming: Basic.
Cultural Skills: None.
Survival: Camouflage, Disguise, Use Ninja Tools.
Temple: Meditation.
Weapon Proficiencies: All Ancient Weapon Proficiencies.
Philosophical Training: Ninpo (special!).

Special Note: Ninpo is the only Martial Art Form the character can take. Also, unlike other Martial Art Forms, if the character's alignment changes from the listed alignment restrictions he ceases to gain any new levels in Ninpo and loses access to all Martial Art Powers gained from Ninpo. A character that leaves or betrays the ryu/clan also ceases to gain new levels in Ninpo (but retains his Martial Art Powers). A level 10 Ninpo master can leave the ryu/clan without penalty.

LEVEL ADVANCEMENT BONUSES:
1st +3 to Roll with Punch/Fall/Impact, +1 to Strike, Critical Strike on a Natural 20, Critical Strike on Sneak Attacks.
2nd +3 to Parry/Dodge, +2 to Roll/Knockdown.
3rd +1 Attack per Melee, +1 to Breakfall.
4th +2 to Strike, +1 to Mutodori.
5th Double Existing Chi, Death Strike on a Natural 20, Select One (1) Additional Martial Art Power*.
6th +1 Attack per Melee, +2 to Roll/Knockdown.
7th Knockout/Stun on a Natural 18 or better, +2 to Breakfall.
8th Critical Strike on a Natural 17 or better, Death Strike on a Natural 19 or better.
9th +2 to Parry/Dodge, +1 to Mutodori.
10th +1 to Breakfall, +2 to Damage.
11th +1 Attack per Melee, Select One (1) Additional Martial Art Power*.
12th +2 to Roll with Punch/Fall/Impact, Double Existing Chi.
13th +1 to Roll/Knockdown, Death Blow!!
14th +1 to Mutodori, +2 to Damage.
15th +2 to Roll with Punch/Fall/Impact, Select One (1) Additional Martial Art Power*.

Why study NINPO?
The true art of the Ninja, Ninpo is an incredibly comprehensive and pragmatic system. In addition to its powerful Atemi abilities, Invisibility arts, and impressive combat bonuses, Ninpo also affords the character a vast range of weapon skills. Its also fairly strong in Chi. The only major weakness is the inability to learn any other Martial Art Form in conjunction with Ninpo and that one must dedicate oneself to the Way of the Ninja to study the discipline.

heretic888
10-16-2003, 09:19 AM
SPECIAL ABILITIES:

- Mutodori (An advanced Disarm maneuver in which the opponent’s weapon is taken by the disarmer. Requires at least one free hand to use.)

- Extended Knuckle Fist (Shikan-Ken: A clenched fist with all the finger knuckles protruding out. Does 1D8 damage.)

- Thumb Drive Fist (Boshi-Ken: A clenched fist with the thumb protruding out. Does 1D6 damage.)

- Death Blow: A special attack designed to kill an opponent in one or two strikes! Potentially, an automatic kill because the attack inflicts double damage (plus damage bonus) direct to hit points (no S.D.C. damage). A Death Blow must be announced before rolling the Strike. Unlike a Death Strike, this attack does not require a natural number to succeed, but, such a devastating attack counts as two melee attack/actions. This attack can be used with punches and kicks or hand-held weapons such as swords, clubs, etc. It is not applicable to bow and arrows, thrown weapons or guns and does not work through armor; the armor must be removed or penetrated (the strike must be above the A.R.). An unsuccessful Death Blow does 1D6 damage. The defender can only attempt to survive by dodging or parrying and/or by trying to roll with death touch (must roll over the attacker's strike, including bonuses).

- Death Strike: A special attack designed to kill an opponent in one or two strikes! Potentially, an automatic kill because the attack inflicts double damage (plus damage bonus) direct to hit points (no S.D.C. damage). A Death Strike must be announced before rolling the Strike. This attack is often limited in hand to hand combat to the roll of a "natural" strike number; i.e. Death Strike on a natural 19 or 20. This attack can be used with punches and kicks or hand-held weapons such as swords, clubs, etc. It is not applicable to bow and arrows, thrown weapons or guns and does not work through armor; the armor must be removed or penetrated (the strike must be above the A.R.). This attack uses one attack per melee. An unsuccessful Death Strike does 1D6 damage. The defender can only attempt to survive by dodging or parrying and/or by trying to roll with death strike (must roll over the attacker's strike, including bonuses).

- Joint Throw (Kansetsu Nage-Waza: By using pressure against a joint, the character throws the opponent off the ground. Standard damage is 1D6 (plus P.S. bonus) with the opponent knocked down, losing initiative and losing the next melee attack. Victims can attempt to defend normally with Parry, Dodge, etc. After a Joint Throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one attack. With a Breakfall the damage is reduced in half, even if the roll fails. This technique can follow up a successfully applied wrist lock. As an attack, it is possible to throw the victim of a Joint Throw into something or someone. To determine success, roll another strike. The second victim, the one who's getting hit with the thrown body, can attempt to defend with Parry, dodge etc. If two bodies collide, then they both take the same amount of damage, lose initiative, are knocked down and lose one attack. Another unique aspect of this ability is that it can be used to disarm an attacker by using the flipping action to turn the arm and bend the hand to make the attacker drop his weapon (no damage), or to flip him in such a way that no damage is inflicted, but the attacker drops his weapon. Bonuses to Disarm or Mutodori can be applied to this maneuver along with any Body Flip/Throw bonuses. )

- Shuriken Stab (This is a punching strike where the fist is closed around a shuriken, with the points projecting. Does 1D4+2 Damage).

