TEXT: Created by Eloy Lasanta
  Written by Brennan Bishop and Eloy Lasanta
  Edited by Carol Darnell 
  Proofreading by Robert M. Everson
  Art by Gunship Revolution
  Layout and Typesetting by Eloy Lasanta
  Copyright © 2018 Third Eye Games
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  Convention. No part of this book may be reproduced 
  in part or whole, in any form or by any means, with-
  out permission from the publisher, except for brief 
  quotes for use in reviews or copies of the  
  character sheet.
  Ivory Pillars
  Laughing Bandits
  Plentiful Beggars
  Clan Pack #2
  The Tricksters
  THE NINJA CRUSADE
  Second Edition
  1
  
   
  è Other Names: Tomi Clan, Parasites, Clan-Splitters
   
  è Stereotypes: Advisers, Cowards, Pacifists
   
  è Fighting Styles: Snake, Crane
   
  è Favored Jutsu: Way of the Open Fan
   
  è Skills: Deception +1, Perception +1, Persuade +1, 
  Speed +1
   
  è Ki Balance: +1 Yin
  History
  The Ivory Pillars are a relatively small clan founded 
  shortly after the warring states period by Wada Ruriko. 
  She was a young handmaiden in the service of nobles, 
  whom she saw commit several injustices and spread 
  corruption throughout noble society. This disgusted 
  Ruriko, who vowed to bring it all crashing down, so she 
  hid herself among those she wanted dead and waited 
  for her chance. Rising through the political system, 
  Ruriko took delight in playing high-ranking officials 
  against one another. Not for personal gain or profit, but 
  just to watch their power dwindle as they wasted their 
  contacts and resources to take each other down. She de-
  veloped powerful jutsu to bend the minds and wills of 
  others and took great joy in sending the most powerful 
  warriors to follow fool’s errands on costly expeditions. 
  When her first victims’ houses had collapsed, Ruriko re-
  invented herself again and settled in Kiwan. Once there, 
  she began teaching others how to manipulate anyone 
  with whom they disagreed and how to bring the most 
  powerful clans to ruin. 
  After a long life of doing whatever she wanted to fur-
  ther her goals, Ruriko’s family took over the training of 
  ninja; and even though they only take on a few students 
  at a time, many stay on to help pass their learnings on 
  to the next generation.
  As the teachings of Ruriko live on through her stu-
  dents, the clan continues to only accept those who live 
  for trickery and deception rather than personal gain. 
  Many who train at their temple never return, as they 
  are off twisting the wills of the rich and pow-
  erful. But giving in too much to greed can send 
  other Pillars to come after the ninja, as they’ve 
  been a poor example of the clan. Pillars often find it dif-
  ficult to work together, constantly resisting the urge to 
  manipulate each other for the sheer joy of it, but they 
  work handily with most other ninja to pursue similar 
  agendas. The rise of the Empire was a great blessing to 
  the Tomi clan, as it finally gave them a focus for their 
  wrath, and a giant target great for perfecting their 
  training and giving great joy at working to see the Em-
  pire topple and burn.
  Lifestyle
  When on their own, an Ivory Pillar tends to insinuate 
  themselves into an already-existing social power struc-
  ture with the goal of dismantling it from the inside. Some 
  live extravagantly, while others prefer a more modest 
  lifestyle, but it all depends on what best benefits their 
  cover. There are no rules for how to govern oneself while 
  breaking down a target and turning their hatred inward, 
  but most Pillars take on enough wealth and comfort 
  equal to their target’s to blend in with them. 
  Ivory Pillars pride themselves on being well-known 
  to their targets, but never the one in direct control. 
  That way, when everything falls apart, they can slide 
  out of the situation free from blame while the leader, 
  symbolic or bonafide, goes down with the ship. Only 
  the brightest and most observant realize they’ve been 
  played by a Pillar, and even then it’s usually far too late.
  It’s hard not to spend time in the Lotus Coalition 
  harassing members of Hidden Strands, as they are the 
  symbol of what the Pillars hate the most. The two clans 
  have a long history of interfering with each other’s 
  machinations and generally harbor a mutual animosity. 
  After many years of friendship and cooperation, it’s not 
  unusual for a member of the Strands to find themselves 
  abandoned and alone, only to realize the Pillars were 
  behind it all. Of course, any determined Strand then 
  devotes the rest of their life to finding the Pillar and 
  crushing them. It’s an inevitable cycle that ends badly 
  for everyone involved. 
  Ivory Pillars
  2
  Clan Pack #2 - The Tricksters
  
  Agendas
  The bigger and more powerful the group, the more 
  likely they are to attract the attention of an Ivory Pil-
  lar. The clan takes great pride in tearing social struc-
  tures apart, draining resources, and spreading forces 
  thin. There’s no real driving conviction at work 
  to motivate the clan; they joined the Lotus Co-
  alition simply because they enjoy the cha-
  os they create and the enjoyment they get 
  along the way. Most ninja aren’t cut out for 
  a life among the Pillars, and that’s just how 
  they like it.
  The Tomi clan views the Empire as the big-
  gest and most challenging target they could 
  ever dream of and relish the oppor-
  tunity to tear it down. Likewise, 
  the Lotus Coalition is a group 
  they see as a challenge to truly 
  infiltrate. All this serves the great-
  er idea of dismantling the entire Em-
  pire, quickly followed by direct strikes 
  at the other clans who have opened 
  their arms to the Ivory Pillars.
  Clan Gift and 
  Trigger
   
  è Gift - It Wasn’t Me: Ivory Pil-
  lars are masters of misdirection and 
  avoiding fallout for when things fall 
  apart. They receive +2 Deception 
  to cast blame for a problem they 
  created on someone else. As well, 
  when they target someone with a 
  social attack that inflicts a mental 
  Condition, they automatically inflict 
  +1 level.
   
