TEXT: This adventure introduces new players to the 
  world of Wu Xing: The Ninja Crusade. It works well 
  as an overview of how court politics, Izou soldier 
  abuses, clan mixing, infiltration, and the wonder-
  ful powers of Wushu can work together. It is, more 
  than anything, an investigative story with plenty 
  of action elements. Best suited for 2 to 5 ninja of 
  beginning level (such as the ninja included). Expe-
  rienced players should feel free to create their own 
  characters, since this adventure is good for all type 
  of players. 
  It takes place in the Middle Province during the 
  blossoming season of spring. The skies are clear, the 
  weather is beautiful and the air stinks of war. The 
  region has many expansive fields with tall grass and 
  a few forests. Remember: Details make the story. 
  Scene 1: Receiving 
  the Mission
  The story begins in the Bokusou ninja camp, a 
  secret multi-clan camp found hidden within the 
  forests of the eastern region of the Middle Province. 
  This camp is currently a rarity among the Lotus 
  Coalition, but is becoming more prevalent as ninja 
  rivalries become less productive for their cause. 
  That doesn’t mean that the occasional fight doesn’t 
  still pop up. Still, any ninja from any clan (and 
  even Ronin) is allowed within the camp, where the 
  leaders of the coalition hand out missions they feel 
  fit within the expertise of certain ninja. Of course, 
  some missions give ample warning, while others do 
  not.  
  Each of the ten major clans has representation 
  within Bokusou. However, with so many major bat-
  tles occurring simultaneously and several other lost 
  and found, rescue and assassination missions ongo-
  ing, only the characters seem to be available for this 
  particular mission. Each character receives a note to 
  gear up and report to Chuushin Gurasu, camp leader 
  and member of the Wardens of Equilibrium.
  Chuushin Gurasu is a merchant prince from 
  Daiwa, rich and young, and holds a lot of stock in 
  the Lotus Coalition, so it makes sense that he is the 
  camp boss. He has devastating abilities to make an 
  opponent’s chi explode within their body; so few 
  ninja choose to cross him. Chuushin Naomi is his 
  third cousin, but she has chosen to follow a different 
  clan and they don’t really get along. 
  Once the group is assembled, he delivers the fol-
  lowing information. 
  1
  The Nobleman’s Daughter
  the nobleman’s
  daughter
  Adventure for Wu Xing: The Ninja Crusade - by Eloy Lasanta
  Jose Alvarez (Order #13441299)
  
  “We have been contacted by Neitaki Sai, a 
  nobleman that currently resides in Heigenchou. His 
  daughter, Neitaki Maya, has gone missing and you 
  are now tasked with fi nding her. This particular 
  nobleman holds sway within the Izou courts and is 
  one of few that are actually fi ghting for the emperor 
  to drop the Ninja Crusade. If he is successful, then 
  this ridiculous war can end and we can all return 
  to our normal lives. He has called for us to assist 
  and we will heed that call or risk losing his support 
  entirely. This mission is of the utmost importance, 
  so you’d best be on your way to Heigenchou.”
  He’ll answer any follow-up questions that the 
  characters may have, but Gurasu’s information is 
  limited to the short letter, written in code, that 
  he holds in his hands. To get more information, 
  the characters will have to venture to Heigenchou 
  and get answers directly from the nobleman. After 
  checking in with their respective clan leaders, the 
  group can head off whenever they feel it is appro-
  priate. 
  Scene 2: Heigenchou, 
  the City of Plains
  Their destination is Heigenchou, the City of 
  Plains. The city was once one of the largest farming 
  communities outside the Cradle of Life Province and 
  was the fi rst to try out advanced agriculture tech-
  niques for the empire. It was also the site of the very 
  fi rst testing for fi rearms and explosives, which left 
  many of its citizens and much of the land dead and 
  unusable. A city in unrest, heavy guard and power-
  ful forts were placed within the city decades ago to 
  ensure the workers continue producing the food 
  needed to feed the thriving noble tradition.
  As the characters approach, they’ll see that tall 
  stone walls that surround the city, with several 
  manned guard towers and guards at the southern 
  gate. Finding a way in is very important, but isn’t 
  that easy. The characters, being ninja, likely have no 
  offi cial travel papers that would allows them entry 
  to such a high-guarded city, and others have rec-
  ognizable faces.  There are plenty of ways that they 
  can go about this. 
  l Sneaking In: They are ninja after all. The 
  characters can attempt to get close to the wall and 
  vault over or climb it to get to the other side un-
  detected. Kumori Kunio and Arai Kaede can easily 
  accomplish this task. 
  l Hitching a Ride: A merchant wagon may 
  be going into the city. The ninja can hitch a ride by 
  either taking out the merchant and taking his/her 
  place, hiding themselves in the back of the wagon 
  while others distract him/her or even pretended 
  to be hurt so the merchant will bring them in for 
  treatment. Ichatsuko No Kino and Sakamodo Tadao, 
  specifi cally, are fond of talking their way through 
  tough situations. 
  l Take Out the Guards: Simply sneaking in 
  may not be enough. The ninja could try to take out 
  the guards and get through the gate. If it’s late at 
  night, it may be even be doable. During the day is 
  much too dangerous though. Tsuki Eiji, Sumi Rika 
  and Hebi Ine would be fi rst to jump into a fi ght. 
  They’ll have to be quick about it, however, since 
  causing too much commotion could attract even 
  more guards. 
  l Walk In: Characters with Class 4 or 5 can, es-
  sentially, just walk in – they’d have the right papers 
  to go just about anywhere. If they are suave enough, 
  they can even convince the guards that the other 
  ninja are really their servants (scribes, bodyguards, 
  etc). Having Ishikawa Ryota or Chuushin Naomi in 
  2
  Wu Xing adventure
  Heigenchou Guards
  Health: 14 (2/1), Stamina: 3
  Skills: Athletics +7, Crafts +6, Deception +6, Disci-
  pline +6, Intimidation +9 (Interrogation), Perception +7 
  (Investigation), Stealth +9, Travel +8
  Traits: +4 vs. Balance, +7 vs. Fear/Awe, +5 vs. 
  Poison, +5 vs. Pain, +8 vs. Death, +5 vs. Insanity, +5 vs. 
  Unconsciousness
  Combat: Strike +6, Throw +6, Parry +5, Dodge +6, 
  Roll +8, Grapple +10, Initiative +12, Movement 10, Ac-
  tions 2, Damage +1
  Other Notes: They come in all shapes and sizes, 
  from small and quick to large and bulky (GMs should 
  adjust stats accordingly). They are diffi cult to confuse 
  or shake off a ninja’s tail because they answer to gen-
  erals if they fail to accomplish their goals. They would 
  often rather die in battle than return to their leaders 
  empty handed. They wield a combination of swords, 
  spears, bows and small explosives.  
  Jose Alvarez (Order #13441299)
  
  the group can have this effect.
  l Traveling Troupe: The city is in need of 
  some jovial entertainment, so if the group can 
  convince the guards that they are there to put on 
  a show, they’ll likely be escorted inside without 
  too much trouble. Then, of course, they may have 
  tagalongs until they actually do put on a show. Hav-
  ing Odoriko Minori in the group makes this much 
  easier, since he carries performance clout and repu-
  tation already.
  Now within the walls, the characters can see a 
  city almost split in three separate sectors. One sec-
  tion is full of large fields of farmers tilling under the 
  supervision of soldiers and another a small town of 
  sorts full of small shops and even smaller homes. 
  The third sector is heavily guarded and appears as a 
  military headquarters for the Izou. 
  Scene 3: Interviewing 
  Neitaki Sai
  However the characters get inside the walls, their 
  next stop is to see Neitaki Sai. Within the residential 
  sector are a handful of estates, built to house the few 
  nobles that live in Heigenchou. Those with political 
  or high-class knowledge, like Chuushin Naomi and 
  Ishikawa Ryota, would instantly know why so few 
  nobles live in this city. Other characters can make 
  a Moderate (20) IQ + Knowledge check. The reason 
  is simple – this town is where political careers go to 
  die. Neitaki Sai was sent to Heigenchou by the Em-
  peror himself to “tend to the workers there”, as way 
  to get him out of the courts and make it that much 
  harder for his message of peace to be heard. He has 
  been attempting to build political clout for the last 3 
  years in order to launch a campaign to get him back 
  into the courts, but this recent setback could prove 
  to be a horrible distraction.
  The nobleman’s estate is located near the far 
  northeastern wall and appears bare compared to 
  estates found in other cities. Knocking on the door, 
  the characters will be greeted by Sai’s only servant 
  that he was allowed to bring with him, Cho. She is a 
  petite commoner woman, barely 20 years in age. 
  Cho leads the characters to the main room, where 
  they find Sai. With a successful Simple (10) INS + Em-
  pathy check, it is easy to tell that he has been crying 
  as of late and is obviously distraught. When asked to 
  explain the situation, he provides the following.
  “My daughter Maya has been missing for 3 days. 
  She’s not been found at school and none of the city 
  guards claim to have seen her. The last thing we 
  did was fight when last I saw her - about her new 
  friends and the fact that she would not bring them 
  here to be officially presented to me. And now she’s 
  gone and I may never see her again. Please find her. 
  She is the last remnant of a family I have lost to this 
  ridiculous war.”
  A number of clues can be gathered from the 
  estate, including those found below. The GM should 
  feel encouraged to add others that may enhance 
  their take on this adventure. 
  l Family Portrait: Looking around the house, 
  in general, the characters will notice a portrait of 
  the nobleman, his wife and Maya (giving them an 
  idea of what the girl looks like – approximately 15 
  years old). If asked about it, he’ll remark about how 
  his wife died only a year ago, killed by an anti-ninja 
  supporter – and that Maya has never forgiven him, 
  leading to an almost constant rebellion on her part. 
  l Wildflowers Painting: Along the wall, there 
  are a series of paintings, each of which is of a differ-
  ent type of beautiful environment, from a lakeside 
  to a mountain’s peak. If remarked upon, Sai will 
  tell the characters that the painting of the fields of 
  wildflowers was always Maya’s favorite. It’s where 
  she used to play when she was younger, but she 
  doesn’t go to that area along the eastern city wall to 
  his knowledge.
  l Interviewing Cho: If questioned in front of 
  Sai, Cho will simply deny ever having any knowl-
  edge of what’s going on. However, if she is pulled 
  to the side and questioned separately, she can give 
  some insight into the situation if the questioner 
  makes a successful Moderate (20) CHM + Persuasion 
  check. She knows of two boys named Goro and Isi 
  that Maya has been hanging around with. She has 
  only heard their names offhand when Maya let them 
  slip by accident, but the girl was secretive about 
  anything else going on in her life. 
  3
  The Nobleman’s Daughter
  Jose Alvarez (Order #13441299)
  
