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Foot Elite
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All About Ninja
The following posts consist of a series of rules and ideas I have created for Ninja characters within the Palladium roleplaying system. Enjoy.
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"Ninpo began as training to become a moral people and to learn to endure in whatever social condition one is in; to know and accept one's fate, and to live for human beings and all other creatures. The person who masters all of these is a Ninja." (Masaaki Hatsumi) |
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Foot Elite
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Ninja O.C.C.
NINJA O.C.C
Trained since an early age in the ways of Ninjutsu, this martial artist has dedicated his life to carrying on the legacy of the ancient Ninja clans of feudal Japan. Something of a cross between the Dedicated and Worldly Martial Artists, this character’s training has had a particular emphasis on the Arts of Invisibility. The Ninja may be the student of a solitary master, the member of a vast international organization, or anything in between. Attribute Requirements: None. Starting Age: 12. Base S.D.C.: 25. Martial Art Forms: Choose either Ninjutsu or Ninpo. Educational Level: Special Training. Superspy Modifications Available: None. Basic Minimum Skills: Basic Mathematics, Read/Write Native Language, Speak Native Language. Available Skill Programs: Character gets one (1) Espionage Skill Program, two (2) Basic Skill Programs, plus one (1) additional skill program from Military or Espionage or Gizmoteer or Basic. Special Martial Arts Bonus: The character can select one (1) additional Martial Art Power from among the Arts of Invisibility at levels one (1), five (5), and ten (10). Secondary Skills: Choose any six (6). Money: $1000. Income: Character can teach martial arts for $300 per week. Base pay at an agency is $400 per week. Level Advancement Bonuses: Receive one additional Secondary Skill at 4th, 8th, and 12th levels. Social Contacts: The character has a 15% chance of recognizing any other major figure in the martial arts world. There is only a 5% chance that the character will have met the martial artist before. If a member of a Ninja clan, the character’s organization will likely have branches located throughout the world. In any of these places, the character has a 40% chance of tracking down a fellow member (not necessarily an acquaintance). Why I love being a Ninja O.C.C. In many ways combining the best of both the martial artist and the superspy, the Ninja is a force to be reckoned with. No other character can be as skilled in the ways of invisibility as the mysterious Ninja. Additionally, the Ninja’s duty and responsibility to his master and clan give him a sense or purpose that many other characters lack.
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"Ninpo began as training to become a moral people and to learn to endure in whatever social condition one is in; to know and accept one's fate, and to live for human beings and all other creatures. The person who masters all of these is a Ninja." (Masaaki Hatsumi) |
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Foot Elite
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Martial Art Form: Ninpo
NINPO - THE LAW OF PERSEVERANCE (EXCLUSIVE)
Entrance Requirements: Characters must be of an Honorable Alignment and committed to Ninpo. Minimum attributes include: I.Q.: 9, M.E.: 12, P.P.: 14; a high M.A. and P.E. are useful but not required. Skill Cost: 13 Years. Ninpo is a term that refers both to the collective of martial skills studied by the infamous Ninja warriors of feudal Japan, and to the philosophical understanding that underlines those skills. The Ninja were the warrior clans (primarily composed of jizamurai, or farmer-samurai) that controlled the mountainous Iga and Koga regions of south-central Japan. These families were renowned for possessing great skill in espionage, reconnaissance, sabotage, and commando warfare --- and they sold their skills, on a case-by-case basis, to anyone that could serve to protect the interests of their community as well as the interests of the nation as a whole. Even today, their exploits are legendary both in and out of Japan, and the descendents of the original Ninja families have found themselves often satirized by popular culture. A select few, however, know the actual truth... The martial arts of Ninpo focus heavily on dealing with situations that the feudal Ninja would find themselves in, mostly on reconnaissance or sabotage missions. Thus, there is a strong emphasis on evasion, avoidance, and escape found in