TEXT: THE NINJA
  A stealthy class reimagined for 0e games
  By Joseph D. Salvador
  
  Learn more about Delving Deeper at
  http://ddo.immersiveink.com/dd.html
  
  THE NINJA
  by Joseph D. Salvador
  The ninja, black-clad spy and assassin of ancient Japan, has long been a staple of
  popular media, from movies and comics to role-playing games. The ninja class first
  made its RPG appearance in The Dragon #16, in 1978 (Price, Sheldon. “The Ultimate
  NPC – Ninja,” The Dragon #16, July 1978, p. 7-10). This early variant was intended for
  use with the original fantasy game and was presented as a “DM’s hitman” to be used
  against overly-powerful player characters. The class offered a broad repertoire of
  abilities and equipment including a talent to mask its alignment, disguise and assassinate
  better than the assassin. Price revisited the class with an article the following year (Price,
  Sheldon. “The New, Improved Ninja,” Dragon #30, October 1979, p. 13-15) to expand
  the ninja’s skills and equipment.
  The ninja continued to make appearances in the first edition of the original fantasy
  game (and later editions) as an official class and as a variant. In general, the ninja
  remained a popular class but traditionally suffered from critical opinion of its over-
  powered nature.
  This new interpretation hopes to correct historical inaccuracies and to offer a class
  principally for player use.
  With thanks to Simon J. Bull for his guidance and invaluable in-put,
  and to Corey Ryan Walden for his thoughts and critique.
  For followers of the original fantasy role-playing game and suitable for use with
  Delving Deeper and other 0e games.
  "Zero Edition Games" logo courtesy of Simon J. Bull. Delving Deeper is used with
  permission.
  Original rules: E. Gary Gygax, Dave Arneson
  Author: Joseph D. Salvador
  Proof reader: Simon J. Bull
  Cover art: Utagawa Toyokuni
  Interior art & layout: Joseph D. Salvador
  March 2016
  http://ravengodgames.blogspot.com/
  Copyright © 2016 Joseph D. Salvador III
  
  Ninja
  Level
  Experiece
  Points
  Required
  Saving Throw Versus
  Hit
  Dice
  THE NINJA
  Ninja are the spies, saboteurs and assassins of medieval Japan. They organize them-
  selves in tight-knit family clans within which their secret arts are passed down from one
  generation to the next. Due to the ninja’s secretive nature, outsiders greatly fear them
  and propogate legends about their uncanny abilities. Ninja follow strict rules and must
  never betray their clan and are expected to die before being captured..
  The ninja’s prime requisite is Dexterity; having a score of 13 or better in this attribute
  allows for a bonus to experience. Her Wisdom score will adjust this ability for purposes
  of gaining experience. However, ninja must also be cunning and shrewd; thus those
  with an Intelligence score of 8 or less suffer a -10% penalty to all experience points
  gained. Though ninja are sworn and dedicated to serving their clan, the nature of their
  work requires ninja to be Neutral in alignment.
  Ninja may employ nerigawa (leather) or kusari (mail) armor, however wearing mail armor
  incurs penalties to several of the ninja’s abilities, as discussed below. Ninja cannot use
  shields but they may employ light helmets.
  Ninja use clubs, daggers, hand axes, short bows, short swords, and staffs. Additionally,
  they employ a number of new weapons - blowgun, bokken, darts, kama, katana, kodachi,
  kusari-gama, kyoketsu-shoge, and manrikigusari. Ninja characters attack as clerics, but use
  those magic items available to thieves.
  Like thieves, ninja are adept ambushers and gain bonus damage when attacking
  opponents from behind with surprise. This backstab attack is made with a +4 bonus
  “to hit.” At levels 1-3, ninja roll two dice for damage; at levels 4-6 they roll three dice,
  Table 1: Ninja Progression
  Poison
  Wands
  Rays
  Paralysis
  Petrification
  Breath
  Weapon
  Spells
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  0
  1,750
  3,500
  7,000
  14,000
  28,000
  56,000
  110,000
  200,000
  300,000
  400,000
  500,000
  1+1
  2
  2+2
  3
  3+2
  4
  5
  5+2
  6
  7
  7+1
  8
  13
  12
  12
  11
  11
  10
  10
  9
  9
  8
  8
  7
  14
  14
  14
  11
  11
  11
  11
  8
  8
  8
  8
  5
  13
  12
  12
  11
  11
  10
  10
  9
  9
  8
  8
  7
  15
  14
  14
  13
  13
  12
  12
  11
  11
  10
  10
  9
  16
  15
  15
  14
  14
  13
  13
  12
  12
  11
  11
  10
  A Ninja requires 200,000 experience points per level beyond the 12th.
  A Ninja adds one hit die per two levels beyond the 10th.
  
