Shinobigami Draft

August 8, 2017 | Author: Ats Ats | Category: Ninja, Magic (Paranormal), Plot (Narrative), Emotions, Self-Improvement
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draft of Shinobigami...

Description

Shinobigami

1 - Characters Players should prepare themselves a copy of the character sheet found at the end of the rulebook. Each player should then create their character. Make sure to create your character out of the sight of the other players. Once your character is finished, make sure to have it approved by your Game Master before gameplay begins.

1.01 Character Name

Let’s begin by choosing the character’s name. The world of Shinobigami is contemporary society. However, the characters are also ninja. Translator’s Note: Though I chose to go with ‘clan’ in this translation, you can see that very few of these groups are clans per say. ‘School,’ as in a school of martial arts, may be a better translation, but in this case I decided that clan felt more... ninja-like.

Make sure to choose names that reflect this. Be sure to look for an appendix containing a random name chart in a later release.

1.02 Gender and Age

You may choose any gender and age for your character.

1.03 Character Clan

There are several distinct ninja clans in the world of Shinobigami. Each character belongs to one of these clans. The following 6 clans are representative of the major powers in this world. Please choose one.

Clan Correlation Chart Hirasaka Agency

Otogi Private Academy

Protect Japan’ s national interests

Find out others’ secrets

Hostility

Bloodline of Oni

Lost Ones Unbound; fight for their own reasons

Collect information about resurrection of Shinobigami

Kurama Shin Clan

Prevent the resurrection of the Shinobigami

Hostility

Hasuba Ninja Army

Accumulate the Ougi of other clans

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Hasuba Ninja Army

Secret of Ninja Scroll

1 - Characters

Hasuba Ninja Army

Specialty: Tool Enmiy: Kurama Shin Clan

Clan Aim: Accumulate the Ougi of other clans.

2

An ancient ninja army that is constantly developing new ninja gear. They also continually study the Ninpo of all clans with the aim of making Hasuba the master of all clans. The various sects within this clan have names such as Gearteeth Group and Inkpot School, using the words and names of tools. The leader is the CEO of Yata Heavy Industries, Kuroshio Hitori.

Kurama Shin Clan

Shinobigami

Kurama Shin Clan

Specialty: Body Enmiy: Bloodline of Oni

Clan Aim: Prevent the resurrection of the Shinobigami.

Rumored to be the successors of the legendary Kyouhachi Sword School, these warriors are said to be the patriarchs of several overwhelming swordfighting techniques. This clan protects the 6 Divine Treasures that have the power to revive the Shinobigami and are constantly searching for ways to seal them away for good. Their leader is Mitsuyoshi Yagyu.

3

Secret of Ninja Scroll

Lost Ones 1 - Characters

Lost Ones

Specialty: Stealth Enmiy: Hasuba Ninja Army

4

Clan Aim: Unsworn; fight for their own reasons.

The Lost Ones consist of ninja without ties to the other major factions. Free ninjas with no loyalties, members of tiny ninja villages and run-aways from the larger clans make up the bulk of this force. As most of these ninja operate on their own, there is no recognized leader.

Hirasaka Agency

Hirasaka Agency

Specialty: Scheme Enmiy: Otogi Private Academy

Clan Aim: Protect Japan’s national interest.

An intelligence agency whose background lies in the conservative Hirasaka Shinto sect. With their intricate ties to the government of Japan, they keep a watchful eyes on the defense of the nation and its interests. The leader of the agency is also the leader of the Hirasaka Shinto Sect: Ubume Hirasaka the Wildmaiden.

Shinobigami

5

Otogi Private Academy Secret of Ninja Scroll

1 - Characters

Enmiy: Lost Ones

Otogi Private Academy

Specialty: Strategy

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Clan Aim: Discover others’ secrets.

Though it seems like an ordinary elementary through high school, the academy is actually a spy agency that administers ninja training to its students. It has ties to many foreign nations. It is said that other schools have ties to its administration. The leader, Rokaku Arthur Masashige, serves as the school Principal.

Bloodline of Oni

Bloodline of Oni

Specialty: Sorcery Enmiy: Hirasaka Agency

Clan Aim: Collect information about Shinobigami.

These are the descendants of the oni and tsuchigumo that have inhabited the land since the days of ancient Japan. Many various creatures such as vampires or werewolves, known as Night Ghosts, also populate this clan. They are the most zealous power driving the resurrection of the Shinobigami. Their leader is Torihiko Yatonokami.

Shinobigami

7

Secret of Ninja Scroll

1 - Characters

1.03.1 Character Rank

Once your character’s clan has been decided, you must determine your character’s clan rank. All characters begin as Chunin, or the middle rank. This means that all characters begin with 3 skills, 4 Ninpo and 1 Ougi. You can move up in rank to become more powerful as you gain more experience.

Rank Kusa Genin Geninkashira Chunin Chuninkashira Jounin Jouninkashira Touryou

1.04 False Identity

You must keep your identity as a ninja a secret. In order to do so, all characters must have a cover that is used in everyday society. If you cannot decide a suitable false identity, you can choose one at random on the Clan Cover Chart found in the appendix.

Rank Chart Ninpo Ougi 1 2 3 4 1 5 1 6 2 7 2 8 3

Req. XP

10 20 50 100

Translator’s Note:

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Ninpo: “Ninja Arts”; these are the special techniques that your ninja has mastered. I think that many fans of ninja culture are already familiar with the word, so I kept it as is. Ougi: “Secret/Esoterica”; these are the final/special techniques of each ninja, similar to a ‘super move’ in a fighting game or a Rider Kick. There isn’t really a word that works well in English, especially since many Ougi aren’t attacks, per se.

Shinobigami

1.05 Conviction

All characters have a single defining conviction. If you are having problems role playing, you can fall back on this characteristic to decide what course of action your character is most likely to undertake. Please choose from the Six Paths Chart, or roll 1d6 to decide at random.

1 2 3 4 5 6

Six Paths Chart Wickedness - “Destroy!” Law - Correct society’s ills Self - Money, fame, power! Emotion - A loved one Loyalty - Your clan or ideal Peace - Happpiness for all!

1.06 Skills

Next, please choose your character’s skills. These are the techniques and skills that your character is adept at. The skills are divided into 6 categories, each of which is a specialization of each clan. The skills are introduced in the next few pages. First, choose 3 skills from your clan’s specializated category. Then completely fill in the white squares to either side of the category’s column (called the gap) with your pen or pencil. Next, choose 2 additional skills from any category of your choosing. Make sure to circle all 5 of your chosen skills on the character sheet.

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Secret of Ninja Scroll

1 - Characters

Tool

Hasuba Ninja Army

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Body

Kurama Shin Clan

A ninja using skills from this category is able to put tools to use in any situation.

A ninja using skills from this category is capable of incredible movement and combat abilities.

Engineering: The proficient use of machines or electronic devices. Pyromancy: The proficient use of fire, flames, and flameproducing effects or items. Hydromancy: The proficient use of water, walking on water, anything related to water. Acupuncture: The proficient use of long, thin items such as needles. Can also be used to tell direction. Weapon Concealment: Training in the use of clothing or everyday items to hide weapons. Clothing: Using clothing to conceal your background or store things. Rope Use: Proficient use of ropes; throwing, tying, etc. Climbing: Climbing up or down steep inclines. Torture: The proficiency use of of devices designed to inflict pain. Demolition: The proficient use of tools of large scale destruction. Digging: The use of tools to dig underground.

Riding: Mastery at riding vehicles or animals. Ballistics: Mastery over guns or cannons. Ballistics. Shuriken: Mastery over the use of the various shuriken. Sleight of Hand: Precise movements of the hands and detailed writing. Contortionism: The ability to move and stretch your body, being able to dislocate bones, etc. Walking: Walking silently or for long distances. Running: Running at high speed. Jumping: Jumping incredibly high or far. Brawling: Hand-to-hand fighting. Karate. Sword: Mastery of swordsmanship. Weightlifting: Carrying and lifting heavy things.

Shinobigami

Stealth

Lost Ones

Scheme

Hirasaka Agency

A ninja using skills from this category is a master of the 5 senses and concealing their presence.

A ninja using skills from this category is a master of deception and trickery as well as conversation and guile..

Survival: The ability to survive in harsh weather, underwater, etc. Infiltration: Infiltrating a hostile area. Escape: Running away from a hostile area. Interception: Listening through walls, hacking, etc. Ventriloquism: Making your voice sound as though it were coming from somewhere else. Invisibility: Making one’s body invisible. Disguise: Becoming someone else through disguise. Olfaction: Eliminating your scent; picking up other’s smells. Multiplicity: Making multiple actions as though your body split into multiple copies. Concealment: Concealing people, items or informatin. ESP: A sixth sense; percieving things strictly out of experience, etc.

First Aid: Skills related to the medical treatment of illness or injury. Poison: The skilled use and administration of poison. Sleep: Putting people to sleep. Investigation: Investigation of things or people. Bluff: Hiding your true feelings; tricking people. Inception: Leaving particular impressions on strangers. Performance: Performing arts; dancing, singing, etc. Seduction: Seducing people using charm. Manipulation: Making people act the way you want. Rumourmongering: The art of spreading and creating lies and fabrications. Finance: Financial skills and money-making ability.

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Secret of Ninja Scroll

1 - Characters

Strategy

Otogi Private Academy

A ninja using skills from this category has incredible fighting capacity and is skilled at plotting strategems.

Cooking: The creation of balanced and healthy meals. Creature Mastery: The control of insects and wildlife. Nature: Being able to live in the mountainside. Guerrilla: Being able to make proficient use of any battlefield; whether water, manmade buildings or the wilds. Willpower: Power to succeed when it seems you might panic or lose control. Strategy: Tactics and strategy; used to improve chances of military success. Memory: Being able to remember as much as possible. Analysis: Studying the enemy and seeing how their attacks work. Encryption: Writing and reading in ciphers; decoding ciphers and secret codes. Writing: Proficiency in expressing yourself through any sort of written word. Contacts: Having personal connections in normal society and/or the underworld. 12

Sorcery

Bloodline of Oni

A ninja using skills from this category can call upon ghosts and use magic.

Transformation: Transforming the whole or part of your body. Summoning: Summoning a creature from another world. Necromancy: Controlling the spirit or body of a dead person. Abjuration: Creating a protective barrier that can keep certain things or beings out. Binding: The ability to seal supernatural abilities. Word Magic: Utilizing the inherent power in words themselves; word magic. Illusion: Creation of illusions that deceive people. Visual Control: Control over the things your eyes are seeing or have seen. Clairvoyance; seeing past, future and the present from far away. Possession: The possession of another body using your own spirit. Curse: The ability to curse others..

Shinobigami

1.07 Ninpo

Ninpo are the mysterious abilities that ninja are able to use at will. When used ingame, they have special effects that can alter the natural course of the game. There are 3 types of Ninpo: attack, support and equip. Attack Ninpo are used during battle; they deal damage directly to the opponent. Support Ninpo has a variety of uses including making combat easier or dealing status ailments to the opponent. If you mix and match these ninpo, you can come up with interesting results. However, in order to use multiple ninpo at once, a high Plot value is requried. Equip Ninpo, once chosen, takes effect at all times. When making your character, choose 4 ninpo from the following pages to acqurie. Of the 4 ninpo, at least 1 must come from the character’s clanspecific ninpo list. You may not acquire ninpo from any other clan-specific lists. If a ninpo’s assigned skill is marked as Any or has multiples, you must choose 1 skill when the skill is acquired. You may not acquire a ninpo

of the same name twice, unless marked with a * symbol. All characters start with the Close Combat ninpo; itdoes not count towards a character’s 4 starting ninpo.

1.07.1 Ninpo Cost

You can use a ninpo of the same name only once per cycle or round of combat. In addition, all ninpo have a cost written in their information. The lower the cost, the easier they are to use; accordingly, the higher the cost, the riskier they are to use and it becomes more difficult to use multiple ninpo at once. Please see section 6.02.10 for more information on ninpo cost.

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Secret of Ninja Scroll

1 - Characters

Attack Ninpo

Close Combat Attack * Assigned Skill:

Any

Type Attack

Range

1

Cost

--

Effect: Close Combat Attack. If the attack is successful, you may deal 1 close combat damage to

the target.

A normal close combat attack.

Cross Cut Assigned Skill:

Sword

Type Attack

Range

0

Cost

1

Effect: Close Combat Attack. If the attack is successful, you may deal 2 close combat damage to

the target.

A powerful attack with a short range.

Poison Fist Assigned Skill:

Poison

Type Attack

Range

0

Cost

1

Effect: Close Combat Attack. If the attack is successful, you may deal 1 close combat damage and

the “Paralyzed” status ailment to the target.

An attack with poison coated claws.

Ranged Combat Attack * Assigned Skill:

Any

Type Attack

Range

2

Cost

--

Effect: Ranged Combat Attack. If the attack is successful, you may deal 1 ranged combat damage

to the target.

A normal ranged combat attack.

Blast Assigned Skill:

Pyromancy

Type Attack

Range

1

Cost

1

Effect: Ranged Combat Attack. If the attack is successful, you may deal 2 close combat damage to

the target.

A powerful ranged combat attack.

Surefire Assigned Skill:

Ballistics

Type Attack

Range

2

Cost

3

Effect: Ranged Combat Attack. When the target attempts the Dodge Resolution, they must meet or

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exceed this attack’s Achievement Value. If the attack is successful, you may deal 1 ranged combat to the target.

An attack that can’t miss.

