TEXT: An e23 Sourcebook for GURPS
  ®
  STEVE JACKSON GAMES
  Stock #37-0321
  Version 1.0 – August 2010
  ®
  Written by PETER V. DELL’ORTO
  Edited by NIKOLA VRTIS
  Illustrated by GUY BURWELL, RICK HARRIS, and DAN SMITH
  TM
  
  INTRODUCTION. . . . . . . . . . . . . . . . . . . . . . 3
  Dungeon Fantasy Campaigns and This Book . . . . . . . . . . 3
  About the Author . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  1. NINJA SECRETS . . . . . . . . . . . . . . . . . . . 4
  WHO ARE THE NINJA?. . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Ninja Clans. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  NINJA TRAINING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Ninja Training Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Ninja Perk: Dual Ready . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Ninja Ability Table . . . . . . . . . . . . . 7
  Advantages . . . . . . . . . . . . . . . . . . . 7
  Disadvantages. . . . . . . . . . . . . . . . . 7
  Skills . . . . . . . . . . . . . . . . . . . . . . . . 7
  TEMPLATE AND LENSES . . . . . . . . .8
  Ninja . . . . . . . . . . . . . . . . . . . . . . . . 8
  Lenses for Ninja . . . . . . . . . . . . . . . 8
  The Assassin (250 points). . . . . . . . 9
  Becoming a Ninja. . . . . . . . . . . . . 11
  2. NINJA GEAR. . . . . . . . 12
  WEAPONS . . . . . . . . . . . . . . . . . .12
  Ninja Weapon Modifier. . . . . . . . . 13
  Hook . . . . . . . . . . . . . . . . . . . . . . . 13
  NINJA TOOLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
  Equipping the Ninja . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
  NINJA CHEMICALS . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
  Poisons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
  Powders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
  NINJA SUIT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
  Ninja Suit Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
  NINJA ARTIFACTS AND MAGIC ITEMS . . . . . . . . . . . . . . .17
  INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . .20
  CONTENTS
  2
  CONTENTS
  Playtesters: Dan Howard, Phil Masters, and Matt Riggsby
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  GURPS System Design T STEVE JACKSON
  GURPS Line Editor T SEAN PUNCH
  Managing Editor T PHILIP REED
  Assistant Managing Editor T –––––––
  MONICA STEPHENS
  Page Design T PHIL REED and
  JUSTIN DE WITT
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  GURPS FAQ Maintainer T –––––––
  VICKY “MOLOKH” KOLENKO
  Ninjas are
  fast, smooth,
  cool, strong,
  powerful,
  and sweet.
  – Robert
  Hamburger
  
  INTRODUCTION
  3
  . . . the ninja are awash in myth and legend. Almost every
  improbable martial-arts feat appears in ninja lore! They’re
  famous as masters of disguise, weapon use, unarmed combat,
  acting, and technology.
  – GURPS Martial Arts
  Ever since the beginning of dungeon delving, players have
  itched to be ninja. Not just thieves or martial artists or sneaky
  rogues of whatever stripe, but ninja. Black-clad, tabi-
  wearing, shuriken-throwing masters of ninjitsu. Two of the
  mixed profession lenses in Dungeon Fantasy 3: The Next
  Level, the thief-martial artist and martial artist-thief, were
  aimed at scratching this itch. Nevertheless, any ninja afi-
  cionado knows that adding Stealth to your martial artist or
  learning Karate with your thief doesn’t make you a ninja.
  After all, where are the gadgets, the exotic weapons, and the
  black outfit?
  They are all right here.
  Now your character can be a true ninja. Not just a
  pretender to the mantle, either. The special training, both of
  the mind and the body, are yours. The exotic Asian weaponry.
  The sneaky tools and strange powers of the Forbidden East
  have come deep into the dungeon in the form of you.
  So come closer, young shinobi, and learn the ways of the
  ninja . . .
  DUNGEON FANTASY
  CAMPAIGNS AND THIS BOOK
  The abilities, powers, and perks listed in Ninja Training
  (pp. 4-7) are all ninja-specific. Either outsiders who may access
  similar capabilities (such as thieves) already have them, or they
  are inappropriate outside the context of the ninja’s world.
  The equipment, powders, and additional poisons are rele-
  vant for any campaign, whether they feature ninja or not. The
  special combat option, Hook (p. 13), is suitable for anyone
  using an appropriate weapon. Ninja weapons are available to
  any user, but the GM may wish to restrict them to ninja, to help
  these shadowy warriors secure their own niche.
  ABOUT THE AUTHOR
  Peter V. Dell’Orto was
  raised, in New Jersey, by
  ninja. He started roleplay-
  ing in 1981, with Dungeons
  & Dragons, and has played
  GURPS since Man to Man.
  He has been active as a
  GURPS playtester, editor,
  and
  contributing
  author
  since 1996, and has written
  many GURPS articles for
  Pyramid magazine. He co-
  authored GURPS Martial
  Arts
  along
  with
  the
  legendary Master Ninja Sean Punch; GURPS Low-Tech with
  William Stoddard, Matt Riggsby, and Dan Howard; and GURPS
  Martial Arts: Gladiators with Volker Bach. Peter is an
  enthusiastic martial artist. He has fought amateur MMA in the
  SHOOTO organization in Japan and in submission grappling at
  Grappler’s Quest. He currently trains Kachin Bando and holds a
  shodan rank in Kendo. His other hobbies include fitness, read-
  ing, painting miniatures, Japan, and music.
  INTRODUCTION
  By his ability, the result of carefully
  planned and arduous training, the ninja
  became a legend.
  – Donn Draeger and Robert W. Smith,
  Comprehensive Asian Fighting Arts
  
  Ninja are secretive assassins from the Forbidden East. They
  seek out and destroy monsters using their strange powers
  and exotic weapon skills. They act mysterious and look
  cool in the process. What more can a delver ask for?
  The ninja’s art is called ninjitsu. This is the art of
  stealth and combat.
  This book makes frequent reference to ninja’s
  assassination targets. Generally, this is just color. It’s meant
  to give the ninja some kind of focus besides just “kill
  monsters and take their stuff.” Ninja do not need to have a
  special target or engage in contract killing. Nonetheless,
  the GM can use it as a hook – a ninja’s clan may assign him
  to clear out a dungeon and destroy some special monster
  in its deeps that offends the clan. It is also a way to provide
  for extra-delving activities, if the ninja’s target happens to
  be in town, or at the end of some exciting wilderness trek,
  or in some monster-breeding wizard’s tower . . .
  NINJA CLANS
  Every ninja belongs to one of a small number of clans.
  Renegade ninja do exist, but not for very long! Each member
  of the clan is expected to carry out his missions (which often
  include delving) and contribute to the fame and
  wealth of the clan. As clan members, all ninja
  are addressed by one of three broad rank titles.
  The lowest ranked members, like the
  beginning adventurer in the template (p. 8), are
  the genin. These form the bulk of the field
  agents
  of
  the
  clan,
  although
  “bulk”
  is
  misleading – ninja are rare!
  Next in rank are the chunin, or journeymen.
  In clan affairs, they are the middle managers,
  because they’re superior assassins to the genin.
  Some chunin retire to the clan to act as shep-
  herds to the young ninja, and to protect the clan.
  Many remain in the field, fighting monsters and
  killing enemies.
  The highest rank consists of the master ninja, the jonin.
  They generally stay ensconced in the secret clan lair,
  determining the clan’s affairs . . . although some of them
  choose to remain active adventurers. Delving jonin eschew the
  teaching of young ninja. Instead, they focus their efforts on
  defeating the most powerful of enemies in mortal combat!
  Masters of weapons and stealth, users of exotic gadgets and
  equally exotic powers – the ninja is the assassin of the
  underworld, literally and figuratively!
  The ninja isn’t just some form of “dark martial artist” or
  “murderous thief,” though; he’s his own breed. If one must
  compare him to other delvers, he’s like a special blend of mar-
  tial artist, swashbuckler, thief, and artificer (see Dungeon
  Fantasy 4: Sages). He defeats his enemies with a mix of spe-
  cial powers, combat skill, craftiness, and remarkable gadgets
  and covert-ops gear.
  CHAPTER ONE
  NINJA SECRETS
  NINJA SECRETS
  4
  WHO ARE THE NINJA?
  The
  Ninja
  Training
  power
  represents
  the
  esoteric
  knowledge of the ninja. Its abilities are subject to the Ninja
  Training power modifier. Rolls to use the abilities are made at
  a bonus equal to the ninja’s Ninja Talent (below) level. For
  more about powers, see Dungeon Fantasy 1: Adventurers
  (p. 21-22); for much more, see GURPS Powers.
  Ninja Talent
  10 points/level
  Ninja Talent adds to all Ninja Training ability rolls and the
  skills listed on p. 7. Although a power’s Talent doesn’t generally
  add to its special skills, this one is an exception.
  Power Modifier: Ninja Training
  -10%
  Ninja Training abilities depend on daily, hard, and secret
  training to maintain. A ninja must dedicate his life to honing
  and refining his abilities. The ninja must take the disadvantage
  Vow (Ninja Secrecy) [-5] to reflect this. Each day, roll 1d: This
  is how many hours less he has for sleep, standing watch, etc.
  He must spend this time in solitary training and practice.
  If the ninja does not dedicate the necessary time to training
  daily, he must devote a full day to practicing his abilities in
  order to use them unrestricted. Should he rely on his abilities
  before he does this, his entire power burns out for 1d days.
  NINJA TRAINING
  
