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Kami No Mizu Kaze



Oni Ninja P.C.C.



A small percentage of oni exhibit superhuman psionic powers, usually expressed in incredible physical attributes (considered to be supernatural). These super-powered martial artists are often found in monasteries, schools, and remote locations, where they dedicate themselves to honing their physical and mental skills. The most infamous of these Oninese martial artists are rarely, if ever, seen in public. These are the Oninese Ninja Clans, secretive organizations that specialize in subterfuge, assassination and espionage. The Ninja are removed from normal Oninese society and are typically hated and feared by most law-abiding citizens. Ninja sell their services to the rich and powerful. The Bushi government occasionally uses them for delicate missions that cannot be revealed to the public. Oni mega-corporations rely on these shadow assassins to do their dirty work. It is rumored that Bushido Industries, the largest, most powerful and most ruthless zaibatsu of the Bushi Federation, has an entire ninja clan on retainer!


Of late, the oni ninja have started selling their services to any customer in the Three Galaxies. They have expanded their network and now people with the right connections can hire the assassins throughout the Consortium, as well as on Phase World and several independent planets. On at least two occasions, members of the Kreeghor royal family have hired oni ninja; once to kill a relative during a succession dispute, and the other to murder an important leader of the Free Worlds Council. The ninja were successful in both cases.


Making contact with and hiring oni ninja clans is not easy. Oni zaibatsu (mega-corporations) have centuries-old contact procedures with these mysterious assassins. Beyond the Bushi Federation, streetwise skill rolls and asking the right questions in the seedier parts of star ports and large cities have a chance of finding somebody who knows somebody else who might be able to arrange a meeting. Most communications with ninjas are done through phone, radio or computer networks. Payment is usually left in a drop zone to be picked up later, to minimize direct contact between the client and the assassins. The minimum fee for an act of sabotage or espionage is 100,000 credits (very valuable or difficult jobs can cost millions of credits). Murders cost at least 250,000 credits, and typically go for 2 to 10 million.


Life in the ninja clans is harsh and demanding. Members are trained in the ways of combat since they are old enough to walk. Babies with potential psychic powers are often kidnapped from hospitals or homes and brought to the clans. The ninja spend their lives hiding in plain sight, often pretending to lead normal lives while they hone their arts right under the noses of friends and neighbors. The fear of discovery always hangs over all clan members, which leads to paranoia and a life of deception. Young ninja are raised by the clan as a whole, and are taught to love and obey the clan, and only the clan. All other people are considered to be outsiders, strangers, potential enemies, or prey to be hunted down, not equals to be friends or lovers. This includes members of their own race!


The few ninja who break the rules and forge a relationship with outsiders are branded traitors and persecuted. There have been a few instances where ninja have abandoned their clans and gone out on their own to perform good or ill. Very few of these renegades have survived, because the clans go to any lengths to preserve their secrets, including hunting down and eliminating all who dare abandon them. Note: The Game Master should keep this in mind if he allows a renegade or heroic oni ninja player character to work as a free agent with the player group. A renegade ninja will be in constant danger of discovery and attacked by his former clansmen. Although the ninja clan should not appear in every adventure (there aren't that many of them, after all, and the Three Galaxies are a big place — the Megaverse is even bigger), they could make a good recurring nemesis.


Thanks to their physical psionic powers, ninja become the equivalent of supernatural creatures, able to inflict mega-damage with their hare hands and to withstand M.D. weapons without armor. They are also masters of illusion and invisibility, able to outdo the wildest tales ever told about Earth's Ninja, The most powerful masters are said to be god-like beings, able to stand up to whole armies, or to kill someone without having to see him!


There are rumors that some ninja clans have started teaching their secrets to non-oni. No evidence has been shown of this practice, but it might be possible that master psionics of other races could learn the martial arts techniques that give the ninja their supernatural powers. (Note: Whether or not these rumors are true is, of course, up to the Game Master. Non-oni ninja (if allowed) use the same experience point table as oni ninja. Use the base attributes of the character's race and then add all bonuses and powers).


Despite their superhuman powers and abilities, the oni ninja are not invincible. Many times, the assassins have run afoul of the CAF, cosmo-knights, phase adepts, the wolfen Quatoria, and many other heroes and law-enforcers. The ninja's main enemies are the Gun Brothers, a transgalactic assassin organization. Secret wars between the two organizations are common. Phase World is currently the site of a three-way war between the Gun Brothers, the Oni Ninja, and the Society of the Knife (see Rifts Phase World, page 23).


The oni ninja and the cyberai hate each other with a passion. To the cyberai, the ninja are dishonorable, backstabbing lowlifes, while the ninja see the super-cyborgs as cumbersome monstrosities too stupid to use cunning tactics in combat. Even ronin and renegade ninja will rarely work together and never fully trust the other at first.


Attribute Requirements: M.E., P.S., and P.P. 15 or higher. Also see attribute bonuses, below.


Typical Alignment: Aberrant; loyalty to the clans requires some sort of twisted ethics. Renegades tend to be anarchist or unprincipled. A handful of ninja become principled and scrupulous and abandon the ways of their clans. An equally small portion is miscreant or diabolic.


O.C.C. Abilities and Bonuses:


I. Psionic Transformation (physical psionic powers): By channeling their powerful psionic powers inward, Oni Ninja becomes supernatural creatures. Also see M.D.C. and attribute bonuses. The character's hand to hand attacks inflict mega-damage (See Rifts Conversion Book One, page 22, for supernatural P.S. damage).


2. Attribute bonuses: +6 to P.S., P.E., and Spd, and +3 to P.P.; these are in addition to physical skill bonuses.


3. M.D.C.: The Ninja become M.D.C. creatures. Base M.D.C.: P.E. x5. They also gain additional M.D.C. from their special martial arts (described elsewhere in this section). S.D.C. points gained from physical skills are also added on as extra M.D.C. The ninja gains an additional 1D6 M.D.C. per level of experience.


4. Ninja Techniques: At level one, the character can select four Oni Ninja Techniques (described elsewhere in this section). Keep in mind that some techniques have as a prerequisite, another (lesser) technique. Every level starting at level three the ninja can select one additional technique.


5. Psionic Powers: The oni ninja are all master psionics, but most of their powers are focused on their martial arts and on their physical bodies, which makes them supernatural, mega-damage beings. Still, they possess a few psionic powers. At first level, the ninja can select six powers each from the sensitive and super and psi-fighter power categories only. At levels three, seven and ten, select another two powers from that category,


6. I.S.P.: As master psionics, oni ninja become living batteries of psychic energy. Roll 3D6x10 plus the M.E. attributex10. Add 30 I.S.P. per additional level of experience.


7. Psionic Healing: By spending 15 I.S.P. and meditating for one minute (4 melee rounds; cannot fight during this time), the character can heal 1D6x10 M.D.C. per minute This healing power can be used once every hour.


O.C.C. Skills:


Language: Oninese (very similar to Earth's Japanese) 98% Language: Three of choice (+20%)


Detect Ambush (+10%)


Detect Concealment (+10%)


Prowl (+15%)


Disguise (+15%)


W.P.: Three of choice.


Hand to Hand Art of the Oni Ninja


O.C.C. Related Skills: Select seven additional skills, plus select an additional skill at levels three, six, nine and twelve. All new skills start at level one proficiency.


Communications: Any


Domestic: Any (+5%)


Electrical: Any


Espionage: Any (+10%)


Mechanical: Any


Medical: Forensics (includes use of poisons, must learn prerequisite skills), paramedic and first aid only.


Military: Any (+10%)


Physical: Any (+5% where applicable)


Pilot: Any (+5%)


Pilot Related: Any (+5%)


Rogue: Any (+5%)


Science: Any


Technical: Any (+5%)


W.P.: Any


Wilderness: Any (+5%)


Secondary Skills: The character also gets to elect five secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.


Standard Equipment:



'Ninja' 'Silk Mail Cloth Fiber Armor 'jumpsuit: black



This armor is made from special high strength fibers and is in a quilted design. Inside the quilts is a special high strength ceramic plate which reinforces the armor. Normally, a hard helmet is worn over the armor for greater protection. The armor is not considered to be environmental. The cloth armor is available in most colors but green. This armor is eeasily worn under everyday clothes, with small shoulder pocket for hood and 65 M.D.C.; no prowl or movement penalties. M.D.C.: (S.D.C. in S.D.C. worlds)



Main Body: 45
Head: 30
Arms (2): 25
Legs (2): 40



Weight: 10 lbs. (4.5 kg)
Penalties: Full Mobility, has no penalties to prowl, swim, or gymnastics
Black Market/Market Cost: 40,000 credits



(1) Backpack,

(1) Utility belt/ w40 pouches,

(1) Battle harness/ w40pouches,

(1) lg. flashlight,

(1) Pen flashlight,

(1) Pocket laser distance,

(1) 1000ft knotted each foot spider silk climbing rope and grappling hook<+10% climb skill/indestructible>,

(1) Set of superior lock picks,

(8) Sets of fully reversible gimmicked clothes,

(1) Set of hand and foot spikes<+40% climb skill +1d6*10 damage combat>,

(2) Dwarven quality <+5p/s/initiative/damage> weapons for every WP possessed,

(2) Weapons of choice and, (2) weapons of clan choice,

(10) Each silver/iron/steel wood throwing stars 1d6*10,

(20) Each iron/steel/wood/silver stakes and wooden mallet

Money: 1D4x1000 credits. Cybernetics: None; avoid them.