  è Trigger - Burn it Down: When 
  faced with an opportunity to cause mis-
  chief, they take it —even if it causes dra-
  ma for themselves or the group. Gain +1 
  Karma when they pit two or more peo-
  ple against each other with no benefit 
  except to watch the ensuing argument. 
  This raises by another +1 Karma if it in-
  volves a member of the Hidden Strands.
  Contacts
  Choose one ally and one rival
   
  è Mao Ohara (Crafts): A conman by trade, Oha-
  ra offers incredible deals on forgeries and art replicas 
  and conveniently disappears before being found out.
   
  è
  Sasaki Sadayo (Intimidation): Thugs 
  are a dime a dozen, but none are as brazen as Sa-
  dayo, who makes a living on the backs of others.
   
  è
  Kiyoko Nishi (Empathy): Her sand art 
  inspires the very best in people, but Nishi isn’t 
  after money, she instead wants to carve a place 
  in the world for her philosophy and followers. 
   
  è
  Ueno Hatsuyo (Athletics): A messen-
  ger for the upper-class, Hatsuyo has got-
  ten into the habit of reading the mes-
  sages and replacing them with ones of 
  his own creation, swaying the upper 
  echelons of the rich to his way of 
  thinking.
   
  è
  Adachi Youko (Marks-
  man): A steadfast guard protect-
  ing a traveling politician, You-
  ko knows all the brigands and 
  thugs from their faces alone 
  and is trying to organize a se-
  cret uprising to establish herself 
  a new position of power.
   
  è
  Misa Mitani (Knowl-
  edge): A local genius in the form 
  of a small child, Mitani sells infor-
  mation and is always the first to 
  know anything worth knowing.
  Bonds
   
  è
  Choose one ninja who runs in different 
  circles, but is always good to farm for rumors. 
   
  è
  Choose one ninja who is suspicious 
  of your nature and doesn’t trust you.
   
  è
  Choose one ninja with whom you can 
  laugh about each other’s exploits over tea.
  3
  Clan Pack #2 - The Tricksters
  
  Way of the  
  Open Fan
  Element: Metal
  Training: The Pillars’ training takes place 
  with potential recruits trying to outwit and 
  outmaneuver each other in games of wits and 
  intelligence until only a few remain. The oth-
  ers leave, flushed cheeks and in a hurry, while 
  the remainder study the art of manipulation 
  under the tutelage of the masters of the open 
  fan. They improve their linguistics, social flu-
  idity, and ability to escape blame for all the 
  things they set in motion. On a Boost for acti-
  vation, they inflict 1 mental damage on a tar-
  get of their choice.
  Backfire: When an Ivory Pillar fails a jutsu 
  check, their words fall flat and their enemies 
  wonder exactly why they are even interacting 
  with the ninja. The character suffers an Em-
  barrassed 1 Condition.
  Basic Jutsu
   
  è Great Legends (Yang + Perform): The ninja weaves 
  a grand story from thin air, which goes on until the 
  ninja chooses to stop or loses consciousness. Any-
  one hearing the story is drawn in and unable to 
  stop listening. However, if any aggressive action is 
  taken against an enthralled or if the ninja stops to 
  perform any other Action, the jutsu’s effect on the 
  target is broken.
   
  è Library of the Mind (Yin + Knowledge): If ques-
  tioned on a topic they know little or nothing about, 
  the ninja takes a moment to reflect and the answer 
  comes to their mind. It may not be the perfect an-
  swer, but it is what the target is most likely looking 
  to hear. 
   
  è Nest of Vipers (Yin + Crafts): Once the ninja has 
  settled into a semi-permanent haven, they can 
  meditate and create an aura of malleability to help 
  manipulate others in the area. For each success 
  rolled, the ninja gains a +1 bonus to social rolls (up 
  to +4) while inside their chosen domain (usually a 
  single room).
   
  è Weaponized Ink (Yang + Crafts): The ninja can in-
  stantly forge a note, order, or letter in the style and 
  handwriting of their chosen target. Notes between 
  nobles are seen as even better than their word and 
  with this jutsu, the ninja can skew opinions, get 
  into places they shouldn’t be, and otherwise throw 
  a wrench in political gears. 
   
  è With a Look (Yang + Empathy): Merely raising and 
  lowering their eyebrows with a quick look, the ninja 
  can deliver a secret message to targets equal to suc-
  cesses gained. Their targets instantly understand 
  the message, even if they are vocalizing something 
  entirely different. 
  Median Jutsu
   
  è Assurance of Fools (Yin + Discipline): Must have 
  With a Look. The ninja concentrates on a target who 
  then forgets how to perform the task they are at-
  tempting, making them look like a fool. They might 
  put a saddle on a horse backwards and tie them-
  selves to it or try to eat their food with their sake 
  cup instead of chopsticks. The target won’t listen to 
  any sort of outcry or warnings and waves them off 
  until they actually try to make the task work, then 
  it acts as a Critical Failure. 
  4
  Clan Pack #2 - The Tricksters
  
   
  è Brain Snake (Yin + Empathy): The ninja speaks a 
  rumor or falsehood to a target who is then urged 
  to repeat that information to the next person they 
  speak to. The next person must do the same until 
  the number of targets equal to successes gained 
  have heard the rumor. 
   