Shinobigami

Group Combat Attack * Assigned Skill:

Any

Type

Attack

Range

4

Cost

--

Effect: Group Combat Attack. If the attack is successful, you may deal 1 group combat damage to

the target.

A normal group combat attack.

Domination Assigned Skill:

Creature Mastery

Type

Attack

Range

3

Cost

4

Effect: Group Combat Attack. If the attack is successful, you may deal 1 ranged combat damage

and 1 group combat damage to the target.

A normal group combat attack with additional ranged damage.

Phantom Soldier Assigned Skill:

Illusion

Type

Attack

Range

2

Cost

4

Effect: Group Combat Attack. If the attack is successful, you may deal 1 close combat damage

and 1 group combat damage to the target.

A group attack by a phantom army.

Carnage Assigned Skill:

Any

Type

Attack

Range

2

Cost

--

Effect: Close Combat Attack. Choose any characters in range of this attack; they become the tar-

gets for this attack. If the attack is successful, you may deal 1 close combat damage to the target. This ninpo is only available to jounin-ranked ninja.

A jounin ninja’s wide area attack.

Kaleidoscope Assigned Skill:

Any

Type

Attack

Range

3

Cost

--

Effect: Ranged Combat Attack. If the attack is successful, you may deal 2 ranged combat damage

to the target. This ninpo is only available to jounin-ranked ninja.

A jounin ninja’s high firepower attack.

Encirclement Assigned Skill:

Any

Type

Attack

Range

5

Cost

--

Effect: Group Combat Attack. Choose any characters in range of this attack; they become the tar-

gets for this attack. If the attack is successful, you may deal 1 group combat damage to the target. This ninpo is only available to jounin-ranked ninja.

A jounin ninja’s wide area group attack.

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Secret of Ninja Scroll

Take the Hit Assigned Skill:

1 - Characters

Support Ninpo

--

Type Support

Range

--

Cost

1

Effect: You may use this when someone takes damage or loses a Life Point. You may take the

damage the character would have taken. You must take the same amount of damage as them (and the damage to the Life Points go to the same Categories if possible).

A ninpo allowing you to take the damage for someone else.

Continuous Attack Assigned Skill:

--

Type Support

Range

--

Cost

2

Effect: You may use this when someone dodges your attack. You may use the same attack ninpo

again.

A ninpo allowing you to attack again when your attack failed.

Wind Dancer Assigned Skill:

Brawl

Type Support

Range

--

Cost

4

Effect: You may use this when you deal damage to someone. On a successful Action Resolution

of this ninpo’s skill, you may use the same attack ninpo again.

A ninpo allowing you to attack again after dealing damage.

Resupply Assigned Skill:

Finance

Type Support

Range

--

Cost

--

Effect: You may use this ninpo when you are the Scene Player of a Drama Scene. On a successful

Action Resolution of this ninpo’s skill, you may regain one lost ninja gear. You may not have more ninja gear than you started with.

A ninpo allowing you to regain a ninja tool.

Arrow Catching Assigned Skill:

Clothing/Sleight of Hand

Type Support

Range

--

Cost

1

Effect: You may use this ninpo when someone makes a successful ranged attack at someone. On

a successful Action Resolution of this ninpo’s skill, that attack fails.

A ninpo allowing you to negate a ranged attack with a long coat, tatami, etc.

Guidance Assigned Skill:

Type Support

Running/Performance/Abjuration

Range

--

Cost

2

Effect: You may use this ninpo at the end of the round. On a successful Action Resolution of this

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ninpo’s skill, you may change the battlefield to any of your choice. If two people use Guidance in one round, the player who rolled highest chooses.

A ninpo allowing you to lead your opponent to a battlefield of your choosing.

Shinobigami

Out of Sync Assigned Skill:

Interception

Type

Support Range

-- Cost

1

Effect: You may use this ninpo when you reveal your Plot Value. On a successful Action Resolu-

tion of this ninpo’s skill, you may subtract one from your Plot Value.

A ninpo allowing you to change your footing after hearing your opponent’s hearing.

Resolution Assigned Skill:

Transformation

Type

Support Range

-- Cost

3

Effect: You may use this ninpo when you reveal your Plot Value. On a successful Action Resolu-

tion of this ninpo’s skill, you may add one to your Plot Value.

A ninpo allowing you to change your footing with speed alien even to most ninjas.

Insight Assigned Skill:

Riding

Type

Support Range

-- Cost

1

Effect: You may use this ninpo when you enter a battle after the Plot Values have been revealed.

On a successful Action Resolution of this ninpo’s skill, you may enter the battle on any Plot Value of your choice.

A ninpo giving you advantageous movement after entering battle.

Savage Song Assigned Skill:

Word Magic

Type

Support Range

-- Cost

2

Effect: You may use this instead of an attack when there are no other characters on the same Plot

Value as you. On a successful Action Resolution of this ninpo’s skill, you may inflict the “Breakdown” status ailment on any character in the battle.

A cursed word disabling your opponent’s ninja gear.

Destruction * Assigned Skill:

Support Range -- Cost Demolition/Jump/Invisibility/Investigation/Writing/Binding Type

2

Effect: You may use this ninpo when someone uses a Support ninpo that uses a skill of the same Category as this ninpo. On a successful Action Resolution of this ninpo’s skill, you may negate the effect of the opponent’s ninpo. If you take this ninpo again, the assigned skill must differ.

A ninpo allowing you to cancel your opponent’s ninpo.

Counter Assigned Skill:

Type

Support Range

2

Cost

2

Acupuncture/Contortionism/Concealment/Sleep/Guerilla/Visual Control

Effect: You may use this when you successfully dodge an attack. On a successful Action Resolu-

tion of this ninpo’s skill and the opponent is within the ninpo’s range, you may deal 1 ranged damage to the character that attacked you.

A ninpo that allows you to strike your opponent when their attack takes them off guard.

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Secret of Ninja Scroll

Crushing Blow Assigned Skill:

Any Tool

1 - Characters

Type Support Range

--

Cost

1

Effect: You may use this before attempting an Attack Resolution. On a successful Action Resolu-

tion of this ninpo’s skill, your attack may deal 1 extra damage.

A ninpo allowing you to enhance your attack’s damage.

Assassin Assigned Skill:

Any Body

Type Support Range

--

Cost

1

Effect: You may use this before attempting an Attack check. On a successful Action Resolution of

this ninpo’s skill, your next Attack Resolution will be a Special on a roll of 10 or higher.

A ninpo raising the chances of achieving a Special attack.

Body Switch Assigned Skill:

Any Stealth

Type Support

Range

--

Cost

1

Effect: You may use this ninpo when attempting a Dodge Resolution. Expend a ninja gear. On a

successful Action Resolution of this ninpo’s skill, you successfully dodge the attack. You may use this ninpo even if you have Fumbled this round.

A ninpo allowing you to escape any attack by using ninja gear.

Emotion Manipulation Assigned Skill:

Any Scheme

Type Support

Range

--

Cost

1

Effect: You may use this ninpo when your Attack Resolution has succeeded and your opponent

has failed their Dodge Resolution. On a successful Action Resolution of this ninpo’s skill, choose 1 character targeted by your attack and change their Emotional Bond.

A ninpo allowing you to control your opponent’s feelings.

Strategic Command Assigned Skill:

Any Strategy

Type Support

Range

--

Cost

3

Effect: You may use this ninpo when anyone other than yourself attempts an Action Resolution. On a successful Action Resolution of this ninpo’s skill, you may modify that character’s Achievement Value by +/-1.

A ninpo allowing you to support someone’s action.

Plot Restriction Assigned Skill:

Any Sorcery

Type Support

Range

--

Cost

3

Effect: You may use this ninpo when your Attack Resolution has succeeded. On a successful Action Resolution of this ninpo’s skill, your opponent, beginning the next round, cannot choose a Plot Value of 3 or higher. At the end of each round, your opponent may attempt an Action Resolution using Will to negate.

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By trapping your opponent’s body, you can prevent high-speed movement.

Able-bodied * Assigned Skill:

Shinobigami

Equip Ninpo

--

Type

Equip

Range

-- Cost

--

Effect: You have 2 extra Life Point slots. When taking damage, deduct Life Points from these

slots first.

You have incredible vitality.

Talented * Assigned Skill:

--

Type

Equip

Range

-- Cost

--

Effect: When choosing this ninpo, choose a corresponding skill. Even if that skill’s Category is

disabled, you can still use that skill.

You have burned a particular skill into your body’s memory.

Haze Assigned Skill:

--

Type

Equip

Range

-- Cost

--

Effect: When choosing this ninpo, choose a status ailment. This status ailment will never affect

you.

Protection against a status ailment.

Vibrato Assigned Skill:

--

Type

Equip

Range

-- Cost

--

Effect: When this character uses an Ougi, other characters suffer a -1 to their Insight Resolution.

Your Ougi becomes harder to defend against.

Unmovable Assigned Skill:

--

Type

Equip

Range

-- Cost

--

Effect: When attempting an Action Resolution during battle, only a result of your (Plot Value - 1)

will result in a Fumble. This ninpo is only available to jounin-ranked ninjas.

Jounin-ranked magic. It becomes harder for jounin ninja to fumble. Akasagarbha, The Recepticle of Void Assigned Skill:

Type

--

Equip

Range

-- Cost

--

Effect: When choosing this ninpo, choose the space between 2 Categories. Completely fill in each

square in the gap. This ninpo is only available to jounin-ranked ninjas.

Jounin-ranked magic. Jounin ninja have a broader scope to their versatility.

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Secret of Ninja Scroll

Clan Ninpo: Surprise Attack Assigned Skill:

1 - Characters

Hasuba Ninja Army

Weapon Concealment

Type Support

Range

--

Cost

--

Effect: You may use this when you are the Scene Player of a Drama Scene. On a successful Ac-

tion Resolution of this ninpo’s skill, you may deal 1 close combat damage to another character in the scene. This ninpo cannot be used twice in the same scene against the same opponent.

Cut and tear at your opponent in normal society.

Spider of Darkness Assigned Skill:

Rope Use

Type Support

Range

2

Cost

6

Effect: You may use this in battle instead of an attack. Choose a single character within this

ninpo’s range. On a successful Action Resolution of this ninpo’s skill, you may deal 1 ranged combat damage. However, Category damaged by this attack is not disabled.

Cut and tear at your opponent using invisible threads, chain and sickle, etc.

Brutal Attack Assigned Skill:

Torture

Type Support

Range

--

Cost

1

Effect: You may use this ninpo when you succeed on an Attack Resolution and your opponent

fails their Dodge Resolution. On a successful Action Resolution of this ninpo’s skill, expend a ninja tool. You may deal 1 extra damage on the attack.

Hit them with a bone-breaking attack, using a ninja tool.

Sunder Assigned Skill:

Demolition

Type Support

Range

--

Cost

2

Effect: You may use this ninpo when you have succeeded on an attack and have dealt damage. On

a successful Action Resolution of this ninpo’s skill, the target suffers a -2 to all Attack Resolutions for the rest of the battle.

Destroy your opponent’s weapon.

MechaNinja Assigned Skill:

--

Type Equip

Range

--

Cost

--

Effect: You may now select any ninpo from any clan, even those outside of the Hasuba Ninja

Army and its sects (but not hiden ninpo or Enemy ninpo). However, the Assigned Skills for those ninpo become Engineering and the Cost is raised by 1. If the Cost was --, it becomes 1.

Mechanize a part of your body.

Hadesology Assigned Skill:

--

Type Equip

Range

--

Cost

--

Effect: Whenever you attempt an Action Resolution, you may substitute skills as though the Tool

and Sorcery Categories were adjacent.

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You understand the science behind the supernatural.

Shinobigami

Clan Ninpo: Drizzle Assigned Skill:

Kurama Shin Clan

Ballistics

Type

Attack

Range

2

Cost

1

Effect: Ranged combat attack. Choose up to two targets within this ninpo’s range. If the attack is

successful, you may deal 1 ranged combat damage to the targets.

A gun or shuriken attack that rains confusion on your foes.

Evening Calm Assigned Skill:

Shuriken

Type

Attack

Range

0

Cost

2

Effect: Close combat attack. When attacking an opponent on the same Plot Value as you, the

attacks do not occur simultaneously (unless both characters use Evening Calm). If the attack is successful, you may deal 1 close combat damage to the target.

An attack that is faster than your opponent by a fraction of a second.

Silhouette Assigned Skill:

Walking

Type

Support Range

-- Cost

2

Effect: You may use this ninpo during the Plot phase before you have revealed your Plot. On a

successful Action Resolution of this ninpo’s skill, choose a character. You start the round ont he same Plot Value as that character.

You follow your opponent as though you were their silhouette.

Heat Haze Assigned Skill:

Sword

Type

Support Range

-- Cost

1

Effect: You may use this before your Attack Resolution. On a successful Action Resolution of this

ninpo’s skill, your opponent suffers a -2 to their Dodge Resolution.

A shimmering attack that is hard to see coming.

Bloody Determination Assigned Skill:

--

Type

Equip

Range

-- Cost

--

Effect: You may use this when you succeed on an Attack Resolution and your opponent fails their

Dodge Resolution. Expend a single Life Point. You may deal 1 extra damage for the attack.

Attack your opponent, overcoming the limits of your own body.

End of the Beginning Assigned Skill:

--

Type

Equip

Range

-- Cost

--

Effect: When you attack a character of a Plot Value higher than you, you deal 1 ranged damage in

addition to the attack’s normal effect.