Oni Ninja Techniques


These powers are partially psionic in nature. Oni practitioners refer to I.S.P. energy as "Ki," or "breath." Ki is roughly equivalent to the Chi energy described in Ninjas and Superspies and Mystic China. In fact, Game Masters could integrate martial artist characters and super-abilities from these books into the Rifts and Phase World settings. Some of the abilities from those hooks (and from the Monk O.C.C. in Rifts Dimension Book One: Wormwood) could be adapted to any number of races including the oni. However, the oni ninja is not likely to have any or many of the abilities from those books. Their training and subsequent powers are very specific and unique to them.


Note: Some oni ninja powers cost I.S.P. with every use, while others require a PERMANENT expenditure of I.S.P. which is "burned off" when the ability is initially learned/mastered. Prerequisites, if any, are listed under each entry. These powers can only be used by the ninja. Abilities like force field and vanishing cannot he made to include/protect/conceal other characters.


List of Abilities:


Automatic Dodge (5 I.S.P. lost permanently)


Art of Defense (5 I.S.P.)


Art of Offense (5 I.S.P.)


Art of Stealth (5 I.S.P.)


Aura of Defense (10 I.S.P. lost permanently)


Body Hardening (15 I.S.P. lost permanently)


Combat: Death Strike (All LS.P.)


Combat: Dragon Fist (5 I.S.P.)


Combat: Dragon Kick (8 I.S.P.)


Combat: Dragon Leap Kick (10 I.S.P.)


Combat: Fast Hands (10 I.S.P.)


Combat: Spirit Fist (ID I.S.P.)


Face of a Friend (20 1.S.P.)


Inner Strength (5 I.S.P.)


Unnoticed Walker (10 I.S.P.)


Vanishing Act (15 I.S.P.)


Hidden Attack '(10 I.S.P.)


Energy weapon' (30 I.S.P per 2 created and used).


Energy star' '(15 I.S.P. per 3 created and used)'


Elemental energy weapon (-10p from base to gain-/40 I.S.P. per 3 created and used)'


Elemental energy star (-10p from base to gain the power-/25 I.S.P. per 3 created and used) '


'Vital strike '(5 I.S.P.)


Elemental vital strike (-15p from base to gain-/10 I.S.P. to use per effect added to the strike)


Shatter fist' '(50 I.S.P.)'


'Foxes Blessing '(300 I.S.P.)


Copy Cat '(10 I.S.P.)


'Dimensional Teleport ('358 I.S.P.)


Multi-Image '(25 I.S.P.)





''''Zanzoken (Blurring) (-20 I.S.P. to gain, and must have 2% of total to use)





Body Training (10 I.S.P. per day used)







Automatic Dodge

An automatic dodge means the character can dodge instead of parry without losing an attack/melee action. Adds a +8 to dodge.

I.S.P. Cost: 5 I.S.P. are permanently lost when this ability is gained.

Prerequisite: None


Art of Defense

These are techniques that allow for incredible defensive moves; lightning-fast parries, dodges, and defensive leaps. These powers require an expenditure of I.S.P. every round they are used. Activating the power is done automatically (does not use a melee attack/action). During that round, the character is +4 to parry, dodge, and roll with impact. During the same period, however, the character is so concentrated on defending, that he is at -1 on initiative, -2 to strike and all skills are at -10%.

I.S.P. Cost: 5 I.S.P. per melee round (15 seconds).

Prerequisite: None.

Limitations: While the art of defense is activated, the art of Offense cannot be used.


Art of Offense

By channeling his inner strength into a powerful attack stance, the ninja can launch incredibly accurate and devastating punches, kicks and other attacks. These powers require an expenditure of I.S.P. every round they are used. Activating the power is done automatically (does not use a melee attack/action). During that round, the character is +3 to initiative, +2 to strike, +2 to pull punch, acquires an additional melee attack, and strikes inflict +1D6 damage (M.D. or S.D.C., character's choice). However, the concentration on attacking reduces the character's defensive abilities: -2 to parry, dodge and roll with damage.

I.S.P. Cost: 5 I.S.P. per melee round.

Prerequisite: None.

Limitations: While the art of offense is activated, the art of defense (see above) cannot be used.


Art of Stealth

The ninja trains himself to walk, breathe and act silently, becoming uncannily quiet. Some of the silence around him is psionically generated, muting all "emissions" coming from the character, up to and including his infra-red (heat) signature! While the technique has been activated, the character is at +25% to prowl rolls and even thermal sensors are 50% less likely to sense him.

I.S.P. Cost: 5 I.S.P. per minute (four melee rounds/60 seconds). Prerequisite: None


Aura of Defense

The ninja uses his I.S.P. to create a skin-tight force field around his body. This barrier has 50 M.D.C., plus 10 M.D.C. per level of experience! The aura can be maintained for one minute (4 melees), but can be reactivated at the beginning of each new melee round for the cost of 10 I.S.P.

I.S.P. Cost: 10 I.S.P. are PERMANENTLY lost when this technique is initially learned, plus it costs 10 I.S.P. per minute. Prerequisite: Inner Strength

Limitations: Self


Body Hardening

I.S.P. is permanently spent to harden the body to the point that it becomes like iron. +2D4x10 M.D.C., impervious to normal fire and cold, and resistant to mega-damage fire and cold (half damage). It also gives the ninja a damage bonus of 1D4 MD from his punches and 1D6 M.D. to kicks; in addition to supernatural P.S. damage and other possible bonuses.

I.S.P. Cost: 15 points of I.S.P. are sacrificed permanently to acquire this technique; the effects are permanent.

Prerequisite: Art of Defense


Combat: Death Strike

This ultimate hand to hand attack is only attempted by experienced masters against very powerful opponents, because using it may mean the death of the ninja as well as that of his opponent. The use of this power is potentially deadly for the ninja because its use saps him of his strength and fighting abilities for several minutes, making him an easy and terribly vulnerable target.

The ninja can summon all of his physical and spiritual energy (uses up ALL I.S.P. points, and must have at least 30 I.S.P. points left) to inflict a terrible death blow. The attack must be made with the bare hands or feet and always strikes. It inflicts 2D4x100 M.D. to mega-damage creatures or 2D4x100 S.D.C./hit points to mortal S.D.C. beings. If the target of the death strike still survives the attack, he is temporarily paralyzed and knocked senseless for 2D4 minutes, leaving him open to further attack. If given the chance to recover, the victim remains somewhat disoriented and weakened: reduce speed, combat bonuses and the number of melee attacks by half for 1 D4x 10 minutes.

I.S.P. Cost: ALL I.S.P. is spent in this attack, plus the ninja must have a minimum of 30 I.S.P. Additionally, no other Oni Ninja Techniques may be used for 12 hours! The Ninja will be completely exhausted, unable to fight, concentrate, or talk for 1D4 minutes. For the ten minutes after that, he remains extremely weak and can barely move; one melee action per round, speed is reduced by 80%, all bonuses are gone, skills are impossible to perform and he cannot attack. After this period the character regains more strength and can function at half his normal ability level. The number of melee actions/attacks, all bonuses, skill proficiencies and speed are half of normal for the next six hours. The character's Ninja techniques return after 12 hours.

Prerequisites: Dragon Leap Kick and Aura of Defense


Combat: Dragon Fist

A punch, jab or open hand strike that inflicts an additional ID4x10 M.D. (in addition to normal hand to hand damage) to supernatural beings, demons, elementals, and creatures of magic, including dragons and, incidentally, other oni ninja! This attack costs I.S.P. and counts as two melee attacks/actions and can be combined with a power Punch.

I.S.P. Cost: 5 I.S.P. per strike. Prerequisite: Art of Offense





Combat: Dragon Kick

The ninja learns to channel his I.S.P. into a powerful kick that does 1D6x10 MD. (in addition to normal hand to hand damage) to supernatural beings, demons, elementals and creatures of magic, including dragons and other oni ninja. The attack counts as two melee attacks/actions and can be combined with a power punch kick.

I.S.P. Cost: 8 I.S.P. per attack

Prerequisite: Dragon Fist and Art of Offense.


Combat: Dragon Leap Kick

A powerful leap kick that inflicts 3D6x10 M.D. to supernatural beings, elementals and creatures of magic, including dragons. This must be the character's first and only attack for that melee (the leap concentration and focus uses up all other attacks). All the character can do after the kick is defend himself.

I.S.P. Cost: 10 I.S.P. per kick.

Prerequisite: Dragon Kick and Art of Offense.


Combat: Fast Hands

The Ninja can move his hands so quickly that he can block/parry every attack leveled at him simultaneously from multiple attacks without using up a melee attack/action. I.S.P. Cost: 10 I.S.P. per melee round:

Prerequisite: Automatic Dodge and Art of Defense.


Combat: Spirit Fist

A punch, jab or open hand strike that unleashes a powerful telekinetic force that inflicts the equivalent of the character's normal M.D. punch. Range: five feet (1.5 m) per level of experience. Counts as a normal melee action/attack. Cannot be used as a power punch or dragon fist.

I.S.P. Cost: 10 I.S.P. per strike.

Prerequisite: Art of Offense





Face of a Friend

This extremely useful ability leads a person (usually the target of an assassination or victim of espionage) to believe the ninja is someone he trusts. The power is telepathic in nature and plucks an image from the victim's mind and uses it to mask the true appearance of the ninja. The victim gets a normal save versus psionics (a successful save means he sees the ninja as a stranger). Also, characters with mind block will be unaffected by this psychic illusion.

I.S.P. Cost: 20 I.S.P. per minute.