  l Searching Maya’s Room: If the characters 
  don’t think of it, Sai will offer. “If you need to search 
  my daughter’s room, please feel free. I haven’t been 
  in there since I realized she was gone. Those that 
  search the room must make a Moderate (20) IQ + 
  Perception check. If successful, they will realize 
  two things. First, they check the girl’s bedroll to 
  see a layer of dust at least 2 weeks old over it. She 
  hasn’t been sleeping here, that’s for sure.  They also 
  uncover a slate in the fl oor underneath a vanity’s 
  leg that can be removed. In the hole is a leather bag 
  that reveals to have numerous pieces of jewelry in-
  side. A quick IQ + Crafts check, to apprise the items, 
  makes it clear that these didn’t belong to Maya. Not 
  only are they in varying sizes and style, but also a 
  few different noble family crests can be found on 
  different pieces. 
  Scene 4: Further 
  Exploration
  The characters may have what they need to track 
  down the girl – or – they may want to explore the 
  situation a little bit fi rst before moving forward. 
  Several different angles exist that they may want 
  to check into, but none of them are mandatory to 
  continuing with the adventure. On the other hand, it 
  may shed light on the current situation and events 
  that have occurred, as well as provide more fl avor to 
  the city of Heigenchou. Three different leads can be 
  explored in any order or not at all. 
  Thief Angle
  If they want to investigate the possibility of Maya 
  being a thief a bit more, one place they can go is to 
  ask the local guard. Your lowly guard isn’t likely to 
  know everything, though, so they’ll point the char-
  acters to the public offi ce and given the name Cap-
  tain Kimura. The character must wait a few hours 
  to speak to him and then he is not a very pleasant 
  man to be around. “What do you have to waste my 
  time with now?” is how the characters are greeted 
  (no matter their class), which should give a sign as 
  to his disposition. If asked about any thefts in the 
  city, he’ll remark, “Yes. If you want to make a report of 
  missing items, that’s not me. Go talk to Kai.” When the 
  character no doubt question further, he’ll respond 
  with, “Here to collect a reward, eh? There’s a burglar out 
  there, sure. He even stole my son’s prized dagger. We have 
  no leads at the moment, but there is a reward if you bring 
  the bastard to justice. Double if you can get me my dag-
  ger.” He’ll also reveal that the Ire noble family has 
  claimed 60% of the reported thefts themselves. Note 
  that characters like Kumori Kunio, Sakamoto Tadao 
  and Hebi Ine would jump at the chance to collect the 
  reward – which could come into play later on in the 
  adventure. 
  Political Enemies Angle
  Some characters may suspect the possibility 
  that Maya’s missing could be yet another attack on 
  Sai’s family for political reason. Characters with 
  high Class, like Ishikawa Ryota may immediately 
  being running down the list of noble families that 
  can be found in Heigenchou: Neitaki, Irei, Sousou 
  and Rakusa. Attempting to approach these families 
  with anything below Class 4 is a crucial mistake and 
  is likely to gain the character a bad reputation for 
  etiquette within the city. Anyone of Class 3 or lower 
  must be invited to even get through the gates. 
  The characters can visit the local letter station 
  and fi nd the delivery hawk that belongs to the noble 
  families. After writing a letter to request an audi-
  ence, they attach it to a hawk’s leg and it immedi-
  4
  Wearing the Jewelry
  Some of the characters, specifi cally Ichatsuko 
  No Kino or perhaps Sumi Rika, would have no 
  problem keeping one of the pieces of jewelry for 
  themselves. Wearing them prominently through 
  the town or in the local sake house will attract 
  attention in the form of a victim that that jewelry 
  was stolen from. For instance, if it was a ring, a 
  drunken man may attack and claim that ring to 
  belong to his wife. If it is a necklace, a woman and 
  her friends that want to take it back may accost 
  the ninja. The characters should be careful how 
  they handle these situations. They may be able 
  to gleam another clue or might just attract the 
  guards if they choose to use force. These normal 
  people would use Fodder rules (page 185 of Core-
  books).
  Wu Xing adventure
  Jose Alvarez (Order #13441299)
  
  5
  trouble and even gain the nobleman’s favor in the 
  future. A failed check and Daichi demands that the 
  characters leave. If they refuse, he’ll turn the crank 
  of a siren to alert guards to the area, which could 
  turn into a battle that the characters may or may 
  not actually want. 
  School Angle
  Some players may wish to ask other kids around 
  Maya’s age if they’ve seen her. Most will say that 
  they have not had personal interaction with her, so 
  far removed as a noble, but that Neitaki Maya was 
  spotted at the local school several times over the 
  last few weeks. The Heigenchou secondary schools 
  are split into male and female sectors, making it 
  easier to keep hormones down. In this type of envi-
  ronment, with so few nobles that reside within the 
  city itself, personal tutors are often used. There isn’t 
  really a reason for her to visit the school, since all or 
  her educational needs are taken care of in the home. 
  This may raise questions.
  The characters can go and speak with the school 
  headmaster, groundskeepers and even Mayas teach-
  ers if it is during the day that they investigate. All of 
  them tell the same story freely: either they haven’t 
  seen her in school for days – or – she briefly showed 
  up, only to become belligerent to her teachers and 
  end up leaving school early. With a successful CHM + 
  Persuasion (to convince them that the they are try-
  ing to find her for her safety) or CHM + Intimidation 
  (to browbeat more information), the teacher will 
  reveal that she has often been seen with a student 
  by the name of Ganjou Isi. Also, he has been missing 
  for two days, but he was famous for skipping school 
  so few have truly pressed the issue. 
  Scene 5: Finding the Path
  There are many ways for the characters to find 
  their way on the next leg of this adventure. These 
  choices can range based on which characters are in 
  play and the creativity of the players. 
  l Wildflowers: If the characters asked Neitaki 
  Sai about the wildflower portrait, they would have 
  picked up a vital clue in finding the girl. The wild-
  flower field on the east side of town can lead them 
  ately flies toward that family’s estate. Since they 
  aren’t residents to the town, they can only wait for 
  a response (instead of leaving an alert notice near 
  their own hawk). Two of the birds, are returned 
  within 20 minutes with refused audiences – the Sou-
  sou family refused outright while the Rakusa family 
  remarked that they were out of town for the mo-
  ment. The Irei, on the other hand, even after hours 
  of waiting (which is very unusual for a family with 
  as many servants as the Irei possess), give back no 
  word.
  The characters can leave the situation alone or 
  attempt to investigate the Irei estate. Initially, the 
  Irei appears to be much larger than the Neitaki 
  estate, probably because the family head, Irei Daichi, 
  has the emperor’s favor at the moment. However, 
  there are no torches lit on the property and no 
  candles from inside. Picking the lock can be done 
  with a Moderate (20) AGY + Legerdemain check, to 
  let them in quickly. A successful Moderate (20) INS 
  + Perception check reveals no audible sounds (if any 
  character rolls a Tough (30), they can hear muffled 
  sound. To search the estate requires an IQ + Percep-
  tion check from all the characters with a +5 bonus to 
  their check if they heard the sounds that appear to 
  be coming from a floorboard that leads to a secret 
  basement. 
  Lifting the wedged opening up, it reveals all of 
  the family servants and the members of the Irei 
  family all lying unconscious the ground. A Simple 
  (10) IQ + Holistics check will reveal that, even 
  though their breathing is very shallow, they are 
  still alive. A successful Moderate (20) INS + Percep-
  tion check means the character caught a glimpse of 
  the Irei family portrait as they entered… and their 
  son isn’t in the basement. None of the people in the 
  basement remembers what exactly happened to 
  them, but it’s pretty obvious that they were either 
  drugged or there was wushu at work here, because 
  they have been down there for two days (the length 
  of time that Maya has been missing). As happy as he 
  is to see the characters and be to set free, Irei Daichi 
  demands an explanation as to what the characters 
  were doing on his property (especially if they are 
  low-classed). A good excuse and a successful Mod-
  erate (20) CHM + Persuasion (to convince him that 
  they were just curious and they apologize) or CHM 
  + Deception (to outright lie) can get them out of 
  The Nobleman’s Daughter
  Jose Alvarez (Order #13441299)
  
  to the wall. 
  l Tsuki Eiji: The Pack of the Black Moon are 
  wondrous tracker and Eiji has specific wushu that 
  can allow them to find an exact path of where the 
  girl has gone by following her scent (requires an 
  article of her clothing which can be obtained from 
  the Neitaki estate). 
  l Ask the guards: Something that Sai hasn’t 
  tried is going to each guard individually and asking 
  if they’ve seen Maya. This may take a few hours, but 
  will prove fruitful for the characters to learn that 
  she has been seen a few times in the wildflower field 
  on the east side of town. 
  l Just happening upon the wall: Simply walk-
  ing around town, they may by chance find them-
  selves on the east side of town and discover the wall 
  (should require a Tough (30) INS + Perception check) 
  without specific knowledge of what they are look-
  ing for. Enough wandering around town and causing 
  random mischief should lead them here. 
  Finding their way to the east side of town, they 
  can find several sets of tracks. With a Moderate (20) 
  IQ + Survival check, however, they can tell that one 
  of the sets belongs to a female around the size and 
  weight that Neitaki Maya is supposed to be. If they 
  roll a Tough (30) check, they can tell that there are 
  two other sets that traveled with her. The other 
  tracks are spaced out, however, meaning they are 
  not dragging or forcing her with them. 
  The tracks all lead to the eastern wall, where 
  there is a small hole at the base of the wall. Appar-
  ently, the group snuck out of the town through this 
  hole, escaping to the forest that is to the east of the 
  city. Getting over the tall wall to leave the city is 
  just as difficult as it was the get in, but the ninja can 
  crawl through the same hole to leave as well if they 
  don’t mind getting mud on their clothes. Ishikawa 
  Ryota and Arai Kaede both wear fine silks, so they 
  may be averse to crawling on their stomachs.
  Scene 6: The Thieve’s Camp
  After another Moderate (20) INS + Survival check 
  to find the trail on the different terrain of the forest, 
  the ninja are on their way. Thirty minutes of track-
  ing goes by without word of catching up, until they 
  overhear a slight sound. The characters can make 
  a Moderate (20) INS + Perception check to listen 
  closer, hearing the sounds of a crying boy if success-
  ful. 
  Creeping closer with a Simple (10) AGY + Stealth, 
  the characters find a small clearing in the forest 
  with two tents and a campfire in the center. At the 
  fire is a boy (Ganjou Isi), no older than 16 years old, 
  drinking from a large gourd of sake and weeping in 
  his sorrows – saying things in the vein of “we deserve 
  to die” and “we shouldn’t have done it” over and over. 
  Continued rustling and the jingle of jewelry is com-
  ing from the two tents, as another boy (Irei Goro) is 
  going back and forth, emptying out one of the tents 
  into a large chest. His words are quite different. “Get 
  up and help me, we need to get out of here!” and “We can 
  beat ourselves up later”. A successful Simple (10) INS + 
  Holistics check reveals that the boys have cuts and 
  bruises like they have been fighting. 
  The characters can then decide how to approach 
  the situation. They could just walk into the camp 
  area and attempt to talk to the boys. In this scenar-
  io, the drunken boy continues to lie sobbing, while 
  the other makes a run for it. Unless the characters 
  surrounded the camp to stop him from escaping, the 
  boy makes a break for it and the chaser must make 
  a Chasing check. The boy starts with a 10 ft. lead 
  and makes a contested check of 1d20 + 8 (the boy’s 
  Movement) against the chaser’s 1d20 + Movement. 
  The difference in their rolls is how many feet are 
  gained. If the boy isn’t caught after three checks, 
  he successfully avoids capture. Ichatsuko No Kino is 
  good for this, possessing the Tree Hopping wushu 
  and being in the middle of a forest. 
  The boys are no match for ninja and should be 
  treated as Fodder if the characters decide to waltz 
  into the camp and battle the boys. Isi is obviously 
  useless in a fight, being slobbering drunk. Goro 
  knows a single wushu learned from his nanny who 
  was a failed ninja, Spark (pg. 127 of Corebook), but 
  he can only use it once before he’s out of chi. 
  With the boys subdued, the ninja can then begin 
  their interrogation. Isi is worth little more than sob-
  bing uncontrollably at the name Maya. A successful 
  Moderate (20) CHM + Intimidation check, however, 
  browbeats Goro into spilling the truth. He admits 
  that they had been stealing from the town’s people, 
  6
  Wu Xing adventure
  Jose Alvarez (Order #13441299)
  