  NINJA TRAINING ABILITIES
  The ninja acquires these abilities through rigorous
  conditioning. Learning any of these abilities requires Ninja
  Talent (p. 4), and they must include the Ninja Training power
  modifier (p. 4). The Ninja Abilities Table (p. 7) presents a list of
  the abilities and their prerequisites.
  Catfall
  9 points
  Prerequisite: Ninja Talent 1+.
  Ninja are great climbers, and many of their tools are
  designed to help them ascend to high places. Therefore, a ninja
  must learn quickly to fall properly.
  Statistics: Catfall (PM, -10%) [9].
  Danger Sense
  14 points
  Prerequisite: Ninja Talent 1+.
  Ninja learn to detect impending danger. This ability isn’t
  magical
  or
  mystical,
  but
  rather
  reflects
  the
  ninja’s
  hypersensitivity to things that could endanger him.
  Statistics: Danger Sense (PM, -10%) [14].
  Enhanced Dodge 1
  14 points
  Prerequisite: Ninja Talent 1+.
  Ninja are mobile, and move lightly and quickly. They learn
  to avoid blows instead of taking them.
  Statistics: Enhanced Dodge 1 (PM, -10%) [14].
  Enhanced Parry 1 or 2 (All Weapons)
  9 or 18 points
  Prerequisites: Ninja Talent 1+ (for Enhanced Parry 1); Ninja
  Talent 2+ and Enhanced Parry 1 (for Enhanced Parry 2).
  Ninja eschew heavy armor. Instead, they learn to defend
  themselves with their weapons to the utmost.
  Statistics: Enhanced Parry 1 or 2 (All Weapons; PM, -10%)
  [9 or 18].
  Killing Strike 1 or 2
  4 or 8 points
  Prerequisite: Ninja Talent 1+ (for Killing Strike 1); Ninja
  Talent 2+ and Killing Strike 1 (for Killing Strike 2)
  Ninja can learn special methods to use their weapons to end
  a fight quickly with a powerful blow. Add your Killing Strike
  level to your ST to calculate damage for a single armed attack.
  Unfortunately, this is hard on the weapon, and it requires a focus
  of mental energy that can’t be maintained more than a brief
  interval. Thus, you can deal such a blow once per battle with a
  given weapon (you’re assumed to maintain your weapons, and
  refocus your mental energy between fights). Given that each
  turn in combat is a second, this might seem like forever. The GM
  should assume that whatever happens after a minute is a new
  battle, even if it involves the same old foes.
  If you have many weapons, you can Ready or Fast-Draw
  weapon after weapon to invoke this ability repeatedly. Once you
  run out of weapons, you can’t use the ability again until the next
  battle. This is one reason why ninja master – and carry! – many
  different weapons. The weapons do not have to be of a different
  type; you can use a succession of knives, ninja-to, and kusari . . .
  but it’s more stylish to have different weapons. Furthermore, a
  variety gives you numerous monster-killing options.
  A complete miss never expends a use of Killing Strike.
  However, if the blow either strikes home or is successfully
  blocked, dodged, or parried, it does count as a use.
  Statistics: Striking ST (Once Per Weapon Per Battle, -10%;
  PM, -10%) [4/level].
  Lethal Weapon
  7 points
  Prerequisites: Killing Strike 2, Ninja Talent 3+, and Ninja
  Tools 2.
  A skilled ninja not only can wield weapons effectively, but
  can turn an ordinary object into a lethal weapon. This is
  extremely hard on the object so handled; it automatically ruins
  it for use in its original design and as a weapon after one use.
  This ability can be combined with Killing Strike (above).
  An object must be similar in both length (within 10%) and
  weight (within 1 lb.) to the weapon it’s intended to emulate. For
  example, an ordinary stick can be treated as a staff or club, a
  knotted rope as a kusari or garrote, a rock as a shuriken, even a
  monster’s horn or tooth as a spike shuriken or sword. However,
  a rock doesn’t make a good sword, nor a wand, a spear.
  To use the ability, simply declare the tool is being used as a
  Lethal Weapon. Resolve the attack normally as if the improvised
  item was a weapon of the appropriate kind. This ability lasts for
  one successful attack; after causing damage or being blocked,
  dodged, or parried, it is no longer effective – the stick breaks, the
  rope tangles hopelessly, the horn snaps or blunts.
  Statistics: Adds the new special modifier Improvised
  Weapons, +20%, to Weapon Master (Ninja Weapons; p. 7) [7].
  The GM may allow characters with other versions of Weapon
  Master to gain this modifier at an appropriate cost.
  Mind Shield
  4 points/level
  Prerequisite: Ninja Talent 1+.
  The mind of a ninja is both inscrutable and elusive, making
  it difficult to penetrate with a mental attack. Don’t forget to
  apply the -10% Ninja Training power modifier after choosing
  your overall level; at higher levels, this will result in a slight
  discount on the price.
  Statistics: Mind Shield (PM, -10%) [4/level].
  Ninja Tools
  4 points/level
  Prerequisite: Ninja Talent 1+ (for Ninja Tools 1); Ninja Talent
  1+ and Ninja Tools 1 (for Ninja Tools 2); Ninja Talent 2+ and
  Ninja Tools 2 (for Ninja Tools 3+).
  NINJA SECRETS
  5
  
  One of the most basic ninja arts, this is the ability to produce
  your own tools for the task at hand. The ninja can buy any num-
  ber of Gizmos (p. B57) subject to these limitations (the usual
  limit of three doesn’t apply). The catch is that these Gizmos can
  only produce ninja gear: nageteppos, shuriken, climbing spikes,
  and so on. For purposes of this advantage, any item under Ninja
  Tools (p. 15) or Covert Ops and Security Gear (see Dungeon
  Fantasy 1, p. 25) counts as “ninja gear.” Revealed items can’t be
  heavier than Basic Lift/10 lbs., longer than Reach 1, or have
  Bulk worse than -4. Subject to these size limits, a Gizmo can be
  any ninja gear you own but didn’t specify you had on you (it
  “teleports” to you and stays with you afterward); any bit of
  reusable ninja gear that you didn’t own, worth at most $10
  (ditto); or any expendable ninja item worth up to $50 (consumed
  in a single use).
  Alternatively, you can use your Gizmo to “trick out” a
  weapon of any size that you have ready in your hand: Your
  ninja-to’s sheath might act as a snorkel or a blowpipe, your
  staff could have a hidden kusari inside or turn into climbing
  pole, etc. The limit here is one Gizmo per weapon per adven-
  ture. Thus, you must whip out a new weapon for each trick.
  Statistics: Gizmos (Ninja Gear Only, -10%; PM, -10%)
  [4/level].
  One With Shadows
  21 points
  Prerequisite: Silence 2.
  Ninja learn to meld with the shadows and
  darkness, making them especially hard to see. Even
  individuals close to or surrounding the ninja become
  less visible; the eye is distracted and looks elsewhere.
  This does not work when moving. To remain One With
  Shadows, one must remain unmoving.
  Statistics: Obscure 5 (Vision; Accessibility, Only
  when stationary, -50%; Defensive, +50%; Extended,
  Infravision, +20%; PM, -10%; Stealthy, +100%) [21].
  Perfect Balance
  14 points
  Prerequisites: Ninja Talent 2+ or Catfall.
  Once a ninja has learned to fall safely, he masters how not
  to fall at all. Legends of ninja masters running along ropes and
  scurrying along the narrowest ledges are based on this ability,
  often combined with Light Walk (p. B205) to travel on weak or
  fragile surfaces.
  Statistics: Perfect Balance (PM, -10%) [14].
  Peripheral Vision
  14 points
  Prerequisite: Danger Sense.
  Once a ninja’s senses are able to warn him of unseen danger,
  he learns to see the danger better. A ninja’s alertness to his
  surroundings gives him almost super-normal field of vision.
  This is not a physical change to the ninja, merely training to
  notice and recognize objects on the edge of his field of vision.
  Statistics: Peripheral Vision (PM, -10%) [14].
  Shadow Walker
  50 points
  Prerequisites: Ninja Talent 3+, Perfect Balance, Silence 2,
  and Super Jump 1.
  The true master ninja no longer becomes one with the
  shadow, but becomes the shadow. He can slip from shadow to
  shadow, and slide through the small cracks in dark places.
  Only the smallest amount of gear can be carried, making the
  Weapon Holder ninja suit (see pp. 16-17) of great utility for
  the Shadow Walker.
  Statistics: Shadow Form (Can Carry Objects, No Encum-
  brance, +10%; PM, -10%) [50].
  Shifting Visage
  16 points
  Prerequisites: Ninja Talent 3+ and One With Shadows.
  Ninja learn to cloud and confuse the minds of those who
  observe them, allowing them to appear as another, perhaps
  trusted, individual. The special Glamour limitation (Powers,
  p. 111) means the ability only affects living, free-willed brings
  (not golems, zombies, etc.), who must roll vs. Will-4 to resist,
  adding Mind Shield if they have it.
  Statistics: Elastic Skin (Glamour, -10%; PM, -10%) [16].
  Silence 1 or 2
  5 or 9 points
  Prerequisites: Ninja Talent 1+ (for Silence 1); Ninja Talent 2+
  and Silence 1 (for Silence 2).
  Ninja learn to breathe and move silently, to augment their
  mystical skills (see Invisibility Art, p. B202; and Light Walk,
  p. B205) and normal stealth.
  Statistics: Silence 1 or 2 (PM, -10%) [5 or 9].
  Super Jump 1
  9 points
  Prerequisite: Ninja Talent 1+.
  Ninja learn to leap with the lightness and quickness of a
  shadow. However, their leaping ability is ultimately inferior to
  the Chi powers of the martial artist; only one level is allowed.
  Statistics: Super Jump 1 (PM, -10%) [9].
  NINJA SECRETS
  6
  Ninja Perk: Dual Ready
  Master ninja who know Killing Strike 2 and Ninja Tools 2 can
  learn a special perk to reflect their deep understanding of the art.
  Dual Ready: You can use one Ready maneuver to draw two
  items, one in either hand. Specialize by particular left hand/right
  hand combination; e.g., Dual Ready (Nageteppo/Shortsword)
  lets you ready your ninja-to in your right hand and a nageteppo
  in your left hand. Dual Ready is redundant for items you can
  Fast-Draw – but not everything allows Fast-Draw.
  
  NINJA ABILITY TABLE
  Ninja train in the four “ways” – the Way of Death, the Way
  of the Mind, the Way of Shadows, and the Way of Tools. These
  merely serve to group the ninja abilities and describe a ninja’s
  focus. Almost all ninja learn abilities from multiple paths!
  Ability
  Prerequisites
  Way of Death
  Dual Ready
  Killing Strike 2 and Ninja Tools 2
  Enhanced Parry 1
  (All Weapons)
  Ninja Talent 1+
  Enhanced Parry 2
  (All Weapons)
  Enhanced Parry 1 and Ninja Talent 2+
  Killing Strike 1
  Ninja Talent 1+
  Killing Strike 2
  Killing Strike 1 and Ninja Talent 2+
  Lethal Weapon
  Killing Strike 2, Ninja Talent 3+, and
  Ninja Tools 2
  Way of the Mind
  Danger Sense
  Ninja Talent 1+
  Mind Shield 1+
  Ninja Talent 1+
  Peripheral Vision
  Danger Sense
  Shifting Visage
  Ninja Talent 3+ and One With Shadows
  Way of Shadows
  Catfall
  Ninja Talent 1+
  Enhanced Dodge 1
  Ninja Talent 1+
  One With Shadows
  Silence 2
  Perfect Balance
  Catfall or Ninja Talent 2+
  Shadow Walker
  Ninja Talent 3+, Perfect Balance,
  Silence 2, and Super Jump 1
  Silence 1
  Ninja Talent 1+
  Silence 2
  Ninja Talent 2+ and Silence 1
  Super Jump 1
  Ninja Talent 1+
  Way of Tools
  Ninja Tools 1
  Ninja Talent 1+
  Ninja Tools 2
  Ninja Tools 1
  Ninja Tools 3+
  Ninja Talent 2+ and Ninja Tools 2
  ADVANTAGES
  All ninja having the following advantage.
  Weapon Master (Ninja Weapons)
  35 points
  Weapon Master (Ninja Weapons) functions as the Weapon
  Master advantage (see p. B99) for the garrote, katana, all
  knives, naginata, nunchaku, kusari, shuriken, spear, and
  staff; any weapon with the Ninja modifier (see p. 13); and any
  weapon listed in Ninja Gear (pp. 12-19). This includes
  damage bonuses, halving of penalties for multiple attacks
  and defenses, and improved defaults. When in doubt as to
  whether a weapon is a ninja weapon, try to visualize it in a
  ninja movie. If it doesn’t fit, if it doesn’t feel suitably exotic,
  then it isn’t a proper ninja weapon. As always, the GM’s word
  is final. Especially if he’s a ninja.
  DISADVANTAGES
  Ninja possess two disadvantages central to their Ninja
  Training.
  Vow
  see p. B160
  All ninja must take the following vows.
  Vow (Ninja Secrecy): Aging ninja ritually transfer their
  power by handpicking promising successors, training them
  extensively, and presenting the survivors with special gear.
  Lesser ninja must swear upon their powers never to attempt
  this, because the more people who learn ninja secrets, the less
  effective each ninja becomes! To enforce this, ninja training
  has a built-in safety measure: An ordinary ninja who tries to
  sell, trade, or give ninja equipment (e.g., Gizmos) or training
  (e.g., ninja skills) to a non-ninja suffers immediate loss of all
  abilities with the Ninja Training modifier (p. 4). The offending
  ninja’s clan will sense this, whereupon he will be unable to
  regain his powers or acquire new training or gear until he pres-
  ents himself to atone. Failure to do so after one full adventure
  means that his clan will send ninja equal in number and power
  to the miscreant and his allies, plus a master with 50% more
  points, to kill him, his would-be student, and anybody else they
  deem an accessory. Seeing isn’t understanding, though – ninja
  are free to wield their abilities and equipment on behalf of oth-
  ers, just not to share. -5 points.
  Vow (Own no more than what can be carried): Ninja delve for
  the good of the clan! An individual ninja may not accumulate
  goods or money for the sake of accumulation – he may carry
  what he needs but no more. However, he’s honor-bound to insist
  on his fair share of any loot, spending what he needs to keep his
  ninja gear in good repair (or to buy new gear from his masters),
  and giving everything else to the clan. Failure to do so brings
  similar consequences to the previous Vow. -10 points.
  SKILLS
  Ninja Training allows you to learn Blind Fighting (p. B180),
  Hypnotism (p. B201), Invisibility Art (p. B202), Light Walk
  (p. B205), and Mental Strength (p. B209). Remember that
  Ninja Talent (p. 4) adds to all of these
  NINJA SECRETS
  7
  Killing the wrong person happens. Ninjas know this. It’s useless
  to live in the past.
  – Mantis Design, Ninja Tips for Healthy Living
  