  è Hero of Legend (Yang + Persuade): Must have 
  Great Legends. The ninja chooses a target and 
  talks in great detail about their accomplishments 
  and great deeds. All who listen take a Convinced 
  1 Condition and believe the target has done these 
  things and are exactly who the ninja says they are. 
  The target gains a +2 bonus to any one skill that the 
  ninja has specified that falls in line with their story, 
  which lasts for the Scene.
   
  è Slip of the Tongue (Yin + Deception): Must have 
  With a Look. Silently, and without moving their lips, 
  the ninja speaks a full sentence and declares a target. 
  The target is seen and heard speaking that sentence 
  in their own language and speech mannerisms.
   
  è Unraveling Scroll (Yin + Empathy): While the tar-
  get is talking, the ninja nods solemnly in agreement 
  and - without thinking about it - the target let’s slip 
  a small, but not totally harmless secret connected 
  to their current subject. On a Boost, the secret is a 
  major one instead. They gain a one-time +1 bonus 
  when they choose to implement this information. 
  Advanced Jutsu
   
  è Compulsion (Yin + Empathy): Must have Brain 
  Snake. After a brief conversation, the ninja con-
  vinces their target they are someone they are not. 
  The player rewrites one of the target’s Triggers 
  to more serve their purposes. The target gains no 
  Karma from other Triggers until the compulsion is 
  fulfilled or a week passes. If/when the target com-
  pletes their given compulsion, they gain 1 Karma 
  normally and then further Karma gains come from 
  a reversion to their previous Trigger.
   
  è New Narrative (Yang + Deception): Must 
  have Hero of Legend. When the target of 
  this jutsu has just accomplished something 
  either great or terrible, the ninja instant-
  ly makes it appear that someone else (themselves 
  included) performed the act, and all listening take 
  a Convinced 2 Condition and believe the new nar-
  rative. All rewards and praise go towards the new 
  target, leaving the original bewildered. The ninja 
  can also merely flip the sentiment of the original 
  deed so that good things become bad and vice versa 
  in the eyes of those around.
   
  è Rubber Skin (Yin + Persuasion): Must have Slip of 
  the Tongue. As quick as a sly grin, any one mental 
  Condition the ninja is suffering shifts off them and 
  onto a target within Near Range. The ninja can re-
  peat this jutsu as many times as they like for each 
  condition they have.
   
  è Shade of the Slave (Yin + Intimidation): Must 
  have Assurance of Fools. Flicking their wrist, the 
  ninja dictates a victim within Near Range, and any 
  physical attacks that were supposed to target the 
  ninja now target their victim. This manipulates cir-
  cumstances by casting blame or even convincing 
  someone to protect the Pillar. The target of this jut-
  su cannot be the attacker as well.
   
  è Tea for Two (Yang + Empathy): Must have Unrav-
  eling Scroll. Exuding confidence and an air of calm, 
  the ninja gains a +2 bonus to all social rolls, and 
  makes it impossible for anyone in the Scene to de-
  clare physically offensive actions, even if weapons 
  are drawn and honor besmirched. Defensive actions 
  can be declared as normal and this effect fades if 
  the ninja makes a combat action themselves. Other 
  ninja can expend 2 Yang to wave this effect and at-
  tack anyway. 
  5
  Clan Pack #2 - The Tricksters
  
  Laughing Bandits
  6
  Clan Pack #2 - The Tricksters
   
  è Other Names: Warai Clan, Tricksters, Laughers
   
  è Stereotypes: Thieves for hire, Sneaky, Insulting
   
  è Fighting Styles: Monkey, Mantis
   
  è Favored Jutsu: Way of Silent Bells
   
  è Skills: Deception +1, Fighting +1, Perception +1, 
  Speed +1
   
  è Ki Balance: +1 Yang
  History
  Centuries ago, a band of thieves lived in the Cradle of 
  Life and preyed upon travelers and nearby towns alike. 
  The local nobles, not taking lightly the taxable income 
  disappearing, increased security around the area to the 
  point where the thieves were losing members and were 
  on the brink of extinction. The leader’s daughter, Ryou-
  na, wanted to try a different way of thievery and chal-
  lenged her father to change his ways. When he refused, 
  she stole his sword out of his scabbard and hid it until 
  he paid her a ransom. When she pointed out how easy it 
  was and that he was so eager to pay, he laughed and the 
  two of them worked together to purge their clan of dis-
  sidents and push their disciples in their new direction.
  They would no longer be thugs, chasing after the 
  coins of those barely scraping by, they would instead 
  ruthlessly pursue the goal of becoming the perfect 
  thieves, developing hundreds of schemes and tricks to 
  get what they wanted. The Laughing Bandits practiced 
  their art on the nobles who hunted them and over gen-
  erations, transformed from simple cut-purses into the 
  most skilled thieves who ever stalked the rooftops of 
  the Empire. They stole crowns of the highest born, ran-
  somed back swords passed down for generations, and 
  became feared by other clans.
  They grew rich upon the sheer amounts they stole, 
  but the leaders found their followers growing opulent 
  and lazy over time. Instead of retiring to obscurity, the 
  leaders regrouped once more. They focused on the art 
  of the theft, not the material gain itself. It was no longer 
  important what they did with the money, but 
  how they got it. 
  The Warai sisters, the daughters of the clan leader, 
  developed The Way of the Silent Bells as a way of com-
  peting for inheriting the ownership of the clan, but the 
  realization of how amazing the jutsu proved to be was 
  unmistakable and soon the sisters jointly ran the clan, 
  teaching their techniques to those willing to join them. 
  Lifestyle
  These days, they operate out of Takuku Village, 
  hidden away deep in the large forest of the Oak Leaf 
  Province. The buildings are hung from the thick tree 
  branches, and entry is strictly regulated. Rope ladders 
  are lowered to those who know the secret passwords, 
  and the phrases change regularly. Trusted individuals 
  are granted access so long as they provide useful intel 
  and resources for the clan. 
  The Bandits are led by the best thief among them, 
  Shen Yuna, who utilizes a vast information brokerage 
  system to find acceptable targets ripe for thieving. Any 
  Warai member who visits can catch a glimpse of the vast 
  stockpiles of money pouring out of the Laughing Ban-
  dits’ stores, but this too is another trick they like to pull 
  for the security of the village. Everyone knows they run 
  their forest, so picking up a coin from the ground is an 
  act of war, and gives the clan the right to attack on sight. 
  There are other, smaller villages that operate as safe 
  houses for members of the clan, and they are rewarded 
  handsomely. Each Bandit is expected to pay their own 
  way in Takuku society, which necessitates the stealing 
  the clan specializes in. Robbing fellow clan members is 
  strictly forbidden, and Bandits who break this rule find 
  themselves exiled or forced to perform unsavory acts in 
  restitution for years to come. 
  Other clans come seeking the Warai clan’s expertise, 
  but their requests usually hold no interest for these nin-
  ja. However, the Bandits do occasionally send members 
  of their clan out as emissaries, polishing their diplomat-
  ic skills or simply to remind the world of their presence.
  