  7
  but never expected them to call ninja over a few 
  pieces of jewelry. If he’s asked about Maya though, 
  Goro’s face grows dour and he becomes very serious. 
  “Maya? She’s gone. We were traveling south, just 
  taking a walk, when we found an iron caravan. It 
  looked like there were some things we could steal 
  from the empire caravan while the soldiers were out 
  doing exercises. They caught us though and held 
  the three of us for days… we were only let go a few 
  hours ago.”
  Isi continues to cry, “We shouldn’t have done it”. If 
  pressed as to where Maya is, he replies with:
  “The man in charge of the caravan has scars all 
  over his face. We were so scared. Then, he gave us a 
  choice. Two of us could go free if one stayed behind. 
  In the end, we traded Maya’s life for our own. She’s 
  still there now, probably going through unspeakable 
  tortures.”
  If the tents are checked with a Simple (10) INS + 
  Perception check, the characters can tell that one 
  tent is being in habited by a male noble, most likely 
  Goro. The other appears to have been shared with a 
  male and a noble female, suggesting that Maya and 
  Isi slept there together. Only if asked would Isi re-
  veal that Maya was the love of his life. If the charac-
  ters chastise the boys at all over their choice, having 
  to face that reality of their decisions makes Isi take 
  out a knife and slit his wrist. This could take the 
  adventure in a whole other direction, as the ninja 
  either attempt to save the boy’s life with wushu or 
  Holistics checks or they give the boy respect for tak-
  ing the honorable way out. 
  Some ninja may then want to dispatch with the 
  boys to cover their tracks. Some may want to leave 
  them alone and hope they change their ways. The 
  more political characters may want to return them 
  (especially Irei Goro) to their parents in hopes of re-
  ceiving a favor to be used at a later date. Others may 
  simply leave the boys at the camp, not worth the 
  trouble for a powerful ninja to bother with them. 
  Scene 7: The Iron Caravan
  Irei Goro gives the characters information on 
  where the caravan is currently. There’s no way they 
  could forget where they left Maya. Goro pulls out 
  a scroll and writes directions to where the caravan 
  has made camp. Following the map requires only 
  a Simple (10) IQ + Survival check. This brings the 
  characters to a road that leads them to the caravan 
  clearing. 
  Four iron caravan carts encircle the clearing that 
  has a large bonfi re in the center. The road has two 
  soldiers on either side and, with a Moderate (20) INS 
  + Perception check, the ninja can tell that there are 
  likely another fi ve soldiers in the forests on guard. 
  Each of the caravan wagons also has two soldiers on 
  guard and there are lights on inside each of them, 
  revealing movement. 
  There are a lot of soldiers to deal with, and even 
  the most powerful group of ninja needs to know 
  where to direct their resources. Many of the char-
  acters have options for fi nding out where the girl is 
  within the camp. 
  l Tsuki Eiji: Again, the ninja from the Pack of 
  the Black Moon can use his wushu to smell where 
  the girl is being kept. 
  l Ishikawa Ryota: Using their clan gift of con-
  trolling their imbued strings, they can send them 
  out into each wagon and then activate Spider’s Scry 
  to listen to what is going on inside of each. 
  l Hebi Ine: With the use of Danger Sense, Ine 
  can tell where the next moment of action is likely to 
  occur. 
  l Sakamoto Tadao: As a member o the War-
  dens of Equilibrium, he knows how to enhance his 
  vision to see through walls with his X-Ray wushu. 
  Scaling the Final Battle
  The GM should balance the fi nal battle to best 
  fi t the group of players. Soldiers in the fi rst wave 
  of the assault can be treated as Fodder. Then 
  use soldiers that survive the fi rst wave as nor-
  mal footsoldiers. A single Executioner and a few 
  footsoldiers should be more than enough to keep 
  a group of 2 to 3 ninja occupied. If the group is 
  composed of 4 or 5 ninja instead, however, there 
  should be two Executioners. 
  The Nobleman’s Daughter
  Jose Alvarez (Order #13441299)
  
  Once the characters know the girl’s location, they 
  can devise a plan to rescue her. Some characters 
  are much better at a stealthy attack, while others 
  specialize in frontal assaults. 
  l Kumori Kunio: The master of shadows, he’s 
  able to blind the camp and hopefully rescue Maya 
  while everyone is disoriented. Only Tsuki Eiji and 
  Chuushin Naomi can reasonably function within the 
  darkness. 
  l Sumi Rika: She has the power to explode 
  with shuriken and hit everything within a 40 ft. ra-
  dius. She can be key to winning a frontal assault. 
  l Odoriko Minori: Great at ranged attacks, 
  he makes for great support in either a stealthy or 
  frontal attack. If he saves the girl, he can also Tiger’s 
  Leap her to safety. 
  l Chuushin Naomi: The Will of Iron love to 
  test their blades against an enemy and she’d be 
  behind a frontal attack as a distraction for others to 
  sneak the girl out. 
  Unfortunately for the ninja, this is not just a 
  simply caravan. The leader of this band of soldiers 
  is none other than, Bugu Keikan the Executioner. 
  This powerful warrior leaves the trailer in a hurry, 
  his sinister smile making it clear that he is quite 
  insane and enjoys pain and combat. Looking inside 
  the trailer through the door, the characters will see 
  Maya lying on the ground tied up with torn clothes 
  and scars on any of her exposed skin. 
  The Executioner grabs a sword from a nearby sol-
  dier and leaps into battle with the ninja. If he starts 
  to lose the battle, Keikan is quick to make his way to 
  the trailer to kill Maya. The characters should, obvi-
  ously, try not to allow this to happen. 
  The characters can attempt to tear down the 
  entire camp and take out every soldier – or – they 
  could just as easily grab the girl in run. Keikan kept 
  the girl out of boredom and just like the cat that 
  loses a toy, he’ll move on to his next plaything when 
  she’s gone. He bored of Isi and Goro quickly enough 
  after all. No, Keikan will simply watch as the ninja 
  retreat and laugh, knowing that he’ll likely cross 
  paths with them again. 
  Scene 8: Conclusion
  Now that Maya is safe and sound, the repercus-
  sions of these events can be far reaching. The ninja 
  are given their payment for the Lotus Coalition from 
  the nobleman and they are free to go, but the fol-
  lowing are some of the ramifi cations of this adven-
  ture. 
  8
  Executioner Stats
  Not all soldiers are built alike. Executioners are a 
  step beyond normal soldiers with intensifi ed physi-
  cal training as well as a hardened spiritual core that 
  allows them to nullify wushu effects. Becoming an 
  Executioner is not easy and takes years (or decades) 
  to master the resistant arts, but it also takes a killer 
  instinct that few possess. They are quite mad com-
  pared to the average soldier, taking sick pleasure in 
  the pain of others. When not participating in the war, 
  they kill for fun and sport, competing with each other 
  to see who can take out the bigger and more danger-
  ous opponents. There are a lot of deranged soldiers in 
  the Izou army, but Executioners are used for “special” 
  assignments like assassinations, leading small squad-
  rons on espionage missions or as generals in the Ninja 
  Crusade. Their insane outlook also leads to so many 
  heinous acts (rape, murder, towns destroyed, etc.) that 
  are done in the name of fi nding and killing ninja. 
  Health: 30 (AR 5/4 Bulletproof), Stamina: 5
  Yin: 3, Yang: 3
  Skills: Acrobatics +12, Arts +9, Athletics +12, Decep-
  tion +10, Fortitude +13, Intimidation +14, Linguistics +9, 
  Perception +10, Performance +8, Stealth +12, Survival 
  +10  
  Traits: Immune to Fear/Awe checks. +11 vs. Bal-
  ance, +8 vs. Poison, +12 vs. Pain, +8 vs. Death, +3 vs. 
  Insanity, +7 vs. Unconsciousness
  Combat: Strike +10, Throw +9, Parry +10, Dodge +11, 
  Roll +14, Grapple +15, Initiative +18, Movement 14, Ac-
  tions 4, Damage +4
  Wushu: Knows “Precise Eye” and “Sturdy Fist” from 
  the Way of the Warrior. 
  Other Notes: The Executioner’s greatest advantage 
  is their ability to instantly nullify wushu effects used 
  on them (either directly or indirectly) by spending a 
  Chi point of the opposing type (1 Yin to nullify a Yang 
  wushu or vice versa). Wushu used on the ninja them-
  selves cannot be nullifi ed. They also know any ap-
  propriate Combat Technique (GM discretion) and are 
  adept at all weapon types. 
  Wu Xing adventure
  Jose Alvarez (Order #13441299)
  
  l Neitaki Maya: The girl is weak and timid 
  now, unlike her previous brash attitude. She begs 
  the characters not to tell her father of her disgrace 
  and kidnapping or that she was a thief. Keeping this 
  information a secret may help the girl, but may also 
  leave the nobleman without vital data to protect 
  himself or to possibly launch a campaign against 
  soldiers working outside the law. She also asks the 
  characters not to tell her father of her affair with 
  Ganjou Isi, who is a simple commoner. 
  l Neitaki Sai: The nobleman is extremely 
  happy when his daughter is returned. If told of any 
  of her thievery or her kidnapping, she is likely to be 
  sent to a monastery. He is aggressive in the courts 
  and can use this information against the Izou army 
  to further the anti-crusade cause, but it will mean 
  that Maya’s life will be ruined, even moment com-
  pletely controlled by her overbearing father. 
  l Irei Goro: Unless the boy was held against 
  his will or forced to go to the caravan with the ninja, 
  he is nowhere to be found when the ninja return. It 
  turns out that locking your family in the basement 
  and stealing all of their treasures to barter away 
  disgraces one in the eyes of society. The Irei family 
  may one day contact the characters to find him… 
  but that’s a story for another day. 
  l Ganjou Isi: The boy is left in the forest by his 
  friend, Goro, and he passes out. If no one goes back 
  to find him or take him to a safe place, he is eaten 
  by wolves… too drunk to fight back. If he is saved, 
  he never speaks to Maya again, never able to forgive 
  himself for his actions. 
  Experience
  +1
  Get into town without a fight.
  +1
  Console a distraught father.
  +1
  Follow any one of the side leads
  +1
  Isi and Goro aren’t killed
  +1
  Save Maya.
  9
  The Nobleman’s Daughter
  Jose Alvarez (Order #13441299)
  