Prerequisite: None


Inner Strength

The Ninja does not fatigue, P.S. and speed attributes are temporarily increased by six points, +4 to save vs poison, drugs or disease, +10% to save vs coma, +2 to save vs mind control, and +1 to save vs magic. I.S.P. must be spent every melee the power is "on." Activating it counts as one melee attack/action.

I.S.P. Cost: 5 I.S.P. per melee round (15 seconds).

Prerequisite: Art of Defense


Unnoticed Walker

This power uses psionics to hide the presence of the ninja. As long as the character does not call attention to himself and stays out of the way of others, nobody will notice him. This power does not fool electronic or artificial sensors, but will affect both sentient beings and animals. The character can even be in plain view. but people will not seem to notice him. Attacking, failing a prowl roll or making noise will ruin the effect.

Furthermore, the character is "psionically muffled" meaning that psychic sensitive abilities such as empathy, telepathy, presence sense, sense evil, sense magic, see aura, detect psionics,

and psychic diagnosis do not pick-up a clear image/sense about the ninja and he is +1 to save against them all even if a save is not normally possible!

I.S.P. Cost: 10 per minute (4 melee rounds).

Prerequisite: Art of Stealth and the prowl skill.


Vanishing Act

The ninja creates an illusory flash of light and smoke around him; when the smoke dissipates, observers will no longer be able to see him. All the people in the area get to make a save versus psionics to resist the effects of this power. If the save is made, they can see the ninja normally, but are -1 on initiative. After a successful disappearance, the ninja must use the unnoticed walker power to move around without detection.

I.S.P. Cost: 15 I.S.P. for the vanishing flash. The character can remain unnoticed for one minute per every 15 I.S.P. expended initially or added while vanished. Moving around will dispel the vanishing act, making him visible unless he activates the unnoticed walker ability (10 I.S.P. per minute/4 melees).

Prerequisite: Face of a Friend and Unnoticed Walker.


Hidden Attack= <10/att> allows the use of unnoticed walker and attacks at the same time. Prerequisite: unnoticed walker


Energy weapon= <30> 1/h 15min/lv 1d20*10+10 +1d20*10+10/lv +5p/s/int, Prerequisite: spirit fist and art of defense to gain


Energy star= <15> 3/h 5min +5min/lv 1d10*10 +1d10*10/lv +5p/s/int, Prerequisite: spirit fist and art of defense to gain


Elemental energy weapon=' <-10p-/40> energy weapon that can hurt anybody or anyone and bypasses any form of natural defense opponent has, Prerequisite: energy weapon to gain


Elemental energy star=' <-10p-/25> energy star weapon that can hurt anybody or anyone and bypasses any form of natural defense opponent has, Prerequisite: energy star to gain


Vital strike= <5> can be a layered attack does no damage and bypasses armor effects are: blind(-10 combat), mute(-1combat and no verbal spells), deafen(-2 combat), pain(-3 combat), convulsions(-4 combat), &paralysis(no movement), also can do the skill of= Release: The attacker manipulates the victim's pressure points in such a way that the victim either vomits or defecates ( this is a real-life ability BTW ). This attack requires a natural Strike roll of 14 or better. The attacker chooses the effect. If the attack is successful, the victim loses initiative, and 1D6 melee actions, Prerequisite: art of offense and art of defense to gain


Elemental vital strike= <-15p-/+10> vital strike that can hurt anybody or anyone and bypasses any form of natural defense opponent has, Prerequisite: vital strike to gain


Shatter fist= <50> completely shatters any object struck that is not a rune or glyph item can be layered, Prerequisite: spirit fist or spirit kick to gain


Foxes Blessing= <300> instantly heal self and up to 2 people touched of all damage, Curses, diseases or ailments


Copy Cat= <10> opponent saves natural 18 or I have all there abilities stacked on top of my aboilities for the duration of the battle, Prerequisite: art of offense to acquire


Dimensional Teleport= <358> teleports self and up to 2 other people touched to any known dimension or place in a dimension known, Prerequisite: unnoticed walker to acquire


Multi-Image= <25> creates 4 +4/lv images of fighter when multi-image is active opponents need a nat 18 strikew roll to actually hit the real fighter, image is destroyed as soon as it is hit, Prerequisite: art of defense to acquire


Shatter Fist= <200> shatters any armor, weapon, or object struck unless it is a rune or glyph object, Prerequisite: dragon leap fist and dragon leap kick to acquire 1- 1000 ft range


Zanzoken (Blurring)

This technique allows the Oni Ninja to dematerialize and quickly move to another spot close by. The technique leaves a silhouette of the Oni Ninja for in their original location for a fraction of a second, causing the "blur" effect. This technique can be used in two ways. The first way is to use it to seemingly teleport to a new location within a range of 10' (3.1 m) per level of experience. If this technique is taken multiple times, increase the range of the "blur" effect to +10' (6.2 m) per level of experience. Using Zanzoken in this manner requires the use of a melee attack. The second way to use this technique is in response to an incoming attack, just like how the Ninja can dodge in response to an incoming attack. If used in this way, the Oni Ninja moves very quickly away from the incoming attack, providing the Oni Ninja a large bonus to dodge, and moving the Oni Ninja 10' (3.1) per level of experience from his original location with a blur-like effect. This range is also doubled if this technique is taken twice. This second use of Zanzoken does not require a melee attack to activate, but dodging an attack still wastes the Oni Ninja's next melee attack as normal, unless the Oni Ninja has the auto dodge skill then it acts like a normal auto dodge. This technique does not enable the Oni Ninja to teleport through an object, but instead creates an incredible burst of speed that allows the Oni Ninja to move from one location to another very quickly.

Duration: Instant

Bonuses: If used in response to an attack, the martial artist gains the combat ability of auto-dodge and +8 to dodge. However, no bonuses to dodge are used when using the auto-dodge combat ability. If taken twice, the martial artist gains an additional +4 when dodging normally and +2 when using the auto-dodge combat ability.

I.S.P.: Permanently reduces the martial artist’s ISP by 20 points, this cost is paid only when this technique is selected, but the martial artist must have at least 2% of his base ISP, rounding all fractions up, in his reserve in order to use this ability. For example, if the martial artist had a base of 140 ISP, then he must maintain 3 points of ISP in reserve in order to use this technique.


Body Training

Sometimes a Oni Ninja will hear of a danger that will threaten him at some point in the future. In order to meet this danger, a martial artist often trains hard to become strong enough to defeat this unknown danger. With this technique, the Oni Ninja is able to focus his mind and body on the task of training. The Ninja can train for any length of time that they wish in intervals of hours, but for every day that they spend training they must rest for an entire day at the end of their training, rounding extra hours up to the nearest day. For example, if a Oni Ninja trained for 30 days and 6 hours, they would require 31 days of complete rest. During this rest period, the Oni Ninja is mentally and physically exhausted and all of the physical attributes, except for P.B., are reduced to 5 each until the rest period is over.
For every day that the Oni Ninja spends training, he gain 12 training points (0.5 training points per hour) multiplied by the current level of gravity in g’s. For example, training for 10 days at 100g (100 times Earth’s gravity) will result in 12,000 training points. Training points can only be accumulated over a single training period and must be used at the end of that training period or they are lost. It costs 50 training points to increase a physical attribute by one point, 30 points to increase hit points by one point, 20 points to increase S.D.C. by one point, 25 points to increase M.D.C. by one point (for M.D.C. creatures only), 20 points to increase I.S.P. by one point, 250 points to gain one psychic ability from either the Healing, Sensitive, or Physical categories, and 300 points to gain one Ki Manipulation Technique from any category except Legendary Ki Techniques and Power Increasing Techniques, and it costs 400 points to gain 1 Super Power, or Magical Spell.

Duration: Permanent

I.S.P.: 10 for each day spent training, with a minimum cost of 10 ISP






Art of the Oni-Ninja


Entrance Requirements: No Alignment restrictions. Requires minimum M.E.: 10, P.S.: 10, P.E.: 10, and P.P. of 10.
Skill Cost: 14 Years


The "Ki" (I.S.P.) Based nature of these powers is flat out ridiculous. Seriously, most of these are combat abilities, some of them aren't any sort of power at all. To fix this problem I'm going in a whole new direction of the Oni Ninja.
Replace the Oni Ninja Abilities & Bonuses with the following:
2. Ninja Techniques: At level one the character can select three Oni Ninja Martial Art Powers. The ninja can select an additional power at levels 3, 6, 9, 12, and 15.


Costume: Shinobi Shozoku: The ninja outfit consists of jacket, hakama (loose pants), hand gauntlets, sandals, tabi socks, double belt, leg ties, separate leg and arm pieces, and quilted groin and body protector. Numerous pockets are designed for concealing shuriken and other Ninja items. Also comes with a two-part hood. All of the clothing is relatively loose, with ties around the waist, wrists and ankles. (For just the clothing, A.R.: 8 and S.D.C: 15) For fighting operations on the battlefield there were chain mail jackets and leggings. Chain mail guards for the wrists, hands and neck along with a metal chin guard completed the armor. Armor triples the price of the outfit. (For chain mail armor additions, A.R. 13 and S.D.C. 59) The clothing is traditionally died one of several colors, depending on the environment in which the shinobi is working: the default color is off-black for night and utter blackness, brown for fields and forests, gray for stone and urban settings, and white for snow. True black is not available, the closest being a nearly black, dark red or dark indigo, dark brown or rust colored, due to the available dyes. For more theatrically inclined ninja, the following colors are available; blue for ninja which clumsy, incapable, or poor, red and/or orange for villainous ninja (especially ninja assassins), grey for neutral ninja, white for good ninja and evil ninja attempting to mend their ways, and no color or shinobi shozoku at all for powerful ninja. Reversible forms of shinobi shozoku may be made (or bought), with a second color or even a complete set of faux garb that can be used as a disguise (such as common bonge garb, priest’s garb, etc.) when the garb is turned inside out. A second color on the reverse of the garb adds +50% to the listed cost; having a set of faux garb on the reverse doubles the cost of the shinobi shozoku. 