  from levels 7-10 they roll four dice of damage, and at 11th level and above ninja roll
  five dice when backstabbing.
  Ninja cultivate a number of unique skills through incessant training, rigorous esoteric
  practices, use of special equipment, and kuji-kiri meditation. The success of these
  abilities is determined with the throw of a six-sided die and achieving the required
  result.
  As infiltrators and spies, ninja are trained in the manufacture and employment of
  disguises and can impersonate people of other classes and castes. The disguise is
  detected on a result of 1 on a six-sided die. The referee will check for detection each
  day the ninja is in disguise and may alter the chance of detection as he sees fit. A ninja
  may attempt to disguise herself as the opposite gender, but will be detected with a roll
  of 1-3.
  Ninja clans each maintain a secret language that uses both code words and hand
  signals. These are passed down within individual clans and ninja of differing clans will
  not understand one another's secret language.
  When traveling alone or with a group of ninja (and taking the proper precautions),
  ninja characters may achieve surprise on a throw of 3-6 on a six-sided die.
  At 2nd level, ninja characters may hold their breath for twice as long as other char-
  acters.
  Also at 2nd level, ninja begin learning the mysteries of yogen (ninja alchemy) which
  allows them to create special items not available to characters outside of the ninja clan.
  Each item requires a gold piece expenditure to acquire special ingredients and a certain
  amount of time must be spent for creation (see item descriptions). At 2nd level, the
  ninja learns to produce a healing poultice and cover scent; at 3rd level she is given the recipes
  for smoke bombs and blinding eggs; at 4th she learns to make flash grenades; finally, upon
  achieving 6th level, the ninja learns to produce injected and powdered poisons. Any ninja
  caught selling these items (or revealing the recipes) to individuals outside of the clan
  will be executed.
  Upon achieving the 3rd level of experience, ninja can see in normal darkness to a
  distance of 30 feet. Magical darkness negates this ability.
  Ninja can open locks, find and dismantle traps, and detect faint noises with
  a result of 4-6. A ninja may not detect noises while wearing a helmet. Should the
  ninja fail to disarm a trap it will instead be triggered as normal.
  Ninja characters may hide, move silently, and climb walls with a result of 3-6.
  When wearing mail armor the chance of success for these abilities is reduced to
  5-6.
  By dislocating their joints, contorting their bodies and using other techniques,
  ninja may escape bonds, slipping free with a result of 4-6. Escaping ordinary
  bonds requires 1-10 turns to accomplish. The ninja may escape more extreme
  captivity, including the hold person spell, in 1-6 turns. The ninja is allowed only one
  attempt and the feat may not be attempted while wearing armor.
  After observing the natural world for 1 turn, a ninja may attempt to intuit the
  weather for the next 24-hour period, achieving success with a result of 4-6.
  
  
  
  
  