- Sweeping Throw (Harai Nage: Using swift motions against the opponent's legs to break their balance, the character knocks the opponent off the ground. Does no Damage! Is purely a Knockdown attack with the opponent knocked down, losing initiative and losing the next melee attack. Victims can attempt to defend normally with Parry, Dodge, etc. After a Sweeping Throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall is not knocked down, but still loses one attack. This throw cannot be used to Disarm an opponent or throw them into another target.)

SPECIAL NOTE: Many of these special maneuvers were created by Kuseru Satsujin and not myself. I have adopted them for use with my style.

heretic888
10-16-2003, 09:20 AM
NINPO PHILOSOPHY

This is something of a rough draft outlining the main points of the philosophical system of Ninpo within a roleplaying setting:

- Kyojitsu Tenkan Ho: 'Method of interchanging truth and falsehood'. This refers to the Ninja's preference for utilizing deceptive and non-direct means to accomplishing his goals. Violence and direct confrontation are to be avoided unless no other option is viable. This involves the use of stealth, political manipulation, espionage, reconaissance, illusion, reverse psychology, suggestion, sabotage, and surprise tactics such as ambushes. Even when the Ninja is forced into a direct battle, he will attempt to make use of evasive and deceptive tactics, including Sneak Attacks.

- Wa: 'Harmony and balance'. In Ninpo, life is regarded as the most sacred, superseding value in the universe and it is to be protected at all costs. This refers to the lives of not only the Ninja's friends and family, but those of the supposed 'enemy' as well. Killing another sentient being is regarded as violating the Laws of Nature, unless deemed absolutely necessary as a last resort.
Connected with this ideal is Ninpo's prescribed goal of continually attempting to ensure a peaceful balance within human society --- by any means necessary. As something of a paradox, it is sometimes required to perform assassinations or other acts of violence to secure this balance. The motivation of the true Ninja is to fight not only for the peace of his loved ones, but for the peace of one's enemies as well.

- Ninniku Seishin: 'Spirit of perseverance'. The true Ninja is expected to receive all threats, insults, and oppression with a calm, enduring heart. He is not to allow his personal desires to dictate his actions, and is not to indulge himself in such things as hatred, anger, guilt, jealousy, sadness, or malice. Such motivations are not only unhealthy but can also interfere with the success of the Ninja's mission.

- Nagare: 'Flow'. In the end, there should be no such as surprise to the true Ninja. He is expected to constantly prepare himself for any situation in not only his martial arts training but his mental outlook, as well. He is to develop the flexibility of mind and adaptability of spirit to face any unforseen obstacles.

- Fudoshin: 'Immovable spirit'. The true Ninja is not to allow himself to be possessed by such things as greed, personal desire, luxury, laziness, pride, or egotism. He is discouraged from relying too much on others, even close friends, to accomplish his goals.

- Jin: 'Humanity'. The true Ninja is expected to develop a kind and compassionate, yet detached, understanding of others. He is taught to allow his heart to grow into a warm palace and not wither away as a cold fortress. According to Ninpo traditions, the Ninja is encouraged to develop the Kajo Chikusei (Flower Heart, Bamboo Spirit) --- a heart that is as kind and pure as a flower, but as firm and flexible as the bamboo.

- Gambatte: 'Keep going'. The true Ninja is expected to train intensively in all the prescribed areas of training, and master many forms of weaponry. The Ninja Juchachi Kei (Ninja 18 Levels of Training) are Seishin Teki Kyoyo (spiritual refinement), Taijutsu (skill with the body), Ninja-ken (Ninja sword), Yarijutsu (spear and lance fighting), Bojutsu (staff fighting), Naginatajutsu (halberd techniques), Kusarigama (chain and sickle techniques), Shurikenjutsu (blade throwing), Hensojutsu (disguise and impersonation methods), Shinobi-iri (stealth and entering methods), Intonjutsu (escape and evasion methods), Bajutsu (horsemanship), Sui-ren (underwater training), Cho-ho (espionage), Bo-ryaku (unconventional tactics and strategy), Kayakujutsu (use of fire and explosives), Chi-mon (knowledge of geography), and Ten-mon (knowledge of meteorology).

- Bunbu Ichi: 'Pen and sword are one'. The true Ninja is expected to study and master many things in addition to the martial arts. These include varying different arts, sciences, philosophies, and so forth. Besides the personal development afforded such study, the goal is to be prepared for any situation one might encounter --- particularly during espionage missions.

- Giri: 'Duty and obligation'. First and foremost, the true Ninja is loyal and respectful to his clan and its allies. He is not to betray his clan for any reason and not to go against the teachings of Ninpo. If the Ninja is asked to do something that either weakens and endangers the clan and its members, or that violates the teachings of Ninpo, he is to report the request to the clan heads to determine what the appropriate course of action is to be.