  Most ninja focus on the stealth and fighting abilities of their
  core template (below), but some further obfuscate their true
  nature by learning other professions (see pp. 9-11).
  NINJA
  250 points
  You are an expert at killing . . . and sometimes your targets
  lurk in the depths of a dungeon! Not for you are the one-
  weapon focus of the swashbuckler or the brute strength of the
  knight. You carry and use a vast array of special weaponry and
  devices to defeat your prey, and are also highly trained in bare-
  handed fighting (although not as obsessively as the martial
  artist). You strike using a lethal combination of specialized
  attacks, exotic hardware, and stealth. You are even trained in
  the insidious secrets of the mind – not to sway emotions like
  the bard, but to trick, suggest, and deceive your enemies.
  Attributes: ST 11 [10]; DX 15 [100]; IQ 10 [0]; HT 12 [20].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP
  11 [0]; Will 11 [5]; Per 11 [5]; FP 12 [0]; Basic Speed 7.00 [5];
  Basic Move 7 [0].
  Advantages: Ninja Talent 2 [20] and Weapon Master (Ninja
  Weapons) [35]. • 20 points in Ninja Training abilities (see
  pp. 5-6); put leftovers into special skills. • A further 20
  points chosen from among additional Ninja Training
  abilities or ST +1 or +2 [10 or 20], DX +1 [20], IQ +1 [20],
  Basic Speed +1 [20], Basic Move +1 to +3 [5/level], Will +1
  to +4 [5/level], Ambidexterity [5], Combat Reflexes [15],
  Daredevil [15], Fit [5] or Very Fit [15], Flexibility [5] or
  Double-Jointed [15], Luck [15], Magic Resistance [2/level],
  Night Vision 1-9 [1/level], Ninja Talent 3 or 4 [10 or 20],
  Resistant to Poison (+3) [5], Serendipity 1 [15], Signature
  Gear [Varies], or Striking ST 1 or 2 [5/level].
  Disadvantages: Vow (Ninja Secrecy) [-5]; Vow (Own no more
  than what can be carried) [-10]; and Social Stigma
  (Minority Group) [-10] • -25 points chosen from among
  Bloodlust [-10*], Callous [-5], Loner [-5*], No Sense of
  Humor [-10], Odious Personal Habit (Inscrutable) [-5],
  Overconfidence [-5*], Paranoia [-10], Sense of Duty (Adven-
  turing Companions) [-5], Stubbornness [-5], or Vow
  (Always complete the mission) [-10].
  Primary Skills: Stealth (A) DX+2 [8]-17. • One of Thrown
  Weapon (Knife) or Thrown Weapon (Shuriken), both (E)
  DX+2 [4]-17; Bow or Throwing, both (A) DX+1 [4]-16; or
  Blowpipe (H) DX [4]-15. • One of Knife (E) DX+3 [8]-18;
  Axe/Mace, Jitte/Sai, Polearm, Shortsword, Spear, Staff,
  or Tonfa, all (A) DX+2 [8]-17; or Kusari (H) DX+1 [8]-16.
  • Another 4 points apiece on two more of these melee
  weapon skills, each at -1 to skill.
  Secondary Skills: Climbing (A) DX-1 [1]-14; Fast-Draw (any)
  (E) DX [1]-15; Holdout (A) IQ [2]-10; Judo (H) DX-1 [2]-14;
  Karate (H) DX-1 [2]-14; Meditation (H) Will-1 [2]-10; and
  Poisons (H) IQ-1 [2]-9.
  Background Skills: Jumping (E) DX [1]-15. • 7 points spent
  improving primary, secondary, or special skills, or adding
  any additional weapon skills from those listed above, or
  Garrote (E) DX [1]-15; Acrobatics or Escape, both (H) DX-1
  [2]-14; First Aid or Gesture, both (E) IQ [1]-10; Disguise or
  Shadowing, both (A) IQ [2]-10; or Observation or Search,
  both (A) Per [2]-11.
  Special Skills†: Any three of Blind Fighting (VH) Per+1 [4]-12;
  Hypnotism (H) IQ+2 [4]-12; Invisibility Art (VH) IQ+1
  [4]-11; Light Walk (H) DX+2 [4]-17; and Mental Strength
  (E) Will+4 [4]-15.
  * Multiplied for self-control number; see p. B120.
  † All skills include +2 for Ninja Talent.
  Customization Notes
  This template represents a ninja fresh out of the clan’s
  secret location. He possesses only a few Ninja Training
  abilities, if any, and his weapon skills are sharp but not
  especially deep or broad. Additional points in abilities is often
  the way to go – it is your Ninja Training abilities that will set
  you apart and give you the most bang for your buck.
  The master of death learns as many weapon skills as
  possible, and invests heavily in the Way of Death (see p. 7).
  Such a ninja must balance his mastery of weapons (raising one
  skill) with his variety of weapons (raising many skills). The
  limitations on Killing Strike and, later, Lethal Weapon, make it
  critical to have both breadth and depth of weapon skills to fully
  leverage your abilities. Use stealth to line up a good shot and
  then carve up your foes. Leave the slogging matches to high-
  DR fighters like the barbarian or knight.
  The master of stealth emphasizes sneaking and stabbing.
  While he lacks the sneak-attack abilities of the thief, his
  superior combat abilities allow him to continue to whup on the
  enemy even after the first strike. This type of ninja concen-
  trates on improving his Stealth and Climbing in order to prowl
  around. Emphasize the Way of Shadow (p. 7) when acquiring
  Ninja Training abilities.
  The master of missiles focuses on ranged weapons.
  Additional points from quirks can go to including more
  ranged weapon skills, or simply improving those already on
  the template. This variation is especially useful when
  combined with the scout in a mixed-profession ninja; see
  Ninja-Scout (p. 11).
  The master of tools follows the Way of Tools (p. 7). Buy a lot
  of Gizmos, and load up on weapons that can be customized on
  the fly! Gizmos are an expensive substitute for preparation, so
  stock up on as many mundane items as possible. Save the
  Gizmos for unusual situations or when you run low on
  nageteppo or shuriken . . .
  LENSES FOR NINJA
  Not all ninja are so focused on showing off their skills as
  assassins. A few learn the tricks and trade of other professions.
  Some mixed-profession delvers with training as thieves or
  martial artists sometimes claim to be a ninja . . . but they lack
  the true training of the ninja!
  Not all professions are equally useful for a ninja looking to
  enhance his adventuring prowess. Some of the following have
  some natural symmetry with ninja. Others are more marginal
  because of their expense or different approaches to delving.
  NINJA SECRETS
  8
  TEMPLATE AND LENSES
  