Wait for your opponent’s attitude to display a weakness--then strike!

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Secret of Ninja Scroll

1 - Characters

Clan Ninpo: Spiral Formation Assigned Skill:

Invisibility

Lost Ones Type Attack

Range

0

Cost

1

Effect: Close combat attack. Choose any characters within this ninpo’s range; chosen characters

become the targets for this attack. If the attack is successful, you may deal 1 close combat damage to the targets.

An attack like drawing a spiral that hits all nearby targets.

Scent of Spring Assigned Skill:

Olifaction

Type Attack

Range

3

Cost

4

Effect: Ranged combat attack. All characters within this ninpo’s distance on a lower Plot Value

than you become the targets for this attack. If the attack is successful, you may deal 1 ranged combat damage OR move the target to the Fumble area. You may choose separately for each target.

Control all those downwind by producing an intoxicating scent from your body.

Wandering Assigned Skill:

Infiltration

Type Support

Range

--

Cost

--

Effect: You may use this ninpo during a scene that you are not participating in. On a successful

Action Resolution of this ninpo’s skill, you may participate in the scene.

A skill that allows you to be at unexpected places at unexpected times.

Body Double Assigned Skill:

Ventriloquism

Type Support

Range

--

Cost

4

Effect: You may use this ninpo when you have been chosen as the target of an attack and there

is another character on the same Plot Value as you. On a successful Action Resolution of this ninpo’s skill, you may change the target of the attack to someone else on your same Plot Value.

By confusing the opponent, you can switch their target.

Ninpo Copy Assigned Skill:

Disguise

Type Support

Range

2

Cost

4

Effect: You may use this ninpo during a Combat Scene when someone within this ninpo’s range

uses a support ninpo. On a successful Action Resolution of this ninpo’s skill, you may use that support ninpo up to 2 times. The second time you use this will make you forget the copied ninpo.

Memorize your opponent’s ninpo and use it.

Shadow Duplicate Assigned Skill:

Multiplicity

Type Equip

Range

--

Cost

Effect: You may use this during the Plot phase before you have revealed your Plot Value. On a

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--

successful Action Resolution of this ninpo’s skill, you may use 2 dice for Plot. After the revealing of Plot, choose 1 to use as your Plot Value.

Use Plot twice, but choose the one you like.

Shinobigami

Clan Ninpo: Poison Cleansing Assigned Skill:

Hirasaka Agency

First Aid

Type

Support Range

1

Cost

3

Effect: You may use this during a Combat Scene instead of an attack. On a successful Action

Resolution of this ninpo’s skill, you may choose 1 character within this skill’s distance and cure 1 of that character’s status ailments.

Cure an ally’s status ailment.

Reticence Assigned Skill:

Investigation

Type

Support Range

-- Cost

--

Effect: You may use this when you have received information from any source. On a successful

Action Resolution of this ninpo’s skill, you may choose not to share information with anyone who shares an Emotional Bond with you. Also, all Insight Resolutions targeting you receive -1.

Keeping closely guarded secrets.

Fascination Assigned Skill:

Seduction

Type

Support Range

3

Cost

2

Effect: You may use this during a Combat Scene instead of an attack. Choose all characters

within this ninpo’s range that have a positive Emotional Bond towards you. Each target character, until hit by you or you drop out of the battle, suffer -1 to all rolls. This cannot be negated.

Use a perfume to make opponents inattentive.

Marionette Assigned Skill:

Manipulation

Type

Support Range

-- Cost

5

Effect: You may use this during a Combat Scene when a character with an Emotional Bond towards you

begins their turn. On a successful Action Resolution of this ninpo’s skill, you may control that character’s actions, though you may not use their Ougi or ninja gear. If they take damage this turn, you do, too.

Freely control someone by invading their mind.

Social Battle Assigned Skill:

Rumourmongering

Type

Support Range

-- Cost

--

Effect: You may use this during a Drama Scene when you are the Scene Player. On a successful

Action Resolution of this ninpo’s skill, you may choose 1 character whose Location is known to you. You may deal 1 group damage to that character.

Take someone out socially.

Shaken Assigned Skill:

--

Type

Equip

Range

-- Cost

--

Effect: When you attack a character that knows your Secret, you deal 1 ranged combat damage in

addition to the attack’s normal effect.

Put a crack in your opponent’s weakness.

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Secret of Ninja Scroll

Clan Ninpo: Ambush Assigned Skill:

1 - Characters

Otogi Private Academy

Strategy

Type Attack

Range

1

Cost

1

Effect: Group combat attack. The Dodge Resolution for this attack is modified by -2. If the attack

is successful, you may deal 1 group combat damage to the target.

Ambush your foes with an attack they’ll never suspect.

Rations Assigned Skill:

Cooking

Type Support

Range

--

Cost

--

Effect: You may use this ninpo during a Drama Scene in which you are the Scene Player. On a

successful Action Resolution of this ninpo’s skill, you may choose any characters participating in the scene. Those characters recover 1 Life Point.

The creation of a mysterious food that restores wounds.

Pursuit of Knowledge Assigned Skill:

Memory

Type Support

Range

--

Cost

--

Effect: You may use this ninpo during a Drama Scene in which you are the Scene Player. On

a successful Action Resolution of this ninpo’s skill, you may choose 1 of your chosen skills. Change that skill to another, permanently.

Changing skills in the middle of the game.

Diversion Assigned Skill:

Encryption

Type Support

Range

--

Cost

2

Effect: You may use this ninpo when someone attempts a Dodge Resolution. On a successful

Action Resolution of this ninpo’s skill, randomly choose another skill of the same Category as the Dodge Resolution roll. The Dodge Resolution now uses that skill.

Randomly switch the Dodge Resolution skill.

Tactical Shock Assigned Skill:

Writing

Type Support

Range

--

Cost

--

Effect: You may use this during a Drama Scene in which you are the Scene Player and you have

just received a character’s Location. On a successful Action Resolution of this ninpo’s skill, you may enter a Combat Scene with that character.

Go for the kill the instant you find your target.

The Essentials of the Battlefield Assigned Skill:

Multiplicity

Type Equip

Range

--

Cost

--

Effect: When selecting this ninpo, select a battlefield. When in that battlefield, all rolls receive a

+1 modification. Also, all effects of that battlefield do not affect you.

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Choose the battlefield you excel on.

Shinobigami

Clan Ninpo: Bloody Vortex Assigned Skill:

Bloodline of Oni

Transformation

Type

Attack

Range

3

Cost

1

Effect: Close combat attack. If the attack is successful, you may deal 1 close combat damage to

the target.

Changing your blood or a part of your body to attack your foe.

Meteor Shower Assigned Skill:

Summoning

Type

Attack

Range

3

Cost

3

Effect: Ranged combat attack. All characters within this ninpo’s range become targets. If the

attack is successful, you may deal 1 ranged combat damage to the targets.

Summoning hail or meteors.

Vampirism Assigned Skill:

Necromancy

Type

Support Range

-- Cost

1

Effect: You may use this ninpo when your attack has successfully dealt damage to an opponent.

On a successful Action Resolution of this ninpo’s skill, you regain 1 Life Point.

You steal your opponent’s vitality.

Enlightenment Assigned Skill:

Clairvoyance

Type

Support Range

-- Cost

2

Effect: You may use this ninpo when everyone has decided their Plot. On a successful Action Resolu-

tion of this ninpo’s skill, choose 1 participating character and choose a number from 1-6. If you correctly guess their Plot Value, they are inflicted with the “Curse” status ailment.

Read your opponent’s mind and seal their magic.

Demonic Rebirth Assigned Skill:

Possession

Type

Support Range

-- Cost

5

Effect: You may use this during a battle instead of an attack. Expend a Life Point. On a successful Action Resolution of this ninpo’s skill, you may immediately begin a Drama Scene where you are the Scene Player. However, this scene is a flashback in the past. When this scene ends, the battle continues.

You can recall important moments from the past in an instant.

Imperial Wrath Assigned Skill:

--

Type

Equip

Range

-- Cost

--

Effect: When selecting this ninpo, choose a Category. When you have lost a Life Point from that

Category, you recieve a +1 modifier to all rolls.

You’ve got a place that musn’t be touched, and when it’s violated, you become ferocious.

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Secret of Ninja Scroll

1 - Characters

-Immortal Body: This Ougi can be used any time you All ninjas have a powerful take damage. You recover and secret Ougi ability that must Life Points equal to the roll be kept under wraps at all costs. of 1d6 minus the # of times When making a character, you this Ougi has been used durmay choose an Ougi technique ing this game (to a minimum from the 7 different types. of 0). In addition, any status An Ougi can be used once effects are also healed. per Drama Scene or once per round of combat. -Impenetrable Defense: This Ougi can be used when any -Critical hit: This Ougi can character loses a Life Point. be used instead of an attack. The effect that causes the Choose 1 character that is 1 Life Point loss is nullified. Plot Number away or less.

1.08 Ougi

That character chooses 4 Skill Categories at random; those Life Points are lost.

-Radial Attack: This Ougi can be used instead of an attack. Choose any characters 3 Plot Numbers away or less. All characters hit by this attack suffer 2 points of damage. Those hit can choose which Art Type/Skill Categories suffer the damage. -Perfect Success: This Ougi can be used before you roll a Resolution. You succeed on the Resolution. This is not a Special and if an Achievement Value is required, it is treated as 10. 26

-Resolution Meddling: This Ougi may be used when another character makes a Skill Resolution. Turn one die into a 1. -Additional Ninpo: When this Ougi is acquired, choose 2 Attack or Support Ninpo that is available to your character. These Ninpo are treated as being acquired by your character. The Assigned Skills for the Ninpo acquired by this Ougi are the same as this Ougi’s Hidden Skill. When you use the Ninpo acquired by this Ougi, any other characters in the same Scene as you can attempt an Insight Check. On a success, those

Shinobigami characters receive this Ougi’s Information. From that point on, those characters can attempt an Ougi Break against the Ninpo acquired by this Ougi. When such an Ougi Break is successful, the effects of these Ninpo are nullified. Once you have chosen your Ougi from the 7 types above, make a note on your character sheet. Then, think about which skill most closely fits your image of your technique and write it into the Hidden Skill line. This Hidden Skill is now available to your character (so it’s probably a good idea to choose a skill you don’t already have). You should keep this skill and your Ougi a secret until you absolutely need to use them. It is essential to keep them secret. Once you decide your Ougi’s type and Hidden Skill, it’s time to decide on its name. If you cannot think of a suitably dramatic name, you can roll randomly on the Ougi Name Chart that will be released at a later date.

1.09 Ninja Gear

Your character can take 2 items with you during each Scenario. When you first create a character, the gear available to you are: -Hyourougan: When this is ingested, recover 1 Life Point or 1 status ailment. -Jintsuugan: Use this when you have rolled the dice in an Action Resolution. Reroll. -Tonkoufuu: Use this when someone else has rolled an Action Resolution. They reroll. Once you use an item, it is gone for good.

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Secret of Ninja Scroll

1.10 Emotions

1 - Characters

This space will be used during the game. During the course of the game, your character will develop feelings towards other characters that will affect the outcome of the story. You can do certain actions for characters for whom you hold feelings for. Please check 6.1 Drama Scenes for more information.

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1.11 Experience

This space will be used once the game is completed. It records the achievements of your character and how they have advanced through their clan. Please check 1.3.1 Rank and 9 Session End and Growth for more information.

Shinobigami

2 - Action Resolution

In Shinobigami, whenever a character performs an action for which the outcome is uncertain, an Action Resolution is used to determine if the action is a success or failure. Action Resolutions can also be described as skill checks or challenges. During the game, ninjas should be attempting to perform a myriad of extraordinary feats. They may be trying to figure out someone’s secret or break into a compound riddled with security systems. They may be trying to convince others to join their cause or unwittingly fall into someone’s trap. This is when an Action Resolution is used.

2.01 Resolution Flow

When an Action Resolution is performed, follow the steps outlined, from 1 to 4. 1) Skill Determination The Master determines the skill most suitable to the challenge at hand. There are often situations where the skill will be determined by the rules. 2) Skill Confirmation Each player involved in the Action Resolution confirms whether or not they

have the determined skill circled on their character sheet. If a character has the skill circled on their character sheet, they will have a high chance of success. If the character does not have the skill circled, they must use a different skill instead. The player then finds the closest skill on the character sheet to the determined skill: this is the skill they will use. Using the originial skill as a starting point, count the number of squares it takes to reach the replacement skill. Each white square inbetween the Categories counts as 1 square, but a square that has been filled in with black does not count. 3) Target Number Confirmation The target number is the number that a character is trying to meet or exceed when rolling dice; the higher the number, the lower the chances of success will be. If, in 2) Skill Confirmation, the character was determined to have the determined skill circled, their target number is 5. If, in 2) Skill

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Secret of Ninja Scroll

2 - Action Resolution

Confirmation, the character was determined not to have the skill circled, the target number becomes 5 + the number of squares counted to the replacement skill. 4) Roll the Dice Roll 2d6. If you meet or exceed the number determined in step 3, you succeed in the Action Resolution. If the number rolls below the target number, you have failed. Action Resolutions are always handled in this manner. There are 3 circumstances that may alter the way that Action Resolutions work, detailed below.

2.02 Modifications

30

There are certain times when the Action Resolution roll will be modified. When attempting an action that has a higher chance of success, the roll will receive a positive modification. When attempting something with a lower chance of success, the roll will receive a negative modification. When the roll has been modified, the roll, along with any modifications, must meet or exceed the target number. On a success, the sum of the roll plus

or minus any modifications is called the Achievement Value.