  Combat Bonuses
  +______Strike  +______Throw   +______Parry  +______Dodge
  +______Roll  +______Grapple  +______Initiative  +______ Damage
  Actions _____  Movement _____  Armor Rating (AR) ______ 
  Skills        
        Acrobatics...........3    
        Arts.....................0
        Athletics.............3
        Beast Handling...2
        Crafts..................0
        Deception............3
        Discipline............3
        Empathy..............0
        Fortitude.............3
        Holistics..............0
        Specialties: Performance (Dance), 
  Arts (Speeches)
  Fighting Styles
  Monkey Style 5, Wildcat Style 1
  Weapons: Kunai, Hand Claws
                          
  Intimidation....4
  Knowledge.......0
  Linguistics.......0
  Legerdemain....2
  Perception.......3
  Performance....2
  Persuasion.......0
  Stealth..............2
  Survival............2
  Travel...............0
  Yang
  Yin
  Health: 35   Stamina: 5
  Gifts
  Stage and Sound, Class (2), Natural Marksmen (3), 
  Good Rep (2), Increased Init (2), MultiThrow 2 (3)
  Drawbacks
  Disrespected, Lecherous (2)
  Weapon:________________ Dmg _______ Size _____ 
  Spd _____ Strike +_____ Throw +_____ Parry +___ 
  Range____/____/____ Payload____ RS_____
  POW (Power).....6
  AGY (Agility).....6
  VIG (Vigor)........4
  IQ (Intellect)......5
  INS (Insight)......4
  CHM (Charm).....5
  Other Traits
     vs. Balance +______  vs. Fear/Awe +______  vs. Poison +______  vs. Pain +_____   
  vs. Disease +______  vs. Insanity +______   vs. Death +______  vs. Unconscious +_____  
  Memorize +_____ Carry / Lift ____/____ Strength Check+_____ Max Hold Breath ____sec.
  Attributes
  Odoriko Minori
  Clan: Blazing Dancers, Passion: Perfection, Element: Fire
  Languages Known:
  Izou Tongue
  Description: Considered one of the best students
  of the Wu Ji Theater, Minori a wonderful warrior
  and strategist for the Lotus Coalition. He’s got
  a small following and is an expert ranged fighter.
  He’s also a bit of a womanizer. He’s a great 
  performer, but is somewhat closed off behind 
  doors. Minori is a perfectionist and likes to take 
  the lead in any squad. 
  9
  7
  7
  7
  4
  7
  7
  7
  8
  150 300
  10
  80
  4
  4
  5
  4
  22
  10
  7
  1 (2)
  2
  12
  Kunai
  +3 (L)
  1
  2
  4
  14
  4
  20
  40
  80
  n/a
  20
  n/a
  Memorize +_____ Carry / Lift ____/____ Strength Check+_____ Max Hold Breath ____sec.
  Jose Alvarez (Order #13441299)
  
  Trick Shots (Level 3, Yang)
  Speed: 5
  Check: Acrobatics
  Prerequisite: None
  Normal: The ninja uses their Yang chi to make their 
  ranged weapons able to be ricocheted off objects in 
  the environment for trick shots. This grants them a 
  +3 bonus to all Throw checks and reduces penalties 
  from Cover/Concealment by half (rounded down). 
  Effects last for the Battle of Scene.
  Sacrifice (1): Completely negates penalties from 
  Cover/Concealment.
  Tiger’s Leap (Level 1, Yang)
  Speed: 6
  Check: Athletics
  Prerequisite: None
  Normal: The ninja jumps while using their chi to 
  give themselves a boost in height, doubling the 
  distance they would normally cover.
  Sacrifice (1): Quadruples jumping distance.
  Bright Star (Level 1, Yang - Fire)
  Speed: 5 (Reaction)
  Check: Persuasion
  Prerequisite: None
  Normal: This wushu surrounds the ninja’s body with 
  bright light, not only illuminating the area up to 50 
  ft, but also making them harder to hit. Opponents 
  suffer a -3 Throw penalty and -2 Strike penalty 
  when targeting the ninja. This effect lasts for 1 
  minute.
  Sacrifice (1): They burn even brighter, doubling the 
  penalties to attackers and the range of the light.
  Wushu
  /Fighting techniques
  Multi-Throw
  Rank 1: The ninja has learned to throw two kunai 
  or shuriken simultaneously with one hand or fire 
  two arrows at a time, but suffer a -4 Throw pen-
  alty.
  Rank 2: They can fire or throw four at once and 
  can target two separate targets.
  Jose Alvarez (Order #13441299)
  
  Combat Bonuses
  +______Strike  +______Throw   +______Parry  +______Dodge
  +______Roll  +______Grapple  +______Initiative  +______ Damage
  Actions _____  Movement _____  Armor Rating (AR) ______ 
  Skills        
        Acrobatics...........0    
        Arts.....................4
        Athletics.............4
        Beast Handling...2
        Crafts..................0
        Deception............0
        Discipline............1
        Empathy..............0
        Fortitude.............0
        Holistics..............4
        Specialties: Holistics (Diagnosis)
  Fighting Styles
  Dragon Style 5, Bear Style 1
  Weapons: Sai, Clubs
                          
  Intimidation....0
  Knowledge.......2
  Linguistics.......3
  Legerdemain....1
  Perception.......2
  Performance....2
  Persuasion.......2
  Stealth..............1
  Survival............2
  Travel...............2
  Yang
  Yin
  Health: 40   Stamina: 6
  Gifts
  Strong Like Bamboo, Attractiveness (2), Chi Horder 
  (2), Lucky (3), Class (1), Tough (1), Sprinter (2)
  Drawbacks
  Thrill Seekers, Curious (2)
  Weapon:________________ Dmg _______ Size _____ 
  Spd +_____ Strike +_____ Throw +_____ Parry +_____ 
  Range____/____/____ Payload____ RS_____
  POW (Power).....4
  AGY (Agility).....7
  VIG (Vigor)........5
  IQ (Intellect)......3
  INS (Insight)......5
  CHM (Charm).....6
  Other Traits
     vs. Balance +______  vs. Fear/Awe +______  vs. Poison +______  vs. Pain +_____   
  vs. Disease +______  vs. Insanity +______   vs. Death +______  vs. Unconscious +_____  
  Memorize +_____ Carry / Lift ____/____ Strength Check+_____ Max Hold Breath ____sec.
  Attributes
  Ichatsuko no Kino
  Clan: Bamboo Herbalists, Passion: Joy, Element: Wood
  Languages Known:
  Izou Tongue, Wood Tongue
  Description: Kino is a young girl with a bit too 
  much zest at times. She is known for taking on 
  any dare and going farther than any other 
  explorer of her generation. She doesn’t think 
  about the danger involved, but is very loyal to 
  her clan. The Lotus Coalition keeps her going
  with plenty of foraging missions, hoping that 
  one day she’ll be ready to be a healer on the 
  front lines. 
  7
  6
  10
  10
  10
  5
  5
  6
  4
  100 200
  9
  100
  8
  8
  5
  5
  13
  6
  3
  0
  2
  15
  Sai
  +1 (NL)
  1
  1
  9
  6
  11
  10
  20
  30
  n/a
  n/a
  n/a
  Jose Alvarez (Order #13441299)
  
  Diagnostics (Level 1, Yin)
  Speed: 1 Round
  Check: Holistics
  Prerequisite: None
  Normal: The ninja with this wushu can look over 
  their target and instantly know if they are sick or 
  injured. They receive a +5 bonus to any Holistics 
  checks that correspond to issues found.
  Sacrifice (1): Sense mental aberrations (Insanities) 
  in the target as well.
  Heal Wound (Level 2, Yang)
  Speed: 2 min
  Check: Holistics
  Prerequisite: Diagnostics
  Normal: The ninja holds their hand just above a 
  wound and focuses their Yang chi to heal any gash, 
  scar, bruise or broken bone. Each use heals up to 10 
  (NL) or 5 (L) or 2 Stamina, but cannot bring the 
  target above their maximum. The healing effects 
  are halved (rounded up) if they use this wushu on 
  themselves.
  For the next day, the target also receives a +2 bonus 
  to Fortitude checks (non-cumulative).
  Sacrifice (2): Healing happens faster (1 Round).
  Harvest (Level 1, Yang - Wood)
  Speed: 5
  Check: Survival
  Prerequisite: None
  Normal: The ninja infuses their Yang into a fruit-
  bearing plant to have it instantly produce enough of 
  said fruit for one meal. Used by many to keep from 
  starving in otherwise barren areas.
  Sacrifice (1): The plant infused can be forced to 
  produce any type of fruit, even if it is not the right 
  type (i.e. apples from an orange tree) or is not fruit 
  producing (i.e. apples from a cactus).
  Tree Hopping (Level 2, Yang - Wood)
  Speed: 8
  Check: Athletics
  Prerequisite: None
  Normal: This wushu lets ninja use forests as quick 
  ways to travel. By infusing yang chi into the soles of 
  their feet, they can amplify their jumping distances 
  if their platform is wood. Many ninja appear fly 
  through the trees at three times their Movement 
  due to this wushu. Effects last for a Scene.
  Sacrifice (1): x5 Movement.
  Wushu
  /Fighting techniques
  Dragon’s Tail
  (Speed 6)
  Rank 1: The ninja can sustain themselves by their 
  hands and swings their body around for simulta-
  neous low attacks, sweeping everyone within 
  close combat range. All opponents must make a 
  contested Balance check against the attack roll. A 
  failed Balance check means the target falls to the 
  ground and must take a Stand Action to get back 
  up.
  Jose Alvarez (Order #13441299)
  
  Combat Bonuses
  +______Strike  +______Throw   +______Parry  +______Dodge
  +______Roll  +______Grapple  +______Initiative  +______ Damage
  Actions _____  Movement _____  Armor Rating (AR) ______ 
  Skills        
        Acrobatics...........3    
        Arts.....................4
        Athletics.............3
        Beast Handling...2
        Crafts..................0
        Deception............0
        Discipline............3
        Empathy..............0
        Fortitude.............3
        Holistics..............0
        Specialties: Arts (Painting)
  Fighting Styles
  Tiger Style 5, Crocodile Style 1
  Weapons: Swords, Axes
                          
  Intimidation....4
  Knowledge.......0
  Linguistics.......0
  Legerdemain....2
  Perception.......3
  Performance....2
  Persuasion.......0
  Stealth..............2
  Survival............2
  Travel...............0
  Yang
  Yin
  Health: 42   Stamina: 6
  Gifts
  Item Assimilation, Natural Brawler (3), Lucky (3),
  Pain Resistant (4), Attractiveness (1)
  Drawbacks
  Scarred & Painted, Emotional (4)
  Weapon:________________ Dmg _______ Size _____ 
  Spd +_____ Strike +_____ Throw +_____ Parry +___ 
  Range____/____/____ Payload____ RS_____
  POW (Power).....6
  AGY (Agility).....6
  VIG (Vigor)........6
  IQ (Intellect)......4
  INS (Insight)......5
  CHM (Charm).....3
  Other Traits
     vs. Balance +______  vs. Fear/Awe +______  vs. Poison +______  vs. Pain +_____   
  vs. Disease +______  vs. Insanity +______   vs. Death +______  vs. Unconscious +_____  
  Memorize +_____ Carry / Lift ____/____ Strength Check+_____ Max Hold Breath ____sec.
  Attributes
  sumi rika
  Clan: Virtuous Body Gardeners, Passion: Warrior, Element: Fire
  Languages Known:
  Izou Tongue
  Description: Sumi is a no-nonsense, take-no-
  prisoners type of gal. She is a monster on the
  battlefield, able to take out soldier after soldier
  without hesitation. She has a tendancy to get 
  drunk often and is still quite deadly. Her family
  is long dead at the hands of the Izou Army, so
  she volunteered to work with the Lotus Coalition
  quickly. Her blade is their’s now. 
  9
  8
  9
  9
  5
  9
  9
  12
  7
  150 300
  12
  120
  9
  4
  6
  5
  14
  6
  5
  4
  3
  12
  Ninjato
  +5 (L)
  2
  2
  10
  8
  5
  10
  20
  30
  2/0
  n/a
  n/a
  Jose Alvarez (Order #13441299)
  