Stance: Shizen no Kamae: This is the natural stance, where the hips and the shoulders are square to (facing) the opponent. The hands hang naturally and the feet are shoulder width apart. The knees and elbows are not locked; they are soft, slightly bent. The head is erect.

CHARACTER BONUSES

Add +9 to P.S. Add +2+3d4 to P.P., Add +7 to P.E., Add +8 to Spd. Add +5+1d6x12 to S.D.C, Add +1 to M.E., +x8 Chi

COMBAT SKILLS:

Attacks per Melee: 4

Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact, Leap, Cartwheel, Back Flip.

Attack Moves: Roll, Somersault, Cartwheel, Back Flip.

Basic Defense Moves: Automatic Parry, Dodge, Parry, Cartwheel, Back Flip.

Advanced Defense Moves: Disarm, Breakfall, Circular Parry.

Hand Attacks: Strike (punch), Claw Hand, Fingertip Attack, Fore Knuckle Fist, Thumb Drive Fist (Boshi Ken).

Basic Foot Attacks: Kick Attack, : Backward Sweep, Forward Sweep, Kick Attack, Snap Kick.

Jumping Foot Attacks: Jump Kick.

Special Attacks: Roll/Knockdown, : Choke, Death Blow (REVISED!), Death Blow from Behind (NEW!), Death Strike (NEW!), Death Touch (NEW!), Elbow, Hip Throw (New!), Knee, Pommel Strike (New!), Roll/Knockdown, Shoulder Throw (New!), Shuriken Stab (New!), Sweeping Throw (New!).

Holds/Locks: Arm Hold, Elbow Lock, Neck Hold/Choke, Wrist Lock. 

===(Special Taijutsu Attack Techniques): ===


Konoha Shōfū, '木ノ葉昇風', literally "Leaf Rising Wind"


Using quickness and agility, the user will do a swift upwards kick at their opponent or at a weapon the opponent is wielding. 1d10x10 + P.S. + auto disarm


Konoha Senpū, '木ノ葉旋風', literally "Leaf Whirlwind”


This Technique is a set-up attack for a stronger technique. It consists of a simple, but very fast, duck followed by a powerful upward kick, which sends the opponent flying. Damage: 1d10x10 + P.S. + auto knock down +knock back and up 1-100 ft + auto-dodge next attack





Konoha Daisenpū, '木ノ葉大旋風', literally "Leaf Great Whirlwind",


This Technique involves a powerful leap forward followed by a spinning kick with both legs in succession, the second kick being aimed lower in case the intended target ducks the first: 1d10*10/lv +kick *4 +P.S. hits 4 times


Konoha Reppū, '木ノ葉烈風', literally "Leaf Gale" (a.k.a. "Konoha Gale"


Using his quickness and agility, The Ninja performs a spinning kick to sweep his opponent off their feet: 1d10x10 + P.S. +auto knockdown


Konoha Gōriki Senpū, '木ノ葉剛力旋風', literally "Leaf Strong Whirlwind"


This Technique is basically the same as the Leaf Great Whirlwind, only more damaging: 1d10*10/lv +kick *4 +PS hits 40 times


Omote Renge, '表蓮華', literally "Front Lotus",


This Technique requires opening the first chakra gate, giving the user five times their normal strength. The user kicks his opponent into the air, and then performs Shadow of the Dancing Leaf. Once he is behind his opponent, he then wraps the arm bandages around them, and grabs them in a bear hug, then pile drives them into the ground while spinning rapidly. The resulting impact will likely kill his opponent, though this has yet to happen due to extenuating circumstances. Because it uses one of the chakra gates, the user is left extremely fatigued, making this Technique a "double-edged sword." Guy's version involves him uppercutting the opponent, jumping up after them, grabbing them (breaking their bones), and slamming them head first into the ground. In the third episode of Naruto: Shippūden, Kakashi displayed his own version of this ability; while it worked the same way as Lee's version, Kakashi managed to wrap up to three opponents, which were actually three of Naruto Uzumaki's shadow clones. Naruto's version is exactly like Lee's version but lacks the arm bandages.


The word renge puns with rengeki (連撃), which means "combo." 3 hit combo doing 3d20 x 30 + psx5


Jab: 3d6MDC

Straight Punch: 4d6MDC

Roundhouse: 5d6MDC

Shuto Roundhouse: 4d6+6MDC

Kamikaze Strike: 1d6x10+10+P.S. MDC, but does 1/8 of the damage inflicted to the character (I.E.: Hit for 70, does 8 to the character, rounded down)

Flying Punch: 1d4x10MDC (counts as two attacks) ( x2 damage because of being a aerial attack)

Snap Kick: 4d6MDC

Front Thrust Kick: 5d6+6MDC

Side Kick: 5d6MDC

Roundhouse: 6d8MDC

Jump Kick: 1d6x10MDC ( x2 damage because of being a aerial attack)

Flying Roundhouse: 1d10x10MDC (counts as 2 attacks) ( x2 damage because of being a aerial attack)

Weapon Kata: (Choose Five): W.P. Bisento (Polearm), W.P. Black Powder (or Matchlock), W.P. Hanbo (Blunt), W.P. Jo (Staff), W.P. Jutte (Forked), W.P. Katana (Large Sword), W.P. Kodachi (Short Sword), W.P. Kusari Fundo (Chain), W.P. Kusarigama (Axe & Chain), W.P. Kyoketsu Shoge (Knife & Chain), W.P. Naginata (Polearm), W.P. Ninjato (Short Sword), W.P. Rokushaku Bo (Staff), W.P. Shuriken (Thrown), W.P. Tanto (Knife), W.P. Tessen (Fan), W.P. Yari (Spear).

Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun, Knockout from Behind, Pull Punch, Death blow from Behind.

SKILLS INCLUDED IN TRAINING

Martial Art Powers: (2) Mudra from the Kuji-Kiri, Except for Mudra, Falling Technique, Deception, Leaping Technique, Poison Hand Technique,  Kuji Kiri (Finger Weaving Technique), Kosshijutsu, Koppojutsu, Instant Stand, Ankokutoshijutsu, Art of Stealth or P1 Mi Using Tung, Art of Disguise or Hensho jutsu, Art of Escape or Inton Jutsu, Art of Hiding or Inpo Shinobi Aruki, Chikairi, Shinobi Iri or Art of Stealthy Entering, Plus Select a total of  Ten (10) Martial Art Powers from among:  Atemi, Arts of Invisibility, Martial Art Techniques, Body Hardening Techniques, and Special Kata, Chi Mastery Techniques. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).

Languages: Japanese, Chinese, and English. 

Cultural: Camouflage, Disguise, Escape Artist, Fortress Design & Penetration (New!), Geography (New!), Meteorology (New!), Strategy, Tactics, and Use Ninja Equipment (New!), Use Ninja Tools (New!).. 


Physical: Blind Fighting, Wrestling, Boxing, Acrobatics, Gymnastics, Tumbling, Prowl, Climbing, Swimming, and Swimming: Scuba, Swimming Competitive. Blind-Fighting: The skill of fighting in conditions of poor or no light. The character only suffers half the normal penalties for fighting in complete darkness or when blinded, and only suffers one quarter the normal penalties of blindness when fighting under starlight (characters without the skill normally only suffer half of the normal penalties). Also when dealing with invisible opponents, the character only suffers half the normal penalties. To receive these benefits the player must roll under the blind fighting skill percentage. Also the character has a chance of detecting the presence of an invisible creature, equal to half the skill proficiency. Base Skill: 10% + 5% per level of experience.


Meditation: Involves engaging the mind and body so that the body remains motionless, but without fatigue or pain, and the mind stays in a clear, calm and rested state. While meditating a character recovers Chi, I.S.P., P.P.E. and other internal resources at an accelerated rate. Although it is not a substitute for sleeping, characters will usually feel alert and refreshed after any period of meditation. When in a meditative state they character is, at a subconscious level, well aware of what is happening in the environment and can instantly leave the meditation position with no combat penalties.
Base Meditation Skill: Rolls based on meditation should be done as a check versus the character's Mental Endurance (M.E.) attribute.
Base Meditation Time: The amount of time that a character can continue to meditate: One hour at first level, with an additional fifteen minutes at 2nd, 3rd, 4th, and 5th levels. At 6th level the meditation time jumps to three hours, and the character picks up another advancement into 7th level and beyond.


Pressure Point Control Tactics: Developed by physicians in association with law enforcement personnel, PPCT is a relatively simple, reliable system of pressure point manipulation designed to aid the officer in apprehending and controlling a suspect with minimal use of force. In game terms, it acts as a supplement to the character's Hand to Hand skill, similar to Boxing or Wrestling. It is available only as a Scholastic or "Other" skill, and should ideally be restricted to characters with a law enforcement/security or martial arts background. Bonuses:


+2 to Hold/Lock, Pin/Incapacitate, or Entangle (this bonus applies both to the initial attack/defense and to subsequent attempts to maintain or break the hold). If the character does not possess one or more of the above attacks, the training includes an Entangle attack.