2.03 Special Results

There are two special results that can occur when rolling dice: Fumbles and Specials. Fumble: A Fumble represents a time when a character has failed in an unthinkable manner. During a Resolution, a result on a roll of 2d6 that is the same or lower of a set value is considered a Fumble. This set value is called the Fumble Value. Even if the Achievement Value of a roll meets or exceeds your target number, but is the same or lower than the Fumble Value, that character has Fumbled. During Drama Scenes and during the Plot phase of a Battle Scene, the Fumble Value is 2. At any other portion of a Battle Scene, A character’s Plot Number becomes their Fumble Value. If the Fumble has occured during a Drama Scene, roll 1d6 to randomly determine a status effect from the Fumble Chart. If the Fumble has occurred during a Fight Scene, your character will automatically fail on all rolls for the remainder of the combat round.

Shinobigami Special: A Special represents a character succeeding spectacularly in their endeavor. A Special occurs during a Resolution when, on a roll of 2d6, both dice show a 6 (a natural 12). If your character rolls a Special, you may recover either 1 Life Point or recover from 1 status ailment.

2.03 Master’s Decision

When a character must choose a replacement skill for an Action Resolution, it is possible for a Master to call the validity of the replacement skill into question.

1 2 3 4 5 6

If the Master feels that the replacement skill seems unnatural or ill-fitting for any reason, the Master may ask the player to explain how they intend on using the skill in the situation at hand. The player must then explain how they intend on using the skill for the Resolution. If the player explains satisfactorily, the Master should allow the skill to be used without further question. If the player is unable to think of a way to use the skill, they must use another skill: if the subsequent skill is further away from the chosen skill, the resulting target number will also be higher.

Fumble Chart You feel a bit strange. For the rest of the cycle, all of your Action Resolutions have a -1 modifier. Oh no! You lost 1 ninja tool. You’ve spilt the information! The secret assigned to you for this session is revealed to all characters. You’ve let your guard down! The action fails and you lost 1 Life Point at random. It was a trap! You’ve been caught up in your opponent’s plot and suffer 1 random status effect. Phew! That was close. Nothing really happens.

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Secret of Ninja Scroll

3 - Session

3 - Session

A single game of Shinobigami is called a session. A session typically starts with the Master describing the situation. The players listen to the description and think about how their characters would react. A session moves along in this fashion, bouncing between the Master and each player. A single session is broken up into 3 parts: the Introduction Phase, the Main Phase, and the Climax Phase. For more information on each phase, please read each respective section.

3.01 Session Preparation

32

There are two kinds of preparation necessary for a game of Shinobigami: the day before and the day of the game. Day Before: By the day before the session, the Master must create the scenario. For more information on scenarios, please see section 10. The Master must also decide what rank the characters should be. The players must create their characters for the game. It doesn’t matter if the players use characters from a previous session, as long as they meet the rank decided by the Master.

Day Of: The players gather around a table headed by the Master. The players should have their character sheets checked by the Master. Players should take care to handle their character sheets in such a way that they kept out of sight of the other players.

Shinobigami

4 - Cycle

Cycles are used in Shinobigami in order to ensure that each player gets an equal part in each session. Basically, each character gets 1 scene per cycle in which they are the main character. The actions available to a character may change depending on the phase of the game. Actions such as consulting with friends or looking around and other easily performed actions can occur without restriction. What constitutes a character’s main action is explained fully in the Main Phase and Climax Phase sections. To begin a cycle, play usually starts from the player on the Master’s left, with each player their turn in order. Each player’s turn is called a Scene, and the player who is starring in the Scene is called the Scene Player. Once the Scene Player’s turn is finished, play then moves to the next player on their left. If the Master or players so wish, they may change the order in which players take their turns. Once all players have had a Scene, that cycle is over and a new cycle begins.

4.01 Master Scenes

The Master may interrupt the player’s scenes with a Master Scene. During the Master Scene it is the Master’s turn; the Master becomes the Scene Player. During a Master Scene, NPCs important to the scenario may make actions. Other situations for which there are no specific rules may occur with the Master’s discretion.

4.02 Completed Actions

When a player completes their Scene, place a die on the illustrated portion of the character sheet. This shows that the player has completed their action for the cycle. A character sheet without a die on the illustrated portion of the character sheet, on the other hand, shows that the character has yet to complete their Scene. This way it is easy to see which players have yet to complete their actions. Once a cycle begins anew, please remove all dice from the illustrated portions of the character sheets.

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Secret of Ninja Scroll

5 - Introduction Phase

5 - Introduction Phase

34

The Introduction Phase is the phase where the players explain how and why they are wrapped up in the event occuring in the scenario. The Introduction Phase is finished after the first cycle. The Master explains the background of the event to each player and hands out each player’s Secret and Mission. The Mission is the directive that each player must strive to complete by the end of the session. If the player is successful in completeing their Mission, they receive extra experience points at the end of the session. If they fail, they forfeit those points. The Secret must be kept hidden by each player at all costs throughout the session. You must not and cannot voluntarily show the Secret to any other character until forced to do so. The Secret is usually tied to the Mission in some way. Showing your Secret willingly to someone else is against the Ninja Code and is expressly forbidden. The Master is to write the Secret and Mission on the handout in each respective portion.

The Secret portion of the handout is to be folded over and placed face-down on the table as to remain unseen by the other players. Each player’s Scene in the Introduction Phase should explain how or why their character is involved in the scenario. A short introduction to the character and their Mission is usually enough to make an interesting Introduction Scene. Once every player has had their Introduction Phase Scene, the cycle ends and the Main Phase begins.

5.01 People Chart

As players debut in their Introduction Scenes, the other players should write the Scene Player’s name into the People Chart on the character sheet. The players should also write the names of NPCs that appear if the Master designates them as having a Secret.

Shinobigami

6 - Main Phase

2

Scene Chart

The scent of blood floods the area. Signs of battle litter the The Main Phase is the core area. Wait--the battle isn’t over phase of the game. The Main yet..! Phase typically ends when 3 Is this a dream? This all hapconditions set by the scenario pened in the past. I can’t ever are met. It is typical to end a forget what happened... Main Phase after a set number 4 A row of houses stretches out of cycles, often 3, or after all below. You could see the entire Secrets have been revealed. city from here, but... During the Main Phase, it’s 5 It’s so dark, you’d think the the players’ turn to take charge world had ended. In the darkof moving the game forward. ness, you whisper... The rules allow the Scene Play6 You are spending time peaceers to decide what sort of Scene fully. You almost feel as occurs and what happens in though you could forget all them. about the world of shadows... The Scenes of the Main 7 An air of purity drifts through Phase are split into 2 types: this forest. You can hear the Drama Scenes and Combat songbirds and feel a cool Scenes. The Scene Player dewind... cides which type of Scene they 8 A terrible crowd. A raucous desire for their character. noise. Chatter both inane and 6.01 Drama Scene productive fill the air. 9 A strong rain begins to fall. Drama Scenes are scenes People are pulling out their depicting a character’s everyday umbrellas, hurriedly trying to life, investigation, or other nonget out of the rain. combat activity. 10 A heavy wind blows wildly. The Scene Player decides Hair and clothing whip about the scene’s mood and creates madly. It feels as something is a rough outline for the scene’s about to happen... atmosphere by rolling 2d6 and consulting the Scene Table. If a 11 A drunken roar. The sounds of vendors calling to passersby. certain result comes up multiple The street is lively. times, or if the Master allows it, the Scene Player may simply 12 The sun smiles down on you. It’s way too bright out here for describe an atmosphere of their someone who belongs in the world of shadows...

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Secret of Ninja Scroll

36

6 - Main Phase

choosing. Once the atmosphere has been sketched out, the Scene Player then decides which characters will populate the Scene. Extras can be pulled into any Scene with no limitation, but player and non-player characters must have the consent of their respective players or Master before participating. choosing. Once the atmosphere has been sketched out, the Scene Player then decides which characters will populate the Scene. Extras can be pulled into any Scene with no limitation, but player and non-player characters must have the consent of their respective players or Master before participating. Next, the Scene Player chooses a suitable time and location for the scene. Once the time, location and cast has been decided, the Scene Player directs the scene. At this time, the participating players may trade Information (other than Secrets) or ninja gear freely. At the end of the Scene, The Scene Player chooses between Life Point recovery, receiving Information, or forming an Emotional Bond. The player

then selects the skill that most closely applies to the current scene. Once the Scene Player has chosen their goal and their skill, a Resolution using the skill is performed. The type of Resolution that occurs depends on the Scene Player’s choice; Life Point recovery becomes a Recovery Resolution, information becomes an Information Resolution, and the emotional bond becomes an Emotion Resolution. On a successful Resolution, the effect of the chosen Resolution occurs. These effects are detailed here.

6.01.1 Recovery Resolution

On a successful Recovery Resolution, the Scene Player may recover a single Life Point they lost previously in the Session.

6.01.2 Information Resolution

There are 2 kinds of Information obtainable in a Drama Scene: Secrets and Locations. On a successful Information Resolution, the Scene Player chooses a single player, then decides between the player’s Secret or Location. If the character chosen is an NPC, the Scene Player then receives the information from the Master; if not, the Scene Player receives the

Shinobigami information from the character’s player. The player receiving the Information then checks off the appropriate box in the People Chart on the character sheet next to the character’s name. Some characters may have more than 1 Secret. In that case, after a character’s Secret is revealed to another character, the character must declare that they have Secrets remaining. 6.01.3 Emotion Resolution On a successful Emotion Resolution, the Scene Player another character participating in the same Scene. Both the Scene Player and the player chosen roll 1d6 and consult the Emotion Chart, deciding their characters’ Emo-

1 2 3 4 5 6

tional Bond to each other. On each die result, there is both a positive and a negative possibility. Each player may choose between these as they see fit. Once the Emotional Bond has been determined, it is written in the People Chart on the character sheet. Characters that share an Emotional Bond are able to make use of Information Sharing, Battle Bursts, and Emotional Modifiers.

6.01.3.1 Information Sharing

If a character towards whom your character has an Emotional Bond receives Information, your character may automatically access that information.

Emotion Chart Sympathy (+) Doubt (-) Friendship (+) Anger (-) Affection (+) Jealousy (-) Loyalty (+) Contempt (-) Admiration (+) Inferiority Complex (-) Fanatacism (+) Murderous Intent (-)

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Secret of Ninja Scroll

6 - Main Phase

However, you cannot receive information that was given to that character through an Emotional Bond: you must have the Emotional Bond towards a character who received the Information directly. You may never share your own Secret.

6.01.3.2 Battle Burst

When a character towards whom you hold an Emotional Bond enters combat, you may choose to have your character burst into that combat uninvited. Please see 6.02.11 for more information on Battle Bursts.

6.01.3.3 EmoMod

When a character towards whom you hold an Emotional Bond attempts an Action Resolution, you may use your Emotional Bond to affect a modification to the roll. This is known as Emotional Modification, or EmoMod. If your character has a positive Emotional Bond towards the character, you may give a +1 bonus to the roll; if negative, you may give a -1 penalty to the roll. Your character must be in the same scene in order to use an EmoMod. EmoMods may be used once per cycle for Drama Scenes and once per round for Combat Scenes.

6.01.4 Other Players

Players other than the Scene Player, whose characters are participating in the Scene, may trade ninja gear and Information between each other. You may never reveal your Secret.

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Shinobigami

6.02 Combat Scene

Combat Scenes are scenes depicting a fight between characters. In order to initiate a Combat Scene, the Scene Player must choose a character whose Location they have checked off in their Person Chart. This is the character with which battle shall be joined. During this battle, any characters that have an Emotional Bond toward either character may enter the scene and join battle at any time. Please see 6.02.11 for more information on Battle Bursts.

1 2 3 4 5 6

6.02.1 Battlefield

The Scene Player may choose a battlefield at the start of battle. If so, 1d6 is rolled and the Battlefield Chart is consulted. The combat must occur at the battlefield indicated and each battlefield has its own special set of rules. Like the Scene Chart for Drama Scenes, each result of the Battlefield Chart is designed to be a framework around which interesting scenes can be constructed.

Battlefield Chart An even field. No effect. In water; a beach, a river, an area flooded with blood. During this battle, all Dodge Checks suffer a -2 modification. A high place; city skyline, treetops, a sheer cliff. During this battle, characters that Fumble lose 1 Life Point at random. Bad weather; wind, hail, rain of missiles, etc. During this battle, the distance on all ninpo are raised by 1. A crowd; a throng of people, a classroom, traffic jam. During this battle, a Fumble occurs on a character’s Plot Number +1 Extreme location; space, deep sea, craggy rocks. At the end of the round, the Game Master rolls 1d6. Any character on the Plot Number equal to the number that is rolled loses 1 Life Point. Any characters that drop out of the scene must roll a 1d6. They then suffer the status ailment from the table that corresponds to that roll.

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Secret of Ninja Scroll

6 - Main Phase

6.02.2 The Flow of Battle

Instead of cycles, Combat Scenes are divided into rounds. Combat Scenes proceed in the following manner: 1) Plot 2) Attack Resolution 3) End of the Round During a Combat Scene that occurs during the Main Phase, anytime a character is dealt 1 Life Point or more damage by another character’s attack or action, the damaged character is dropped from the Scene. As characters drop from the Scene, the last character remaining is declared the winner. If no characters are left, then combat ends with no winner. The winner is entitled to receive the spoils of

ヴェロシティシステム

battle; please see 6.02.12 for more information.