  In addition to those listed below, ninja may
  wish to look into the artificer lens (Dungeon
  Fantasy 4: Sages, p. 7). While expensive, the
  ninja’s propensity for gadgets and combat
  abilities
  makes
  this
  a
  very
  potent
  combination . . . in the long run and aided by
  a lot of extra IQ! The scholar lens (Dungeon
  Fantasy 4, p. 11) is similarly useful; it gives
  the ninja flexibility in skills. Ninja are aware
  of the powers of the mind, as well, and the
  scholar’s knowledge gives them a lot of play
  when pursuing unusual targets.
  Choice Lenses: Holy Warrior, Martial
  Artist, Scout, Swashbuckler, Thief.
  Marginal Lenses: Barbarian, Bard, Cleric, Druid, Knight,
  Wizard.
  Ninja-Barbarian
  +50 points
  This mix suits those ninja who are experts in
  the outdoors. Few (if any) are actually barbarians.
  Attributes: +2 ST [20].
  Secondary Characteristics: +1 Per [5].
  Advantages: High Pain Threshold [10]; Outdoors-
  man 1* [10].
  Skills: Five of Camouflage (E) IQ [1]; Navigation
  (Land) (A) IQ-1 [1]; Mimicry (Animal Sounds
  or Bird Calls) or Naturalist, both (H) IQ-2 [1];
  Swimming (E) HT [1]; Fishing (E) Per [1]; or
  Survival (any) or Tracking, both (A) Per-1 [1].
  * Gives +1 to Camouflage, Fishing, Mimicry, Naturalist,
  Navigation, Survival, and Tracking.
  NINJA SECRETS
  9
  As crazy as it sounds, not everyone wants to be a ninja
  assassin; some just want to be assassins. The assassin
  eschews the weapon-based Gizmos and most of the exotic
  weaponry of a ninja, and focuses on the sneak backstab
  instead of the Killing Strike (p. 5). Most assassins dispose of
  their weapon to get rid of the evidence, but when dungeon
  delving, they may have a specific weapon they use to hunt
  monsters; take a Weapon Bond or use Signature Gear for
  that special weapon.
  Attributes: ST 11 [10]; DX 15 [100]; IQ 11 [20]; HT 12 [20].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24
  lbs.; HP 11 [0]; Will 11 [0]; Per 12 [5]; FP 12 [0]; Basic
  Speed 7.00 [5]; Basic Move 7 [0].
  Advantages: Combat Reflexes [15] and Striking ST 2 [10].
  • A further 35 points chosen from among ST +1 to +3
  [10/level], DX +1 [20], IQ +1 [20], Per +1 to +6 [5/level],
  Basic Speed +1 [20], Basic Move +1 or +2 [5 or 10],
  Ambidexterity [5], Catfall [10], Danger Sense [15],
  Enhanced Dodge 1 or 2 [15 or 30], Flexibility [5] or
  Double-Jointed [15]; Fit [5] or Very Fit [15]; Gizmos 1-3
  [5/level], Honest Face [1], Luck [15] or Extraordinary
  Luck [30], Magic Resistance [2/level], Night Vision 1-9
  [1/level], Perfect Balance [15]; Peripheral Vision [15],
  Serendipity 1 [15], Signature Gear [Varies], Striking ST
  1 to 4 (Only on surprise attack, -60%) [2/level], Wealth
  (Comfortable or Wealthy) [10 or 20]; or Weapon Bond
  (any) [1].
  Disadvantages: Bloodlust (12) [-10] and Callous [-5]. • -35
  points from Bad Temper [-10*], Code of Honor (Pirate’s
  or Stays Bought) [-5], Compulsive Carousing [-5*], Com-
  pulsive Gambling [-5*], Compulsive Spending [-5*],
  Greed [-15*], Lecherousness [-15*], Loner [-5*], Overcon-
  fidence [-5*], Sense of Duty (Adventuring companions)
  [-5], Skinny [-5], Social Stigma (Criminal Record) [-5], or
  Vow (Always complete the mission) [-10].
  Primary Skills: Fast-Draw (Knife) (E) DX+1 [1]-16†;
  Garrote (E) DX+2 [4]-17; Knife (E) DX+3 [8]-18;
  Poisons (H) IQ+1 [8]-12; Stealth (A) DX+2 [8]-17; Traps
  (A) IQ+1 [4]-12; and Wrestling (A) DX+1 [4]-16. • One
  of Crossbow, Thrown Weapon (Knife), or Thrown
  Weapon (Shuriken), all (E) DX+3 [8]-18; Bow or Throw-
  ing, both (A) DX+2 [8]-17; or Blowpipe DX+1 [8]-16.
  Secondary Skills: Brawling (E) DX [1]-15; Forced Entry
  (E) DX [1]-15; Gesture (E) IQ [1]-11; Holdout, Shad-
  owing, Smuggling, and Streetwise, all (A) IQ+1 [4]-12;
  and Search and Urban Survival, both (A) Per [2]-12.
  • One of Broadsword, Rapier, Saber, Shortsword, or
  Smallsword, all (A) DX+1 [4]-16.
  Background Skills: 8 points spent on any primary or sec-
  ondary skill, or on First Aid, Panhandling, or Seaman-
  ship, all (E) IQ [1]-11; Cartography, Connoisseur (any),
  Disguise, Fast-Talk, or Merchant, all (A) IQ-1 [1]-10;
  Counterfeiting or Forgery, both (H) IQ-2 [1]-9; Hiking
  (A) HT-1 [1]-11; Scrounging (E) Per [1]-12; or Lip Read-
  ing or Observation, both (A) Per-1 [1]-11.
  * Multiplied for self-control number; see p. B120.
  † Includes +1 for Combat Reflexes.
  Assassin Lens
  +50 points
  A dash of stealth and specialized weapon skills is all it
  takes to add assassination to another profession. A heart of
  ice and an interest in garroting foes from behind doesn’t
  hurt either.
  Attributes: +1 DX [20].
  Advantages: Striking ST 1 [5].
  Skills: 25 points to add or improve the following skills to
  obtain these minimum levels: Garrote and Knife, both
  (E) DX+2 [4]; Stealth (A) DX+1 [4]; Streetwise (A) IQ-1
  [1]; Shadowing (A) IQ [2]; Poisons (H) IQ [4]; and Urban
  Survival (A) Per [2]. • One of Crossbow or Thrown
  Weapon (Knife /or/ Shuriken), both (E) DX+2 [4]; Bow or
  Throwing, both (A) DX+1 [4]; or Blowpipe (H) DX [4].
  The Assassin (250 points)
  
  Ninja-Bard
  +50 points
  Bardic abilities take up where Ninja Training mind powers
  leave off. However, this combination is expensive, and you’ll
  need a lot of points to be good at both.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Will [-5]; -1 Per [-5].
  Advantages: Bardic Talent 1 [8]; Charisma 1* [5]; Musical Abil-
  ity 1† [5].
  Skills: Musical Instrument (any) (H) IQ [4]; Public Speaking
  (A) IQ [2]; Singing (E) HT+1 [2].
  Special Abilities: 14 points total in Bard-Song abilities, bardic
  skills, and/or spells from the Communication and Empathy
  and/or Mind Control colleges, which will be either (H) IQ-1
  [1] or (VH) IQ-2 [1] with the +1 for Bardic Talent.
  * Gives +1 to Leadership, Panhandling, and Public Speaking.
  † Gives +1 to Musical Composition, Musical Influence,
  Musical Instrument, and Singing.
  Ninja-Cleric
  +50 points
  Clerical spells such as Armor help the usually light-armored
  ninja in combat. This mix requires long-term dedication to
  take full advantage of the available abilities. The Vow (No
  edged weapons) is right out for ninja, however.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Per [-5].
  Advantages: Clerical Investment [5]; Power Investiture 2 [20].
  Disadvantages: Either Honesty (12) [-10] or Sense of Duty
  (Coreligionists) [-10].*
  Skills: Exorcism (H) Will-2 [1]; Religious Ritual (H) IQ-1 [2];
  Theology (H) IQ-1 [2].
  Special Abilities: 15 points total in Holy abilities and/or cleri-
  cal spells, which will be either (H) IQ [1] or (VH) IQ-1 [1]
  with the +2 for Power Investiture.
  * Vow (Ninja Secrecy) can be worsened to a -10-point dis-
  advantage if it doubles as the disadvantage required for Holy
  Might (pick another -5 points of cleric or ninja disadvantages).
  Failure to observe it costs the ninja-cleric Ninja Training and
  Holy Might!
  Ninja-Druid
  +50 points
  Like the cleric, this path is another long-term investment.
  Nevertheless, the outdoor abilities and spells of the druid will
  help solve any wilderness problems the ninja may encounter.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Will [-5]; -1 Per [-5].
  Advantages: Power Investiture 2 (Druidic) [20].
  Skills: Camouflage (E) IQ [1]; Herb Lore (VH) IQ-2 [2]; Natu-
  ralist (H) IQ-1 [2]; Religious Ritual (Druidic) (H) IQ-1 [2];
  Survival (any) (A) Per-1 [1]; Theology (Druidic) (H) IQ-1 [2].
  Special Abilities: 10 points total in Druidic abilities and/or
  druidic spells, which will be either (H) IQ [1] or (VH) IQ-1
  [1] with the +2 for Power Investiture (Druidic).
  Ninja-Holy Warrior
  +50 points
  Some ninja clans work directly on behalf on the gods. You
  hunt and destroy your god’s enemies, using your gadgets, your
  ninja weaponry, and your god-granted powers.
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Per [-5].
  Advantages: Higher Purpose (Slay Demons or Slay Undead)
  [5]; Holiness 1 [5]; Shtick (Foes slain personally can’t rise as
  undead) [1].
  Disadvantages: Either Honesty (12) [-10] or Sense of Duty
  (Good entities) [-10].*
  Skills: Exorcism (H) Will-2 [1]; Hidden Lore (Demons or
  Undead) (A) IQ-1 [1]; Leadership (A) IQ-1 [1]; Physiology
  (monster type) (H) IQ [4]; Psychology (same monster type)
  (H) IQ-2 [1]; Strategy (H) IQ-1 [2].
  Special Abilities: 24 points in Holy abilities and/or the skills
  above.
  * Vow (Ninja Secrecy) can be worsened to a -10-point dis-
  advantage if it doubles as the disadvantage required for Holy
  Might (pick another -5 points of holy warrior or ninja disad-
  vantages). Failure to observe it costs the ninja-holy warrior
  Ninja Training and Holy Might!
  Ninja-Knight
  +50 points
  An unusual lens, but a potentially powerful one. The ability
  to mix the exotic weapon mastery and stealth of a ninja with a
  heavier emphasis on strength and combat power is the appeal
  of the ninja-knight. The best weapon option to choose is
  usually enhancing a preexisting weapon skill . . . unless you
  have access to a knightly weapon with the Ninja modifier
  (p. 13) or tote a big weapon like the okusarigama (p. 13)!
  Attributes: +1 ST [10].
  Advantages: Born War Leader 1* [5]; Combat Reflexes† [15];
  High Pain Threshold [10].
  Skills: Armory (Melee Weapons) (A) IQ [2]; Connoisseur
  (Weapons) (A) IQ [2]; Leadership (A) IQ-1 [1]; Strategy (H)
  IQ-2 [1]. • Spend 4 points to learn one of Axe/Mace, Bow,
  Broadsword, Polearm, Spear, or Two-Handed Sword, all (A)
  DX+1 [4], or to add +1 to a known melee skill.
  * Gives +1 to Leadership, Strategy, and Tactics.
  † Gives +1 to Fast-Draw.
  NINJA SECRETS
  10
  The ninja began training as a young child and secrets were passed down within families. These
  secrets included virtually every skill which could even remotely help the ninja succeed in his goal . . .
  – Larry Winderbaum, The Martial Arts Encyclopedia
  