  Ninja clans are composed of one or more families who share a common lineage and
  are led by a person called the jonin. Mid-ranking ninja, called chunin, are the
  administrators who give orders, lead ninja teams, and act as sleeper agents. The rank
  and file of the clan are the genin, who perform most missions, either individually or in
  teams. Some clans maintain feudal loyalty to a particular daimyo, though many clans
  operate as mercenary organizations.
  It must be noted that not all members of a clan are necessarily of the ninja class. The
  nature of their work requires a wide range of specialists; therefore members may be
  fighters, thieves, assassins, samurai, and even magic-users.
  Ninja characters are sworn to life-long duty to the clan - it is impossible to leave the
  clan. Disobedience is dealt with harshly with the ultimate penalty being execution. Any
  ninja who flees his clan becomes nukenin (fugitive ninja) and is marked for death.
  At 4th level, ninja gain the ability to feign death by dropping into a deep meditation
  that lowers their heart rate and slows their breathing. Upon even close inspection the
  ninja will appear to be dead. The ninja, however, retains consciousness of his
  surroundings and can maintain the death state for one hour per level of experience.
  At 9th level, a ninja may be named jonin - leader of a ninja clan. In some cases, she may
  be named heir to take control after the present jonin dies; or the ninja may be sent with
  a retinue to establish a branch family of the clan in a new location. In some clans, it
  may be necessary to defeat the current jonin in single combat before assuming the
  position. There can be only one jonin in any clan.
  NINJA CLANS
  NINJA EQUIPMENT
  The equipment listed below is only available to ninja characters and those within ninja
  clans. Each item has a level, cost and time expenditure attached, indicating the
  requirements for creating the item (the ninja’s level, the gold piece cost, and the time
  allotted for manufacturing). The number of doses produced is also specified. These
  items may be subject to destruction by hazards such as fire or water, as determined by
  the referee.
  
  Blinding Egg: A hollowed chicken egg filled with an alchemical mixture, sealed and
  lacquered. The egg allows blinding powder to be thrown (3”) or launched with a sling
  (5”). The ninja must make a successful attack roll against AC 3 to hit the target’s face.
  The victim must make a successful save versus paralysis or suffer blindness for 1-4
  turns. If the victim’s eyes are promptly flushed with water, vision will return in 2-8
  turns. (Level: 3, Cost: 50 gp, Time: 3 days, Produced: 1 egg)
  Cover Scent: This concoction includes powdered peppers and other harsh ingredients.
  When a ninja sprinkles this on her trail scent-tracking animals will not follow her.
  (Level: 2, Cost: 30 gp, Time: 1 day, Produced: 3 doses)
  Flash Grenade: A small ceramic ball filled with a mixture of saltpeter, sulfur, and
  other strange chemicals. When thrown against a hard surface within 3” it explodes with
  a bright flash and deafening crack. 3-8 man-types within 3” must save versus paralysis
  or be blinded for 1 turn. Victims must be facing the point of origin and the nearest
  individuals are always affected first. The ninja also receives an additional benefit – if she
  so chooses, she may immediately hide herself somewhere within 3” of her location (if
  a suitable place exists), no amount of searching may reveal her location for 1-6 turns.
  (Level: 4, Cost: 150 gp, Time: 4 days, Produced: 1 grenade)
  Healing Poultice: A sticky paste enriched with various herbs and ingredients. A
  character may benefit from the healing poultice only once per day. Upon application to
  a fresh wound, bleeding stops, pain subsides, and the recipient is healed 1 hit point.
  (Level: 2, Cost: 60 gp, Time: 1 day, Produced: 3 doses)
  Poison, Injected: These poisons might be the extracted venom of poisonous
  creatures, the juices of poisonous herbs, or some other liquid concoction. This type of
  poison is applied to bladed weapons, darts, or arrows. One dose may coat one sword,
  two daggers, or three darts or arrows. The poison affects the first opponent struck by
  the weapon.
  Death Poison (injected): Affected creature must save versus poison or die
  within 1-6 turns. (Level: 6, Cost: 500 gp, Time: 1 week, Produced: 1 dose)
  Paralysis Poison (injected): Affected creature must save versus poison or be
  paralyzed for 4-9 turns. (Level: 6, Cost: 200 gp, Time: 1 week, Produced: 1 dose)
  Damaging Poison (injected): Those affected by this poison must save versus
  poison or feel their bodies racked by pain, as if their blood was afire. Victims who
  fail the save suffer 1-6 points of damage in addition to weapon damage. (Level: 6,
  Cost: 300 gp, Time: 1 week, Produced: 1 dose)
  Poison, Powdered: These poisons are formed from dried ingredients and ground into
  fine powders. Ingested poisons must be mixed with food or drink, while inhaled
  poisons are delivered via blowgun. One dose may fill one blowgun or be administered
  to a single meal. If a particular poison may be either inhaled or ingested, the type must
  be chosen at the time of creation.
  Sleep Poison (inhaled or ingested): Affects 2-8 creatures within 2” (or who
  ingest the poison) who are allowed a save versus poison to resist (heroic-types
  receive a +4 to the save). Victims who fail the save fall into a deep slumber for 3-
  18 turns and will not awaken to normal noises up to and including the sound of
  