6.02.3 Plot

Each player taking part in the battle must take a 6-sided die in their hand, secretly choose a number between 1-6, and place that number face up under their palm. This action is called Plot and the hidden number chosen by each player is called the Plot Number. Once all participating players have chosen a Plot Number, they simultaneously reveal their Plot Number. Attacks and actions are then carried out proceeding from the character with the highest Plot Number down. The rules for Action Resolution change as soon as the

VELOCITY SYSTEM

零 壱 弐 参 肆 伍 陸 死地 Mundain

静止した時間

Ghost Walk

幽霊歩き

Shadow Run

影走

Neuro Speed

思考速度

Sonic Speed

音速

Bullet Speed

弾速

Light Speed

光速

F.T.L.

超光速

0 1 2 3 4 5 6 7

40

ファンブルエリア

ファンブルエリア

ファンブルエリア

ファンブルエリア

ファンブルエリア

ファンブルエリア

ファンブルエリア

0

1

2

3

4

5

6

ファンブルエリア

7

戦闘シーンでは、フ ァンブルすると、そ のラウンドは判定が できなくなる。

戦闘シーンでは、フ ァンブルすると、そ のラウンドは判定が できなくなる。

戦闘シーンでは、フ ァンブルすると、そ のラウンドは判定が できなくなる。

戦闘シーンでは、フ ァンブルすると、そ のラウンドは判定が できなくなる。

戦闘シーンでは、フ ァンブルすると、そ のラウンドは判定が できなくなる。

戦闘シーンでは、フ ァンブルすると、そ のラウンドは判定が できなくなる。

戦闘シーンでは、フ ァンブルすると、そ のラウンドは判定が できなくなる。

戦闘シーンでは、フ ァンブルすると、そ のラウンドは判定が できなくなる。

Preparing the some minis or counters and the Battle Sheet found in the back of the book would be handy for combat. When Plot Numbers are declared, simply place your mini or counter on the column in which your Plot Number is written.

Shinobigami character with the highest Plot Number takes their turn and return to normal at the end of combat. During combat, the Fumble Value of Action Resolutions is equal to a character’s current Plot Number. This means that anytime a character rolls equal to or less than their Plot Number during combat has Fumbled: they automatically fail any subsequent Action Resolutions for that round. In other words, the higher the Plot Number is, the sooner a character acts, but the easier it is to Fumble.

6.02.3.2 Simultaneous Actions

If more than one character share a Plot Number, their attacks occure simultaneously. For the sake of convenience, the actions are handled first for the player closest to the Master, but in reality these actions are occuring at the same time. For example, take for instance characters A and B sitting on the same Plot Number. To make things simple, A takes his actions first, landing an attack on B, who Fumbles his defense. Once the action is finished, B takes his actions as though A’s attack’s hadn’t yet happened. Once all characters on a Plot Number finish their actions, the

consequences of the attacks take effect. In this example, if both characters A and B land their attacks, both characters would take damage and fall out of the battle.

6.02.4 Attacking

A character may make a single attack every round on their turn. To make an attack, the attacking character chooses an attack Ninpo from their Ninpo List and selects a suitable opponent. The opponent must be within the range described by the Ninpo, which is the difference between the attacking and defending characters’ Plot Numbers. As long as the distance is within the Ninpo’s range, the attack can occur. The player that initiated the attack then uses an Action Resolution based on the assigned skill of the Ninpo chosen. This is called the Attack Resolution. If the Attack Resolution is a success, the attacking character has a chance to damage the opponent. The type of damage dealt will be described in the Ninpo text. If the Attack Resolution fails, the attack misses completely. Once the attack succeeds, the opponent must make an Action

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Resolution based on the same skill as the Attack Resolution; this is called the Dodge Resolution. If the Dodge Resolution is successful, the attack has no effect, but if it fails, the opponent takes the damage or effect detailed in the Ninpo description text.

6.02.5.1 Close Combat

Close Combat damage is direct damage typically dealt by skills such as Brawl or Sword. A character that takes a single point of Close Clombat damage randomly chooses a Category by rolling 1d6 and marks off the Life Point box at the top of the column with an X. If the Category that is randomly chosen already has the Life Point crossed out, the player may choose which Category receives the damage. If a Close Combat Ninpo succeeds with a Special roll, you may do damage equal to a roll of 1d6. The attacking player may randomly decide which Categories take this damage, but if any rolls result in a Category that already has damage, the defending character may choose which Category takes the damage. 42

6.02.5.2 Ranged Combat

Ranged Combat damage is typically dealt by shuriken, blowdarts, guns and other attacks from a distance. A character that receives a point of Ranged Combat damage gets to choose which Category takes the damage. Cross off the Life Point box at the top of the Category’s column on the character sheet. If the attacking character’s Ranged Combat Ninpo succeeds on the Attack Resolution with a Special roll, they may do 1d6 damage to the opponent. The opponent chooses which Categories are damaged.

6.02.5.3 Group Combat

Group Combat damage is typically damage dealt by using groups of underlings, such as thugs, familiars, or marionettes to fight indirectly. A character that receives a point of of Group Combat damage rolls 1d6 and consults the Status Ailment Chart to determine which status ailment they are afflicted with. If the attacking character rolls a Special on a Group Combat Ninpo Attack Resolution, they may choose which status effect to inflict upon the opponent.

Shinobigami

6.02.6 Special Dodges

The target of an attack may, no matter what the assigned skill of a Ninpo is, use the Escape skill in the Dodge Resolution. If this Dodge Resolution succeeds, the attack has no effect and the targeted character drops out of combat.

1 2

3

4

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6.02.7 Damage

When a Category takes damage, its Life Point box is crossed out and it becomes disabled: all skills within the Category are unusuable until the Life Point is recovered.

Status Ailment Chart Disabled: You are unable to use any ninja tools. At the end of every cycle, you may attempt an Action Resolution using karakurijutsu. On a successful roll, this status ailment is cured. Paralyzed: Choose one of your character’s skills at random; that skill may no longer be used. At the end of every cycle, you may attempt an Action Resolution using shintaisojutsu. On a successful roll, this status ailment is cured. Serious Injury: On your next turn, choose a random Skill Category; this Skill Category takes 1 Life Point of damage. At the end of every cycle, you may attempt an Action Resolution using seizenjutsu. On a successful roll, this status ailment is cured. Missing: After this battle conludes, you may no longer participate during the Main Phase. At the end of every cycle, you may attempt an Action Resolution using keizairyoku. On a successful roll, this status ailment is cured. Amnesia: Choose an Emotion connection at random; this connection may not be used. At the end of every cycle, you may attempt an Action Resolution using kiokujutsu. On a successful roll, this status ailment is cured. Curse: Choose a ninpo at random; this ninpo cannot be used. At the end of every cycle, you may attempt an Action Resolution using jujutsu. On a successful roll, this status ailment is cured.

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6 - Main Phase

6.02.8 End of the Round

Once all players taking part in the combat have taken their turns, the round has ended. If a player so chooses, they may elect to forfeit and have their character from combat. Once one of the two following conditions has been met, combat ends: • There are 1 or less combatants left in the battle • A number of rounds equal to the number of combatants has concluded If neither of these conditions are met, combat resumes once more from the Plot stage of the Combat Scene. If all characters drop out of a Combat Scene, there are no winners.

6.02.9 Direction Mods

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Any player that is not participating in a Combat Scene may, once per round per player, control the conditions of the battlefield.. This is called a Direction Modification. A Direction Modification can give a positive or negative modifier of 1 to an Action Resolution by any character in the Combat Scene. The player that wishes to use a Direction Modification must describe what happens during the combat

that justifies the modification.

6.02.10 Ninpo Use

Characters participating in a Combat Scene may use support Ninpo at the time specified in the description text. However, a support Ninpo may only be used once per round. In addition, attack and support Ninpo have a Cost listed in their entry. The total combined Cost of attack and support Ninpo may not exceed a character’s Plot Number for the current round. A character may use any number of support Ninpo as long as the Plot Number is not exceeded.

6.02.11 Battle Burst

Characters that choose to engage in an ongoing battle must follow the following rules. A character that decides to participate in a battle from the beginning must declare so by the time Plot is declared, and must declare their Plot Number at the same time as all other characters, as usual. A player that chooses to burst into a scene in progress must do so before the final character of the round takes their turn. The bursting character must enter combat on a Plot Number of 1 and may not use attack Ninpo this round.

Shinobigami

6.02.12 Spoils of Battle

The winner of a battle may choose a single losing participant and decide which of the following spoils to take for themselves.

6.02.12.1 Information

The winner may choose to learn either the loser’s Location or the loser’s Secret.

6.02.12.2 Emotion

The winner may set or change the Emotional Bond they have toward the loser. They then may set or change the loser’s Emotional Bond toward the winner.

6.02.12.3 Prize

If the loser is holding a Prize, the winner may chose to take the Prize for themselves.

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7 - Climax Phase

7 - Climax Phase

then receive a +3 modifier to their next Action Resolution. To receive a bonus to an The Climax Phase is the attack’s damage, the character final battle that concludes the scenario. This phase is handled must first succeed on an Attack Resolution and their opponent similarly to an extended Masmust fail a Dodge Resolution. ter Scene. The Master decides what conditions will bring about The attacking player must then the Climax Phase when writing direct a short flashback scene relating to the Secret. After the scenario. All players participate in the this short revelatory scene, their damage will do 1 extra point of Climax Phase. Other than the damage. rules for dropping out, death and Flashbacks, the rules are the 7.03 Death same as a Combat Scene. During the Climax Phase, a 7.01 Dropping out character drops out as soon as their Life Points are completely Characters do not drop out lost. This is not character death, of the Climax Phase merely by taking damage. A character will though a player may choose not drop out until all remaining to have their character die permanantly. If so, you may Life Points are lost. choose 1 of the following actions for the dying character to 7.02 Flashback perform at the moment they die. Each character may take adKeep in mind that dead characvantage of the Flashback once ters may never return or be used per game to receive a bonus to in another session. either an Action Resolution or gain extra damage on an attack. • Attack: You may use a single attack Ninpo and as To receive a bonus to an Acmany support Ninpo as you tion Resolution, the player must like; The cost for support reveal their Secret to everyone Ninpo becomes 0. before the Action Resolution • Information Sharing: You occurs. They must then direct may share any information a short flashback scene relating with 1 character. to the Secret. After this short 46

revelatory scene, the player will

Shinobigami

8 - Ougi

Players may use an Ougi at any time according to the description of their Ougi’s type. An Ougi may be used once per cycle during Drama Scenes and once per round during Combat Scenes. When an Ougi for the first time, the Ougi’s name and effect is declared and the effect happens automatically. Once the Ougi takes effect, all characters participating in the same scene may roll an Action Resolution based on Analysis. This is called the Insight Resolution. If the Insight Resolution is successful, the player using the Ougi must share their Ougi Information with the player that succeeded on the Insight Resolution. The Ougi Information is part of a character’s Information, meaning that characters with Emotional Bonds towards the character receiving this Information are privy to it as well. A player may not choose to learn another character’s Ougi after succeeding on an Information Resolution, however. When the Ougi Information is received, check off the box in the People Chart on the charac-

ter sheet. If a character chooses to use their Hidden Skill, the other characters participating in the Scene may attempt an Insight Resolution as though they had used their Ougi. If a character uses their Ougi, and another character in the same Scene knows that Ougi’s Information, then once the Ougi’s name and effect is declared, an Ougi Break may be attempted. An Ougi Break is an Action Resolution that completely negates the effect of an Ougi. In order to use an Ougi Break, the opposing character must be participating in the same Scene. A character that does not have an Ougi’s Information cannot attempt an Ougi Break. To use an Ougi Break, the opposing character uses the Ougi’s Hidden Skill in an Action Resolution. If it succeeds, the Ougi has no effect.

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9 - Ending

9 - Ending

Once the Climax Phase has ended, each character has an epilogue before the game ends. During the epilogue, the Master has complete freedom to describe the outcome of the session. A Master may simply describe what happens to each character, or they may even decide on one final cycle where each character has a final scene. When the epilogue is finished, experience points are tallied. To determine the number of experience points received, each player should consult the conditions on the Achievement Chart. If unsure whether or not their character’s actions met these conditions, the Master

will always have the final say. As experience points rack up, you may find that your character rises in rank. When this happens, make sure to check the Rank Chart to determine what your character is eligible for.

9.01 Respec

When the session is complete, each character completely restores their Life Points and resets all Information. All Prizes and ninja gear are lost. Players may then choose 2 ninja gear to equip their character with before the start of the next session. Also, between sessions it is possible to choose a character’s skills, Ninpo and Ougi as long as the limits set by a character’s rank is met.

Achievement Chart

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Clan Aim: During this session, completed your clan’s goals or defeated your clan’s enemy. Survived: Participated in the session all the way to the end of the Climax Phase without dropping out. Role-play: Stayed true to a character’s Emotion or conviction. Prize: Had control of the Prize at least once during the session. Having control of the Prize from the start doesn’t apply. MVP: Each player chooses a single player other than themselves that they feel added the most to the session.A player chosen receives this Achievement each time chosen. A player may decline to choose. Mission: Completed the Mission (or Secret Mission if any) assigned to the character.