Knock-Out/Stun on Natural 20 (if the character already has a Knock-Out/ Stun attack, from Hand to Hand training, Boxing, ect, reduce the target number by one.


Knockdown attack - using basic pressure points, the character numbs the opponent's leg briefly; just long enough to force them to fall. May be performed with a kick or with a blunt weapon (commonly a nightstick or similar instrument). Does normal damage for the application method (ie, normal kick or weapon damage), and the opponent loses initiative and one attack. Requires a called shot (12 or higher, bonuses included). Rolls under 12 which hit do normal kick damage only. Successfully rolling with a knockdown kick means the character does not fall, but suffers normal damage. Maintain Balance rolls are at -5 vs a knockdown kick of this type.


Disarm punch - using basic pressure points, the character numbs the opponent's arm briefly; just long enough to cause them to drop their weapon or other carried object. Does the character's normal punch damage (1d4 or higher; N&SS/MC characters may use the Fore-Knuckle, Double Knuckle, and Power Punch strikes as well), and acts as a Disarm attack. The disarm punch takes two attacks. As with the Knockdown kick, a called shot (12+ with bonuses) is required; lower rolls do normal damage but do not cause the Disarm effect. Rolling with a Disarm punch means it does normal punch damage, but does not cause a Disarm. At the GM's option, the Disarm punch may be used to force opponents to break Locks, Holds, and similar attacks, as well.


+1 to Save vs Pain


Weapon Proficiencies Temple: Meditation.
Weapon Proficiencies: (Pick Ten): W.P. Axe, W.P. Black Powder (or Arquebus & Matchlock), W.P. Blunt, W.P. Bow, W.P. Chain, W.P. Fan, W.P. Forked, W.P. Knife, W.P. Large Sword, W.P. Mouth Weapons, W.P. Net, W.P. Polearm, W.P. Short Sword, W.P. (Demon) Snare, W.P. Spear, WP Improvised, W.P. Staff, and W.P. Thrown.
Philosophical Training:


Ninja Code of Honor: The ninja code of honor stresses four areas, motivation towards the mission, loyalty to the clan and ryu, improvisation through awareness, and disguising one's true nature. Motivation to the mission is stressed by accepting missions only from the ninja's chunin, considering the enemies of the employer as one's own enemies, never refusing or questioning a mission, failure not being an option in the mission, putting the mission before oneself, killing in a mission when necessary and avoiding killing when not necessary, escaping when captured, killing one's self when escape is impossible, resisting when suicide is impossible, and taking the life of a comrade rather than allowing them to be captured. Loyalty to the clan and ryu is achieved by never betraying the clan, putting the clan before oneself, not striking another member of the ryu, aiding a genin of the ryu, and not ever leaving the ryu, even to the point of killing ninja who do leave the ryu. Improvising through awareness is achieved by always observing other people and knowing one's surroundings with the thought that one is always being observed and being mentally and physically alert enough to make use of anything at hand. Disguising one's true nature is accomplished through maintaining disguises, never revealing one's true self, speaking in circumlocutions and obfuscation while in public, using code words and metaphors which jeopardize neither one's self or the mission.


TENDAI BUDDHISM: The Japanese founder of the Tendai school was Saichou. Not long after he was ordained, he retreated to a small hermitage at Mt. Hiei northeast of present-day Kyoto. His scholarship and skill at lecturing attracted the emperor's attention, and he was selected to join an official mission that departed for China in 804. Having studied Tendai scriptures at Hiei, Saichou proceeded to the head temple of the Chinese Tendai (T'ien Tai) school. He studied there for nine months or so, then returned to Japan with many volumes of Buddhist scriptures. His attempts to establish an autonomous Tendai school--one that did not have to have its monks ordained at Toudaiji-- succeeded shortly after his death.


Kokka Shinto: State Shinto. The prewar Japanese state distinguished the religious ceremonies of the imperial court and of the shrines from those of other religions. Shrine rites and education fell under public administration, as well as shrine administration and policy. After the second world war, the Occupation authorities issued an order calling for the abolition of this system, which it termed State Shinto. State Shinto was founded on the idea that the prosperity of the nation, the safety of the imperial house, and the happiness of the people are blessings granted when human politics coincide with the will of the gods. This view is expressed by the term saisei itchi, or unity of worship and rule. In ancient Japanese, the same word (matsurigoto) was used to refer to both religious rites and government. Some use the term kodo (Imperial Way) to designate this ideal conduct of politics, seeing the emperor's official worship of Amaterasu omikami and the gods of heaven and earth as fundamental conditions of government.





Mikkyo Buddhism: This form of Buddhism is also known in Japanese as mikkyo, meaning "secret teaching". Mikkyo is one of several streams of practice within the Mahayana Buddhist tradition. Mikkyo blends many doctrines, philosophies, deities, religious rituals, and meditation techniques from a wide variety of sources. Assimilation of Hindu and local deities and rituals was especially marked in the Buddhism that became Mikkyo. Such diverse elements came together over time and, combining with Mahayana philosophical teachings, formed a comprehensive Buddhist system of doctrine and practice. Esoteric (Tantric) teachings, central to the Tendai and Shingon schools, also contributed to Buddhism's eventual broad acceptance. These teachings, termed "esoteric" because they were transmitted orally and in secret from master to qualified disciple, were designed to lead a practitioner to Buddhahood in his present life. In this sense esotericism was highly elitist, but it was also laced with folk elements, such as techniques of healing and magic, that enhanced the appeal of Buddhism to simple people. Aristocrats and commoners alike were also attracted by the expressions of esoteric Buddhism--Sanskrit syllables uttered as charms, splendid and colorful rites, and images of the buddhas carved on mountain cliffs. The Tendai and Shingon schools, two new versions of Buddhism introduced from China, both established their most important monasteries in the mountains, and mountain temples soon became quite common.





Ninpo: This is an eclectic combination between a code of honor and a spiritual path of seeking enlightenment.
The ninja code of honor stresses four areas, motivation towards the mission, loyalty to the clan and ryu, improvisation through awareness, and disguising one's true nature. Motivation to the mission is stressed by accepting missions only from the ninja's chunin, considering the enemies of the employer as one's own enemies, never refusing or questioning a mission, failure not being an option in the mission, putting the mission before oneself, killing in a mission when necessary and avoiding killing when not necessary, escaping when captured, killing one's self when escape is impossible, resisting when suicide is impossible, and taking the life of a comrade rather than allowing them to be captured. Loyalty to the clan and ryu is achieved by never betraying the clan, putting the clan before oneself, not striking another member of the ryu, aiding a genin of the ryu, and not ever leaving the ryu, even to the point of killing ninja who do leave the ryu. Improvision through awareness is achieved by always observing other people and knowing one's surroundings with the thought that one is always being observed and being mentally and physically alert enough to make use of anything at hand. Disguising one's true nature is accomplished through maintaining disguises, never revealing one's true self, speaking in circumlocutions and obfuscation while in public, using code words and metaphors which jeopardize neither one's self or the mission. Due to the unique requirements of the ninja code of honor, the character does not have to have an alignment with a discipline of honor.
A ninja's path toward spiritual enlightenment stems from the mixing of Ekkyo (I Ching divination), Gogyo Sestsu (five elements of Taoism), In-yo (yin-yang) duality of Taoism (in-yo do, where the yin philosophy of yin-yang is stressed, but balanced with inner yang), Kyojutsu Tenkan Ho (the ability to 'interchange falsehood and actuality'), Mikkyo Buddhism, moral strength, naturism (studying and understanding the workings of nature), Onmyodo (divination and astrology), perseverance when facing overwhelming numbers, Seishin (purity of heart, taught to embody a sense of completeness), Shugendo (the mixing of Mikkyo Buddhism with Taosim and Shintoism), and sincerity. The ultimate goal of this spiritual path is to strive for peace, harmony and enlightenment in all things.