  Ninja-Martial Artist
  +50 points
  Some ninja also learn the Chi powers of the martial artist.
  Having Weapon Master and Trained by a Master enables a new
  option: You can learn variants of “unarmed” chi skills that
  work with individual weapon skills, such as Breaking Blow
  (Tonfa). Clear these with the GM!
  Advantages: Chi Talent 1 [15]; Trained By A Master [30].
  Disadvantages: Disciplines of Faith (Chi Rituals) [-10].
  Skills: Add 4 points total to Judo and Karate.
  Special Abilities: 11 points total in Chi abilities and/or chi
  skills. Chi skills get a +1 for Chi Talent.
  Ninja-Scout
  +50 points
  Another option that operates well in the
  wilderness. The addition of Heroic Archer
  turns a ninja into a master of ranged and
  melee weapons.
  Secondary Characteristics: +1 Per [5].
  Advantages: Heroic Archer [20]; Outdoors-
  man 1* [10].
  Skills: Bow (A) DX+2 [8]; Camouflage (E)
  IQ+1 [2]; Fast-Draw (Arrow) (E) DX [1];
  Survival (any) (A) Per-1 [1]; Tracking (A)
  Per-1 [1]. • One of Observation (A) Per [2], Shadowing (A)
  IQ [2], or 2 points to raise one of those existing skills by +1.
  * Gives +1 to Camouflage, Fishing, Mimicry, Naturalist,
  Navigation, Survival, and Tracking.
  Ninja-Swashbuckler
  +50 points
  The swashbuckler’s focus on a specific weapon makes for a
  ninja most deadly with a single specific weapon or pair of
  weapons.
  Attributes: +1 DX [20].
  Advantages: Combat Reflexes* [15]; Enhanced Parry 1
  (Weapon of choice) [5]; Weapon Bond (Best weapon of
  choice in current possession) [1].
  Skills: Fast-Draw (any) (E) DX [1]. • Either choose any two
  ninja Melee Weapon skills and put 4 more points into each,
  raising each of them by +1, or add one of Broadsword,
  Rapier, or Saber, all (A) DX+2 [8].
  * Gives +1 to Fast-Draw.
  Ninja-Thief
  +50 points
  Lockpicking and Traps are useful skills to get to targets
  behind locked doors. Sneak attacks make the ninja an even
  more effective assassin!
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Will [-5]; -1 Per [-5].
  Advantages: Catfall* (Ninja Training, -10%) [9]; Flexibility†
  [5]; Perfect Balance*‡ (Ninja Training, -10%) [14].
  Skills: Add 1 point to Climbing to get Climbing (A) DX [2]; add
  4 points to Stealth to raise it to Stealth (A) DX+3 [12].
  • Filch (A) DX-1 [1]; Forced Entry (E) DX [1]; Lockpicking
  (A) IQ [2]; Pickpocket (H) DX-2 [1]; Traps (A) IQ [2].
  * Ninja acquire these as Ninja Training abilities. Those who
  already have them should spend the same number of points on
  other Ninja Training abilities and skills useful for thievery; e.g.
  Invisibility Art and the Light Walk skills.
  † Gives +3 to Climbing and Escape.
  ‡ Gives +1 to Acrobatics and Climbing.
  Ninja-Wizard
  +50 points
  Ninjitsu
  and
  magic
  both
  require
  a
  substantial
  investment,
  but
  spells
  can
  enhance ninja in ways that even Ninja
  Training abilities can’t. Movement spells and
  Invisibility are especially useful for a ninja!
  Attributes: +1 IQ [20].
  Secondary Characteristics: -1 Will [-5]; -1
  Per [5].
  Advantages: Magery 2* [25].
  Skills: Alchemy (VH) IQ-2 [2]; Occultism (A)
  IQ-1 [1]; Thaumatology (VH) IQ-2 [2].
  Special Abilities: 10 points in wizardly
  spells, which will either be (H) IQ [1] or
  (VH) IQ-1 [1] with the +2 for Magery.
  * Gives +2 to Thaumatology.
  BECOMING A NINJA
  With rare exceptions, ninja are born and raised in their
  profession. They are the children of other ninja, orphans taken
  in by the clan, or (rarely) the sons or daughters of trusted allies.
  A very few become ninja after adulthood, seeking out and
  joining a ninja clan . . . adding the skills of an assassin to that
  of their original profession.
  While almost any profession can benefit from Ninja
  Training, lightly armored fighters and backstabbing thieves are
  best able to leverage Weapon Master. A swashbuckler-ninja
  should try to convince his GM to let him upgrade to the full
  version of Weapon Master (for an additional 10 points), or
  choose to use only ninja weapons! Martial artists have an
  advantage; they already have a tendency to use exotic weapons.
  This just adds some additional damage capability . . .
  Ninja Lens
  +50 points
  Advantages: Ninja Talent 1 (p. 4) [10]; Weapon Master (Ninja
  Weapons; p. 7) [35].
  Disadvantages: Vow (Ninja Secrecy; p. 7) [-5] and Vow (Own
  no more than what can be carried; p. 7) [-10].
  Skills: 10 points to add or improve the following skills to obtain
  these minimum levels: Poisons (H) IQ-1 [2] /and/ Stealth (A)
  DX [2]. • One of Thrown Weapon (Knife) or Thrown
  Weapon (Shuriken), both (E) DX+1 [2]; Bow or Throwing,
  both (A) DX [2]; or Blowpipe (H) DX-1 [2]. • Two of Knife
  (E) DX+1 [2]; Axe/Mace, Jitte/Sai, Polearm, Shortsword,
  Staff, Spear, or Tonfa, all (A) DX [2]; or Kusari (H) DX-1 [2].
  Special Abilities: 10 points total in Ninja Training abilities
  (pp. 5-6) and skills (p. 7).
  NINJA SECRETS
  11
  
  Ninja use a number of exotic weapons and tools. It is the
  ninja’s gear and the myriad ways of relying on it to defeat
  monsters that separates him from other delvers.
  Not all of these weapons and tools are ninja-specific. The
  GM may wish to allow some or all of them to be purchased and
  used by delvers of other professions. Nevertheless, the more of
  this gear that is available to anyone, the less special the ninja
  is. Remember that ninja are defined as much by their cool toys
  as by their fancy abilities.
  NINJA GEAR
  12
  Ninja use a variety of weapons not listed in the Basic Set.
  They also use a couple of general items in unique ways!
  Fukiya. A ninja blowpipe – whether the dedicated variety or
  the ninja-to saya kind (see Ninja-To Saya, p. 15) – can blow
  both darts (use the blowpipe stats on p. B275) or powders (see
  p. B180). For powder loads, see Ninja Chemicals (p. 16). For a
  dedicated powder launcher, see the metsubushi (p. 13).
  Fukumi-Bari. Ninja “mouth needles,” which are spit out at
  an enemy. Up to HP/2 (round down) darts can be carried in the
  mouth at any time – bigger ninja have bigger mouths! They are
  routinely envenomed. Any critical failure with a fukumi-bari
  results in the user taking full damage to the mouth, ignoring all
  DR; any remaining fukumi-bari in the mouth are expelled
  harmlessly. In addition, if the ninja is struck in the head while
  holding fukumi-bari in the mouth, he is stabbed for 1d-4 pi- in
  the mouth – ignore all DR! He better hope he didn’t poison any
  of the needles . . .
  Han-Kyu. Literally, “half-bow” – a short bow (p. B275) mod-
  ified to fit in a loose sleeve. Use the same stats as a normal
  short bow, except the cost is $100.
  Jutte. A blunt baton with a single prong for catching – and
  disarming – parried blades. Sometimes has a chain stuck to the
  handle for additional carnage – see the kusarijutte (p. 13).
  Kama. A weaponized farmer’s sickle. The blade is
  straight, pointed, and sharpened on the inside edge to cut
  and catch – see Hook (p. 13).
  Kittate. A one-piece iron pick with an L-shaped spike
  on the peen, intended as a portable candleholder. Stuck
  in a wall pick-first, with a candle on the spike, it can pro-
  vide a hands-free (but immobile) light source. It’s also an
  effective weapon – treat as a pick (p. B271). It can be
  carried in the hand with a lit candle in place, but
  swinging it immediately extinguishes the candle!
  Kusarigama. A kama (above) with a two-yard kusari
  (p. B272) attached to the handle’s butt. Requires a hand on
  the handle and a hand on the chain, and counts as a
  weapon in either hand. The wielder snares the enemy with
  the kusari (p. B406) and then finishes him with the kama.
  Treat these as normal kusari and kama attacks, but use the
  first line of kusarigama stats (p. 14) for the two-yard kusari.
  Dungeon Fantasy ninja sometimes swing the kama by the
  chain, like an edged flail – the second line represents this.
  WEAPONS
  CHAPTER TWO
  NINJA GEAR
  Shuriken were used . . . not necessarily with an intent
  to kill but more as a distraction . . .
  Serge Mol, Classical Weaponry of Japan
  
  Some versions affix a two-yard kusari atop the handle,
  opposite the blade (permits one-handed use but counts
  as only one weapon, either a kusari or a kama – choose
  each turn).
  Kusarijutte. A jutte (p. 12) with a two-yard kusari
  (p. B272) attached to the handle. One hand goes on the
  handle, the other on the chain. Use the standard jutte
  and kusari rules, except that the short kusari uses the
  statistics listed for the kusarijutte.
  Metsubushi. This palm-sized blowgun is a delivery
  system for blowing chemicals and powders (see Ninja
  Chemicals, p. 16) at an opponent. It consists of a
  mouthpiece with a removable cap. A tube at the other
  end contains one dose of powder. It takes only a sec-
  ond to ready, but it’s too fussy to reload in combat.
  Loading a charge takes one minute; well-equipped
  ninja sometimes carry several loaded metsubushi.
  Treat as a blowpipe (p. B275) that can only shoot pow-
  ders at one yard – see Blowpipe (p. B180) for rules.
  Neko-De. A bladed hand used by ninja for both climbing
  and fighting. Consists of a several parallel blades strapped to
  the hands; used to slash and claw like an animal. Functions
  as a weapon (see stats on p. 14) and as a pair of climbing
  spikes (Dungeon Fantasy 1, p. 25) for hands only. If used for
  climbing without the foot spikes, climbing a vertical surface
  has a -2 penalty.
  Ninja-To. A straight-bladed, square-hilted ninja shortsword.
  The weight includes a plain but rigid sheath. A proper ninja-to
  has a tricked-out sheath (see the ninja-to saya, p. 15).
  Okusarigama. Especially strong (or nonhuman) ninja may
  find the kusarigama a little . . . small. This is a large scythe
  (p. B274) with a full-length kusari (p. B272) mounted on the
  head. Ninja often plant the staff on the ground or against the
  body with one hand (takes a Ready maneuver but lowers the
  weapon’s ST requirement by one) and swing the kusari with
  the other. Use the stats for a scythe or kusari, depending on
  how it is wielded. If the entire scythe is swung by the chain,
  damage is sw+4 cutting, but ST becomes 15! Cost is $95, and
  weight is 10 lbs.
  Sai. A three-tined, sharp-pointed metal truncheon with a
  long central spike and a pair of short side prongs. Most often,
  both side prongs point forward, but sometimes one is reversed
  (no game effect). Either type of sai is balanced for throwing.
  Shuriken. An entire class of metal throwing weapons – small
  enough to conceal in clothing or hair – hurled with a flick of
  the hand or a snap of the wrist. The best known is the star
  shuriken, which is disc-, cross-, or star-shaped, with sharp
  edges or spikes. Most have three to nine points, with four or
  eight being usual. A few are S-shaped. Any might have holes
  cut in them to make a distinctive sound in flight – as a psycho-
  logical ploy, for signaling, or merely to show off. Spike shuriken
  resemble needles. Sharp at one end, the other end may be
  blunt, sharp, or have a fin-like tail. All shuriken use the statis-
  tics on p. B276, but alter damage to thrust-2 impaling for spike
  shuriken. Ninja not only throw shuriken, but they also hold
  them in the fist to claw and cut (see Melee Weapon Table, p. 14).
  Tanto. A chisel-pointed large knife, popular as a backup
  weapon for ninja. Treat as a Large Knife (pp. B272, 276).
  Tonfa. A side-handled baton, often used in pairs. Held
  against the arm to parry and punch, or spun out to strike.
  NINJA GEAR
  13
  A weapon with a hook or similar projection can be used
  to snag a foe’s head, limb, weapon, or shield. To hit, roll
  against weapon skill-5 or the Hook technique (GURPS
  Martial Arts, p. 74), modified as explained below. Your
  adversary may defend normally.
  When hooking the head or a limb, apply standard hit
  location penalties. If you succeed, then on subsequent
  turns, you may try to pull your victim off-balance, even to
  the ground. Roll a Quick Contest of ST. Victory means you
  drag your opponent into a kneeling posture; if he’s kneeling
  or crouching, he falls down. Should you lose or tie, noth-
  ing happens. If you critically fail, you drop your weapon!
  Your foe may attempt to break free normally.
  Hooking a weapon is a disarm attempt (p. B401). Apply
  the usual penalty to hit that weapon, but ignore the -2 for
  using a non-fencing weapon. You get +2 in the ensuing
  Quick Contest, in addition to the usual modifiers. If you
  lose the Contest, your opponent retains his weapon and
  escapes your hook.
  When hooking a shield, roll to hit at -4 plus its DB. If
  you succeed, you may attempt to pull it out of line. Again,
  this is a disarm attempt, but your rival gets +4 in the Quick
  Contest if his shield is strapped to his arm. You get +2 if
  hooking with a two-handed weapon. Victory means the
  shield becomes unready – it’s still on your foe’s arm, but he
  can’t block with it or benefit from its DB until he breaks
  free and takes a Ready maneuver to reorient it.
  Hooking doesn’t usually inflict damage, but if your
  weapon has an edged hook, it causes the listed damage in
  addition to the above effects.
  While using a weapon to hook a foe, you can’t attack or
  parry with it. You can always drop it as a free action on
  your turn, however.
  Hook
  Ninja Weapon Modifier
  Some weaponry may have the Ninja weapon modifier. Not all
  “ninja” weapons (the new weapons listed in this book)
  automatically include this modifier; however, most ninja will
  want this modifier for as much of their weaponry as possible.
  Ninja: Weapons with the ninja modifier are always black or
  dark brown, with a silk- or sharkskin-wrapped handle, and
  suspiciously quiet and nonreflective – often despite possessing a
  quality blade and a nonmatte finish. They’re remarkably easy to
  conceal: +2 to Holdout. This benefit extends to the sheath, for
  weapons that come with one (like the ninja-to). Such weapons
  becomes ninja weapons for the purpose of Weapon Master (Ninja
  Weapons) or other Ninja Training abilities. +0.5 CF.
  