1 pt 1 pt 1 pt 1 pt 1 pt

3 pts

Shinobigami

10 - Scenario

In order to play Shinobigami, the Master must prepare a scenario. A scenario consists of an entire session’s worth of story, NPC data and character data. The following is a step-bystep guide to writing a scenario. A Scenario Sheet may be found in the back of the book; having a copy in hand will be useful while reading this section. There are also sample scenarios found in the back of the book to give novice Masters a feel for how to run a scenario. Masters running their first game are encouraged to use one of these sample scenarios for their first game.

a certain NPC (the Prize), and a team that must protect the same NPC. It might also be a good idea to complicate things once teams are decided by using conflicting Missions and Secrets. It is recommended that Masters fresh to Shinobigami start with a versus scenario.

10.01.2 Co-op

There are several types of scenarios possible in Shinobigami. First, choose which type of scenario to create from the types described below.

The cooperative scenario type is where the characters find themselves joining together as a group of ninjas against a larger foe. The Master should ready an incredibly strong enemy for the team to fight at the Climax Phase. Also, it might be a good idea to set the Climax Phase trigger to similar to finding the enemy’s Ougi or weak point, as well as including these in various character’s Secrets. A cooperative scenario is recommended for Masters and players who want to play Shinobigami like other RPGs.

10.01.1 Vs.

10.01.3 Battle Royale

10.01 Scenario Type

The versus scenario type is where the characters find themselves in 2 opposing groups of ninjas. To create a versus scenario, the Master must first create 2 differing factions. For example, a team that must kill

The battle royale scenario type is where each ninja is locked in a battle to the death with each other, where the winner is the one left standing. Prizes and intertwining Secrets should be in abundance for

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10 - Scenario

players to fight over. Battle royale scenarios can be incredibly fun, but the last battle usually takes a long time to complete. Trying a battle royale would be a good idea if the group has the time and inclination for it.

10.01.4 Special

The special scenario type is where the versus, cooperative, and battle royale mix to create an interesting new type of scenario. For example, a game that starts off as a cooperative game, but as the Secrets are discovered, the players realize that they are actually on opposing factions; or a scenario that starts off as a versus type but veers into cooperative when the big bad evil guy shows up to destroy them all. Threeway versus battles, a Prize that throws a well-meaning cooperative game into an all out battle royale assault--there are many ways to create exciting and unique scenarios.

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10.02 Background

Next, the Master must create the outline of an event. Record the basic outline of the event, specifying the location that will serve as the stage as the event. Also make sure to note how the players will interact with the event, as well. Masters may find section 11, detailing the world of Shinobigami, of some use.

10.03 Number of Players

The Master must also set the number of players involved in the scenario. Through the game is playable with 2-6 players, 3-5 players is suggested. It is also highly suggested that versus scenarios have an even number of players. If there are an odd number of players in a versus scenario, the Master should include a Secret-bearing NPC participate in the scenario and make that NPC join a team. Once the number of players has been decided, subtract that number from 6. The result is the number of NPCs that the Master should prepare for the scenario.

Shinobigami

10.04 Handout

The handout is the sheet detailing each character that will be handed out to the players. Copy the handout sheet in the back of the book and write in each player’s Mission and Secret. Make sure that each handout is seen only by the intended player.

• Achieve a number of points as determined by the scenario • Interfere with someone’s Mission • Make sure everyone involved lives

10.04.2 Secrets

Secretsarehiddentruthsthat each character desparately tries 10.04.1 Mission to hide. Secrets may never The Mission is the aim that voluntarily be given up. Some each player should strive for Secrets may include True Mistheir character to accomplish sions. In that case, even if a during the session. Make sure character’s Mission is fulfilled, that each Mission is capable of they won’t receive experience being achieved. points unless their True Mission For a versus or battle roy- is fulfilled. If a character with ale scenario, make sure to use a True Mission is involved in a conflicting Missions between session, the Master should excharacters. For a cooperative plain this to the players before scenario, make sure that players play begins. are given Missions that allow Theremayalsobeinstances for them to work together. where a character’s Mission changes due to a clause in their Example Missions: Secret. For example, a Secret • Grab the Prize before the may read: “You are in love scenario ends with Player 1. If by the Climax • Kill someone Phase, you and Player 1 do • Find something not have the Affection and/or • Protect someone Loyalty Emotional Bond toward • Protect something each other, your True Mission • Defeat someone (traitor/ is to defeat Player 1.” You boss) may also write Secrets so that a • Become involved with character has a choice of Missomeone specific sions to fulfill due to clauses in

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10 - Scenario

a Secret.

10.05 NPCs

Examples of Secrets: • Whereabouts of a Prize • You are actually the Prize • You are actually another character’s real parent • You are in love with another character • You are actually a traitor • You are another character’s alternate identity • The condition needed to proceed to the Climax Phase • An enemy character’s information: number of underlings, Ougi, Location, etc. • Background information • You actually have no secrets

NPCs are non-player characters controlled by the Master. Heroines, rivals of the player characters, powerful enemies and even those pulling the strings behind large conspiracies are appropriate as NPCs. Masters may choose an NPCs name, age and sex as appropriate for the scenario; NPCs receive Secrets and Missions. If NPCs are going to enter combat as enemies or allies, the Master should choose skills, ninja gear, Ninpo and Ougi for the NPCs as though they were player characters. The data from the Enemy section of the rulebook may also be used as NPC data.

Handout

You may not allow this secret to fall into anyone s hands

Secret

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Handout Name Mission

Shinobigami

10.05.1 Extras

NPCs that don’t have handouts, Secrets or Missions, and are not important to the scenario are called Extras. The Master is free to have Extras enter and leave scenes as needed. The Scene Player also has complete control over the actions of Extras during their scene. Extras act exactly as directed by the Master or Scene Player.

10.06 Prize

The Prize is a special object that exists solely for the scenario: a secret ninja scroll, ritual components, holy relics, damsels in distress, and other important targets. Though 1 Prize per session is suggested, there may be scenarios that call for 2 or more Prizes to exist. As long as a character comes into the possession of a Prize at least once during the session, that player will receive the experience point for fulfilling the Achievement. Coming into possession several times, however, does not increase the amount of experience gained. Adding a Mission specifying a requirement to keep the Prize until the end of the game may be a good idea.

10.07 Introduction Scene

The Introduction Scene exists to explain why and how each character is related to the event occuring in the scenario and how much they know about what is happening. The Master should decide these details for each character. Creating an Introduction Scene that reflects a character’s Secret, Mission, clan, secret identity, and so forth, it can greatly add to the feeling of immersion.

10.08 Master Scene

Master Scenes are to be interspersed throughout the Main Phase. The Master should use a Master Scene anytime there is a scene that needs to be shown. Master Scenes may also be used to improvise something interesting if the Master feels that the action is stagnating. Inasinglesession,1-4Master Scenes are suggested. Example Master Scenes: • On a successful Action Resolution based on a skill determined by the Master, the enemy’s Location is found • An NPC creates an Emotional Bond with a PC

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• A scene for the PCs to share information

10.09 Climax Scene

The Master must set the condition for the Climax Scene, deciding the requirement to be fulfilled before the Climax Phase occurs. For example, in a cooperative scenario, the characters must find the final enemy’s Location before they can confront him in the Climax Scene, or perhaps the Limit has been reached.

10.10 Limit

The Limit is the maximum number of cycles that can occur before the Climax Phase automatically occurs. No matter how far the scenario has developed, once the Limit has been reached, the Climax Scene begins. The Master should find a plausible reason for the reason to exist; for example, an evil ritual may take 3 days/cycles to complete. The recommended Limit for most scenarios is 3-4 cycles.

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10.11 Conclusion

In the conclusion the scenario should end simply. A session of Shinobigami should flow naturally. Instead of trying to make the conclusion deep, plan on reflecting on the spin that each character has put on the development of the scenario and everyone’s influence on the story’s conclusion. In the case of a versus scenario, it is ok to have single team as the winner, and the Master should prepare several possible endings.

Shinobigami

11 - World

At first glance, the world of Shinobigami is an ordinary one, calm and uneventful. A dark shadow, however, is cast silently across this peaceful façade. That shadow wafts on the blackness of night, surging stronger as the moon travels its well-worn path until dispelled with the breaking of dawn. They are sometimes called “Nightwalkers.” Just underneath the surface of the world you and I inhabit lies the domain of shadows, known only as the “World of Shinobi.” It is a world of violence and conspiracy, and it is a world of sorcery. In the World of Shinobi, innumerable battles unfold daily across the land: thousand-year old struggles between conquerors and the conquered; disgraceful political squabbles over national interests; mad scrambles that shake up our everyday lives; never-ending personal quests to fulfill one’s innermost desire. All of these constant conflicts are raging unknown, cleverly hidden just under our

noses. And those who struggle through this carnage are, of course, the ninja.

Ninja Ninja is the generic term that covers any and all that lives and fight in the World of Shinobi. They are given a variety of other names: “Masters of Ninjutsu,” “Shinobi,” “Masters of the Art,” “The Masked,” “Housemonkey,” “Wandering Maiden,” to mention but a few. In general, during the Japanese middle ages, a ninja was someone used by daimyo or lords in assassinations or intelligence gathering. In reality, ninja have existed since long before as wielders of supernatural abilities. It is said that they have lived among us as long ago as the Yayoi period, in the 1st century BC. In some legends it is stated that no less than the first emperor of Qin and Princess Himiko herself were of ninja blood. With a basis in Taoist spiritual belief, the ninja developed their own abilities—Ninpo—by utilizing advanced weaponry, science and magic. With the use of these power-

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11 - World

ful Ninpo, ninja have long held great influence over politics, business, and even religion. During the Sengoku period, a number of rival warlords emerged, splitting the ninja into a number of separate clans, constantly locked in a brutal race for power. However, as the war finally ended and the Tokugawa clan took control of the country, the clans were once again reunited and put to work for the Shogunate as secret enforcers. As the nation modernized with the Meiji era, the usefulness of the ninja seemed to come to an end. It is said that many ninja then took up jobs as farmers, agents of law enforcement, doctors, pharmacists, firework makers, and a myriad of other suitable occupations. Of course, where there is light, there must be shadow; and as the light of modernity shines ever brighter, the depth of that darkness yet blackens. The World of Shinobi continues, as it has always, just below the face of normal society. The curtain called Peace is used to cleverly disguise the World of Shinobi. Just the same, the ninja of today stand as proxies as they fight the same battles and hold the same grudges as

their ancestors. Theirs are the battles of a people imbued with the supernatural abilities of science and magic.

Shinobigami The Shinobigami are legends even among ninja. They are said to have been the progenitors of magic and martial arts. According to both the Hirasaka Agency and Bloodline of Oni, the Shinto god Susano-o of the Kojiki—the oldest historical record of ancient Japan—was himself a Shinobigami. Though many doubt the veracity of these claims, the fact remains that 6 sacred relics were left behind by the Shinobigami and were only until recently accounted for; according to the Bloodline of Oni, these have been stolen away. The Bloodline of Oni had attemped a grand ritual using the relics in attempt to learn the secret art Tenjo Tenge, the mysterious art handed down from the Shinobigami themselves with the power to grant any wish. At that time, the relics disappeared without a trace. Since that fateful day, a great number of ninja have searched for the relics to find the secret of Tenjo Tenge.

Shinobigami

6 Main Factions

corporate identities. Standing out from the others is Yata The strength and size of ninja Heavy Industries, a corporation involved in anything and clans can fluctuate wildly, but everything, including energy, at the moment, the balance of aerospace, and weapon develpower has stabilized. The curopment. The true core of the rent groups in power are called the 6 Main Factions. They are: Hasuba Ninja Army, however, is its research division. Within the the Hasuba Ninja Army, the research division are a numKurama Shin Clan, the Hiraber of specialist groups, each saka Agency, the Otogi Private Academy, the Bloodline of Oni, assigned names derived from tools, such as the Screw People, and the Lost Ones. Sawtooth Gang, and Inkpot Clan. Hasuba Ninja Army The Hasuba Ninja Army is fervently trying to replicate The Hasuba Ninja Army is Ninpo with ninja gear. Its ultiintent on using technology to mate aim is the consolidation of acquire every ninpo in exisall other clans and orders under tence. the banner of Hasuba. Due to It is said that in its early this lofty goal, this clan is coninception, the order was a stantly at war with the Kurama simple clan of the same linShin Clan, a group which is eage as the Saika Ikki, famed constantly trying to destroy or developers of ancient firearms seal away dangerous Ninpo. and naval warcraft. When The leader of the Hasuba Toyotomi Hideyoshi unleashed Ninja Army is Hitori Kuroshio, his wrath upon the Saika Ikki CEO of Yata Heavy Industries. in an attempt to wipe out their bloodline, those skilled enough Kurama Shin Clan to escape found refuge and prosperity by founding the Iga The Kurama Shin Clan and Koga clans. There, they continued their development of focuses on hunting the supernatural and making sure that the ninja gear and weaponry. powerful secrets and techniques Currently, the Yata Group is of the World of Shinobi stay a conglomerate of 30 separate

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11 - World

hidden and never find their way to our world. As the Heian period waned, an onmyouji by the name of Kichi Hougan founded this clan with 8 warrior monks in the Kurama Mountain of Kyoto. It is said that these 8 monks became the origin of every martial arts style in Japan, also becoming known as the Kyoto 8 Styles. In fact, just about every well-known master of martial arts has had some secret affiliation with the clan. Over the course of time, the Kurama Shin Clan has taken it upon itself to make sure that the World of Shinobi stays hidden in the shadows. Two of their most important duties are sealing away dangerous Ninpo before they can fall into the wrong hands, as well as the destruction of supernatural elements that would otherwise pose a threat to innocents. Because of this, they are often called Oni Hunters. Yet another duty passed down through the generations of shadow is the part they play in halting any other group searching for the legendary Tenjo Tenge. In order to keep true to this obligation, they have mercilessly destroyed a countless number of people searching for

the missing holy relics. The leader of the Kurama Shin Clan is the One-Eyed Swordsman, Yagyuu Mitsuyoshi. It is unclear whether or not there is any relation to the famed Yagyuu family.