  
  
  
  
  Table 2: Armor
  Item
  Weight
  Cost
  AC
  Unarmored
  Nerigawa gusoku
  Kusari gusoku
  Ō-yoroi
  Shield
  Helmet, jingasa
  Helmet, kabuto
  9
  7
  5
  3
  *
  -
  -
  -
  10 gp
  45 gp
  100 gp
  15 gp
  4 gp
  10 gp
  -
  25 lb.
  50 lb.
  75 lb.
  15 lb.
  3 lb.
  5 lb.
  Japanese armors are traditionally
  composed of leather and iron scales,
  intricately woven together with leather
  cord in the lamellar style. The scales are
  usually lacquered and the suits can be
  very colorful and artistic. Japanese
  armorers produced the equivalents of
  leather and mail armors but these were
  worn differently from Western types.
  Nerigawa gusoku: This armor is made
  from hardened leather scales attached to
  a cloth backing. Nerigawa includes a
  cuirass (dō), from which tassets hang,
  * Adjusts armor class by −1.
  and armored sleeves (kote).
  Kusari gusoku: The Japanese version of mail, kusari gusoku consists of mail sewn to
  a sturdy cloth jacket (kusari katabira), thigh protectors (haidate), and greeves (sune-ate).
  The armor also includes short sleeves of mail.
  Ō-yoroi: The classic Japanese armor, ō-yoroi is a full suit of lamellar armor, including
  protection for the chest, shoulders, arms, thighs, and shins. This armor includes a
  kabuto helmet.
  Shield: Rarely seen in Japan, shields were typically only employed during siege warfare
  or from emplacements and required two hands to move.
  Helmet, jingasa: An iron or hardened leather version of the peasant’s conical hat, the
  jingasa is employed by foot soldiers and the armed peasantry.
  Helmet, kabuto: The classic samurai helmet, the kabuto has an iron helmet-bowl, a
  large, banded neck guard, and often includes crests and styling to identify the wearer.
  JAPANESE ARMOR
  nearby combat. This poison only affects those creatures that normally sleep.
  (Level: 6, Cost: 100 gp, Time: 1 week, Produced: 1 dose)
  Sickness Poison (ingested): Affects 1-8 creatures who consume the poisoned
  meal (or drink). Affected creatures must save versus poison or become violently
  ill, suffering from dizziness, vomiting, and fever for 2-12 turns. During this period
  they cannot attack or cast spells, move at only ¼ speed, and have their AC
  penalized by 2. (Level: 6, Cost: 100 gp, Time: 1 week, Produced: 1 dose)
  Smoke Bomb: A small ceramic ball filled with a mixture of slow-burning chemicals.
  When thrown against a hard surface it explodes and the powder inside begins to burn,
  creating an impenetrable smoke that fills a 2” diameter area in one turn. The smoke
  lasts for 7-12 turns, but may otherwise be dispersed with a light breeze. The cloud
  blocks vision from one side to the other and characters within the cloud have their
  range of sight reduced to 2 feet. All attacks directed into or made from within the
  cloud are made with a -4 penalty. (Level: 3, Cost: 100 gp, Time: 4 days, Produced: 1
  bomb)
  
  Helmet, yoroi zukin
  *
  10 gp
  3 lb.
  