  7
  Clan Pack #2 - The Tricksters
  Agendas
  The Bandits are in it for the art of thieving, but the 
  raging war has made their prey harder to come by as 
  the rich have their money tied up in the war machine. 
  They now rent out their services to other clans and 
  sometimes operate for free just to get their newer re-
  cruits field experience. These ninja are quick, but not 
  as exceptional in combat as some of the other clans, 
  so they usually reserve their skills for reconnais-
  sance or infiltration. 
  They feel the need to help, as the Empire is 
  making their job a lot harder by widening the 
  gap between the rich and the poor, keeping 
  those nobles with anything worthwhile on 
  edge. Once the Empire is gone, the 
  oppression and danger should 
  see a respite as well, allowing 
  them to operate in relative se-
  crecy once more. They’ll likely 
  part ways with the Lotus Coa-
  lition at that time, but will ob-
  viously make themselves avail-
  able for contract as the thrill of 
  chasing money isn’t one they 
  can ignore.
  Clan Gift and 
  Trigger
   
  è Gift - Snatched: From 
  the few who have met them, 
  Tricksters are fabled for their 
  ability to pluck something from 
  a combatant without notice. 
  They receive +2 Stealth when 
  dealing with misdirection or pickpock-
  eting, and on a Boost during an attack (or by 
  spending a Dynamic Action), the ninja may 
  steal an item off their target’s body. This could 
  be anything from a broach they can sell later to 
  the secret plans kept in their satchel. Cannot be 
  used with ranged attacks. 
   
  è Trigger - Thrill of the Steal: Few Trick-
  sters can simply steal an item. They feel the urge 
  to nab their object of desire in the flashiest way 
  possible… usually during combat. Once they’ve 
  got what they want, they usually attempt to 
  leave the Scene without further confrontation, 
  but this rarely works out well. Gain 1 Karma 
  if they give in to their need to be flashy to the 
  detriment of themselves or their group. 
  Contacts
  Choose one rival and one ally 
   
  è Baba Kikuno (Intuition): Kikuno runs a gambling 
  hall filled with the best of the worst the city offers, 
  and is not above destroying those who oppose them.
   
  è
  Kaneda Misora (Empathy): Misora can 
  figure out the life story of anyone before them with 
  a glance, but uses this ability to further 
  the agenda of her brother’s cult.
   
  è Nishimura Kiwa (Marksman): 
  A sailor on semi-permanent shore 
  leave, Kiwa boasts that they have 
  never missed a target and goes to 
  great lengths to prove it.
   
  è Kouki Hiroyuki (Perform): 
  An aging storyteller, Hiroyuki has 
  a captive audience and uses their 
  platform to spread tales of those 
  hated and loved in the region.
   
  è Seta Kayoko (Knowledge): An 
  advisor to the local ruler, Kayoko 
  whispers into their ear who is the 
  most deserving of attention in the 
  region, good and bad alike.
   
  è Kaya Hayashi (Persuade): Be-
  ing dirt poor and living in the gut-
  ter has never slowed her ability to 
  influence those around her to bend 
  to her will.
  Bonds
   
  è Choose one ninja who you’ve stolen from but 
  they haven’t found out yet.
   
  è
  Choose one ninja who you keep close because 
  they’re going to lead you to your next big score.
   