Ninpo, as opposed to simply "defeating" one's opponent. A Ninpo stylist will typically use the momentum or energy generated by his opponent's initial movements to attack an exposed vital point, knock the opponent to the ground, distract him/her with shuriken (throwing blades) or metsubishi (blinding powders), and then escape as quickly as possible. There is a very relaxed, soft, and flowing dynamism to Ninpo techniques, and they make extensive use of rolling maneuvers and other acrobatics, as well as an in-depth study of attacking Atemi weak points. Ninja are also known for their diverse training in various forms of weaponry. The guiding philosophy of Ninpo informs the Ninja's entire of way of seeing and relating to the world. It is closely rooted in Mikkyo Buddhism and Amatsu Tatara Shinto, with many Ninja masters being of a Taoist alignment in game play. The details of Ninpo philosophy are explained below. Ninpo can be studied at many "civilian" dojos throughout the world, but is most common in Japan and the United States. After a student has reached a high enough level of skill and demonstrated a sincere loyalty to the tradition in one of these schools, he/she may be initiated into the clan itself. This is a rare occurrence, however, and not to be taken lightly. Virtually all higher-ranking Ninpo practitioners are clan members. Costume: A black Judo-style gi is what is most commonly worn in the dojo, and it is almost always accompanied with a pair of tabi (split-toed, lightly-soled stockings). Students of more traditionally oriented dojos can often be seen donning black hakama, as well. However, many dojos (particularly those in the West) have no formal uniform, and merely adopt common, everyday clothing. 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 1D4 to M.E. Add 1D4 to M.A. Add 1D4 to P.P. Add 1 to P.E. Add 10 to BIO-E (Mutant Animals and Human Mutants only) 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 Roll, Breakfall, Circular Parry, Combination Roll/Dodge (special!), Multiple Dodge, Muto Dori (special!). Hand Attacks: Claw Hand, Extended Knuckle Fist (special!), Knife Hand, Strike (Fist). Basic Foot Attacks: Kick Attack, Rear Kick (special!), Snap Kick. Jumping Foot Attacks: Jump Kick. Special Attacks: Body Flip/Throw, Combination Joint Lock/Throw (special!), Combination Roll/Attack (special!), Death Blow, Escape Throw (special!), Leap Attack, Paralysis Attack (Vital Points), Roll/Knockdown. Holds/Locks: None. Weapon Katas (Pick Three): W.P. Chain, W.P. Forked, W.P. Knife, W.P. Large Sword, W.P. Polearm, W.P. Short Sword, W.P. Spear, W.P. Staff, W.P. Thrown. Modifiers to Attacks: Critical Strike, Critical Strike or Knockout/Stun on Sneak Attacks, Knockout/Stun, Pull Punch. SKILLS INCLUDED IN TRAINING: Martial Art Powers: Select a total of four (4) Powers from among Arts of Invisibility, Atemi Abilities, Martial Art Techniques, and Special Katas. Powers cannot be exchanged for Skill Programs. Languages: Japanese. Physical: Acrobatics, Climbing, Gymnastics, Prowl, Swimming (Basic). Cultural Skills: None. Survival: None. Temple: None. Weapon Proficiencies: W.P. Bow, W.P. Chain, W.P. Forked, W.P. Knife, W.P. Large Sword, W.P. Mouth Weapons, W.P. Polearm, W.P. Short Sword, W.P. Spear, W.P. Staff, W.P. Thrown. Philosophical Training: Ninpo (special!). LEVEL ADVANCEMENT BONUSES: 1st +3 to Roll with Punch/Fall/Impact, +2 to Parry/Dodge, Knockout/Stun on a Natural 20, Critical Strike or Knockout/Stun on Sneak Attacks. 2nd +1 to Strike, +2 to Breakfall. 3rd +1 Attack per Melee, +2 to Roll/Knockdown. 4th +1 to Muto Dori, +2 to Roll with Punch/Fall/Impact. 5th Death Blow on a Natural 20, Select One (1) Additional Martial Art Power from among Arts of Invisibility, Atemi Abilities, Martial Art Techniques, and Special Katas. 6th +1 Attack per Melee, +2 to Breakfall. 7th Knockout/Stun on a Natural 18 or better, +1 to Strike. 8th Critical Strike on a Natural 17 or better (triple damage), Death Blow on a Natural 19 or better. 9th +2 to Parry/Dodge, +1 to Roll/Knockdown. 10th +1 to Muto Dori. 11th +1 Attack per Melee, Select One (1) Additional Martial Art Power from among Arts of Invisibility, Atemi Abilities, Martial Art Techniques, and Zenjorike. 12th +2 to Roll with Punch/Fall/Impact. 13th +1 to Breakfall, Death Blow! 14th +2 to Roll/Knockdown. 15th +1 to Muto Dori, Select One (1) Additional Martial Art Power from among Arts of Invisibility, Atemi Abilities, Martial Art Techniques, and Zenjorike. Why study NINPO? The true way of the Ninja, Ninpo embodies the spirit and essence of Japan's mystical shadow warriors!! Flexibility, surprising attacks, and deadly moves, as well as a vast repertoire of weapon skills, are all the Ninja's trademarks.