  Artful Defense (Level 2, Yin)
  Speed: 6 (Reaction)
  Check: Arts
  Prerequisite: None
  Normal: This is the opposite of the Withdraw 
  Weapon wushu. If attacked with a weapon, they 
  may use this wushu to instantly absorb it into their 
  body as a new Tattoo. They make a Roll check with 
  a +4 bonus and, if successful, the weapon becomes a 
  tattoo and deals no damage. If failed, they take 
  damage normally. Lasts for 1 Round and does not 
  affect enchanted weapons or unarmed attacks.
  Sacrifice (2): Duration raised to 1 minute.
  Shuriken Explosion (Level 3, Yang)
  Speed: 10
  Check: Arts
  Prerequisite: Artful Defense
  Normal: The ninja is tattooed with kanji for 
  shuriken at various points over their body. When 
  activated, this wushu launches a flurry of shuriken 
  with a +4 Throw bonus and AP 3 from the ninja’s 
  body at everyone and everything within 40 ft. 
  Anyone hit with these shuriken takes +2 (L).
  Sacrifice (1): Doubled to +8 Throw and +4 (L).
  Cannon Punch (Level 3, Yang)
  Speed: 6 (Attack)
  Check: Athletics
  Prerequisite: None
  Normal: This wushu is difficult to master, but 
  increases combat ability in spades. It consists of the 
  ninja learning to release a large burst of chi at the 
  point of impact when attacking an opponent. This 
  wushu not only adds a +3 damage bonus to the 
  attack (+6 to non-living targets), but also pushes the 
  target back 5 ft. per POW + Yang unless they succeed 
  at a POW + Athletics check with difficulty equal to 
  the ninja’s attack check.
  Sacrifice (1): +5 damage (+10 to non-living) and 
  pushes for 10 ft. per POW + Yang.
  Wushu
  /Fighting techniques
  Thick Skin
  Rank 1: Intense training gives the ninja AR 2/0.
  Jose Alvarez (Order #13441299)
  
  Combat Bonuses
  +______Strike  +______Throw   +______Parry  +______Dodge
  +______Roll  +______Grapple  +______Initiative  +______ Damage
  Actions _____  Movement _____  Armor Rating (AR) ______ 
  Skills        
        Acrobatics...........2    
        Arts.....................2
        Athletics.............3
        Beast Handling...0
        Crafts..................2
        Deception............0
        Discipline............3
        Empathy..............3
        Fortitude.............0
        Holistics..............3
        Specialties: Knowledge (Knowledge, History)
  Fighting Styles
  Crane Style 5, Hawk Style 1
  Weapons: Staff, Spear
                          
  Intimidation....0
  Knowledge.......5
  Linguistics.......4
  Legerdemain....1
  Perception.......4
  Performance....0
  Persuasion.......0
  Stealth..............1
  Survival............1
  Travel...............3
  Yang
  Yin
  Health: 31   Stamina: 6
  Gifts
  Long View, Library (2), Light Sleeper (3), Poison 
  Resistance (1), Perfect Memory (3)
  Drawbacks
  Sheltered, Shy (2)
  Weapon:________________ Dmg _______ Size _____ 
  Spd +_____ Strike +_____ Throw +_____ Parry +___ 
  Range____/____/____ Payload____ RS_____
  POW (Power).....4
  AGY (Agility).....4
  VIG (Vigor)........5
  IQ (Intellect)......8
  INS (Insight)......5
  CHM (Charm).....4
  Other Traits
     vs. Balance +______  vs. Fear/Awe +______  vs. Poison +______  vs. Pain +_____   
  vs. Disease +______  vs. Insanity +______   vs. Death +______  vs. Unconscious +_____  
  Memorize +_____ Carry / Lift ____/____ Strength Check+_____ Max Hold Breath ____sec.
  Attributes
  Arai Kaede
  Clan: Living Chronicle, Passion: Truth, Element: Water
  Languages Known:
  Izou Tongue, Wood Tongue, Island Tongue, Fire Tongue
  Description: Kaede is new to the Izou Empire, 
  but has been sent by her clan to aid the Lotus 
  Coalition and record their advances. This is 
  instead of being assigned to a corrupt noble or
  one of the Emperor’s advisors. She seeks to 
  uncover possible moles within the Coalition
  and acquire knowledge to use against the 
  Empire. She has a quiet demeanor, only 
  usually speaking when spoken to. 
  6
  13
  5
  7
  8
  5
  7
  8
  11
  100 200
  9
  100
  3
  6
  3
  3
  16
  6
  4
  0
  4
  8
  Bo
  +3 (NL)
  3
  2
  5
  6
  8
  12
  24
  36
  n/a
  n/a
  n/a
  Jose Alvarez (Order #13441299)
  
  The Long View (Level 1, Yin)
  Speed: 3
  Check: Knowledge
  Prerequisite: None
  Normal: The ninja can use his intense knowledge of 
  historical battles to gain an edge. Infusing move-
  ments with Yin, they raise their chances of acting 
  first for maximum effectiveness. They add their 
  Knowledge level to their next Initiative check.
  Sacrifice (1): Add Knowledge level to two other 
  Initiative checks (either their own or a comrade’s).
  Instant Reading (Level 2, Yang)
  Speed: 1 min
  Check: Knowledge
  Prerequisite: None
  Normal: The ninja touches a book and instantly 
  assumes all of its knowledge, as if they had taken 
  the time to actually read the book entirely. This 
  information fades after 1 day.
  Sacrifice (1): Duration extended to 1 week.
  Unmoving Stance (Level 1, Yin - Earth)
  Speed: 5 (Reaction)
  Check: Acrobatics
  Prerequisite: None
  Normal: The ninja links their chi with the ground to 
  connect themselves to the ground and avoid falling. 
  They automatically succeed in any resistance 
  checks against being tripped, swept or thrown. 
  Effect lasts for one attempt to throw them off their 
  feet.
  Sacrifice (1): Effect lasts for the Battle.
  Water Walking (Level 1, Yin - Water)
  Speed: 6
  Check: Athletics
  Prerequisite: None
  Normal: The ninja has learned to channel their chi 
  beneath their feet to be in flow with water enough 
  to stand on top without falling in. They can walk, 
  run or sprint on top of the water without any ill 
  effect. If the water gets choppy or currents increase, 
  the GM may apply a -3 penalty to physical Actions 
  that require Balance. Effect lasts for the Scene or 
  Battle
  Sacrifice (1): No penalty for unsteady waters.
  Like Water (Level 3, Yin – Water)
  Speed: 8 (Reaction)
  Check: Fortitude
  Prerequisite: None
  Normal: The ninja embodies the ever-changing 
  movement of water, making them much harder 
  to battle. Those that do actually land attacks on 
  the ninja, create splashes of water as this wushu 
  uses humidity in the air to reduce damage taken. 
  They receive a +6 bonus to Parry and Dodge, +4 
  bonus to all other Reactions and AR 2/2. Effects 
  last for the Battle.
  Sacrifice (1): Raised to AR 4/4 and they gain +1 
  Action per Round for the Battle.
  Wushu
  /Fighting techniques
  Iron and Silk
  Rank 1: The ninja has learned the art of parrying 
  melee weapons unarmed without limit. They may 
  parry armed opponents barehanded, no matter 
  what weapon they are currently using, at a -4 
  penalty (instead of -8).
  Jose Alvarez (Order #13441299)
  
  Combat Bonuses
  +______Strike  +______Throw   +______Parry  +______Dodge
  +______Roll  +______Grapple  +______Initiative  +_____ Damage
  Actions _____  Movement _____  Armor Rating (AR) ______ 
  Skills        
        Acrobatics...........0    
        Arts.....................0
        Athletics.............4
        Beast Handling...5
        Crafts..................3
        Deception............0
        Discipline............1
        Empathy..............0
        Fortitude.............5
        Holistics..............3
        Specialties: Beast Handling (Training, Dogs)
  Fighting Styles
  Crocodile Style 5, Dragon Style 1
  Weapons: Axes, Sai
                          
  Intimidation....4
  Knowledge.......0
  Linguistics.......0
  Legerdemain....3
  Perception.......0
  Performance....0
  Persuasion.......0
  Stealth..............3
  Survival............6
  Travel...............0
  Yang
  Yin
  Health: 58   Stamina: 9
  Gifts
  Entwined Souls - Lie Quan Dog, Giant (5), Sharpened
  Senses - Smell (2), Sprinter (2)
  Drawbacks
  Bumpkins, Big Mouth (2)
  Weapon:________________ Dmg _______ Size _____ 
  Spd _____ Strike +_____ Throw +_____ Parry +___ 
  Range____/____/____ Payload____ RS_____
  POW (Power).....8
  AGY (Agility).....6
  VIG (Vigor)........6
  IQ (Intellect)......4
  INS (Insight)......3
  CHM (Charm).....3
  Other Traits
     vs. Balance +______  vs. Fear/Awe +______  vs. Poison +______  vs. Pain +_____   
  vs. Disease +______  vs. Insanity +______   vs. Death +______  vs. Unconscious +_____  
  Memorize +_____ Carry / Lift ____/____ Strength Check+_____ Max Hold Breath ____sec.
  Attributes
  Tsuki eiji
  Clan: Pack of the Black Moon, Passion: Escape, Element: Earth
  Languages Known:
  Izou Tongue
  Description: Eiji is a land-owner that was in
  charge of acres of farmland. However, when he
  was discovered as a ninja, he was jailed and was 
  forced to escape. He is currently working with 
  Lotus Coalition, but knows his days of freedom 
  are numbered. Yukiko, his dog, growls and barks
  instinctually at Izou soldiers. When he can
  relax, he’s very laid back.    
  6
  4
  11
  11
  3
  11
  11
  4
  5
  200 400
  17
  120
  6
  4
  5
  5
  14
  4
  5
  6
  3
  18
  Ko
  +9 (L)
  3
  3
  8
  5
  5
  n/a
  n/a
  10
  20
  30
  X
  Jose Alvarez (Order #13441299)
  