  Melee Weapon Table
  Weapon
  Damage
  Reach
  Parry
  Cost
  Weight
  ST
  Notes
  AXE/MACE (DX-5, Flail-4, or Two-Handed Axe/Mace-3)
  Kama
  sw cut
  1
  0
  $40
  2
  8
  or
  sw imp
  1
  0U
  –
  –
  8
  [1]
  or
  thr-2 cut
  1
  0U
  –
  –
  8
  Hook. [2]
  BRAWLING, KARATE, or DX
  Neko-De
  sw-2 cut
  C
  0
  $100
  1
  6
  [3]
  or
  thr imp
  C
  0
  –
  –
  6
  [3]
  Shuriken
  thr-2 cut
  C
  0
  $3
  0.1
  –
  Used to claw. [3]
  Tonfa
  thr cr
  C
  0
  $40
  1.5
  –
  Butt jab. [3]
  JITTE/SAI (DX-5, Main-Gauche-4, or Shortsword-3)
  Jutte
  sw cr
  1
  0
  $40
  1
  6
  [4]
  or
  thr cr
  1
  0
  –
  –
  6
  Sai
  sw cr
  1
  0
  $60
  1.5
  7
  [4, 5]
  or
  thr imp
  1
  0
  –
  –
  7
  KUSARI (DX-6, Two-Handed Flail-4, or Whip-3)
  Kusarigama
  sw+2 cr
  1, 2*
  -2U
  $80
  4.5
  10†
  [6]
  or
  sw+2 cut
  1, 2*
  -2U
  –
  –
  11†
  [6, 7]
  Kusarijutte
  sw+2 cr
  1, 2*
  -2U
  $80
  3.5
  8†
  [6]
  SHORTSWORD (DX-5, Broadsword-2, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, or Tonfa-3)
  Ninja-To
  sw cut
  1
  0
  $400
  2
  8
  or
  thr+1 imp
  1
  0
  –
  –
  8
  TONFA (DX-5 or Shortsword-3)
  Tonfa
  sw cr
  1
  0
  $40
  1.5
  7
  [8]
  or
  thr cr
  C, 1
  0
  –
  –
  7
  Notes
  [1] May get stuck; see Picks (p. B405).
  [2] To use its hook, see Hook (p. 13); the hook also
  damages the victim.
  [3] This attack receives Brawling or Karate damage
  bonuses.
  [4] Gets +2 to disarm when wielded with Jitte/Sai
  skill; see pp. B208, B401.
  [5] Can be thrown; see Ranged Weapon Table (below).
  [6] Attempts to parry flails and kusaris are at -4; fenc-
  ing weapons (“F” parry) can’t parry at all! Attempts to
  block such weapons are at -2.
  [7] When swinging the kama on the end of the chain,
  the kusarigama can’t disarm or entangle like a regular
  kusari (p. B406).
  [8] Use Brawling or Karate parry if better than usual
  weapon parry.
  Ranged Weapon Table
  Weapon
  Damage
  Acc
  Range
  Weight
  RoF
  Shots
  Cost
  ST
  Bulk
  BLOWPIPE (DX-6)
  Fukumi-bari
  thr-4 pi-
  0
  -/¥0.5
  0.1
  1
  1(1)
  $5
  –
  0
  THROWN WEAPON (KNIFE) (DX-4)
  Sai
  thr imp
  0
  ¥0.8/¥1.5
  1.5
  1
  T(1)
  $60
  7
  -3
  NINJA GEAR
  14
  
  Besides exotic weapons, ninja also use a number of
  specialized tools.
  Blowpipe Mount. A leather and metal necklace that holds a
  metsubushi in “ready” position; a ninja can then Ready and
  fire the metsubushi in one second. Only one blowpipe mount
  can be used at a time; swapping in a metsubushi for another
  takes two hands and five seconds, plus the time to ready the
  metsubushi. $10, 1 lb.
  Climbing Pole, Collapsible, 10’. For climbing and poking.
  Breaks down to 2’ overall length; takes 10 seconds to assemble
  or collapse. Functions as a 10’ ladder or a 10’ pole. No Climbing
  roll required. Sturdy enough for climbing, but not for repeated
  combat use; if used as an improvised staff, it will no longer
  extend or retract. $100, 6 lbs.
  Firebox, Ninja’s. A small insulated metal box containing a
  heated stone. It takes only one second to open, and two
  seconds to stow. It provides a ready source of heat for igniting
  torches or other flammables. The box is watertight, allowing
  it to be submerged and used after surfacing. Stays sufficiently
  hot to light fires for 24 hours; it can be reheated between
  adventures for no cost. $20, 1 lb.
  Folding Raft. A cunningly built raft of straw, designed to fold
  down into a small pack. Comes with its own carrying bag,
  which also functions as part of the raft. Holds two SM 0
  occupants sitting or one lying down, or 200 lbs., whichever is
  less. $150, 10 lbs.
  Ninja-to Saya. The sheath for a ninja-to. Rigid and hollow,
  it’s slightly longer than the ninja-to, leaving a space for
  concealing a small object; the sword itself retains its own
  Holdout modifier. The saya functions as a 2’ snorkel (great for
  hiding underwater!) and as a 3’ ladder (using the square ninja-
  to guard as a step). It can be wielded as a baton (p. B273), or
  as a functional blowpipe (p. B275) to disperse poison or elixir
  powders (see Ninja Chemicals, p. 16). Finally, the ninja fastens
  it to his waist with a 6’ cord, allowing him to pull it up after
  him when using it as a ladder. Adds $300 and 1 lb. to a ninja-
  to’s cost and weight.
  Tabi, Inflatable. Great for crossing watery obstacles without
  getting wet. These take 10 seconds each to put on and inflate,
  using the ninja’s own lung power and a small tube. Walking on
  water with these is slow (1 yard/second), and requires a roll
  against DX to avoid falling. Running on water is at Basic Move,
  but the roll is against DX-5! Otherwise, these provide DR 1 to
  the feet. $50 and 2 lbs.
  Tabi, Inflatable, Acid-Resistant: As inflatable tabi, meant to
  allow the ninja to walk across corrosive surfaces. As above,
  except that these provide DR 3 against corrosion attacks such
  as acid and slime monster goo, but no additional DR against
  other attacks. $200, 2 lbs.
  Tabi, Stealthy: These split-toed ninja slippers are especially
  soft and noise-reducing. Gives +1 to Stealth vs. Hearing rolls.
  $100, 0.5 lb.
  Tabi, Traction: These split-toed ninja slippers give excellent
  traction, but are much less stealthy than normal tabi: -1 to
  Stealth vs. Hearing rolls, but +1 to Climbing (when the feet can
  be used) or to DX rolls to keep footing in slippery conditions or
  on narrow ledges, ropes, etc. $75, 0.5 lb.
  Torch, Waterproof: A seemingly simple torch (see Dungeon
  Fantasy 1, p. 24) except that its chemically treated tar resists
  rain or splashes of water. If doused with sufficient water to
  extinguish a normal torch (GM’s call), it remains burning on
  1-5 on 1d. Repeated exposures require repeated rolls. It cannot
  burn submerged, however – any immersion of one full second
  or more will extinguish it. $12, 1 lb.
  NINJA GEAR
  15
  NINJA TOOLS
  Equipping the Ninja
  Ninja should revel in their special abilities and their
  special gear. Ninja Secrets (pp. 4-11) covers the first part,
  so let’s get to picking out the cool gear!
  Start with the best ninja suit the adventurer can
  afford; this provides a basis of armor, weapon-carrying
  capacity, and stealth for the ninja. Which suit options
  (pp. 16-17) to add first depends on the focus. Especially
  stealthy ninja should include Dark or Quiet. Those with
  lots of weapons need Weapon Holder.
  Every ninja can use a little DR. Ninja can use armor,
  but generally armor slows them down and adds
  unnecessary weight. Someone who needs DR should
  look into getting an armored ninja suit instead. Leave
  the damage-absorption to others; a ninja must stay
  mobile and rely on his stealth, abilities, and active
  defenses to safeguard his body.
  A bandoleer (Dungeon Fantasy 1, p. 25) is de rigueur
  for ninja, and thrown-weapon specialists should get at
  least two. Load it up with nageteppo (both flash and
  smoke, Dungeon Fantasy 1, p. 25), shuriken (spike and
  star; see p. 13), packs of caltrops (Dungeon Fantasy 1,
  p. 25), and knives. A potion belt (Dungeon Fantasy 1,
  p. 25) is useful for grenades, but they can be clumsy and
  breakable in quantities. Look into a metsubushi (p. 13)
  and powders (see Ninja Chemicals, p. 16) for another
  way to use chemical warfare against foes.
  Ninja are living examples of the adage that the best
  defense is a good offense. They carry at least one of each
  weapon that they can use; those who have learned
  Killing Strike (p. 5) acquire an assortment so they can
  use that ability repeatedly.
  Get some poison (p. 16) for dealing with particularly
  tough foes. Monster drool (Dungeon Fantasy 1, p. 29) is
  cheap; put doses of it on everything possible.
  Wealthy ninja should obtain a Dwarven whetstone
  (Dungeon Fantasy 1, p. 25) and use it on all of their
  edged weapons. This bonus stacks with those from
  Weapon Master and Killing Strike; add in some
  monster drool or bladeblack (Dungeon Fantasy 1,
  p. 28) for maximum one-shot effectiveness. A fully
  primed weapon such as this can be expensive, but it
  makes an excellent “last-ditch” weapon for those
  particularly tough foes.
  