  è
  Choose one ninja who motivates you to make 
  better choices.
  Way of Silent Bells
  
  8
  Clan Pack #2 - The Tricksters
  Element: Fire
  Training: Recruits are blindfolded and en-
  couraged to hone their pickpocket skill without 
  the use of their sight. Some are forced to keep the blind-
  fold on until they master the first few jutsu and can 
  spend weeks in the dark. Those in the first few years 
  of their training are sent to big cities and encouraged 
  to steal from the very best and most dangerous crimi-
  nals, as they present the most challenging targets. The 
  successful ones usually return with a few new recruits 
  and are laden with gold. The less successful ones don’t 
  come back at all. On a Boost, the ninja learns of the most 
  valuable item the target has on them. If they don’t have 
  anything of worth, the ninja learns of another item in 
  the area of the highest value.
  Backfire: The joints in the ninja’s fingers stiffen and 
  ache, making pickpocketing difficult. The ninja receives 
  a cumulative -1 penalty to all pickpocketing, lockpick-
  ing, and climbing checks.
  Basic Jutsu
   
  è Betraying Nature (Yin + Persuade): By engaging a 
  target in conversation and mentioning an item they 
  have in their possession, the ninja can pinpoint the 
  whereabouts of said object. The target simply lets 
  the item’s location slip, or they pick up its location 
  from context clues. Whether it is hidden in a locked 
  vault or in one of their pockets, the ninja now knows 
  exactly where it is.
   
  è Billowing Curtains (Yang + Stealth): With a puff 
  of smoke and a loud bang, the ninja blinds her op-
  ponent, giving her enough time to make a hasty 
  retreat (or a sneaky attack). All characters in the 
  immediate area (a room, or Near Range) who have 
  their eyes open (with the exception of the ninja) 
  suffer a Sensory Loss 1 Condition (Sight).
   
  è Lithe Hands (Yang +Speed): Focusing their Ki, the 
  ninja unleashes a flurry of quick grabs into their 
  opponent’s pockets, taking all they can. They can 
  attempt (Yang) Stealth + Speed checks to pick their 
  opponent’s pocket with just 1 Action.
   
  è Perfect Delivery (Yang + Fighting): With a flick of 
  the wrist, an item their target is holding flies off in 
  a direction of the ninja’s choosing. They can place it 
  anywhere within Near Range of themselves (i.e. in a 
  bag, the ninja’s scabbard, or even in their own hand 
  to attempt to make an attack with it). If it’s a weap-
  on with the Sharp or Heavy Weapon Qualities, 
  the ninja can embed it in a wall or other such 
  structure, requiring a Might check for any who 
  attempt to wrest it free.
   
  è Sticky Fingers (Yang + Stealth): The ninja touches 
  an object and sticks to it with a firm, unbreakable 
  grasp that lasts for the Scene or until the ninja can-
  cels the effect. They must be able to normally lift 
  the object, and it cannot be wrested from the ninja 
  under any circumstances or disarmed.
  Median Jutsu
   
  è Deep Pockets (Yin + Discipline): Must have Lithe 
  Hands. With a quick movement of their hands, the 
  ninja grabs and whisks an object into a pouch upon 
  their person. The object can be up to the size of a 
  house and it shrinks and vanishes into the pouch 
  along with everything inside of it. Living creatures 
  spill out of the object as it shrinks and land un-
  harmed. The weight of the pouch remains the same 
  as before anything was stuffed into it. If the pouch 
  is damaged or purposefully emptied by the ninja, 
  the contents return to its usual size and weight. The 
  effect lasts as long as the ninja desires or until they 
  go to sleep.
   
  è Provocation (Yang + Persuade): Must have Be-
  traying Nature. The ninja speaks insultingly to their 
  target and incites them into a rage. The target grabs 
  the nearest useful weapon and attempts to attack 
  the ninja for Rounds equal to successes gained be-
  fore they come to their senses. They suffer a -2 pen-
  alty on their checks, as they are blinded by anger, 
  and on a Boost, the victim suffers a Confused 1 Con-
  dition when it ends.
   
  è Sudden Replication (Yang + Crafts): Must have 
  Sticky Fingers. By simply touching an object, the 
  ninja is able to replicate (Yang) others exactly like 
  it. The duplicates are exact, employing the same 
  values and effects (except magic or Ki-infused 
  items), but cannot be living or larger than the ninja. 
  The item lasts for 1 Scene, and the ninja can always 
  track which is the original.
   
  è Thief Strike (Yin + Fighting): After a solid ac-
  tivation used as the character’s attack, the ninja 
  evokes this jutsu reflexively to cause the target to 
  drop whatever items they have on their person, 
  including anything in their hands or pockets and 
  even equipment on their person. Items fall on the 
  ground, spilling out of pouches and packs, leaving 
  the target prone. This jutsu inflicts no damage, but 
  for each success one item is dropped, a pouch or bag 
  is emptied, or their Armor is reduced by -1.
   
  è X Marks the Spot (Yin + Empathy): Must have Be-
  traying Nature. After using Betraying Nature, this 
  
  9
  Clan Pack #2 - The Trickster
  jutsu gives the ninja an immediate 
  sense of where the item is, especially 
  useful if it’s on the move. They gain 
  +2 Survival to track the item and al-
  ways know if it is within (Yin) miles. 
  Advanced Jutsu
   
  è Fuse (Yin + Crafts): Must have 
  Sticky Fingers. Warai ninja often find 
  themselves unarmed and caught off 
  guard. With this jutsu, they can turn 
  the tables with a wave of their hand. 
  The ninja causes small objects in the 
  room to fly to her and stick together 
  in an unbreakable bond. The ninja 
  can dictate what shape it takes, the 
  stickiness lasts for (Yin) Rounds, and 
  the structure has Armor equal to the 
  successes gained. Weapons, hasti-
  ly made structures, sculptures and 
  the like can be created, and scream-
  ing maniacs might find themselves 
  inexplicably dragged along behind 
  a speeding carriage with no way to 
  free themselves. 
   