  The Hunt Begins (Level 1, Yang)
  Speed: 8
  Check: Beast Handling
  Prerequisite: None
  Normal: The ninja enhances their senses and that of 
  their dog to catch the scent of a particular object or 
  person that they have encountered before anywhere 
  within 1 mile. This wushu can even be used if they 
  did not memorize the smell previously. They receive 
  a +10 bonus to all Survival (Tracking) checks.
  Sacrifice (1): Range increased to 5 miles.
  Meet In the Middle (Level 3, Yang)
  Speed: 10 (Attack)
  Check: Beast Handling
  Prerequisite: None
  Normal: The ninja and canine launch a triple strike 
  attack at their opponent. The ninja first takes a swipe 
  at the target from one direction, then the canine 
  from the other, each with a +4 bonus to Strike and 
  dealing +4 damage. Then they launch a final coopera-
  tive attack with a +2 to Strike and +8 damage (or +12 if 
  both the first and second attacks dealt damage).
  Sacrifice (1): Final attack raised to +6 Strike and +10 
  damage (+15 damage if first and second attacks also 
  dealt damage)
  Canine Form (Level 2, Yang)
  Speed: 1 min (Ritual)
  Check: Beast Handling
  Prerequisite: None
  Normal: A fundamental wushu for the Hounds, the 
  ninja gets in touch with the animal spirit within and 
  takes a form identical to their ninja dog. Their mental 
  stats (INS, IQ, and CHM) are kept, but physical stats 
  become those of their chosen breed (pg 184).
  Sacrifice (1): Happens instantly (Speed 4).
  Sonic Hearing (Level 1, Yin)
  Speed: 6
  Check: Beast Handling
  Prerequisite: None
  Normal: The ninja uses Yin chi to widen their range 
  of hearing. They can hear sounds on almost any 
  frequency, automatically succeeding at any Percep-
  tion (Hearing) attempts within 300 feet away.
  Sacrifice (1): Hear whispers up to ½ mile away.
  Night Eyes (Level 1, Yin)
  Speed: 6 (Reaction)
  Check: Beast Handling
  Prerequisite: None
  Normal: The ninja with this wushu can see in low 
  light or nighttime conditions as if it were day. They 
  also only suffer half the penalties in complete dark-
  ness.
  Sacrifice (1): They can see without penalty in any 
  type of darkness, even magical.
  Wushu
  /Fighting techniques
  Snapping Strike
  (Speed 9, -4 Strike, +5 (L))
  Rank 1: The ninja lunges at their opponent in a sudden 
  burst and speed, attacking in a symphony of movement as 
  their hands impact with their opponent like an alligator’s 
  mouth. Not only does this technique deal damage, but also 
  initiates a Grapple between the two fighters. This Action 
  can only be Dodged, not Parried.
  Jose Alvarez (Order #13441299)
  
  Combat Bonuses
  +______Strike  +______Throw   +______Parry  +______Dodge
  +______Roll  +______Grapple  +______Initiative  +______ Damage
  Actions _____  Movement _____  Armor Rating (AR) ______ 
  Skills        
        Acrobatics...........3    
        Arts.....................0
        Athletics.............3
        Beast Handling...3
        Crafts..................0
        Deception............4
        Discipline............1
        Empathy..............2
        Fortitude.............3
        Holistics..............2
        Specialties: +5 for Flexibility, Stealth (Conceal-
  ment), Survival (Jungles)
  Fighting Styles
  Snake Style 5, Hawk Style 1
  Weapons: Knives, Spears
                          
  Intimidation....4
  Knowledge.......3
  Linguistics.......0
  Legerdemain....1
  Perception.......1
  Performance....0
  Persuasion.......0
  Stealth..............2
  Survival............3
  Travel...............0
  Yang
  Yin
  Health: 41   Stamina: 7
  Gifts
  Snake-like Body, Natural Brawler (3), Pain Resist (2),
  Hard to Kill (2), Iron Will (1)
  Drawbacks
  Vengeful, One Eye (4)
  Weapon:________________ Dmg _______ Size _____ 
  Spd +_____ Strike +_____ Throw +_____ Parry +___ 
  Range____/____/____ Payload____ RS_____
  POW (Power).....4
  AGY (Agility).....6
  VIG (Vigor)........6
  IQ (Intellect)......4
  INS (Insight)......5
  CHM (Charm).....5
  Other Traits
     vs. Balance +______  vs. Fear/Awe +______  vs. Poison +______  vs. Pain +____   
  vs. Disease +______  vs. Insanity +______   vs. Death +______  vs. Unconscious +_____  
  Memorize +_____ Carry / Lift ____/____ Strength Check+_____ Max Hold Breath ____sec.
  Attributes
  Hebi Ine
  Clan: Recoiling Serpents, Passion: Vengence, Element: Wood
  Languages Known:
  Izou Tongue
  Description: Ine is descendent from a legendary
  warrior among the Serpents. She lost her eye in 
  a duel long ago, but is still a great fighter on the
  battlefield. She is spiteful, cold and completely
  out for revenge since the Wedding Fiasco. She 
  doesn’t take orders well and is likely to do the
  opposite of what she’s told for the hell of it, 
  unless it suits her purposes. 
  9
  6
  9
  X
  9
  13
  9
  8
  5
  100 200
  10
  120
  6
  5
  2
  4
  14
  4
  3
  3
  3
  10
  Bi-Su
  +3 (L)
  1
  1
  8
  6
  5
  n/a
  n/a
  10
  20
  30
  Jose Alvarez (Order #13441299)
  
  Long Tongue Technique (Level 1, Yang)
  Speed: 4 (Reaction)
  Check: Fortitude
  Prerequisite: None
  Normal: The ninja learns to extend their tongue up to 5 ft. 
  long and it is prehensile, able to lift up to 5 lbs. per POW. In 
  combat, the ninja may use their tongue as a weapon to lash 
  at an opponent with a +2 Strike bonus and deal +1 (L). Lasts 
  for the Battle or Scene.
  Sacrifice (1): Extends up to 10 ft. and bonuses raised to +4 
  Strike and +2 (L).
  Swallow (Level 1, Yin)
  Speed: 4 (Reaction)
  Check: Fortitude
  Prerequisite: None
  Normal: The ninja can disjoint their jaws and open their 
  mouths wide enough to swallow anything inside of 1 ft. wide. 
  They can safely keep said item inside of them until they 
  choose to regurgitate it back up. If they keep the item inside 
  for longer than 3 days, it disintegrates. Some Serpents are 
  known to eat their meals in this manner, emulating the 
  snake in their daily lives.
  Sacrifice (1): Can allow an item up to 3 ft. wide and can keep 
  it indefinitely.
  Shed Skin (Level 2, Yang)
  Speed: 10
  Check: Holistics
  Prerequisite: None
  Normal: The ninja makes the outer layer of skin disintegrate, 
  removing any scars or bruising and instantly regaining 8 
  Health. In addition, this leaves them feeling refreshed and 
  alert, providing a +2 non-cumulative bonus to Initiative for 
  the Battle.
  Sacrifice (1): Heals 12 Health and gains +4 non-cumulative 
  bonus to Initiative for the Battle.
  Escape Technique (Level 1, Yin)
  Speed: 10
  Check: Legerdemain
  Prerequisite: None
  Normal: If the ninja is ever bound by rope and gag, 
  chains and weights or in a cage, this wushu automati-
  cally releases them. The rope snaps, the chains budge 
  and the cage becomes unlocked. The fuel for this 
  wushu is the ninja’s feeling of being trapped, so it 
  cannot be used outside of this type of scenario.
  Sacrifice (1): Can be used in any circumstances, like 
  breaking and entering or releasing another.
  Danger Sense (Level 2, Yang)
  Speed: 4 (Reaction)
  Check: Empathy
  Prerequisite: None
  Normal: The ninja with this wushu is able to sense 
  impending danger for the Scene. When used, they 
  receive emotional reactions that they can use to 
  discern the level of impending doom may be upon 
  them, but this is completely dependent upon the 
  user. Someone with a phobia of Snakes will sense a 
  huge danger, while it is really only very bad for them. 
  If attacked while in use, the ninja receives +4 to 
  Initiative checks.
  Sacrifice (1): Wushu stays active for one full day.
  Wushu
  /Fighting techniques
  Coil and Strike
  (Speed 10)
  Rank 1: The ninja holds their Actions for 10 Counts 
  without Movement and suffers a -5 penalty to all 
  Reactions during this time. Afterward, they receive a 
  +10 bonus to Strike and +3 Damage to the following 
  attack. Cannot be used with Simultaneous Actions.
  Jose Alvarez (Order #13441299)
  
  Combat Bonuses
  +______Strike  +______Throw   +______Parry  +______Dodge
  +______Roll  +______Grapple  +______Initiative  +_____ Damage
  Actions _____  Movement _____  Armor Rating (AR) ______ 
  Skills        
        Acrobatics...........3    
        Arts.....................2
        Athletics.............3
        Beast Handling...2
        Crafts..................0
        Deception............3
        Discipline............3
        Empathy..............3
        Fortitude.............3
        Holistics..............0
        Specialties: Stealth (Shadowing, Hiding in 
  Crowds), -3 for Hearing
  Fighting Styles
  Eagle Style 5, Monkey Style 1
  Weapons: Bow, Kunai, Sword
                          
  Intimidation....3
  Knowledge.......3
  Linguistics.......0
  Legerdemain....3
  Perception.......3
  Performance....0
  Persuasion.......2
  Stealth..............5
  Survival............3
  Travel...............0
  Yang
  Yin
  Health: 37   Stamina: 5
  Gifts
  Heightened Training, Yin Master (3), Animal Com-
  Panion - Eagle (3), Fearless (2), Cat Balance (1),
  Hard to Kill (2)
  Drawbacks
  Ninja Pride, Poor Hearing (2)
  Weapon:________________ Dmg _______ Size _____ 
  Spd _____ Strike +_____ Throw +_____ Parry +___ 
  Range____/____/____ Payload____ RS_____
  POW (Power).....5
  AGY (Agility).....5
  VIG (Vigor)........5
  IQ (Intellect)......5
  INS (Insight)......5
  CHM (Charm).....5
  Other Traits
     vs. Balance +______  vs. Fear/Awe +______  vs. Poison +______  vs. Pain +_____   
  vs. Disease +______  vs. Insanity +______   vs. Death +______  vs. Unconscious +_____  
  Memorize +_____ Carry / Lift ____/____ Strength Check+_____ Max Hold Breath ____sec.
  Attributes
  Kumori Kunio
  Clan: Grasping Shadows, Passion: Rebellion, Element: Water
  Languages Known:
  Izou Tongue
  Description: Kunio has survived the difficult
  training the Shadows provide. Top of his class
  and full of attitude. He’ll work with others, but
  usually demands to lead missions against the
  Izou Army. The Lotus Coalition gives him 
  missions, but he handles them “his” way. 
  Ignoring orders doesn’t win him any friends,
  but neither does being an elitest.   
  10
  12
  8
  8
  8
  12
  8
  8
  8
  125 250
  10
  100
  3
  5
  4
  3
  16
  6
  7
  1
  3
  10
  Yumi
  4 (L)
  2
  3
  X
  9
  5
  n/a
  6
  25
  50
  100
  20
  Izou Tongue
  Jose Alvarez (Order #13441299)
  