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"Ninpo began as training to become a moral people and to learn to endure in whatever social condition one is in; to know and accept one's fate, and to live for human beings and all other creatures. The person who masters all of these is a Ninja." (Masaaki Hatsumi) |
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Foot Elite
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Special Maneuvers
SPECIAL MANEUVERS:
Combination Roll/Dodge: This is a defensive maneuver in which the character uses a Roll that is either an advance or retreat from combat range to avoid an aggressor's attack. When using this maneuver, the defender must roll above (or equal) the opponent's Strike roll using only the bonus to Roll with Punch/Fall/Impact. Failure to beat the Strike means taking full damage without a chance to Roll with Punch/Fall/Impact or Breakfall. Success means avoiding the attack and either closing or escaping from immediate combat range. Combination Roll/Dodge can be used at any range and uses up one melee attack/action, even if it fails. This technique cannot be combined with Automatic Roll. Muto Dori: An advanced Disarm maneuver in which the opponent’s weapon is taken by the disarmer. This maneuver can be used as a defense only, and the defender can only use P.P. bonuses and Muto Dori bonuses (no bonus to Strike or Parry allowed). Requires at least one free hand to use (and thus no W.P bonuses allowed, either). This technique does no damage and uses up one melee attack/action, even if it fails. Extended Knuckle Fist (Shikan Ken): A clenched fist with all the finger knuckles protruding out. Cannot be used at Grappling Range. Does 1D8 damage and can also be used for Atemi Abilities. Rear Kick (Koho Geri): This is a version of the Kick Attack used on opponents from behind the character. Does 1D8 damage. Combination Joint Lock/Throw (Gyaku Nage-Waza): By applying pressure against a particular joint, often the wrist or elbow, the character can force the opponent to the ground. Standard damage is 1D8 (plus any Damage bonus) with the opponent knocked down, losing initiative, and losing the next melee attack. Victims can attempt to defend normally with Parry, Dodge, or a similar technique. After a Combination Joint Lock/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. As an attack, it is possible to throw the victim of a Combination Joint Lock/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 a Parry, Dodge, or similar technique. If the 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 throw him in such a way that no damage is inflicted, but the attacker drops his weapon. The damage upgrades from Grasping Hand Atemi can be applied to this maneuver. Combination Roll/Attack: This maneuver combines a Roll with a melee attack, including thrown weapons and body flip/throws. It cannot be used defensively (no Roll with Punch/Fall/Impact allowed), but what can be done is a melee attack combined with a Roll that is an either an advance or retreat from combat range. Against an opponent from the front, only a rolling Body Flip/Throw can be used at Grappling Range. All others must be attempted at Combat Range. Against an opponent to the rear, only kick attacks are possible and these can only be done at Combat Range. The only bonuses that can be used with this maneuver are those to Roll with Punch/Fall/Impact (no P.P., Strike, or W.P. bonuses allowed). This maneuver cannot be used with Death Blow or Knockout/Stun, and the character cannot add his/her Damage bonuses to the attack. Uses up one melee attack/action. Escape Throw (Hajutsu): This is a special maneuver which can only be used if the opponent has successfully applied a Hold, Joint Lock, or Pin to the character. Instead of escaping normally, the character can attempt to unbalance the opponent, thus reversing his/her grasp, and then throwing him/her to the ground. This technique requires agility. Both the character and the opponent roll twenty-sided die and add their P.P. attribute. The character doing the Hold, Joint Lock, or Pin also gets to add in any bonuses to Hold or Lock or Pin, and to Strike. The character attempting the escape can add in any bonuses to Disarm or Muto Dori, and to Body Flip/Throw. If the defender meets or beats the aggressor's roll, then he/she can throw the character doing the Hold, Joint Lock, or Pin. Standard damage is 1D4, with the victim ending up knocked down, losing the initiative, and losing the next melee attack/action. A character's Damage bonuses are not included in this technique. The character doing the Hold, Joint Lock, or Pin cannot attempt to defend normally with a Parry, Dodge, or similar maneuver. After an Escape 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 melee attack. With a Breakfall the damage is reduced in half, even if the roll fails. An Escape Throw can only be used to knock someone down, it cannot be used to throw them into something or someone else. This maneuver uses up one melee attack/action, even if it fails. Special Note: Combination Joint Lock/Throw and Escape Throw are revisions of special maneuvers originally created by Kuseru Satsujin.