  Ninja also use chemicals in their delving adventures. In
  addition to the usual potions, grenades, and poisons listed in
  Dungeon Fantasy 1 (pp. 28-29), ninja also rely on a small
  variety of special poisons and powders.
  POISONS
  These, like their counterparts in Dungeon Fantasy 1, are
  fantasy poisons. They work remarkably quickly. The GM may
  allow them for anyone, but they were developed by ninja.
  Blinding Gas (Grenade). Contact agent made from assorted
  natural irritant powders. Gas fills a two-yard radius. Any living
  creature with eyes must make an immediate HT-2 roll, or be
  blind for 1d minutes. If the victim can wash out all of his eyes
  (takes five seconds and an available water source), the
  blindness ends immediately. $300, 1 lb.
  Mind Fog (Grenade). Respiratory agent made from burned
  lacquer. Fumes affect a two-yard radius.
  Anything that breathes must make an
  immediate
  HT-3
  roll.
  Failure
  means
  dizziness, confusion, and loss of focus: -3
  DX and IQ for 1 minute. Success means
  only -1 DX and IQ for the same duration.
  Frequently used by ninja to disrupt pursuit
  or soften up a dangerous target. $300, 1 lb.
  Paralytic Slime (Utility). Blood agent derived from a mix of
  rare and deadly fungus and giant-insect venom. A living victim
  must make an immediate HT-2 roll or be paralyzed for 2d¥10
  minutes. Success means no effect. $500, 0.5 lb.
  POWDERS
  Certain “grenade” concoctions can be converted into blow-
  pipe powders. These can be purchased in that form (cost is
  unchanged), or converted from an existing grenade. The latter
  requires a roll against Poisons (for demon’s brew) or Alchemy
  (for any others) and one minute of time. No special tools are nec-
  essary. The area of effect is limited to a one-yard area directly in
  front of the ninja; the blowpipe delivery doesn’t allow for a very
  efficient spread. There is no chance of accidental breakage from
  falls with powders, however!
  Only the following poisons and potions can be so purchased
  or converted:
  • Blinding gas.
  • Demon’s brew.
  • Death potion.
  • Magebane.
  • Mind fog.
  • Sleep potion.
  • Weakness potion.
  NINJA GEAR
  16
  NINJA CHEMICALS
  The ninja suit is what visually separates a ninja from other
  delvers. The dark, hooded outfit with its split-toed boots is
  more than just dungeon fashion – it’s also a tool.
  The basic ninja suit is a black, hooded, pajama-like outfit. It
  fits loosely but is gathered at the wrists, waist, and ankles.
  It covers the ninja from head to toe, exposing only the eyes.
  Although the basic ninja suit doesn’t have any special
  benefits, it forms the basis for the various options below. It is
  immediately recognizable – pretty much anyone will know
  the wearer as a ninja – but see the Reversible option (p. 17).
  It costs $150, and weighs 2 lbs.
  NINJA SUIT OPTIONS
  Various upgrades are available for ninja suits. None of these
  possibilities are distinguishable except by close inspection;
  ninja do not advertise their outfit’s enhancements! Almost all
  of these are cumulative with each other, although some selec-
  tions (such as Ninja Mail and Light) are not compatible. Cost
  and weight are always cumulative.
  Many of these options require a minimum level of Ninja
  Talent to take advantage of their special effects. Those
  untrained delvers who lack the knowledge of ninjitsu just
  do not understand how to tap into the usefulness of the
  suit’s features!
  Mundane
  These modifiers work for any wearer, even those who lack
  Ninja Talent. Armored, Heavily Armored, and Ninja Mail are
  not compatible with each other.
  Armored. This option includes strategically placed rings,
  rods, and/or scales sewn into the suit. An armored ninja suit
  provides DR 1 to the wearer; this is nonmagical and may be
  further enhanced by enchantments. +3 CF, +6 lbs.
  NINJA SUIT
  His costume was reversible,
  the outside being reddish black
  and the inside dark blue, green,
  or white.
  – Donn Draeger and
  Robert W. Smith,
  Comprehensive Asian
  Fighting Arts
  
  Heavily Armored. This is a superior version of Armored
  (p. 16), but with DR 2. It is not compatible with Light (p. 17)
  or Quiet (p. 17). +6 CF, +10 lbs.
  Ninja Mail. As Armored (p. 16), but the suit is sewn around
  a suit of fine mail armor and strategically placed rods and
  scales for the ultimate in ninja protection. It provides DR 3, but
  it’s not as stealthy or light; thus, it is not compatible Light
  (below) or Quiet (below). +14 CF, +23 lbs.
  Basic
  These modifiers require Ninja Talent 1+ to be effective for
  the wearer.
  Dark. A Dark ninja suit is made of special light-absorbing
  and shadow-blending materials. While still, the Dark ninja
  suit gives +2 to Stealth for the purpose of avoiding Vision-
  based detection; when moving, this bonus is reduced to +1.
  Additionally, the wearer gains +1 to Invisibility Art. +3 CF.
  Light. A Light ninja suit does not count its encumbrance
  against the user. It becomes effectively weightless! This
  option is compatible with Armored (p. 16), but incompatible
  with Heavily Armored (above) or Ninja Mail (above). +3 CF.
  Quiet. A Quiet ninja suit has been designed to baffle the
  sounds of a ninja and his gear; this makes the already-
  stealthy ninja even quieter! While stationary, the Quiet ninja
  suit gives +2 to Stealth vs. Hearing rolls; when moving, this
  bonus is reduced to +1. This is cumulative with stealthy tabi
  (p. 15). This option is compatible with Armored (p. 16), but
  incompatible with Heavily Armored (above) or Ninja Mail
  (above). +3 CF.
  Reversible. A Reversible ninja suit is black on one side, and
  blue, brown, or green on the other side. When worn black-
  side out, it is indistinguishable from the standard ninja suit.
  When worn reversed, the ninja appears to be a common
  peasant or townsperson (choose when buying the suit). Any
  weapon with the Ninja modifier (p. 13) carried by the wearer
  will appear unremarkable and, if possible, as a mere tool
  instead of a weapon. All other aspects of the ninja suit are
  unaffected and function normally, except for the Dark (above)
  and Pitch Dark (below) enhancements, which only work
  black-side out.” +1 CF.
  Weapon Holder. The Weapon Holder option allows the ninja
  to ignore any encumbrance penalties for weapons, for up to
  one weapon per slot. The weapons must still be purchased and
  accounted for, but they don’t interfere with the ninja in any
  way. All of the weapons are equally handy for purposes of
  Ready or Fast-Draw – the pockets are very well designed. How
  many slots the wearer can access depends on his Ninja Talent
  – the suit grants (3 + Ninja Talent) slots. These slots can also be
  used for nonweapon gear, such as climbing poles, inflatable
  shoes, folding rafts, and other ninja gadgets (see p. 15 for
  descriptions of various equipment). If the wearer lacks Ninja
  Talent, any pockets he can find function only as normal
  pockets; they have no special properties for negating
  encumbrance. +9 CF, +2 lbs.
  Advanced
  These modifiers require Ninja Talent 2+ to be effective for
  the wearer.
  Pitch Dark. As Dark (above), but it gives the wearer +4 to
  Stealth when still or +2 when moving, and +2 to Invisibility Art.
  For a wearer with Ninja Talent 1, the suit functions as a Dark
  ninja suit (above) instead. Not cumulative with Dark. C+19 CF.
  Supremely Quiet. As Quiet, but it gives +4 and +2 to stealth,
  respectively. For a wearer with Ninja Talent 1, the suit functions
  as merely Quiet (above). Not cumulative with Quiet. +19 CF.
  Masterful
  This modifier requires Ninja Talent 3+ to be effective for the
  wearer.
  Superior Weapon Holder. As a Weapon Holder (above), but it
  grants (7 + Ninja Talent) weapon slots. In order to use a Superior
  Weapon Holder ninja suit, the wearer must have Ninja Talent 3+.
  If he has Ninja Talent 1-2, it functions as a normal Weapon
  Holder (above); if he has no Ninja Talent, it has no special
  function. Not cumulative with Weapon Holder. +29 CF, +2 lbs.
  NINJA GEAR
  17
  Not all of the ninja’s weapons and tools are purely
  mundane. Some of their weapons have been imbued with the
  very essence of ninja powers, in order to enhance their effects.
  Unless otherwise noted, in order for any of these items to
  function as other than normal, mundane items, the user must
  have Ninja Talent 1+.
  Barbed Ninja’s Kusari
  Use normal kusari stats (p. B272), except the barbs add
  +1 to crushing damage. The barbs also significantly reduce
  the chance of escaping an entangle; escape rolls are made at
  an extra -2. They are somewhat dangerous to the user – any
  critical miss results in a 1d-2 cutting attack to the wielder’s
  hands. The weapon also has the Ninja modifier (p. 13). $210,
  5 lbs.
  Barbed versions of the kusarigama (p. 12) and kusarijutte
  (p. 13) also exist. These cost $175, and weight is the same as a
  normal kusarigama or kusarijutte. Both also have the Ninja
  modifier (p. 13).
  Chunin No Sai
  This appears to all except those with Ninja Talent as being
  a concealable sai (p. 18). In the hands of a ninja with Ninja
  Talent 3+, it is a treated as balanced (see Dungeon Fantasy 1,
  p. 26) and, when thrown, as a Penetrating Weapon (see
  Dungeon Fantasy 1, p. 30). $4,210, 1.5 lbs.
  NINJA ARTIFACTS
  AND MAGIC ITEMS
  