  Shadow Cloak (Level 1, Yin)
  Speed: 8 (Reaction)
  Check: Stealth
  Prerequisite: None
  Normal: The ninja can grab a nearby shadow to 
  drape themselves, garnering a +5 bonus to Stealth 
  checks. It also obscures their appearance, making it 
  impossible to identify them by sight.
  Sacrifice (1): Raise to +10 Stealth bonus.
  Blinding Darkness (Level 3, Yin)
  Speed: 12 (Reaction)
  Check: Perception
  Prerequisite: Shadow Cloak
  Normal: The ninja summons a cloud of magical 
  darkness to fill the surrounding 100 ft. radius. 
  Without certain wushu, anyone inside (including 
  the user) is now completely blind, taking the full 
  Blindness penalty of -15 to all checks.
  Sacrifice (X): The ninja and X others are immune to 
  the blindness effects.
  The Unheard (Level 1, Yin)
  Speed: 5 (Reaction)
  Check: Stealth
  Prerequisite: None
  Normal: The ninja cancels all sound in their 
  surrounding 10 ft, including voices, footsteps, or 
  even things dropping. Lasts for the Scene.
  Sacrifice (1): Can use it directly on someone else. 
  Some even use this just shut others up.
  The Unscented (Level 1, Yin)
  Speed: 6 (Reaction)
  Check: Stealth
  Prerequisite: None
  Normal: The ninja loses all traces of their scent, 
  reducing the chances of being tracked by dogs or 
  wushu that enhance sense of smell. This gives their 
  tracker a -5 penalty to find them by scent. Last for 1 
  day.
  Sacrifice (2): The ninja’s scent is removed from 
  everything in a half-mile radius, giving their tracker 
  a -10 penalty.
  Wushu
  /Fighting techniques
  Focused Strikes
  Rank 1: The fighter has honed their skills through 
  intense training to strike specific parts of their 
  opponent’s body with ease. Penalties for Targeted 
  strikes are reduced by 4.
  Jose Alvarez (Order #13441299)
  
  Combat Bonuses
  +______Strike  +______Throw   +______Parry  +______Dodge
  +______Roll  +______Grapple  +______Initiative  +_____ Damage
  Actions _____  Movement _____  Armor Rating (AR) ______ 
  Skills        
        Acrobatics...........2    
        Arts.....................3
        Athletics.............2
        Beast Handling...0
        Crafts..................0
        Deception............5
        Discipline............1
        Empathy..............3
        Fortitude.............0
        Holistics..............0
        Specialties: Deception (Hiding Emotions, 
  Disguise), Empathy (Spot Lies), +4 for Hearing
  Fighting Styles
  Horse Style 5, Crane Style 1
  Weapons: Chains, Staff
                          
  Intimidation....0
  Knowledge.......3
  Linguistics.......3
  Legerdemain....3
  Perception.......0
  Performance....0
  Persuasion.......4
  Stealth..............2
  Survival............2
  Travel...............2
  Yang
  Yin
  Health: 32   Stamina: 5
  Gifts
  Imbue Threads, Connections - Nobles (2), Class- Noble
  (5), Fearless (2), Sharpened Senses (Hearing)
  Drawbacks
  Betrayers, Deep Sleeper (3), Combat Fear (1)
  Weapon:________________ Dmg _______ Size _____ 
  Spd +_____ Strike +_____ Throw +_____ Parry +___ 
  Range____/____/____ Payload____ RS_____
  POW (Power).....6
  AGY (Agility).....4
  VIG (Vigor)........3
  IQ (Intellect)......6
  INS (Insight)......4
  CHM (Charm).....7
  Other Traits
     vs. Balance +______  vs. Fear/Awe +______  vs. Poison +______  vs. Pain +_____   
  vs. Disease +______  vs. Insanity +______   vs. Death +______  vs. Unconscious +_____  
  Memorize +_____ Carry / Lift ____/____ Strength Check+_____ Max Hold Breath ____sec.
  Attributes
  Ishikawa Ryota
  Clan: Hidden Strands of Fate, Passion: Greed, Element: Metal
  Languages Known:
  Izou Tongue, Island Tongue
  Description: Ryota serves the Lotus Coalition
  by continuing his life as a Noble. His meetings
  with other ninja are in secret, but his influence
  can get his allies into places they’d never think 
  possible. He’s a smooth talker, able to spin lies
  like a pro. His status within the Strands has
  earned his master’s attention and he is being
  asked to do more and more, putting his cover
  in jeopardy.  
  6
  9
  3
  3
  7
  3
  1
  5
  7
  150 300
  9
  60
  5
  3
  4
  6
  14
  4
  2
  4
  3
  10
  Nunchaku
  +6 (NL)
  2
  2
  7
  4
  5
  n/a
  n/a
  10
  20
  30
  Jose Alvarez (Order #13441299)
  
  Invisible Threads (Level 1, Yin)
  Speed: 5
  Check: Stealth
  Prerequisite: None
  Normal: This wushu lets the ninja make their 
  imbued threads completely lightweight and invis-
  ible. Many use this in conjunction with other 
  wushu, to set traps or to appear to move things 
  with their mind. Lasts up to 1 hour.
  Sacrifice (X): Effect lasts for X days.
  Spider’s Scry (Level 2, Yin)
  Speed: 10 (Concentration)
  Check: Perception
  Prerequisite: None
  Normal: The ninja can touch a thread and be able to 
  listen to any conversation being had within 20 ft. of 
  its length. Strategically placed threads can allow for 
  stealthy eavesdropping and the Hidden Strands are 
  known to cover their territory for this exact 
  purpose. If the area is particularly crowded or 
  chaotic, a Moderate (20) IQ + Perception check may 
  be needed to weed out individual conversations.
  Sacrifice (1): Can weed out any individual conversa-
  tion (without a check) within 40 ft. of the thread.
  Thread Web (Level 2, Yang)
  Speed: 6 (Reaction)
  Check: Legerdemain
  Prerequisite: None
  Normal: The ninja creates a web of threads, sponta-
  neously spun and attached to any surface. Some use 
  this to catch themselves from falling (negating 
  damage), while others may use it to seal off an area. 
  The web itself can have up to a 30 ft. diameter and 
  has Durability 10 (AR 2/2).
  Sacrifice (1): Widen up to 60 ft. diameter.
  Sacrifice (1): Double Durability and AR.
  Reflection Defense (Level 3, Yang)
  Speed: 6 (Reaction)
  Check: Stealth
  Prerequisite: None
  Normal: The ninja creates an instant reflection of 
  himself so close in proximity that it appears they 
  are blurred. When being attacked, the attacker 
  suffers a -10 Strike or Throw penalty, as they are not 
  sure if they are attacking the real ninja or his subtle 
  reflection.
  Sacrifice (1): Multiple reflections make it harder to 
  find the real ninja. Opponent suffers a -15 penalty 
  and no added benefit if they roll Critical Success.
  Wushu
  /Fighting techniques
  Damaging Block
  (Speed 4, -4 Parry, +1 (NL))
  Rank 1: The ninja uses the attacker’s momentum 
  against them, simultaneously parrying their blow 
  and redirecting their force back at them. Only 
  takes effect if Parry is successful.
  Jose Alvarez (Order #13441299)
  
  Combat Bonuses
  +______Strike  +______Throw   +______Parry  +______Dodge
  +______Roll  +______Grapple  +______Initiative  +_____ Damage
  Actions _____  Movement _____  Armor Rating (AR) ______ 
  Skills        
        Acrobatics...........0    
        Arts.....................0
        Athletics.............3
        Beast Handling...0
        Crafts..................3
        Deception............4
        Discipline............1
        Empathy..............3
        Fortitude.............0
        Holistics..............2
        Specialties: Persusion (Leadership, Negotiation)
  Fighting Styles
  Bear Style 5, Eagle Style 1
  Weapons: Clubs, Bow
                          
  Intimidation....0
  Knowledge.......2
  Linguistics.......3
  Legerdemain....2
  Perception.......4
  Performance....0
  Persuasion.......4
  Stealth..............2
  Survival............1
  Travel...............0
  Yang
  Yin
  Health: 42   Stamina: 5
  Gifts
  Balancing Act - Yin, Class (3), Yang Master (3), Tough
  (2), Connections - Merchants (3), Iron Will (2)
  Drawbacks
  Unpredictable History, Slow Healer (4)
  Weapon:________________ Dmg _______ Size _____ 
  Spd _____ Strike +_____ Throw +_____ Parry +___ 
  Range____/____/____ Payload____ RS_____
  POW (Power).....6
  AGY (Agility).....4
  VIG (Vigor)........4
  IQ (Intellect)......5
  INS (Insight)......4
  CHM (Charm).....7
  Other Traits
     vs. Balance +______  vs. Fear/Awe +______  vs. Poison +______  vs. Pain +_____   
  vs. Disease +______  vs. Insanity +______   vs. Death +______  vs. Unconscious +_____  
  Memorize +_____ Carry / Lift ____/____ Strength Check+_____ Max Hold Breath ____sec.
  Attributes
  Sakamoto Tadao
  Clan: Wardens of Equilibrium, Passion: Collection, Element: Earth
  Languages Known:
  Izou Tongue, Wood Tongue
  Description:  Tadao is the son of one of the 
  founders of the Lotus Coalition. He was inducted
  for his knowledge and lust for medical potions. 
  Tadao’s made a name for himself in the sale and
  trade of medicinal ingrediants and services. Even
  though he’s not the best medic, he knows many
  of the Empire’s best. He is a humble man, and 
  knows how to get what he wants without violence.  
  4
  5
  4
  4
  11
  4
  4
  5
  6
  150 300
  10
  80
  5
  4
  5
  5
  11
  4
  3
  4
  2
  9
  Tsin (Wood)
  +6 (NL)
  2
  2
  6
  5
  6
  n/a
  n/a
  9
  18
  27
  X
  Jose Alvarez (Order #13441299)
  
  Many Tongues (Level 2, Yin)
  Speed: 1 minute
  Check: Linguistics
  Prerequisite: None
  Normal: The ninja listens to a few words of a 
  language they do not know and they instantly 
  acquire the ability to speak the foreign tongue. Last 
  for the Scene.
  Sacrifice (1): Also can read the new language.
  X-Ray (Level 2, Yin)
  Speed: 10
  Check: Perception
  Prerequisite: None
  Normal: The ninja can extend their chi sensing for a 
  100 ft. radius, reaching beyond barriers. This allows 
  them to see and hear through walls, trees and other 
  obstacles.
  Sacrifice (1): Extends to 300 ft. radius and gives a +4 
  bonus to Perception checks.
  Muddied Steps (Level 1, Yang - Earth)
  Speed: 5 (Reaction)
  Check: Legerdemain
  Prerequisite: None
  Normal: The ninja instantly changes a patch of earth 
  up to 20 ft. away and 20 ft. in diameter into slippery, 
  muddy terrain. This forces a Moderate (20) Balance 
  check to anyone standing in the effected area 
  immediately and then every time they perform a 
  Strong Strike, Finishing Strike, Hurl Weapon, Dodge 
  or Move Action.
  Sacrifice (1): Double the effected area and Difficulty 
  (25).
  Sacrifice (1): Extra slippery, Balance checks are 
  needed for every Action taken.
  Spitting Earth (Level 2, Yang - Earth)
  Speed: 8 (Attack)
  Check: Athletics
  Prerequisite: Muddied Steps
  Normal: The ninja softens the earth around them-
  selves and fires torrents of mud at their opponent. 
  The attack receives a +4 Throw bonus and inflicts +5 
  (NL) with AP 2.
  Sacrifice (X): +6 Throw Bonus and can target X 
  additional opponents at one time.
  Wushu
  /Fighting techniques
  Snatching Salmon
  (Speed 5, -4 Strike)
  Rank1: The ninja has learned to use great quick-
  ness and strength to disarm their opponent with-
  out requiring a Grapple beforehand.
  Jose Alvarez (Order #13441299)
  