  è Increasing Rarity (Yin + Disci-
  pline): Must have X Marks the Spot. 
  Holding a non-unique object, the 
  ninja concentrates and gives it a lit-
  tle squeeze. Objects like the one they 
  hold (within miles equal to successes 
  gained) instantly shatter. Ninja can 
  make a copy of something important 
  and then use this jutsu to destroy the 
  original, or other nefarious deeds.
   
  è
  Master Thief (Yin + 
  Stealth): Must have Thief Strike. 
  For the Scene, the ninja can at-
  tempt Speed + Stealth checks to 
  pickpocket things not normally able to 
  be stolen. Clothes off of someone’s back, 
  gold teeth, tattoos, hair, etc. Any item 
  thought impossible to take is a valid tar-
  get and the ninja gains (Yin) bonus dice 
  that can be used throughout the Scene to 
  accomplish their thieving mission. 
   
  è
  Nice Trick (Yin + Discipline): 
  Must have Master Thief. The ninja focus-
  es their Ki on another ninja in the scene 
  and can use whatever jutsu their target 
  used during the current Battle, even if 
  they don’t have the prerequisites. They 
  have access to the jutsu for Rounds equal 
  to successes gained, and the target loses 
  access to it until this duration ends. The 
  effects of the jutsu are the same as the last 
  time the target used it (i.e. how many suc-
  cesses they rolled, etc.), but subsequent 
  rolls go off of the ninja’s values.
   
  è
  Pluck (Yin + Crafts): Must have 
  Deep Pockets. Easily one of the most ter-
  rible jutsu the Laughing Bandits possess, 
  the ninja snaps their fingers and their 
  target is shrunk to the size of a playing 
  card for the scene. The victim retains all 
  their equipment and abilities, but have 
  the relative combat prowess of a mouse. 
  They cannot inflict physical damage 
  if they attack, but their words can still 
  hurt. If they are struck by a larger ene-
  my, damage is tripled, but all Stealth and 
  Defense checks also enjoy a +3 bonus.
  
  Plentiful Beggars
  10
  Clan Pack #2 - The Tricksters
   
  è Other Names: Kojiki Clan, Paupers, Tattered Kings
   
  è Stereotypes: Thieves, Scoundrels, Loudmouths
   
  è Fighting Styles: Wildcat, Fox (FB2E, pg. 51)
   
  è Favored Jutsu: Way of the Upraised Palm
   
  è Skills: Crafts +1, Empathy +1, Intuition +1, Survival +1
   
  è Ki Balance: +1 Yang
  History
  When the Empire crossed boundaries, annexing vil-
  lages and pulling peasants into the ranks of their army, 
  the infirm and elderly found themselves alone against 
  starvation and the natural elements. Many smaller 
  towns dried up and withered away, while others banded 
  together and tried their best to survive, but one town — 
  the village of Kanolin — went in a different direction. 
  They gathered together and created a caravan that 
  followed in the army’s wake, pestering and harassing 
  the slowest soldiers for food and aid to increase their 
  chances for survival. The army eventually grew tired of 
  them and drove the peasants off, but not before they 
  had stolen enough to set up a small camp of their own. 
  Eventually the camp turned into its own village where 
  the Kojiki Clan worked on turning their ability to sur-
  vive into a new livelihood. 
  The rebirth of Kanolin was unfortunately short-
  lived, as it slowly buckled under the lack of wealth and 
  farmable land. The people saw the town’s crumbling 
  coming for years, and some discussed assimilating into 
  other villages (requiring long days of marching), while 
  others thought there might be ways to squeeze more 
  versatility from the dying soil. Not a soul, however, con-
  sidered joining the Empire for a second. Parting ways, 
  they carried the spirit of their newly founded clan to 
  every corner of the Empire.
  It took a disgraced, wandering Ronin to teach them 
  jutsu, and soon they developed their own style and 
  magical techniques. These jutsu helped separate the 
  rich from their wealth and return it to the people who 
  needed it. Their jutsu were full of tricks to con-
  fuse and defend, as well - the things necessary 
  to outsiders trying to survive. 
  The Kojiki Clan live on the backs of others who can 
  afford it, stealing from those in power and often doing 
  what they can to pull others up from the lower rungs 
  of society. They are not the sort of ninja to forgive and 
  forget what the Empire did to them; thus, they make 
  excellent allies in the war against the Empire.
  Lifestyle
  Beggars enjoy the wealth they take from the rich, but 
  not if they see others experiencing preventable suffer-
  ing. They may appear to be selfish and out for their own 
  gain, but inevitably they give their ill-gotten gains away 
  to those who need it or even to those who sometimes 
  spend it frivolously. These ninja enjoy making others’ 
  lives easier at the their own expense, but it was never 
  their money to begin with anyway. Money and power are 
  disposable, easily gained and easily lost, so the amount of 
  wealth Beggars carry varies wildly from one day to the 
  next, or even hourly after a successful thieving mission. 
  The typically Beggar outfit is laden with pockets 
  and pouches either filled with money or absolutely 
  empty, depending on the day. These are key to their 
  jutsu, but make them stand out and, in some cases, ap-
  pear as an Untouchable. They rarely walk in the front 
  door, though, instead loitering by servant’s entrances 
  or talking to browbeaten attendants of the rich to get a 
  real sense of the master of the house before introducing 
  themselves. It's not uncommon for a Beggar to deviate 
  from an important matter to right a wrong, especially 
  when the wealth gap is involved. It's easy for the Kojiki 
  Clan to find fast friends among the lower-class.
  Since the collapse of Kanolin, Beggars have not held 
  any territory. Instead, they immerse themselves in ev-
  ery aspect of their chosen Province, root out the rich, 
  and begin to cause their chaos. Finding the perfect tar-
  gets isn’t always an option, so the ninja often makes up 
  their actions on the fly. 
  Agendas
  The Empire extracts all they can from its citizens 
  with little to no thought for the aftermath, and this 
  puts them in the Kojiki Clan’s crosshairs. The Beggars 
  