  Helmet, yoroi zukin: A heavy cloth hood covered over with chain mail and some-
  times reinforced with plates, the yoroi zukin offers relatively flexible protection for the
  head and neck. Usually, the sides of the hood may be closed at the front to cover the
  throat and lower face.
  Japanese warriors employ many of the standard weapons found throughout the world.
  These are listed below with the Japanese terminology. Those marked with an (*) are
  described under “New Weapons.”
  Battle axe (ono)
  Club (hanbō, tonfa, yawara)
  Dagger (tantō, kaiken, kozuka)
  Flail (chigiriki, nunchaku)
  Hammer (ōtsuchi)
  Hand axe (ono)
  Longbow (daikyū*)
  Morning star (tetsubo, kanabō)
  Pole arm (bisentō, naginata, nagamaki)
  Short bow (hankyu)
  Short sword (wakizashi, kodachi*)
  Spear (yari)
  Staff (bō, jō*, shakujō)
  Sword (bokken*, katana*, tachi)
  Two-handed sword (ōdachi)
  Blowgun (fujita): This blowgun is made of a
  hollow tube and fires small sharp darts by
  blowing through one end. The fujita is used by
  ninja and assassins to deliver poison, the darts
  do no real damage on their own. Short range
  is 3”, medium range is 6”, while long range is
  9”. Blowguns may also be packed with special
  powders and powdered poisons. When the
  powder is blown out it creates a 1” long cone.
  Dart (shaken, shuriken, kunai): Throwing
  blades. Shaken are dart-shaped, while shuriken
  are the more well-known, multi-pointed stars.
  Table 4: Weapons
  Item
  Weight
  Cost
  Blowgun
  Jō
  Kama
  Katana
  Kodachi
  Kusari-gama
  Kyoketsu-shoge
  18 gp
  2 gp
  4 gp
  75 gp
  20 gp
  10 gp
  8 gp
  2 lb.
  3 lb.
  5 lb.
  10 lb.
  5 lb.
  10 lb.
  5 lb.
  Tekko-kagi
  18 gp
  3 lb.
  JAPANESE WEAPONS
  NEW WEAPONS
  Dart
  3 gp
  1 lb.
  Manrikigusari
  4 gp
  3 lb.
  
  Kunai are small throwing knives. All of these thrown weapons have a medium range of
  3”.
  Jō: A short wooden staff.
  Kama: A short-hafted sickle originally used to reap grain.
  Katana: A long, curved sword with a single sharp edge. The katana must be wielded
  with two hands, except by certain classes.
  Kodachi: A short-bladed katana that retains the long handle, allowing it to be used
  two-handed.
  Kusari-gama: A short-hafted sickle (kama) with a length of chain attached to one end.
  The metal weight at the end of the chain is swung and used to entangle an opponent’s
  limbs or weapon.
  Kyoketsu-shoge: Similar to the kusari-gama, the kyoketsu-shoge is a straight dagger with a
  second sickle blade near the handle. A long rope extends from the handle and has a
  heavy, circular weight attached. Used for climbing or entangling opponents.
  OPTIONAL RULES
  Holding One’s Breath: Characters can hold
  their breath for a number of turns equal to one-
  third their constitution score, rounded down.
  Two-Weapon Fighting: Characters with a
  Dexterity of 13 or greater may choose to fight
  with a weapon in each hand. Both weapons must
  Manrikigusari: A length of chain,
  weighted at both ends.
  Tekko-kagi: Iron claws held or
  strapped to the hands, usually with
  three or four short blades.
  be single-handed weapons. One weapon must be designated as the primary weapon
  and may weigh up to 10 pounds. If the primary weapon weighs more than 5 pounds,
  the secondary weapon must weigh less than the primary weapon. Two-weapon Fighting
  grants the character a +1 bonus to hit. Fighters and thieves may instead choose to
  cause an opponent to suffer a -1 attack penalty, though this cannot be used in
  conjunction with parrying. Furthermore, a throw of an even number on the attack roll
  indicates that the right-hand weapon strikes, while an odd number indicates that the
  left-hand weapon has hit.
  It should be noted that the character employing two weapons simultaneously is less
  likely to be disarmed when parrying and may be allowed to counterattack with either
  weapon (or both), subject to the referee’s judgment.
  
  The names Eastern Expeditions™ and Eastern Expeditions: The Samurai™, and all proper nouns, plots, story lines, locations,
  characters, art, symbols, logos, and trade dress are designated as Product Identity. Raven God Games™, RGG™, and any and all
  logos relating to such are Product Identity and trademarks of Joseph D. Salvador III.
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  OPEN GAME LICENSE v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  SYSTEM REFERENCE DOCUMENT Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
  Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  DELVING DEEPER REFERENCE RULES COMPENDIUM Copyright 2014, Simon J. Bull.
  EASTERN EXPEDITIONS: THE SAMURAI Copyright 2016, Joseph D. Salvador III.
  DESIGNATION OF PRODUCT IDENTITY
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