TEXT:  
   Good 
  Take risks to help your friends. 
   Chaotic 
  Leap into danger without a plan. 
   Neutral 
  Avoid detection or infiltrate a location. 
   Evil 
  Use your skills for selfish reasons. 
   
   
   Human 
  When you return from the Transformation Technique, take +1 
  forward. 
   Halfling 
  When you center yourself while making camp, gain 1 
  additional Ninjutsu. 
   
   
  Fill in the names of your companions in at least one: 
  ____________ is linked with a rival clan. 
  ____________ knows incriminating details about me. 
  ____________ has my back when things go wrong. 
  I killed someone ____________ knew. 
  Find your Center 
  When you spend some time centering yourself, set your Ninjutsu to DEX. 
  Transformation Technique (WIS) 
  When you disguise yourself as another person, spend 1 Ninjutsu and roll +WIS. You 
  disappear from play. At any time, you can declare a minor NPC was you all along! *On a 
  10+, explain what undercover deed you managed to accomplish.  *On a 7-9, something 
  compromised your disguise at some point – the GM will tell you the consequences. 
  Replacement Technique (DEX) 
  When you Defy Danger by switching places with an object in an instant, spend 1 
  Ninjutsu and roll +DEX.  *On a 10+, you leave a clone behind to take the hit for you Take 
  +1 forward against your baffled enemies.  *On a 7-9, you have to leave behind something 
  to take the hit. 
  Cling to Nothing Technique 
  You may spend 1 Ninjutsu to stand and walk on any solid or liquid surface for a few 
  minutes, even if it would not normally support you. This applies to gravity defying things 
  like running upside down. 
   
  Choose one: 
   Ebb and Flow of Battle 
  When you Hack and Slash or Volley, *on a 10+, you also gain 1 Ninjutsu.. 
   Power of Teamwork 
  When you successfully aid someone, you gain 1 Ninjutsu. 
   
   
  6  
  Halfling:  Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar, Brynn, Bug 
  Human:  Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Humble, Farley 
  Shifty Eyes, Focused Eyes or Criminal Eyes 
  Hooded Head, Messy Hair, or Cropped Hair 
  Dark Clothes, Fancy Clothes, or Common Clothes 
  Lithe Body, Knobby Body, or Flabby Body 
  THE NINJA V1.6 
  Alignment 
  Race 
    
  
   
  Your load is 9+STR.  You start with dungeon rations (5 uses, 1 weight), 
  leather armor (1 armor, 1 weight) and 10 coins.  Choose your arms: 
   Sai (hand, 1 weight) and Ninjatō (close, 1 weight) 
   Katana (close, precise, 1 weight) 
  Choose your ranged weapons: 
   Shuriken (thrown, near, 3 ammo, 0 weight) 
   Kusarigama (near, 2 weight) 
  Choose one: 
   Adventuring gear (5 uses, 1 weight) 
   Healing potion (0 weight)
  Your Ninja either belongs to a Clan of Ninjas or is a Shinobi. Choose one: 
   Clan Ninja 
  A Clan trained you. Give it a name. You can request resources and 
  equipment from your Clan’s contacts. However, from time to time you will 
  have to do something for your Clan. 
   Shinobi 
  You are a Shinobi, a Ninja without a Clan. You do not have any obligation to 
  your elders (you do not have any!). Your old master left you a special piece of 
  equipment: one of your weapons is of exceptional craftsmanship (choose an 
  additional tag for one of your weapons). 
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
   Great Fireball Technique 
  When you exhale a great stream of fire, spend 1 Ninjutsu and roll+WIS. *On 
  a 10+, you get your shot. *On a 7-9, choose one: 
  • 
  You have to put yourself in a spot or you draw unwanted attention to 
  get your shot. 
  • 
  It takes more power than you expected. Spend 1 more Ninjutsu. 
  • 
  You create collateral damage. 
   Explosive Seals 
  When you set an explosive tag, designate your intended targets and roll + 
  DEX. * On a 10+, choose all 3. *On a 7-9, choose 2. 
  • 
  The explosion goes off when you intend to. 
  • 
  The explosion doesn’t do significant collateral damage. 
  • 
  The explosion hits all the targets you wanted. 
   Mental Influence Technique 
  When you would roll +CHA for a move, you may spend 1 Ninjutsu and roll 
  +WIS instead. 
   Trap Expert 
  When you spend a moment to survey a dangerous area, roll +DEX. *On a 
  10+, hold 3. *On a 7-9, hold 1. Spend your hold as you walk through the area 
  to ask these questions: 
  • 
  Is there a trap here and if so, what activates it? 
  • 
  How can I avoid this trap? 
  • 
  What kind of creature built this trap? 
   Tricks of the Trade 
  When you pick locks or pockets or disable traps, roll +DEX. *On a 10+, you 
  do it, no problem. *On a 7-9, you still do it, but the GM will offer you two 
  options between suspicion, danger, or cost. 
   Summoning Contract 
  You have signed a summoning contract with a tribe of talking animals.  
  When you gain this move, choose a species:  
  bear, hawk, dog, fox, cat, owl, rat, rabbit, toad 
  When you ask a favor of your summon spend any amount of Ninjutsu and 
  roll +Ninjutsu spent. *On a 10+ choose 3.  *On a 7-9, choose 2.  *On a 6-, 
  you have offended the tribe and take -1 ongoing to summon them until you 
  placate them somehow. 
  • 
  The summoned animal accomplishes the favor in a timely fashion. 
  • 
  The summoned animal doesn’t demand extra payment. 
  • 
  The summoned animal doesn’t do significant collateral damage. 
   
  When you gain a level from 6-10, choose from these moves. 
   
   Exploding Clone 
  When an enemy’s attack hits one of your clones, you may spend 1 Ninjutsu 
  to deal your damage to the enemy. 
   Shadow Bind Technique 
  When you bind an enemy's shadow with your own, spend 1 Ninjutsu and 
  roll +WIS. *On a 10+, the enemy cannot act until you release the bind.  *On a 
  7-9, the enemy cannot act until you release the bind, but neither can you. 
   Open the Gates 
  When you unleash all your hidden power, take +2 ongoing for a little while, 
  and then take -1 ongoing until you Make Camp. 
   Muscle Enhancement Technique 
  When you would roll +STR for a move, you may spend 1 Ninjutsu to roll 
  +WIS instead. 
   Elder Summons (Requires Summoning Contract) 
  When you use your summoning contract, you may consult with the elders 
  of your animal tribe instead of asking a favor. They will give you insight on 
  a subject of your choice, and may ask you questions in return. *On a 10+, the 
  GM will give you a good insight.  *On a 7-9, the GM will give you an 
  interesting fact. 
   Trap Specialist 
  When you have time and resources and build a trap, roll +DEX. *On a 10+, 
  hold 4.  *On a 7-9, hold 2. As you build the trap, spend your hold 1 for 1 to 
  add these features:  
  • 
  It does 1d6 damage. 
  • 
  It doesn’t go off unexpectedly. 
  • 
  It is hard to disarm. 
  • 
  It is hard to detect. 
  • 
  It affects more than one creature. 
  • 
  It drops, pushes, or throws a creature. 
   One Hit Kill Technique 
  When you Hack and Slash or Volley and roll a 12+, you may spend 
  Ninjutsu. You deal your damage one additional time for each point of 
  Ninjutsu spent. 
  Gear 
  Clan 
    
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Playbooks/Ninja v1.6.pdf