  11
  Clan Pack #2 - The Tricksters
  do what they can to offset the damage by providing 
  charity, but acknowledge that this struggle will contin-
  ue so long as the Empire exists. Beggars might be able 
  to watch a noble parade down the street without taking 
  any action against them, but seeing someone suffer be-
  cause of it is intolerable. 
  Joining the Lotus Coalition was an easy choice, but 
  they weren’t immediately accepted. The Beggars, with 
  no lands or allegiances of their own, were seen 
  as a wildcard. They work well enough 
  with other ninja, but are often dis-
  tracted by their own goals instead of 
  the mission. They make great thieves, 
  assassins, bodyguards, and acrobats, but 
  won’t see the higher-ranks of the Coali-
  tion anytime soon. When the war is over, 
  the Beggars will likely retreat back to 
  their alleys and villages to once more 
  help those in need. 
  Clan Gift and 
  Trigger
   
  è Gift - Hungry Pockets: When 
  a Beggar has nothing, they are at their 
  most powerful. As long as the ninja is 
  broke, with no more than what they 
  can carry on their back, they gain a +2 
  bonus to all checks related to stealing 
  things (pickpocketing, climbing, per-
  forming, lockpicking, etc). As soon as 
  they are no longer broke, the effect 
  comes to an end. Whether or not 
  their pockets are full, they may 
  sacrifice 1 Karma die to instantly 
  succeed at a check to pick locks, 
  as long as they are getting in some-
  where they aren’t supposed to be. 
   
  è Trigger - Down and Out: The 
  Beggars are all about the redistribu-
  tion of wealth and power. They may 
  claim they steal and menace purely 
  for themselves, but Beggars cannot 
  walk past someone in need of some-
  thing they can’t have. Gain +1 Karma 
  whenever they go out of their way 
  or get distracted by the urge to help 
  someone in need (including donating 
  a significant amount of wealth to a 
  needy cause).
  Contacts
  Choose one ally and one rival
   
  è Kawakami Shingo (Fighting): While he is 
  not a terribly good pitfighter, Shingo shows deter-
  mination as he climbs the tournament ladder and 
  enjoys showing up-and-comers the ropes.
   
  è Takisawa Masako (Crafts): A carver by trade, Ma-
  sako makes the most beautiful wooden sculptures 
  but they use their earnings to fund a dark 
  criminal enterprise that has been entwin-
  ing local thieves.
   
  è
  Teruka Iwase (Might): This 
  local blacksmith hides the sheer 
  strength they have built for them-
  selves over the years but is having 
  trouble with others in the same 
  trade after being fired by a pre-
  tentious noble. Iwase might use 
  extreme tactics to get back on 
  his feet, unless shown a less ex-
  plosive path.
   
  è
  Sakakihari Yuuichi (Surviv-
  al): A monk who can usually be found 
  in extreme environments, many are be-
  ginning to suspect he is a treasure hunter 
  instead of the pacifist persona he exudes. 
   
  è
  Takayama Chizuko (Holistics): 
  Despite being a sawbones never in need of 
  more work, Chizuko can’t help but con-
  tinuing to sew people up and ply their se-
  crets from them while under anesthetic. 
   
  è Senabi Abe (Empathy): An expert in 
  the detection of art forgeries and false iden-
  tification papers, Abe cannot stand to see 
  anyone being taken advantage of unless 
  he’s the one doing it.
  Bonds
   
  è
  Choose one ninja who shares a love 
  of tricks and laughter through hard times.
   
  èChoose one ninja who is from a higher sta-
  tion and thinks the cause of helping the poor is 
  a waste of time.
   
  è
  Choose one ninja who keeps waiting 
  for the next party you’re going to throw.
  
  12
  Clan Pack #2 - The Tricksters
  Way of the  
  Upraised Palm
  Element: Wood
  Training: Working in pairs, two apprentices follow 
  the lead of their master in flitting in and out of the man-
  sions of the rich. They learn jutsu on street corners and 
  dirty back alleys and perform them to lift the spirits 
  of those damaged by the war. The master passes on all 
  they can, and through their lessons they become hum-
  ble and generous to those without. On a Boost during 
  activation, a ninja can move one object of importance in 
  the Scene into the hands of anyone else present.
  Backfire: After a Beggar fails a jutsu check, they 
  stumble and their loot scatters. One item they are car-
  rying is dropped and ends up in a difficult place to re-
  cover. If they are not carrying anything of importance, 
  they instead fall and end up prone.
  Basic Jutsu
   
  è Bound (Yang + Athletics): Leaping from a low 
  crouch, the ninja soars into the air at double their 
  normal jumping height and distance. When they 
  land, every small object within Near Range follows 
  them as if it had been thrown. The objects cannot be 
  attached to someone or nailed down, and must be 
  small enough that the ninja could lift them. The de-
  bris follows after the ninja on the next turn so any 
  quick thinkers can prepare a sack to catch every-
  thing before it all lands in a heap all around them. 
   