  Concealable Sai
  This looks like an ordinary baton (p. B273). It is actually a
  spring-loaded concealed sai, with the Ninja modifier (p. 13).
  Closed, it can be used as a fine-quality baton; opened (by
  pressing a button on the hilt), it is a fine-quality sai. This
  weapon does not require Ninja Talent to operate. $210, 1.5 lbs.
  Extending Bo
  This quarterstaff (p. B273) also functions as a collapsible
  climbing pole (p. 15). Despite its light weight, it is sturdy enough
  for both climbing and weapon use. Unlike its mundane version,
  this pole can fully extend or completely collapse in only one
  second – this takes a Ready maneuver. These are sometimes
  further enchanted, enhanced, or modified. $400, 4 lbs.
  Folding Han-Kyu
  A han-kyu (p. 12) capable of being quickly broken down and
  folded up, or re-assembled with similar ease. It takes five
  seconds to assemble or stow. When fully extended, it is a com-
  pletely functional short bow. When fully folded down, it is only
  6” long and appears to be a mundane item; typically a
  chopstick case, folding fan, or the rod from a scroll. Only its
  weight gives an indication of its concealed bow. $300, 2 lbs.
  Fukumi-Bari of Piercing
  These fukumi-bari (p. 12) have been designed using special
  materials and construction techniques to efficiently bypass
  armor. They have an armor divisor of (2) and are +1 to hit, but
  only when used by someone with Ninja Talent 2+. In other
  mouths, they have no special effect. Damage is otherwise
  normal for a fukumi-bari. $50, 0.1 lbs.
  Hollow Tanto
  This fine-quality, Ninja (p. 13) large knife has a hollow
  handle that holds a reservoir for poison. The space can hold up
  to three doses of any single, noncorrosive blood agent or
  contact agent; all three doses must be of the same type. The
  blade has clever channels down its sides to ensure the venom
  reaches the target without needing to precoat the blade with it.
  To use, the ninja presses a hidden stud on the handle after the
  blade strikes home. This uses one dose of venom; resolve the
  knife attack and the poison effects normally. Poison in the
  handle of a hollow tanto can remain there indefinitely without
  spoiling or drying. Nonthrowable. $450, 1 lb.
  Jonin No Ninja-To
  Some weapons are only provided to the best ninja. Only a
  true master ninja can get their full benefits. How effective they
  are depends on the level of Ninja Talent possessed by the
  wielder, as described in the following list. Additionally, this
  weapon is nonmagical, but occasionally magical versions are
  made; typical enchantments are Graceful Weapon, Penetrating
  Weapon, or Vital Seeker (see Dungeon Fantasy 8: Treasure
  Tables, p. 49).
  • No ninja talent: Treat it as normal ninja-to (p. 15).
  • Ninja Talent 1-2: Treat the blade as a fine, balanced, Ninja
  (p. 13) ninja-to.
  • Ninja Talent 3-4: Treat it as a very fine, balanced, Ninja
  ninja-to.
  • Ninja Talent 5+: Treat it as a very fine, balanced,
  meteoric, Ninja, ninja-to. Although it isn’t a meteoric
  (Dungeon Fantasy 1, p. 27) sword, in the hands of a true ninja
  master, it acts as such. No mere magic can turn the blade of the
  true master of assassins!
  Although the weapon is of the highest quality and
  construction, it looks like a normal ninja-to to anyone without
  Ninja Talent.
  In addition, the sword’s tsuba (guard) can be quickly
  removed (takes a free hand, one second, and a Ready
  maneuver), and thrown as a shuriken with the same traits as
  those listed above (thus, for a wielder with Ninja Talent 3, it
  would be a very fine, balanced shuriken). It must be recovered
  normally and replaced on the blade.
  Typically, a clan only has a precious few of these blades; the
  secret of their construction is very closely held. Ninja are
  generally dangerously unhappy to see these in the hands of a
  non-ninja, and they often takes firm steps to recover them.
  Similar weapons, such as the jonin no naginata and jonin no
  kusarigama, also exist. Details are left up to the GM!
  Cost is $17,835; weight is 3 lbs. Cost and weight includes a
  ninja-to saya (p. 15). If the tsuba is lost and needs to be
  replaced, it alone costs $135.
  Nandemo Kusari
  This weapon appears to be a typical kusari (p. B272), albeit
  one with especially large weights on either end. These weights
  are actually cleverly designed fold-up versions of the standard
  jutte on one end and kama on the other end. They can be
  deployed separately or together through a special triggering
  catch on either end. Each turn, the ninja can choose to use the
  weapon as a normal kusari, a kusarigama (p. 12), or a
  kusarijutte (p. 13). Doing so is a free action. The weapon is also
  fine quality and has the Ninja modifier (p. 13). $1,035; 5 lbs.
  A barbed version of this weapon exists as well. Use the rules
  for the Barbed Ninja’s Kusari (p. 17). Cost is $1,265 and weight
  is 5 lbs.
  Shokosu Gi
  This is a unique suit of ninja mail (see p. 17), with the
  additional properties of Dark, Supremely Quiet, and Superior
  Weapon Holder. To take advantage of any of its powers, the
  wearer must have Ninja Talent 3+. It provides the wearer
  Catfall and Danger Sense. If the ninja already possesses
  either of these abilities, it gives +2 to any related rolls instead.
  $100,000, 23 lbs.
  Shuriken of Piercing
  Identical in function to the fukumi-bari of penetration
  (above) except in the form of a spike shuriken (p. 13) or – more
  rarely – a star shuriken (p. 13). $50, 0.1 lbs.
  NINJA GEAR
  18
  . . . a black-clad master of stealth and
  exotic weapons and techniques.
  – GURPS Martial Arts
  
  Storm Shuriken
  More precisely, a storm of shuriken. These appear as
  normal whistling star shuriken, typically etched with images
  of many small shuriken on the surface. When thrown, it
  immediately splits into 1d additional shuriken, all aimed at
  the original target, for a total two to seven shuriken. This
  works for anyone, but those with Ninja Talent add their level
  in that trait to the die roll. For example, a starting ninja with
  Ninja Talent 2 would roll 1d+2, for a range of four to nine
  shuriken! Use Rapid Fire (p. B373) to resolve the attack;
  treat the Storm Shuriken as if they were Rcl 2. One use.
  $100, 0.1 lb.
  Storm Shuriken, Flaming
  As above, but the shuriken separates into flaming shuriken.
  Resolve as above, but add 1 point of burning damage in addi-
  tion to the regular damage. $250, 0.1 lb.
  Storm Shuriken, Poisoned
  As above, but the shuriken splits into poisoned shuriken.
  Each of the duplicated shuriken is treated as if it was coated
  with Monster Drool (Dungeon Fantasy 1, p. 23). $150, 0.1 lb.
  Tobu Tabi
  These split-toed shoes give the wearer superior jumping
  ability. If he has at least Ninja Talent 2, or has Ninja Talent 1 and
  Jumping at DX+2 or better, the wearer can use Super Jump 1. If
  the wearer already has Super Jump 1, the shoes allow him to
  jump as if he had Super Jump 2! They have no effect on wearers
  with higher levels of Super Jump. $4,000, 1 lb.
  Ultimate Saya
  This saya has the usual abilities of a ninja-to saya (p. 15) and
  is indestructible in normal use. It has a narrow end, allowing use
  as a pry-bar. Its binding cord is a piece of magically extending
  rope; while this is normally belt-length, it can extend to 15’ of
  rope knotted for easy climbing, with no loss of strength. The
  saya is also especially accurate as a blowpipe and handy as a
  baton: +1 to Acc and to skill, respectively, when used as such.
  Finally, it’s especially unobtrusive; it and any ninja-to within it
  get an extra +2 to Holdout, on top of the +2 for a Ninja weapon,
  where applicable. $75,000, 2 lbs.
  Untrustworthy Tonfas
  This pair of tonfas has a deadly secret – a hidden, spring-
  loaded blade in either end of the tonfa. Activating the blade is a
  free action; this changes the damage to cut (if swung) or imp (if
  thrust). Retracting requires pushing the blade back in against a
  hard surface; this takes a Ready action. The mechanism isn’t
  foolproof, however, and occasionally fires off accidentally. Treat
  any critical miss as “hits self” with the extended blade, even if it
  wasn’t extended at the time. This is in addition to any other
  results on the Critical Miss Table (pp. B556-557). If 5 or 6 is
  rolled, there is no further effect. It is this unfortunate side effect
  that gives it the weapon its name. The blades can be used sepa-
  rately, but they are normally found or purchased in a pair. These
  do not require Ninja Talent to use. Each is $80, 1.75 lbs.
  NINJA GEAR
  19
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  Abilities, 5-6; table, 7.
  Advantages, 7.
  Armored modifier, 16.
  Artifacts, 17-19.
  Assassin, 9.
  Barbed weapons, 17, 18.
  Bladed hands, 13, 14.
  Blinding gas, 16.
  Blowpipes, 12, 13; mounts, 15; powders, 16;
  saya, 15, 19.
  Bo, 18.
  Campaigns, 3.
  Catfall ability, 5, 7.
  Chemicals, 16.
  Chunin, 4.
  Chunin no sais, 17.
  Clans, 4.
  Climbing poles, 15.
  Danger Sense ability, 5, 7.
  Dark modifier, 17.
  Disadvantages, 7.
  Dual Ready perk, 7.
  Enhanced Dodge ability, 5, 7.
  Enhanced Parry ability, 5, 7.
  Equipment, 12-19; selecting, 15.
  Extending bo, 18.
  Fireboxes, 15.
  Fukiyas, 12; see also Blowpipes.
  Fukumi-baris, 12, 14; of piercing, 18.
  Genin, 4.
  GURPS Dungeon Fantasy, 3, 12; Dungeon
  Fantasy 1: Adventurers, 4, 6, 13, 15-17,
  19; Dungeon Fantasy 3: The Next Level,
  3; Dungeon Fantasy 4: Sages, 4, 9;
  Dungeon Fantasy 8: Treasure Tables,
  18; Martial Arts, 3, 13; Powers, 4, 6.
  Han-kyus, 12, 18.
  Heavily Armored modifier, 17.
  Hook maneuver, 13.
  Jonin, 4.
  Jonin no ninja-tos, 18.
  Juttes, 12, 14.
  Kamas, 12, 14.
  Killing Strike ability, 5, 7.
  Kittates, 12.
  Kusaris, 17, 18.
  Kusarigamas, 12-14, 17.
  Kusarijuttes, 13, 14, 17.
  Lenses, 8-11.
  Lethal Weapon ability, 5.
  Light modifier, 17.
  Magic items, 17-19.
  Masters, of death, 8; of missiles, 8; of stealth,
  8; of tools, 8.
  Melee weapons, 12-14.
  Metsubushis, 13; see also Blowpipes.
  Mind fog, 16.
  Mind Shield ability, 5, 7.
  Nandemo kusaris, 18.
  Needles, mouth, 12, 14, 18
  Neko-des, 13, 14.
  Ninja-barbarian lens, 9.
  Ninja-bard lens, 10.
  Ninja-cleric lens, 10.
  Ninja-druid lens, 10.
  Ninja-holy warrior lens, 10.
  Ninja-knight lens, 10.
  Ninja lens, 11.
  Ninja Mail modifier, 16.
  Ninja-martial artist lens, 11.
  Ninja-scout lens, 11.
  Ninja-swashbuckler lens, 11.
  Ninja Talent, 4.
  Ninja-thief lens, 11.
  Ninja Tools ability, 5-7.
  Ninja-tos, 13, 14, 18.
  Ninja Training power, 4-6.
  Ninja weapon modifier, 13.
  Ninja-wizard lens, 11.
  Okusarigamas, 13.
  One With Shadows ability, 6, 7.
  Paralytic slime, 16.
  Perfect Balance ability, 6, 7.
  Peripheral Vision ability, 6, 7.
  Perk, new, 7.
  Pitch Dark modifier, 17.
  Poisons, 16.
  Powders, 16.
  Power modifier (PM), 4.
  Quiet modifier, 17.
  Rafts, 15.
  Ranged weapons, 12-14.
  Reversible modifier, 17.
  Sais, 13, 14, 17, 18.
  Sayas, 15, 19.
  Shadow Walker ability, 6, 7.
  Sheaths, 15, 19.
  Shifting Visage ability, 6, 7.
  Shokosu gis, 18.
  Shurikens, 13, 14; of piercing, 18; storm, 19.
  Silence ability, 6, 7.
  Skills, 7.
  Storm shurikens, 18-19.
  Suits, 16-17; shokosu, 18.
  Super Jump ability, 6.
  Superior Weapon Holder modifier, 17.
  Supremely Quiet modifier, 17.
  Tabis, 15, 19.
  Tables, abilities, 7; weapons, 14.
  Tantos, 13, 18.
  Templates, 8, 9.
  Tobu tabis, 19.
  Tonfas, 13, 14, 19.
  Tools, 15.
  Torches, 15.
  Tsubas, 18.
  Vow disadvantage, 7.
  Way, of Death, 7, 8; of Shadows, 7, 8;
  of the Mind, 7; of Tools, 7, 8.
  Weapon Holder modifier, 17.
  Weapon Master advantage, 7.
  Weapons, 12-14; maneuver, 13; modifier, 13.
  INDEX
  20
  INDEX
  
SOURCE: textdata/thevault/GURPS [multi]/SETTING/Dungeon Fantasy (GURPS)/GURPS 4e - Dungeon Fantasy 12 - Ninja.pdf