Hirasaka Agency The Hirasaka Agency is a secret intelligence agency that provides the government with information regarding the movement of ninja and magical forces. Long before the influence of Buddhism and other esoteric teachings, the animist Shinto beliefs of ancient Japan formed the origins of the Hirasaka Shinto cult. Of the 6 Main Factions, this group has the strongest ties and strongest influence over the world of politics. In essence, this group acts mostly in accordance with the nation’s best interests in mind. There are rumors that they operate the nation’s politics in accordance to divinations and sacred religious rites dedicated to the kami that protect the land. A large number of agency members are female ninjas, known as “Miko,” that infiltrate businesses and organizations.

Shinobigami The agency then analyses the information gathered by the Miko, utilizing it to lead each other faction into directions and actions that best profit the agency. Though the agency has terrifying powers of manipulation, their upfront combat capabilities are somewhat limited; this is why Kurama Shin Clan members and Lost Ones are frequently hired or forced to work as security forces for the agency. The leader of the Hirasaka Agency is the high priestess of the Hirasaka Shinto cult, Ubume Hirasaka.

Otogi Private Academy The Otogi Private Academy provides proper guidance for, and protects, youth that show supernatural potential. With the Meiji restoration, a large number of ninja hid themselves away in our peaceful society, completely forgetting about the World of Shinobi. What they didn’t realize, however, is that their power never forgot and is passed down through blood. Many of their children, as their slumbering powers awakened, have become led astray as they find them-

selves unable to deal with their newfound strength. The Otogi Private Academy protects these children, teaching them to hone their powers by teaching them the ways of the ninja. On the surface, the academy is a school that encompasses both primary and secondary schooling. The school boasts a large number of accomplished students and is often admired by outsiders. However, in reality the school is an intelligence agency that is training suitable children as spies. Even within the school, less than half of the students actually realize what the true intentions are for their education. The sponsors of the academy are primarily foreign zaibatsu conglomerates. Due to their influence, a number of international exchange students and trainees of foreign intelligence agencies attend the school. The Hirasaka Agency has long disapproved of this practice and more than a few scuffles between the two have occurred over the years. The leader and headmaster of the Otogi Private Academy is Rokaku Arthur Masashige. 59

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Bloodline of Oni

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The Bloodline of Oni is a group of abnormal beings with plans on toppling the nation. Descendants of the beings called oni and tsuchigumo that once inhabited ancient Japan populate the Bloodline of Oni clan. Within the clan are a number of inhuman beings, such as vampires, werewolves, nightmares and shapeshifters, that are often called “Night Gaunts” by ninja. Though other ninja often have some sort of tie to the surface world, this is generally untrue of the Bloodline of Oni. With rare exception, the members of this clan aggressively isolate themselves from normal society, and nearly all share a world-weary attitude and keep very exclusive social circles. As a race, various factions have long oppressed the Bloodline of Oni. It is this continued history of oppression that has left the clan with a deep-seated distrust of government power. The Hirasaka Agency in particular, with its ancient ties to the imperial court, draws the clan’s ire; any chance meetings between the two factions seldom end without a battle.

The greatest wish of the clan as a whole is to create a world in which they can live peacefully; to that end, they pursue the secret Shinobigami rite “Tenjo Tenge.” In the past, they suffered a blow when they failed a magic ritual that lost them control of several holy relics, but the clan is steady in its unwavering commitment to recovering and finding a way to try again. The leader of the Bloodline of Oni is the leader of a cult used to mask the existence of the clan: Yatonokami Torihiko.

The Lost Ones The Lost Ones are a group of talented ninja who hold no allegiances toward any of the major orders. The Lost Ones “clan” simply refers to any free ninja who, for a variety of reasons, do not belong with the other factions. The majority of these ninja are those from small villages, ninja who were personally taught and handed down ninja techniques, and ninja that have run away from their clan. Due to the fact that some ninja in this grouping straddle the line between the world

Shinobigami above and the World of Shinobi—either by taking jobs as mercenaries or belonging to criminal groups—this clan is often looked down upon by the rest of the factions. The term “Lost Ones” began as a derogatory nickname for masterless and aimless ninja. Nonetheless, there are an extraordinary variety of ninja that make up this faction, making it impossible for the other groups to ignore. In a narrow sense, the Lost Ones are not really a clan and have no unified will. However, within the group there seems to be a large number of ninja with hatred towards the Hasuba Ninja Army. A large number of villages have been plundered and assimilated due to the Hasuba’s hunger for rare and powerful Ninpo; the number of victims of their schemes and their family members grow, as does their resentment and thirst for revenge. The Lost Ones do not have a true leader.

Other Factions There are entities other than the 6 major clans that are aware of the World of Shinobi. Here, the various factions with ties to

the ninja are introduced.

Gangland This group is comprised of yakuza, mafia and other gang members. Many mobsters employ unscrupulous ninja; more often than not, often these ninja are Lost Ones. Even so, there are few in the world of organized crime who truly know the extent of the World of Shinobi. For the most part, the most any gangster knows is that, “there are some really scary creeps out there…”

Law Enforcement Within the upper echelon of the police force and certain legal circles, the existence of the World of Shinobi has become common knowledge. Due to the pressure of the Hirasaka Agency, however, they take great pains to make sure that this knowledge does not become public. The police, therefore, do their best to cover up anything that may expose the ninja clans. Occasionally, a rogue agent attempts to blow their cover, ignoring orders from above. As to their fate— the fact that the world at large

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remains ignorant says enough.

the United States’ CIA.

Political Dynasties

Outsiders

The political dynasties use ninja to fulfill their schemes and designs. For the sake of exploiting their interests and furthering their own causes, they have set innumerable battles into motion in the World of Shinobi. Of these dynasties, the Mayoinomiya family alone has taken a particular stance; they seem to believe that the 6 main ninja factions should forever keep a steady balance in relation to each other and make sure to do what they can to halt any clan from ambitions to overpower the others. Though they may approach each clan in different ways, they appear to be trying to ensure the stability of our world.

The Outsiders are inhabitants of a supernatural realm. They come into our world through “Gates,” special points in space and time that breach the wall between our world and theirs. Most Outsiders are harbingers of terrible disaster. Even more terrifyingly, Outsiders seem to be impervious to nearly all physical damage. Because of this, ninja are this world’s only line of defense—and it is usually up to the Kurama Shin Clan and the Bloodline of Oni to heed the call. Most Outsiders are skilled in mystic arts and come into our world for the sole reason of testing their skills. Indeed, Outsiders seem to have little care or thought about mankind, including ninja. However, if they come across someone suitable to their mystical abilities, they may take them back to their own world to shape them into their successor. The reason for this seems to be that Outsiders are unable to reproduce on their own. This sort of abduction by an Outsider is known as being “spirited away.”

Foreign Nations

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Other nations have become aware of the existence of the ninja clans of Japan. Many countries, however, have created their own intelligence agencies that employ ninja and superhuman beings akin to ninja. Examples are Great Britain’s Knights of the Round Table and

Shinobigami The legendary Shinobigami and the ancestors of the Bloodline of Oni are said to have been Outsiders.

cally sealed, inaccessible from the outside world. All records of the city having existed have been erased and any attempts to locate it have failed. Even within the World of Shinobi, the Dejima only people with any information regarding the city are those A few years ago, the Bloodline of Oni, in an attempt to ob- of Jounin rank or higher; within tain the ultimate ninja art “Tenjo these upper ranks, the most accurate information most have is Tenge,” conducted a magical ritual to revive the Shinobigami that the city, called “Dejima” to in a large urban area. The ritual those in the know, is run amok with Outsiders. In order to was designed to sacrifice the access the lost holy relics and thousands of city inhabitants, as well as the 6 holy relics—the the peculiar skills of the Outsidswords Mitsurugi and Yatsurugi, ers, many ninja have attempted to enter the city. None have the jewels Mitama and Magatama, and the mirrors Mikagami returned in one piece. In a freak and Sakagami. The Oni sorcer- occurrence, a Hasuba clansman ers managed to open a Gate and managed to return from Dejima, began to assert the power of the though it is said that his mind was shattered and his body was Shinobigami when, at the last mangled in a way that resemminute, a group of ninja from bled an unspeakable amalgamaevery clan, assembled by the tion of sea creatures. Those Kurama Shin Clan, put an end who know of Dejima have to their ritual. The incomplete ritual cast unspent magical ener- another name for it: Shijima, or gy in every direction, dispersing Death Island. mystical energy throughout the city. Untold numbers of Outsiders found their way into the city and its former inhabitants were transformed into horrors beyond human imagining. Since then, that city has become physically and magi-

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Foreign Settings The setting of Shinobigami assumes that the players are intimately familiar with the landscape and layout of modern Japan and its society. With very minimal effort, a game can take place in any part of the modern world. Players need not necessarily create a Japanese character. A player may use an analogue of their chosen clan suitable to their character’s nationality and yet keep the mechanics of play the same. This way, the relationships between each clan does not change and interesting elements of story may develop through play. Here are some examples of alternate names and settings for each major clan.

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Kurama Shin Clan Any group of trained fighters bent on fighting the supernatural work well for this clan. Perhaps an old lineage of vampire hunters named Belmont? Hirasaka Agency Any shadow government organization is appropriate; the Illuminati, Knights Templar, or even the Freemasons, for example. Otogi Private Academy Just file the name off the school and replace as appropriate by nation. Perhaps an English school called Pigwart’s?

Hasuba Ninja Army

Bloodline of Oni

Perhaps the Hasuba Ninja Army has branched out, reaching its mechanical hands throughout the world in its search for hidden power. Or perhaps a rival privatizedmechanical army exists in the west; Halliburton-like private security firms or a Bond-villain type billionaire’s army may fit some scenarios.

Each nation has a tradition of the supernatural; simply changing the name of the clan’s ancestors will suffice. Lost Ones Any change to this faction is unnecessary.

Shinobigami

12 - Enemies

This chapter details the data for the class of NPCs called Enemies. Enemies are a type of character usually controlled by the Master and are presented here in a convenient compact form.

12.01 Adaptation

When an Enemy is first introduced in a game, the Master may alter their assigned skills or Ninpo as appropriate.

12.02 Simultaneous Use When multiple Enemies are used simultaneously in battle, the Master should group each Enemy of the same type and use one Plot Number for each group.

12.03 Enemy Data

Life Points

The number of Life Points an Enemy starts with. As an Enemy loses Life Points, they don’t lose the use of any Categories. This does not apply, however, to Enemies used in a Battle Royale type game; they will lose the use of any Categories that suffer damage.

Skills

The specialized Category of an Enemy. The skills acquired by an Enemy are written after the slash.

Ninpo

The Ninpo acquired by an Enemy.

Description

A short description of an Enemy.

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These are the lower-ranked ninja that populate the rosters of every faction. Until they reach the mid or upper ranks, they are responsible for collecting information and other subversive activities.

忍 者

Enemy

Low-ranking Ninja

Grass

Life Points Skills

Stealth / Infiltration, Analysis Combat A (Infiltration) Wandering S (Infiltration)

Ninpo Close

Range: 1

Within every clan, a number of rookie ninja exist, nicknamed “Grass.” These ninja are planted throughout society, collecting information from schools, corporations, and various other communities.

Combatant

Life Points Skills

Body / Shuriken, Sword, Invisibility Combat A (Sword) Ranged Attack A (Shuriken) Heat Haze S (Sword)

Ninpo Close

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Range: 1 Range: 2 Cost: 1

Even in the lower ranks, ninja specializing in battle exist. They are often employed in assassinations or sudden attacks.

Shinobigami

Agent

Life Points

Skills

Tool / Pyromancy, Concealment, Rumourmongering Combat A (Pyromancy) Range: 1 Blast A (Pyromancy) Range: 2 Cost: 1 Social Battle S (Rumourmongering)

Ninpo Close

Even in the lower ranks, ninja specializing in special ops exist. They are often employed in gathering information or subversive activities.

Kunoichi

Life Points Skills

Scheme / Clothes, Poison, Seduction Combat A (Poison) Range: 1 Marionette S (Manipulation) Cost: 5 Fascination S (Seduction) Range: 3 Cost: 2

Ninpo Close

Alluring female ninjas. They often charm their victims into “honeytraps” to learn valuable knowledge.

Genin Leader

Life Points Skills

Strategy / Guerilla, Strategy, Encryption, Weapon Concealment Combat A (Guerilla) Range: 1 Group Combat A (Strategy) Range: 4 Crushing Blow S (Weapon Con.) Cost: 1 Strategic Command S (Strategy) Cost: 3

Ninpo Close

The ninja in control over the lower-ranked clan members. Skilled in a number of strategies, they ably conduct their lessers.

Zombie Ninja

Life Points Skills

Stealth / Contortionism, Invisibility Combat A (Contortionism) Range: 1 Continuous Attack S Cost: 2 Take the Hit S Cost: 1 Crushing Blow S (Weapon Con.) Cost: 1

Ninpo Close

Ninja called back into service even after the release of death. Though their memories are gone, their shinobi skills are still left, imprinted into their very body through their rigorous practice.