NINPO PHILOSOPHY:
Kyojitsu Tenkan Ho: 'Method of interchanging truth and falsehood'. This refers to the Ninja's preference for utilizing deceptive and non-direct means to accomplishing his goals. Violence and direct confrontation are to be avoided unless no other option is viable. This involves the use of stealth, political manipulation, espionage, reconnaissance, illusion, reverse psychology, suggestion, sabotage, and surprise tactics such as ambushes. Even when the Ninja is forced into a direct battle, he will attempt to make use of evasive and deceptive tactics, including Sneak Attacks.
Wa: 'Harmony and balance'. In Ninpo, life is regarded as the most sacred, superseding value in the universe and it is to be protected at all costs. This refers to the lives of not only the Ninja's friends and family, but those of the supposed 'enemy' as well. Killing another sentient being is regarded as violating the Laws of Nature, unless deemed absolutely necessary as a last resort. Connected with this ideal is Ninpo's prescribed goal of continually attempting to ensure a peaceful balance within human society --- by any means necessary. As something of a paradox, it is sometimes required to perform acts of violence to maintain this balance (but always as a last resort). However, the motivation of the true Ninja must always be to fight not only for the peace of his loved ones, but for the peace of one's enemies as well.
Ninniku Seishin: 'Spirit of perseverance'. The true Ninja is expected to receive all threats, insults, and oppression with a calm, enduring heart. He is not to allow his personal desires to dictate his actions, and is not to indulge himself in such things as hatred, anger, guilt, jealousy, sadness, or malice. Such motivations are not only unhealthy but can also interfere with the success of the Ninja's mission.
Nagare: 'Flow'. In the end, there should be no such thing as surprise to the true Ninja. He is expected to constantly prepare himself for any situation in not only his martial arts training but his mental outlook, as well. He is to develop the flexibility of mind and adaptability of spirit to face any unforeseen obstacles.
Fudoshin: 'Immovable spirit'. The true Ninja is not to allow himself to be possessed by such things as greed, personal desire, luxury, laziness, pride, or egotism. He is discouraged from relying too much on others, even close friends, to accomplish his goals.
Jin: 'Humanity'. The true Ninja is expected to develop a kind and compassionate, yet detached, understanding of others. He is taught to allow his heart to grow into a warm palace and not wither away as a cold fortress. According to Ninpo traditions, the Ninja is encouraged to develop the Kajo Chikusei (Flower Heart, Bamboo Spirit) --- a heart that is as kind and pure as a flower, but as firm and flexible as the bamboo.
Gambatte: 'Keep going'. The true Ninja is expected to train intensively in all the prescribed areas of training, and master many forms of weaponry. The Ninja no Hachimon ('Eight Gates of the Ninja') are Ninja no Kiai (harmonizing of spirit), Ninja no Taijutsu (skill with the body), Ninja no Ken (sword), Ninja no Yari (spear), Ninja no Shuriken (throwing blades), Ninja no Kajutsu (use of explosives), Ninja no Yugei (deceptive skills), and Ninja no Kyomon (philosophical training).
Bunbu Ichi: 'Pen and sword are one'. The true Ninja is expected to study and master many things in addition to the martial arts. These include varying different arts, sciences, philosophies, and so forth. Besides the personal development afforded such study, the goal is to be prepared for any situation one might encounter --- particularly during espionage missions.
Giri: 'Duty and obligation'. First and foremost, the true Ninja is loyal and respectful to his clan and its allies. He is not to betray his clan for any reason and not to go against the teachings of Ninpo. If the Ninja is asked to do something that either weakens or endangers the clan and its members, or that violates the teachings of Ninpo, he is to report the request to the clan heads to determine what the appropriate course of action is to be.


Ryobu Shinto: Dual Shinto, a term used to refer generally to Shinto as syncretized with Buddhism, and specifically to that syncretic Shinto as interpreted by the Shingon sect, in contrast to Tendai Shinto. In the esoteric Shingon sect, the unity of the metaphysical world with the phenomenal and natural world is explained via the dualistic principles of the Kongokai (vajradhatu or diamond world) and Taizokai (garbhadhatu or womb world). According to this interpretation, the relative is equivalent to the absolute and phenomenon is equivalent to noumenon. This principle was extended to assert that the native Japanese deities are equivalent to the Buddhas; for example, Amaterasu omikami is viewed as equivalent to Dainichi Nyorai (Mahavairocana). This school of thought was said to have been initiated by Kukai (773-835), the founder of the Shingon sect in Japan, but it is in fact a later development. Kukai was, however, a strong believer in Shinto deities, and established the shrine Nibutsuhime Jinja as the tutelary deity of Koyasan, the mountain monastery which he founded. Also called Shingon Shinto. Shugendo: The first Japanese mountain ascetics, Shugyosha or Hijiri, were thought to attain great power by meditating and performing austerities on mountain peaks. The best known of these was En-no-Gyoja (En the practitioner or ascetic) also known as En-no-Ozuno or En-no-Ubasoku (En the laic). He is an ascetic who primarily wandered the mountains in Yoshino and Kumano south of Kyoto and Nara. Enno is credited with converting many mountains from Shinto to Buddhism and the founding of Shugendo (Shu=search, ken=powers, do=way; therefore Shugendo would be the "way of supernatural powers"). By practicing ascetic rituals they empowered themselves with Holy and mystical powers to use for the benefit of the community. The maintain these holy powers, Yamabushi often had to perform these rituals with frequent regularity often doing things like chanting the Lotus sutra hundreds of times in a day. they made regular pilgrimages to holy mountains once a season-often in difficult to reach places. When the esoteric Buddhist schools (Tendai and Shingon) came to the mountains of Japan, they brought with them the idea of military prowess. The Yamabushi embraced this idea and begin to train themselves in the martial ways. Stories often circulated of Yamabushi performing extraordinary feats such as walking across burning fires and climbing up ladders of swords as well cutting stones in half by prayer alone or jumping great distances.





If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Fudo Ryu (4 Years), Fukushima Ryu (4 Years), Fuma Ryu (5 Years), Gyokko Ryu (6 Years), Gyokushin Ryu (7 Years), Koto Ryu (5 Years), Kukishinden Ryu (8 Years), Kumogakure Ryu (6 Years), Shinden Fudo Ryu (7 Years), Takagi Yoshin Ryu (5 Years), Togakure Ryu (7 Years).
LEVEL ADVANCEMENT BONUSES: The Character has learned to do Aerial and Ground feats of agility, endurance and strength, such as walking tightrope, high wire, trapeze, and stunts performed above the ground. Other physical abilities include, rolls, somersaults, leaps and falls, falls, rolls, tumbles, cartwheels, and to work on rings and parallel bars. Note: Characters with Leap Attack can use these distances in a strike.


1st: +11 to Roll with Punch/Fall/Impact, +2 to Maintain Balance, +1 to Strike, +1 to Dodge, Critical Strike or Knockout/Stun from Behind, Death Strike on a Natural 20. 80% + 5% per level - Sense of Balance and the ability to maintain grip, hold or footing.
90% + 5% per level - Climb Rope: Players should roll once for every 400 ft of a vertical climb. Every "skilled" climber gets a second roll to recover his/her hold.
70% + 10% per level – Climbing: (or adds a bonus of +20% to climb skill) Knowledge of the tools and techniques for climbing up sheer surfaces. Players should roll once for every 200 ft of a vertical climb. Every "skilled" climber gets a second roll to recover his/her hold. Rappelling is a specialized, rope climbing skill used in descending from helicopters, scaling walls, and cliff facings. For game purposes, rappelling will include ascending and descending climbs. Base Skill: 30% + 5% per level of experience. A failed roll means a slip or fumble; roll again to regain hold or fall.
Provides the following:
90% + 8% per level - Back Flip
50% + 5% per level - Prowl (or adds a bonus of +30% to Prowl skill) 60% + 5% per level - Rings & Parallel Bars
Body Throw: While usually used on a cooperative partner, this judo-type flip can be used on an opponent, doing 1D6 damage, plus the victim loses initiative and one attack that melee unless the opponent knows instant stand then the opponent only loses initiative (Note: The tumbler must be weaponless, using both hands to grab his opponent and throw/flip him to the ground).
Back Flip and Somersault: +4 to dodge quickly by flipping out of harm's way or over one's opponent. Always ends in a tumble and crouched stance. Like all dodges, it takes place of one attack that melee, unless the user has the auto-dodge ability. However, because the tumbler has flipped a fairly great distance, the attacker also loses one attack, as he must turn around or lunge forward to renew his attack.
Stilt Walk: To construct and walk on stilts, 50%+5% per level of experience. A failed roll means a fall off the stilts (roll every 150 feet walked).
Pole Vault: 10 feet for every level of experience. Success ratio is 50%+5% per level. Failure means only half the intended height is achieved, or the tumbler has vaulted into a wall or other solid object (2D4 damage). The person will always land in a tumbling roll unhurt, when successful.
Crush/Squeeze does 1D4 damage
Body Block/Tackle does 1D4 damage and opponent must Dodge or Parry to avoid being Knocked down.
Leaps: 10ft long plus 3 feet every level, 8ft high plus 3 feet every three levels Fearless of Heights. Damage from Falls 1D6 from a 10 foot height plus 1D6 for each additional 10 feet of height, or fraction there of., +9 to Roll with Punch/Fall,+ 1 to strike and parry when combined with W.P. Sword, Note: Paired Weapons is a separate skill. See the W.P. Tables in the Combat Section for details. Pin/Incapacitate on a roll of 18, 19, or 20
2nd: +1 to Strike, +2 to Parry/Dodge, +2 to Cartwheel/Back Flip, Select another Mudra from the Kuji-Kiri.
3rd: Select Three (3) additional Martial Art Power from Martial Powers +1 to Roll/Knockdown, +1 to Throw.
4th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, +1 Attack per Melee, +1 to Leapv(+4 ft to height and length), Select another Mudra from the Kuji-Kiri.
5th: Select Three (3) additional Martial Art Power from Arts of Invisibility, Death Blow (Can be used whenever desired (i.e. No Natural Number required), however, character must announce intentions to use the Attack per Melee, costs two melee attacks).
6th: +2 to Strike, +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, +1 to Dodge Knockout/Stun on a Natural 19 or 20, Select another Mudra from the Kuji-Kiri.
7th: +2 to Parry/Dodge, +1 to Cartwheel/Back Flip, Critical Strike on a Natural 19 or 20.
8th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, +1 to Leap (+4 ft to height and length), Select another Mudra from the Kuji-Kiri.
9th: Select Three (3) additional Martial Art Power from Arts of Invisibility,+1 to Roll/Knockdown, +1 to Throw.
10th: +1 Attack per Melee, +2 to Somersault, Death Blow from Behind on a natural 19 or 20, Select Three (3) additional Martial Art Powers, Select another Mudra from the Kuji-Kiri.
11th: +2 to Strike/Parry/Dodge, +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance.
12th: +1 to Roll with Punch/Fall/Impact, +1 Attack per Melee, +1 to Leap (+4 ft to height and length), Select Three (3) additional Martial Art Powers, Select another Mudra from the Kuji-Kiri.