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"Ninpo began as training to become a moral people and to learn to endure in whatever social condition one is in; to know and accept one's fate, and to live for human beings and all other creatures. The person who masters all of these is a Ninja." (Masaaki Hatsumi) |
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Foot Elite
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Ninpo Philosophy
NINPO PHILOSOPHY:
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, reconnaissance, 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 acts of violence to maintain this balance (but always as a last resort). However, the motivation of the true Ninja must always be 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 unforeseen 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 no Hachimon (‘Eight Gates of the Ninja’) are Ninja no Kiai (harmonizing of spirit), Ninja no Taijutsu (skill with the body), Ninja no Ken (sword), Ninja no Yari (spear), Ninja no Shuriken (throwing blades), Ninja no Kajutsu (use of explosives), Ninja no Yugei (deceptive skills), and Ninja no Kyomon (philosophical training). 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 or 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.
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"Ninpo began as training to become a moral people and to learn to endure in whatever social condition one is in; to know and accept one's fate, and to live for human beings and all other creatures. The person who masters all of these is a Ninja." (Masaaki Hatsumi) |
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#6 |
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Foot Elite
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Posts: 3,344
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Epilogue
Any comments/critiques are welcome. Enjoy!
__________________
"Ninpo began as training to become a moral people and to learn to endure in whatever social condition one is in; to know and accept one's fate, and to live for human beings and all other creatures. The person who masters all of these is a Ninja." (Masaaki Hatsumi) |
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ReyeJaye
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Posts: 3,873
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Hun, you have too much time on your hands.
If I were your girlfriend, I'd be wondering what I was doing wrong. |
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Foot Elite
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Posts: 3,344
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hee
*laughs*
Actually, most of these are stuff I've had for quite some time. I just recently developed a re-interest in them, is all. Laterz.
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"Ninpo began as training to become a moral people and to learn to endure in whatever social condition one is in; to know and accept one's fate, and to live for human beings and all other creatures. The person who masters all of these is a Ninja." (Masaaki Hatsumi) |
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Hench Mutant
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Location: In the minivan behind your house! Ooh ooh I see you! *waves*
Posts: 252
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*rubs eyes* ouch!! man thats long! you do have way to much spare time
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![]() Mikey: I don’t know what bothers me more… that this thing actually works or that Don carries around a pigeon puppet. |
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Guest
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Nah, it's just a hobby for Heretic888.
I own the Ninjas & Superspies book and I've played some games with it, and I must say, I'm not very fond of the Ninjutsu form in the book. It doesn't seem totally right to me. I can see a few problems with it, and they clearly skipped out on some things that the Ninjutsu form should have. I really like your take on Ninpo! I'll be using your Ninpo form instead of the Ninjutsu form in the book if I ever play any Ninjas & Superspies games in the future. One thing I don't agree with is that characters have to be honorable aligments only. I know that Ninpoka are suppose to be honorable to there Ninpo comunity, but in general Ninpoka in the most part are non-honorable. I believe for Ninpoka, honor is more of a personal preferance rather than a strict code to go by. |
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