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These are animals trained in ninjutsu and taught to use special Ninpo. They are often found in places that human ninja might not tread.

忍  

Enemy

Ninja Beast

Ninja Dog

Life Points Skills

Body / Running, Analysis Combat A (Running) Range: 1 Continuous Attack S Cost: 2 Take the Hit S Cost: 1

Ninpo Close

Representative of the ninja beast’s loyalty and bravery, these dogs are said to be able to sense an enemy 1 million times better than a human and crush a man’s windpipe with its sharp teeth.

Ninja Swarm

Life Points Skills

Strategy / First Aid, Creature Mastery Combat A (First Aid) Range: 1 Domination A (Creature M.) Range: 3 Cost: 4

Ninpo Close

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Beetles, bugs, centipedes and other creepy crawlies used to follow or hunt enemies, fight battles, etc. They are also used in healing.

Shinobigami

Ninja Raven

Life Points

Skills

Body / Sleight of Hand, Jumping, Writing Combat A (Sleight of H.) Range: 1 Ranged Attack A (Jumping) Range: 2 Arrow Catching S (Sleight of H.) Cost: 1

Ninpo Close

The most clever of all birds, trained as a ninja beast. Able to fly into the air to search and deliver messages over long distances.

King Snake

Life Points Skills

Sorcery / Pyromancy, Walking, Sword, Poison, Transformation

Ninpo Close Combat

Cross Cut Crushing Blow Assassin Carnage Poison Fang

A A S S A E

(Walking) (Sword) (Pyromancy) (Walking) (Poison)

Range: 1 Range: 0 Cost: 1 Cost: 1 Cost: 1 Range: 2

Any character damaged by this character must succeed on an Action Resolution based on Poison or gain the Serious Injury status ailment.

A type of supernatural beast that has lived for over 100 years, with a body longer than 10 meters. Though wild, it enjoys luxury. Its bite is said to drive men mad.

Monster Toad

Life Points Skills

Stealth / Pyromancy, Concealment, Invisibility, Guerilla, Binding

Ninpo Close Combat

Blast Counter Plot Restriction Kaleidoscope Poison Gland

A A S S A E

(Invisibility) (Pyromancy) (Guerilla ) (Binding) (Concealment)

Range: 1 Range: 1 Cost: 1 Range: 2 Cost: 2 Cost: 3 Range: 3

Any character damaged by this character must succeed on an Action Resolution based on Survival or gain the Paralyzed status ailment.

A supernatural toad similar to the King Snake. It is said to inhale any that have touched its rainbow-colored breath. It’s tears are the main ingredient in hyorogan.

Ninja Shark

Life Points Skills

Body / Weightlifting, Survival, Guerilla Combat A (Weightlifting) Range: 1

Ninpo Close

Jaws S (Weightlifting) Cost: 2 Used before this character attempts an Attack Resolution when in the Water battlefield. When an Action Resolution based on this Ninpo’s skill succeeds, Close Combat deals 2 more damage.

Aquatic

E

Negate penalty when in Water battlefield.

A savage great white shark that has been altered with brain surgery to follow any and all commands. The most dangerous combatant underwater.

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These are experts from each clan. These enemies are the same level as the Player Characters. They can be used as sample characters for quick play. They each should be assigned 1 Ougi, chosen by the Master.

好 ቭ 手

Mad Scientist

Life Points Skills

Tool / Pyromancy, Clothes, Torture, Finance, Strategy

Ninpo Close Combat

Ranged Attack Blast Crushing Blow Hadesology

A A A S E

(Finance) (Strategy) (Pyromancy) (Torture)

Range: 1 Range: 2 Range: 1 Cost: 1 Cost: 1

A Hasuba scientist dedicated to unlocking the secrets of the other clans’ Ninpo.

Swordsman

Life Points Skills

Body / Demolition, Riding, Running, Sword, Analysis

Ninpo Close Combat

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A Ranged Attack A Crushing Blow S Heat Haze S End of the Beginning

(Ride) (Sword) (Demolition) (Sword) E

Range: 1 Range: 2 Cost: 1 Cost: 1

A Kurama Shin Clan soldier hunting for supernatural threats.

Enemy

Rival

Shinobigami

Ex-Ninja

Life Points

Skills

Stealth / Pyromancy, Escape, Invisibility, Multiplicity, Analysis

Ninpo Close Combat

A Shadow Duplicate S Blast A Able-bodied E Continuous Attack

(Escape) (Multiplicity) (Pyromancy) S

Range: 1 Cost: 1 Range: 1 Cost: 1

Cost: 2

A ninja who has thrown away his duty, betraying his clan by running away.

Shaman

Life Points Skills

Scheme / Shuriken, Sleep, Seduction, Finance, Word Magic

Ninpo Close Combat

A Ranged Attack A Resupply S Emotion Manipulation Marionette S

(Word Magic) (Shuriken) (Finance) S (Seduction) (Manipulation)

Range: 1 Range: 2 Cost: 1 Cost: 5

A female ninja of the Hirasaka Agency, infiltrating an organization to gain information.

Tactician

Life Points Skills

Strategy / Running, Interception, Nature, Strategy, Writing

Ninpo Close Combat

A (Nature) Continuous Attack S Guidance S (Running) Essentials of the Battlefield E Tactical Shock S (Writing)

Range: 1 Cost: 2 Cost: 2

A strategist from the Otogi Private Academy, planning his next move and looking for the chance to give him the best chances against his opponent.

Sorceror

Life Points Skills

Sorcery / Climbing, Sleep, Summoning, Binding, Visual Control

Ninpo Close Combat

Meteor Shower Crushing Blow Able-bodied Counter

A A S E S

(Binding) (Summoning) (Climbing)

Range: 1 Range: 3 Cost: 3 Cost: 1

(Sleep)

Range: 2 Cost: 2

An oni-blooded sorceror specializing in curses and skilled in magic.

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These enemies are stronger than the Player Characters and are able to take on several opponents at once. They should be assigned 2 Ougi, chosen by the Master.

魔 人

Enemy

Genius

Metal Night

Life Points Skills

Tool / Engineering, Pyromancy, Demolition, Invisibility, Strategy

Ninpo Close Combat

A (Invisibility) Range: 1 Sunder S (Demolition) Cost: 2 MechaNinja E Blast A (Pyromancy) Range: 1 Cost: 1 Carnage A (Strategy) Range: 2 Heat Haze S (Sword) Cost: 2 A ninja that has mechanized his entire body. He is now equipped with advanced weaponry such as optical camoflage and high-frequency vibro-blades. His heart is now as cold as iron and will stop at nothing to accomplish his mission.

Demon Blade

Life Points Skills

Body / Weapon Concealment, Ballistics, Running, Sword, Analysis

Ninpo Close Combat

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A Kaleidoscope A Assassin S Unmovable E Bloody Determination End of the Beginning

(Weapon Con.) (Ballistics) (Sword)

Range: 1 Range: 3 Cost: 1

E E

A warrior that lives by the sword. In a continuous search for that which is True Strength, they trust nobody but their sword and follow its thirst. And it thirsts for blood.

Shinobigami

Ninja Master

Life Points

Skills

Stealth / Rope Use, Infiltration, Ventriloquism, Multiplicity, Willpower

Ninpo Close Combat

A (Rope Use) Range: 1 Shadow Duplicate S (Multiplicity) Cost: 1 Body Double S (Ventriloquism) Cost: 4 Carnage A (Multiplicity) Range: 2 Crushing Blow S (Rope Use) Cost: 1 Unmovable E These are the legendary ninja that gave the World of Shinobi its name. However, these ninja have left their clans, never to be seen again. It is said that they left in order to save the ones they love.

Master Mind

Life Points Skills

Scheme / Sleight of Hand, Investigation, Rumourmongering, Finance, Illusion

Ninpo Close Combat

A Social Battle S Reticence S Emotion Manipulation Plot Restriction S Kaleidoscope A

(Sleight of Hand) Range: 1 (Rumourmongering) (Investigation) S (Rumourmongering) Cost: 1 (Illusion) Cost: 3 (Illusion) Range: 3

Hidden deeper even than the World of Shinobi, these ninja lurk in the world of shadows themselves. They control the movements of finance and government to their whim, and also seem to be able to control where and when things happen.

Master Strategist

Life Points Skills

Strategy / Pyromancy, Invisibility, Creature Mastery, Strategy, Encryption

Ninpo Close Combat

A (Pyromancy) Range: 1 Blast A (Pyromancy) Range: 1 Cost: 1 Diversion S (Encryption) Cost: 2 Strategic Command S (Creature M.) Cost: 3 Destruction: Stealth S (Invisible) Cost: 2 Encirclement A (Strategy) Range: 5 These strategists have snatched victory--and the opponent’s head--in 100 of 100 battles. Maestros of the art of war of East, West, current and ancient, they live only to conquer the battlefield.

Mage Blooded

Life Points Skills

Sorcery / Hydromancy, Invisibility, Necromancy, Word Magic, Visual Control

Ninpo Close Combat

A (Word Magic) Range: 1 Carnage A (Visual Control) Range: 2 Crushing Blow S (Hydromancy) Cost: 1 Continuous Attack S Cost: 2 Vampirism S (Necromancy) Cost: 1 Counter S (Visual Control) Range: 2 Cost: 2 Within the Oni clan, powerful rites to create terrifying beasts--weapons of destruction-exist. Those creatures born of these horrible rituals have magic coursing through their very blood; they are known as the Mage Blooded.

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These enemies are demonic beings from another plane of existence. Most of them are harbingers of disaster. Sending them back to whence they came is one of a ninja’s most solemn duties. The Shinobigami are said to be a type of Outsider. They should be assiigned 1 Ougi, chosen by the Master.

渡 来 人

Enemy

Outsider

Necrologist

Life Points Skills

Sorcery / Acupuncture, Torture, Contortionism, First Aid, Necromancy

Ninpo Close Combat

A Encirclement A Destruction: Body Counter S Vampirism S Crushing Blow S

(Torture) (Necromancy) S (Jumping) (Contortionism) (Necromancy) (Torture)

Range: 1 Range: 5 Cost: 2 Range: 2 Cost: 2 Cost: 1 Cost: 1

A race of Outsider that dabbles in the science of death. They are able to control 2 crests: the Death Crest and the Life Crest. The Death Crest, when handed to a living thing, changes them to a puppet-like being called a Mannequin. When the Life Crest is handed to a dead thing, it turns the body into a Replica, a mockery of life that keeps the memory of the being’s life before death.

Architect

Life Points Skills

Tool / Engineering, Rope Use, Digging, Sleep, Encryption

Ninpo Close Combat

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A (Digging) Range: 1 Kaleidoscope A (Engineering) Range: 3 Spider of Darkness S (Rope Use) Range: 2 Cost: 5 Arrow Catching S (Clothing) Cost: 1 Continuous Attack S Cost: 2 Hadesology E A race of Outsiders that continuously creates machines. They come into our world to test out their new creations. They are constantly searching for mortals suitable to become their successor, and will “spirit away” any they find worthy.

Shinobigami

Muse

Life Points

Skills

Scheme / Clothing, Olfaction, Seduction, Rumourmongering, Possession

Ninpo Close Combat

A (Performance) Range: 1 Scent of Spring A (Necromancy) Range: 5 Emotion Manipulation S (Rumourmongering) Cost: 1 Social Battle S (Rumourmongering) Fascination S (Seduction) Range: 3 Cost: 2 Demonic Rebirth S (Possession) Cost: 5 A race of Outsider that lives off of Beauty. They provide inspiration to artists in reciprocation. However, any that deal with a Muse will find their arrangement leads to their death. The Beauty that the Muse crave eventually coalesces into Gates open to others.

High Roller

Life Points Skills

Strategy / Sleight of Hand, Jumping, Ventriloquism, Willpower, Memory

Ninpo Close Combat

A Kaleidoscope A Guidance S Pursuit of Knowledge Destruction: Stealth Body Double S

(Ventriloquism) Range: 1 (Sleight of Hand) Range: 3 (Running) Cost: 2 S (Memory) Cost: 2 S (Ventriloquism) Cost: 2 (Invisible) Cost: 4

A race of Outsider that has supernatural nerve and mathematical ability. Their aim in this world is to dominate in any and all games. They may seem happy-go-lucky, but in fact will strictly adhere to the rules.

Destroyer

Life Points Skills

Tool / Weapon Concealment, Demolition, Contortionism, Interception, Bluff

Ninpo Close Combat

A (Interception) Range: 1 Sunder S (Demolition) Cost: 2 Destruction: Tool S (Demolition) Cost: 2 Emotion Manipulation S (Bluff) Cost: 1 Surprise Attack S (Weapon Con.) Shaken E A race of Outsider that provides clients with hard to find components. They are able to deconstruct items minutely to create and deliver their specific parts: the spring of a virgin girl, the dream of an ideal, an integrated circuit of envy, etc.

Swordsmith

Life Points Skills

Body / Ballistics, Sword, Inception, Transformation, Binding

Ninpo Close Combat

A (Binding) Range: 1 Bloody Vortex A (Transformation) Range: 3 Cost: 1 Assassin S (Ballistics) Cost: 1 Heat Haze S (Sword) Cost: 2 Continuous Attack S Cost: 2 End of the Beginning E A race of Outsider that bears a cursed sword used for fighting in the supernatural realm. Their sword is made of extreme human emotions. Human bodies are carried to their realm and processed over extreme heat to collect their dreams, love, hate and despair.

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