13th: +1 to Maintain Balance, +1 to Cartwheel/Back Flip, +1 to Parry, Knockout/Stun on a Natural 18, 19, or 20.
14th: +2 to Somersault, +1 to Roll/Knockdown, +1 to Throw, Critical Strike on a Natural 18, 19, or 20, Select another Mudra from the Kuji-Kiri.
15th:. Death Touch on a Natural 18 thru 20, Select Three (3) additional Martial Art Powers, Select another Mudra from the Kuji-Kiri.
Death Strike on a Natural 20. This special version of a Death Blow uses up all the characters melee attacks for that melee round. The attack must be made with the bare hands or feet and always strikes, bypasses armor. It inflicts 2D4x100 M.D. to mega-damage creatures or 2D4x100 S.D.C./hit points to mortal S.D.C. beings. If the target of the death strike still survives the attack, he is temporarily paralyzed and knocked senseless for 2D4 minutes, leaving him open to further attack. If given the chance to recover, the victim remains somewhat disoriented and weakened: reduce speed, combat bonuses and the number of melee attacks by half for 1D4x10 minutes.
Additionally, no other Oni Ninja Martial Art Powers may be used for 12 hours! The Ninja will be completely exhausted, unable to fight, concentrate, or talk for 1D4 minutes. For the ten minutes after that, he remains extremely weak and can barely move; one melee action per round, speed is reduced by 80%, all bonuses are gone, skills are impossible to perform and he cannot attack. After this period the character regains more strength and can function at half his normal ability level. The number of melee actions/attacks, all bonuses, skill proficiencies and speed are half of normal for the next six hours. The character's Ninja Martial Art Powers return after 12 hours.

Why Study Ultimate Art of Ninjutsu? Stealth and strategy are the mark of the shadow warrior, And Pure mastery of the unarmed and weapon techniques of Ninjutsu


Special Jutsu Powers of Ultimate NINJA ART:


Ultimate Ninja Art Genjutsu Level of Ability: Roll on the following table to determine Genjutsu abilities:
10-24 Major Ability: The character is limited to Genjutsu abilities levels one through six, but I.S.P., duration, range, and other considerations continue to increase as the Ultimate Ninja Art practitioner progresses in experience beyond sixth level. I.S.P. is determined by taking the character's M.E. number as the base, plus rolling 2D4x10 and adding it to the the base number. The character also gets an additional 10 I.S.P. points for each level of experience, starting at level one.
25-40 Master Ability: All levels of genjutsu powers are available to the master Ultimate Ninja Art Genjutsu practitioner as he increases in experience. I.S.P. is determined by taking the character's M.E.x10 number as the base, plus a roll of 3D6x10 added to the base number. The character gets 120 additional I.S.P. points for each level of experience.
41-00 No Ability: The character gets none of the genjutsu powers.
Genjustu Level Advancement Bonuses:
1st: Automatically receives the psionic abilities of Telelpathy, Empathy, and Mind Block, gains the Illusionist ability of Simple Sound (Old Ones, page 20), +2 to save vs illusions, +1 to save vs Mind Control/Hypnosis/Saiminjutsu/Possession/Mind Altering Drugs, +2 to save vs Horror Factor.
2nd: Gains the Illusionist ability of Advanced Sound (Old Ones, page 20).
3rd: Gains the Illusionist ability of Visual Images (Old Ones, page 21).
4th: Gains the Illusionist ability of Sound & Image (Old Ones, page 21), +2 to save vs illusions, +1 to save vs Mind Control/Hypnosis/Saiminjutsu/Possession/Mind Altering Drugs.
5th: Gains the Illusionist ability of Smells & Odors (Old Ones, page 21) and the ability of Senbonken (Thousand Swords: This illusion creates the image in the target or targets that he (or they) are surrounded by a number or duplicates (of the character using the ability) equal to the one half of the character's M.E., rounded down.).
6th: Gains the Illusionist ability of Image, Sound & Order Combo (Old Ones, page 21).
7th: Gains the Illusionist ability of Taste, Image, Sound & Order (Old Ones, page 21).
8th: Gains the Illusionist ability of Mass Hypnotic Illusion (Old Ones, page 21), +2 to save vs illusions, +1 to save vs Mind Control/Hypnosis/Saiminjutsu/Possession/Mind Altering Drugs.
9th: Gains the Illusionist ability of Touch (Old Ones, page 22).
10th: Gains the Illusionist ability of Multiple Images with Sound (Old Ones, page 22) and the ability of Nimanzakura (Twenty Thousand Cherry Blossoms: This illusion creates the image of a swirling mass of small objects (cherry blossoms, snowflakes, tree leaves, etc) surrounding the target and making it impossible to see very far. Victims who fail their saving throw are -6 to all combat rolls.).
11th: Gains the Illusionist ability of All Five Elements (Old Ones, page 22).
12th: Gains the Illusionist ability of Multiple Images with Sound and Order (Old Ones, page 22), +2 to save vs illusions, +1 to save vs Mind Control/Hypnosis/Saiminjutsu/Possession/Mind Altering Drugs.
13th: Gains the Illusionist ability of Multiple Illusions with All Five Elements (Old Ones, page 22).
14th: Gains the Illusionist ability of The Panorama (Old Ones, page 22).
15th: Gains the Illusionist ability of Magnified Illusion (Old Ones, page 22) and the ability of Akuma Fu (Devil Form: This is an illusion of the character seeming to grow in ferocity and size, taking on the form of a great devil, completely detailed. The devil illusion has a Horror Factor of 15.).







Kuji Kiri Techniques:


Saiminjutsu:

Utilizing simple mudra techniques, the character can attempt to hypnotize one person. This involves the rapid weaving of the mudra of the Kuji- Kiri in bizarre, dazzling patterns. None of the mudra of the Kuji-Kiri need be known to use this enchantment and it confers none of the powers of the mudra of the Kuji-Kiri. In combat, this power causes a victim who fails his saving throw to be slowed (loses initiative, is -2 to Strike, Dodge, and Parry). When used out of combat, this power can be used to implant one suggestion into a victim who fails his saving throw. Similar to the psionic power of Hypnotic Suggestion except that instead of working the suggestion subtly into a comment, the suggestion is implanted through the use of repetitive chants. The suggestion must be kept simple and clear in the same manner as Hypnotic Suggestion. Additionally, the spell can make the victim hear sounds or see things just like the psionic power.




Mudra of Subtracting Oneself from the Sight of Others-- Ongyo-in (Kuji Kiri)

This is sort of invisibility where the passive, quiet nature of the 

character provides a natural concealment. Of course, the character 

isn't really invisible and can be seen, heard, smelled, or touched normally, it's just that the character seems less noticeable.

No attacks or other fighting moves are possible while maintaining the 

Mudra. So long as the practitioner sits quietly, without moving, and maintains the Mudra, he will be invisible to most others (75% chance of not being noticed). If the character is moving slowly the chance of detection drops to 50%. Normal movement negates all effects.

Another important aspect of this Mudra is that it conceals the chi of 

the user, so the character blends in with the natural flow of chi in the area. This means that the Mudra completely shields a character from detection by means of chi. For example, entities of Pure Chi who are able to see chi, will have no chance of detecting the character using this Mudra, it is particularly effective against demons, undead and other creatures of Negative Chi.Meditation Time Required: Four Melee Rounds (one minute)Duration: Half usual meditation level

Description of Hand Positions: Right hand covering Left hand. Thumb 

tips touchingChi Required: Eight Range: Self




Mudra for Control over Matter- Nichirin-in (kuji-kiri)

This mudra grants the ability to move objects without any means other 

than directed chi energy similar to telekinesis. The character can make an object hop, fall, roll, rise into the air, suspend it there (hover) or make it fly across the room.In order to move an object by using this power, the item must be clearly visible, within the character's range (60 ft/18.3 m) and the point of focus. The character must concentrate on what he is doing, thus each telekinetic feat counts as one of the character's physical attacks. The total number of telekinetic attacks is equal to the character's number of physical attacks per melee; usually 3 or 4. Telekinetic attacks can include hurling an object 

as if thrown, or causing it to buzz about a room, or to swing and hit 

with it as if a club controlled by an invisible hand. Several objects can be thrown around by this power within the same melee round, but not 

simultaneously. The character can only concentrate on one item at a 

time. For Example: A character with four hand to hand attacks per melee can perform four attacks with telekinesis. First, he makes a flower vase fly from the table, aiming it at his opponent's head. Second, he makes the lantern hurl at the guard by the door. Third, the table is suddenly flipped up on end and, fourth, the door flung open. Four melee attacks or actions using this power.As we can see in the example, this power can be used to do more than making objects fly around. The telekinetic power can be used to open doors, flick switches, press buttons, turn knobs and dials, open windows, make a rocking 

chair rock, and so on. The range of possibilities is extensive, when 

you stop and think about it.It is easiest to move or hurl small objects weighing two pounds (0.9 kg) or less. Maximum height or distance is 60 feet (18.3m). Medium-size objects weighing 3-20 pounds (1.4 to 9 kg) are more difficult to manipulate and the maximum height or distance is reduced by half; 30 feet (9 m). Large or heavy objects weighing over 20 pounds (9 kg) are the most difficult to maneuver, reducing maximum height and distance to 15 feet (4.6 m).Combat Bonuses:· +3 to strike with telekinesis; physical/skill bonuses to strike do not apply when telekinesis is used.· +4 to parry with telekinesis, by using a 

controlled object to parry or sheer telekinetic force to block an 

attack. Counts as a medium, heavy object.· Damage from Hurled Objects:

Small: 6 ounces to 1 pound (0.17-0.45 kg) m 1D4 Small: 1.1 to 2 lbs 

(0.5-0.9 kg) -- 1D6 Medium: 3 to 4 lbs (1.0-1.9 kg) -- 2D4 Medium: 5 to 10 lbs (2.0-4.5 kg) -- 3D4 Medium: 11 to 25 lbs (4.6-11.3 kg) -- 3D6 Large: 26 to 40 lbs (11.4-18.1 kg) -- 4D6Add 1D6 for each additional 20 lbs (9 kg) of weight.Note: This power does not create a force field, thus, while it can be used to parry/block a punch, kick, club, knife or even sword, it cannot stop projectiles, arrows, gas/fumes, flying tackles, and similar attacks. Furthermore, a failed roll to parry with this power means the character did not parry and is struck by his opponent. Meditation Time Required: Four Melee Rounds (one minute)

Duration: meditation level. Description of Hand Positions: Fingers outspread, palms out. Index fingers and thumbs touching

Chi Required: 3 for small objects, 8 for medium, and 8+1 per 10 pounds 

of weight for large objects. Range: Up to 60 feet (18.3m) away.