  Combat Bonuses
  +______Strike  +______Throw   +______Parry  +______Dodge
  +______Roll  +______Grapple  +______Initiative  +______ Damage
  Actions _____  Movement _____  Armor Rating (AR) ______ 
  Skills        
        Acrobatics...........0    
        Arts.....................0
        Athletics.............4
        Beast Handling...0
        Crafts..................4
        Deception............0
        Discipline............1
        Empathy..............5
        Fortitude.............4
        Holistics..............2
        Specialties: Crafts (Traps), Empathy (Spotting
  Lies), Athletics (Jumping)
  Fighting Styles
  Wildcat Style 5, Tiger Style 1
  Weapons: Hand Claws, Swords
                          
  Intimidation....4
  Knowledge.......3
  Linguistics.......0
  Legerdemain....1
  Perception.......1
  Performance....0
  Persuasion.......0
  Stealth..............2
  Survival............3
  Travel...............0
  Yang
  Yin
  Health: 41   Stamina: 6
  Gifts
  Metallic Empathy, Strength Training (4), Fearless (1),
  Increased Init (2), Class (4)
  Drawbacks
  Black & White, Phobia - Heights (3)
  Weapon:________________ Dmg _______ Size _____ 
  Spd +_____ Strike +_____ Throw +_____ Parry +___ 
  Range____/____/____ Payload____ RS_____
  POW (Power).....7
  AGY (Agility).....4
  VIG (Vigor)........4
  IQ (Intellect)......4
  INS (Insight)......7
  CHM (Charm).....4
  Other Traits
     vs. Balance +______  vs. Fear/Awe +______  vs. Poison +______  vs. Pain +____   
  vs. Disease +______  vs. Insanity +______   vs. Death +______  vs. Unconscious +_____  
  Memorize +_____ Carry / Lift ____/____ Strength Check+_____ Max Hold Breath ____sec.
  Attributes
  Chuushin Naomi
  Clan: Will of Iron, Passion: Approval, Element: Metal
  Languages Known:
  Izou Tongue
  Description: Naomi has just recently become
  a full member of her clan and is already quite
  revered. However, she constantly seeks the 
  approval of her people. To prove her worth, she
  serves the Lotus Coalition and dispenses justice
  on their battlefield. She doesn’t hesitate to strike
  down an enemy and loves to investigate crimes
  against the innocent. 
  4
  10
  8
  8
  12
  8
  8
  8
  5
  175 350
  16
  80
  7
  1
  5
  4
  17
  4
  5
  4
  3
  11
  Zhua
  +5 (L)
  1
  1
  11
  11
  5
  n/a
  n/a
  Yang
  Memorize +_____ Carry / Lift ____/____ Strength Check+_____ Max Hold Breath ____sec.
  Languages Known:
  Izou Tongue
  Description: Naomi has just recently become
  Jose Alvarez (Order #13441299)
  
  Sense the Guilty (Level 1, Yin)
  Speed: 10
  Check: Empathy
  Prerequisite: None
  Normal: The ninja takes a long hard look at their 
  target, peering into their soul to see if they have 
  anything to be guilty of. They get a simple impression 
  of the type of crime the target is currently feeling 
  guilty over. They do not get the exact action or when 
  said crime occurred. The only drawback to this 
  wushu is that the target must actually feel guilty over 
  their actions. Sociopaths are non-effected.
  Sacrifice (1): Get exact action.
  Sacrifice (1): Get exact time action occurred (if within 
  the past three days).
  Blind Justice (Level 2, Yin)
  Speed: 4 (Reaction)
  Check: Empathy
  Prerequisite: Sense the Guilty
  Normal: The ninja holds true to the idea of blind 
  justice, allowing them to shrug off the effects of 
  blindness. Instead, the ninja lets truth guide their 
  attacks. They ignore all penalties that may limit their 
  sight, including blindness, darkness, thick smoke or 
  heavy rain. Lasts for the Battle or Scene.
  Sacrifice (1): Their sense of justice is incensed, giving 
  a +3 bonus to combat checks for the duration.
  Precise Eye (Level 1, Yin)
  Speed: +2 (Attack)
  Check: Perception
  Prerequisite: None
  Normal: The ninja focuses their chi into their ranged 
  attacks, granting them a +6 Throw bonus to their attack, 
  +1 Damage and a Natural 18-20 is considered a Critical 
  Success in exchange for adding +2 to the Speed. Even the 
  smallest target can be struck by the arrow of a ninja with 
  this wushu.
  Sacrifice (1): A roll of a Natural 15-20 is considered a 
  Critical Success.
  Sturdy Fist (Level 1, Yang)
  Speed: +2 (Attack)
  Check: Athletics
  Prerequisite: None
  Normal: The ninja focuses their chi into their close combat 
  attacks, granting them a +6 Strike bonus to their attack, +1 
  Damage and a Natural 18-20 is considered a Critical 
  Success in exchange for adding +2 to the Speed. This 
  wushu is key to many ninja’s ability to strike even the 
  most elusive opponent.
  Sacrifice (1): A roll of a Natural 15-20 is considered a 
  Critical Success.
  Sharpen Blade (Level 1, Yang – Metal)
  Speed: 5
  Check: Crafts
  Prerequisite: None
  Normal: The ninja uses this wushu to instantly sharpen 
  even the sharpest blade to deliver the deadliest blow to 
  their opponents. While using the sharpened blade, the 
  ninja receives a +3 bonus to Strike and +1 (L) for 3 Rounds. 
  Anyone else that attempts to use the blade does not gain 
  these bonuses.
  Sacrifice (2): Bonuses Doubled for the Battle.
  Wushu
  /Fighting techniques
  Pounce
  Rank 1: The ninja has learned to take advantage 
  to quick strikes and taking down their opponents 
  before they get a chance to act. If the ninja with 
  this technique acts first in any Round, they 
  receive a +3 bonus to Strike and +1 Damage for 
  their first Action.
  Jose Alvarez (Order #13441299)
  
  Combat
  Tracker
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  Wu Xing: The Ninja Crusade
  Light Strike (Spd 2, +3 Strike, +1 Dmg)
  Full Strike (Spd 4, +3 Dmg) 
  Strong Strike (Spd 6, -3 Strike, +6 Dmg)
  Finishing Strike 
        (Spd 10, -6 Strike, -1 Stam, +10 Dmg)
  Throw Weapon (page 156)
  Hurl Weapon 
        (Spd Sizex3, Range AGY+IQ/x2/x3)
  Aim (Spd 3)
  Coop Attack (Spd +2, -4 penalty, +25% Dmg)
  Disarm (Spd 4, -5 Strike) 
  Draw Weapon (Spd 1+Size)
  Feint (Spd 3)
  Initiate Grapple (Spd 4)
  Grapple Action (Spd 5)
  Grapple Reaction (Spd 3)
  Hold Action (Spd 1)
  Mold Chi (Spd 8, -2 Actions)
  Move–Normal (Spd 4/2/1)
  Move–Sprint/Rush (Spd 6)
  Push (Spd 3), Stand (Spd 4) 
  Sweep (Spd 3, Stam 1)
  Touch (Spd 1, +2 Strike)
  Use Skill (Spd 6+) 
  Entangle (Spd 3, -4 Parry)
  Parry (Spd 3, -4 vs. Throw)
  Dodge (Spd 3, -4 vs. Strike)
  Roll (Spd 2)
  Take Hit (Spd 0)
  Take Hit Strategically (Spd 1, -4 Roll)
  Actions
  Reactions
  Elemental Soul (Natural Combat)
  Earth: +1 bonus to Strike checks for each successful 
  attack they Dodge in that Round. This bonus is 
  reduced to 0 at the beginning of the next Round.
  Fire: +1 bonus to Parry for each successful attack 
  they land in that Round. This bonus is reduced to 
  0 at the beginning of the next Round.
  Wood: +1 bonus to Strike for each successful attack 
  they land on an opponent that Round. This bonus 
  is reduced to 0 at the beginning of the next Round.
  Metal: +1 Damage bonus to their attacks for each 
  successful attack their enemies land on them in that 
  Round. This bonus is reduced to 0 at the beginning 
  of the next Round.
  Water: +1 bonus to Strike for each successful Parry 
  in that Round. This bonus is reduced to 0 at the 
  beginning of the next Round.
  Modifier Chart
  Armor Piercing
  The attack ignores a number of 
  AR equal to the AP level
  Assault Round
  +2 Actions per Round, +4 to 
  Strike, and +2 free Stamina 
  points, no Reactions or wushu
  Partial (-7 penalty), Full (-15 
  penalty).
  Description Bonus
  Up to a +5 bonus based on great 
  scene description
  Firing into Combat
  -3 penalty to Strike per target 
  you do not want to hit
  High Ground
  High ground gives a +4 to com-
  bat rolls 
  Improvised 
  Weapons
  -8 to Strike and Parry rolls for 
  Improvised weapons. -4 if simi-
  lar to known weapon.
  Knockout
  If they takes 12 (NL) or more 
  from a single, they make a 
  Moderate (20) check vs. Uncon-
  sciousness.
  Multiple Targets
  -2 cumulative penalty every 
  time character changes targets 
  in a single Round. 
  Off-hand
  Actions using off-hand suffer a 
  -4 penalty. 
  Pulled Strike
  Moderate (20) IQ + AGY to half 
  damage dealt, change Lethal 
  damage to Non-lethal, or both. 
  Range
  Short -0 to Throw, Medium -2 
  to Throw and -1 Damage, Long 
  -4 to Throw and -2 Damage
  +5 to any Reaction roll
  Simultaneous 
  Actions
  The character attacks twice 
  with one Action. Speed is equal 
  to the higher of the two Ac-
  tions and the Stamina cost is 
  equal to the combined totals. 
  Each roll gets a -10 penalty.
  Surprised
  Automatically start at Count 9 
  and cannot use a Reaction for 
  Targeted strike
  An attempt to strike a certain 
  part of the opponent's body. 
  Torso (-3), Arm/Leg (-6), Head 
  or hands/feet (-9), Small (eye, 
  pressure point) (-12)
  Untrained
  -4 to combat rolls with weapon 
  without training (see pg 165)
  Jose Alvarez (Order #13441299)
  
  Combat Tracking Sheet
  ©2010 Third Eye Games. Wu Xing: The Ninja Crusade and the Dynamic Gaming System (DGS) are the trademark of Third Eye Games. Permission granted to photocopy for personal use only.
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  Character 7
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  Character 4
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  Character 6
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  Jose Alvarez (Order #13441299)
  
SOURCE: textdata/thevault/Deduped  Shit/Ninja Krusade 1E/The Noblemans Daughter.pdf