  è Change in Circumstances (Yin + Persuasion): 
  Exhaling in the direction of a target within Close 
  Range, the ninja makes them appear as a member 
  of the opposite end of the social spectrum. Princ-
  es become paupers, and peasants find themselves 
  draped in flowing silks. The target either gains +2 
  to all social rolls if they appear opulent, or suffers 
  a -2 penalty if they appear lower-class. The effect 
  lasts until the ninja cancels it, or a number of days 
  equaling the ninja’s rolled successes. 
   
  è Cuckoo's Footfall (Yin + Performance): While 
  walking, the ninja concentrates and can change the 
  sound of their footsteps. They can make them si-
  lent, louder, or even sound as if a different creature 
  or armored guard is just around the corner.
   
  è In Plain Sight (Yang + Performance): Picking up 
  an instrument, a few things to juggle, or cards to 
  shuffle around, the Beggar blends into whatever 
  crowd that surrounds them. Anyone searching for 
  the ninja suffers a -2 Perception penalty to find 
  them for the Scene or until the crowd disperses.
   
  è Startle (Yin + Intimidation): With a snap of their 
  fingers, the ninja invokes a sense of terror to any 
  animal within the Scene. All the mundane creatures 
  take a Level 1 Afraid Condition, and if they already 
  have one, they immediately roll against it with a 
  penalty equal to the successes the ninja rolled. Very 
  helpful to clear a room. 
  Median Jutsu
   
  è Clinking Glasses (Yin + Empathy): Must have In 
  Plain Sight. With a large group of people (10 or 
  greater), the ninja can turn a simple gathering into 
  a party. This can be a quiet sit-down affair with a sev-
  en-course meal, or a grog-fueled ruckus, the effect is 
  the same. All who attend the party suffer a -2 penalty 
  to all contested social checks while the Beggar gains 
  a +2 bonus, making them an effective host.
   
  è The Heaviest Sack (Yang + Discipline): With a 
  quick movement, the ninja reaches into an empty 
  pouch or sack and pulls out any mundane item up 
  to Size 3. Swords, polearms, brand-new clothing, or 
  anything of the like — even if it wouldn’t fit in the 
  sack — can be created by pulling it out. It lasts only 
  for the Scene before it crumbles. 
  
  13
  Clan Pack #2 - The Tricksters
   
  è Paper Staircase (Yang + Athletics): The ninja 
  tosses a handful of money into the air and can ma-
  nipulate the path the pieces of currency take. The 
  money freezes in place, allowing the ninja and oth-
  er targets (up to successes gained), to step on the 
  bills/coins as if they were set in stone. Anyone else 
  stepping on them falls through them instantly. The 
  path extends up to 50 yards and lasts for the Scene 
  or until the ninja wills it away.
   
  è Steel Umbrella (Yang + Crafts): Must have The 
  Heaviest Sack. Any object the ninja holds and con-
  centrates on becomes either like silk and malleable, 
  or hard as steel and sharp. Napkins become throw-
  ing stars, stones transform into pillows, swords bend 
  and fly away on the breeze, and hats can block spear 
  thrusts. All hardened items gain Weapon Qualities of 
  a mundane weapon that is roughly the same shape, 
  and clothing gains +2 Armor against physical attacks. 
  They must touch the object, and it lasts for the Battle 
  before it pops back to its regular density. 
   
  è Trick of the Slight (Yang + Crafts): The ninja waves 
  their hand and an object no bigger than a clenched 
  fist disappears, while a replica appears somewhere 
  within line of sight of the ninja. The original ends 
  up in one of their many pockets.
  Advanced Jutsu
   
  è Catch! (Yin + Athletics): Must have Trick of the 
  Slight. With a flick of their wrist, the ninja tosses 
  a coin to their target, who feels compelled to catch 
  it. However, the coin bounces, spins, and dances 
  around giving the target the appearance of a clum-
  sy buffoon, inflicting 1 damage to Psyche and an 
  Embarrassed 2 Condition. The target is forced to 
  chase the coin for 1 Round for each success gained. 
   
  è House of Fire (Yin + Discipline): With a brief 
  moment of concentration, the ninja causes 
  all forms of wealth owned by a target with-
  in Distant Range to burst into flame. Money, 
  jewelry, artwork, bonds, and symbols of an extrava-
  gant lifestyle turn to ash. This only pertains to wealth 
  owned by that one person, not co-owned, or in the 
  possession of a province or country.
   
  è Pass the Buck (Yin + Fortitude): Must have Steel 
  Umbrella. Slipping a coin into the pocket of their 
  target, the ninja redirects all physical damage to 
  the ninja taken in the next Round to the target in-
  stead. If the target can find the coin and remove it, 
  the effect is lost.
   
  è Pay Them (Yin + Empathy): Must have Bound. So 
  long as the ninja is throwing money into the air, ev-
  eryone within Close Range clamors to pick up the 
  free coins instead of doing what they are supposed 
  to be doing (does not affect those of Noble heritage). 
  The targets ignore everything else as they scramble 
  for cash, but the effect only lasts (Yin)/2 Rounds.
   
  è Treacherous Coins (Yin + Deception): Must have 
  Paper Staircase and Clinking Glasses. With a wink 
  and a sly grin, the ninja inflicts a terrible curse 
  upon their target. The victim cannot spend mon-
  ey, use their status, or give orders to their lessers 
  without pain wracking their body. Each time they 
  wish to perform one of these acts, the victim suffers 
  1 damage to Health and a Pain 1 Condition, often 
  without a clue of what’s going on. This effect lasts 
  (Yin) days, or (Yin)/2 weeks with a Boost.
  
SOURCE: textdata/thevault/The Ninja Crusade/TNC 2e -Clan Pack #2 - Trickers {3EGCP2}.pdf