Mudra of the Knowledge Fist- Chiken-in (kuji-kiri)

This Mudra enables the character to see or feel glimpses of the 

Possible future. This is achieved through meditation or intense concentration in which the character thinks about a particular person, event or place. Add +5% to the base skill if the person involved is a friend or loved one. Sometimes this power works (if the roll is under the base skill) and sometimes it does not (when the roll is above the base skill). A failed roll meals the character received no insight to the future, despite the expenditure of Chi.A clairvoyant trance can be attempted as often as twice every day. The message can be a sudden feeling that somebody is in need ("... something's wrong. It's ... it's ... Janet! I've got to see her!") or, more often, a sudden flash of insight -- a sudden image that races through the mind. The image is like a brief snippet from a movie or a dream. Often all the details 

are not clear, but the potential danger is. For example, the character 

is in a trance or meditation, thinking about his/her friend Janet. Suddenly, the mind is flooded with an image of Janet rushing down a crowded street. It's twilight, like morning or evening. She seems very upset. Janet races into the street, ignoring the traffic. There's a gang of thugs riding down the street like madmen. The squeal of horses (or bystanders). Janet screams. The image ends. Is Janet hurt? Killed? Unknown, but the danger is clear. There are also other hints of information: the time of day, Janet seeming upset, rushing, etc. The glimpse into the future could be twenty minutes, eight hours, 24 hours, or a week. The character has no way of knowing. Of course, he has the advantage of recognizing the potential danger as it begins to 

unfold and may be able to avoid it, stop it, or change the outcome. The 

image may last a few minutes or be a sudden flash lasting but a few 

seconds. The flash could be a peculiar noise, insignia, a face, or a specific image like a particular door, object, or person.

Game Masters: Be careful not to reveal too much. Use the examples 

provided as a guide. Remember, these are brief glimpses of the possible future, not a motion picture. The character cannot engage in any actions, combat or otherwise, while using this power, or the image will instantly stop. It usually requires one minute (four melee rounds) of meditation before the image occurs. Remember, a failed skill roll means absolutely nothing happens, but still burns up the four Chi and time.

Meditation Time Required: Four Melee Rounds (one minute)Duration: Half meditation levelDescription of Hand Positions: Index finger of left hand pointing up with the fingers of the right hand curling round it. The thumb of the right hand should be pressed against the outside edge of the nail on the index finger of the left hand).Chi Required: four

Range: Self

 

Mudra for Knowing the Thoughts of Others- Naibakuken-in (kuji-kiri)

The power of telepathy allows the character to eavesdrop on what a 

person is thinking at a particular moment. This is done by focusing on that one person and picking up on his or her surface thoughts. Surface thoughts are those thoughts and musings uppermost in a person's mind. A deep probe into memory is not possible. Although the psychic can read the thoughts of several people, he can only do so by focusing on one person at a time. Simultaneous, multiple mind readings are impossible.

Limited telepathic communication is also possible. The character can 

send a directed thought message to one person at a time. The message must be as brief and as clear as possible. Like, "John, I need you immediately. Hurry!" or "Stop! Don't do that." "Come here," "Look Out" or "Press the green button." However, two-way telepathic communication is not possible except between two characters using this Mudra.

Meditation Time Required: Four Melee Rounds (one minute)

Duration: meditation levelDescription of Hand Positions: All fingers interlocked inwardsChi Required: four Range: Read surface thoughts up to 60 feet (18.3m) away or two-way telepathic communication up to 140 feet (32.7m).

 

Mudra of the Outer Bonds Fist- Gebakuken-in  (kuji-kiri)

With this Mudra the character can attempt to ascertain whether or not 

there is a danger to him in the near future (the next 24 hours). The Mudra will only give vague impressions of a life threatening event. This will include a rough time estimate (within one hour of the event) and the type of event (such as falling, combat, and accident, etc.) This Mudra will only identify one such danger within the time period, regardless of how many times it is used in that time period. For example, when the character gets up in the morning, he decides to use the Mudra, and gets the impression of combat in the afternoon. Shortly before lunch, he decides to use the mudra again and gets only the impression that the combat will occur around four P.M. After 

he gets into a fight with a street punk, who he chases off, he decides 

to use the mudra again, only this time he would get a null reading since he was still well within the 24 hour time period since he originally used the Mudra. The first time the character would be able to use the Mudra to detect a new danger would be the next morning.

Meditation Time Required: Four Melee Rounds (one minute) Duration: Meditation levelDescription of Hand Positions: All fingers interlockedChi Required: fourRange: Self




Mudra for the Evocation of Healing Energy- Ushijishi-in kuji-kiri)

Note: Must be performed in an area of Positive Chi. This Mudra is 

ineffective in any area dominated by Negative Chi. If performed in an area with Positive Chi it will automatically cause Positive Chi to wash through the character's body. Negative Chi will be 

driven out of the body at the rate of one point per minute. Then, when the character is at Zero Chi, the body's normal Positive Chi will be filled, at the rate of one point per minute.Once the Chi of the body is brought back to its full level (or if it is already there), the body's natural healing mechanisms will then be stimulated. Hit points are the first to heal, at about one every five minutes. When hit points are returned to normal, the Mudra will then start to repair any missing S.D.C. at a rate of one per minute.Meditation Time Required: Four Melee Rounds (one minute)Duration: Half meditation levelDescription of Hand Positions: Index fingers and thumbs extended, others interlocked Chi Required: FourRange: Self

 

Mudra for Harmony with the Condition of the Universe Sotojishi-in (kuji-kiri)

This mudra can be used against any intelligent creature or living 

creature. It can temporarily bend the will of its victim so that he (it) is under the complete control of the character. The affected person will do absolutely anything the controller requests (other than kill himself or a loved one). All questions will be answered truthfully and in as much detail as requested. However, the controlled character will answer and obey only the person controlling him. A situation in which the controlled character can be made to fight or do something dangerous. All victims of control are -2 on initiative and -1 to 

strike, parry and dodge because of the disorienting influence of being 

controlled. Victims will remember their actions after being controlled. 

This mudra can be used on a victim 12 feet (3.6 m) away +5 feet (1.5 m) per level of experience. Meditation Time Required: Four Melee Rounds (one minute)Duration: One quarter meditation level Description of Hand Positions: Last two fingers extended to form a V (tips touching). Thumbs extended, others interlocked Chi required: eight Range: Self




Mudra for Control over Energy Daikongo-in (kuji-kiri)

While this Mudra is in effect the character can channel his chi into 

energy which can be released as directed pulses. These pulses are directed with and originate from the hands. Damage is equivalent to 1D6 per point of chi channeled, so a character who decides to channel 5 points of chi would do 5D6 damage. Roll to strike as normal with no bonuses from Martial Art forms, Martial Art Powers, skills, natural abilities or Hand to Hand. Meditation Time Required: Four Melee Rounds (one minute)Duration: One Blast. Description of Hand Positions: Index fingers and thumbs extended, middle fingers curled over index fingers. Others interlockedChi Required: four plus however many chi the character wants to invest in the energy blast.Range: 600 feet




Mudra for Strength Dokko-in (kuji-kiri)

This Mudra gives the character incredible strength, making the 

character as strong as a superhuman. Add 20+2D4 points to the P.S. attribute. The character with this Mudra in effect can lift 300 time the new P.S. attribute in pounds and can carry 200 times the attribute. Also, the character will fatigue at one half the normal rate. At the end of the duration P.S. and the other bonuses will no longer be in effect.Meditation Time Required: Two Melee Rounds Duration: One quarter meditation levelDescription of Hand Positions: Middle fingers extended, others interlocked Chi Required: four Range: Self


Oni Ninja Martial Art Powers:
Art of Stealth (as per N&S)
Mega-Damage Chi-Gung (See N&S conversions)
Combination of Kangeiko & Shochu Geiko (as per N&S)
Art of Evasion (as per N&S)


Defense Kata: This Kata uses techniques that allow for incredible defensive moves; lighting-fast parries, dodges, and defensive leaps. Must be used for a full melee round. Adds +4 to parry, dodge, and roll with punch/fall/impact, +2 to Automatic Dodges. However, with the focus on defense, the character suffers from -1 to Initiative, -2 to strike and all skills are at -10%.


Offense Kata: With this Kata, the Oni Ninja can launch incredibly accurate and devastating punches, kicks, and other attacks. During the melee round this Kata is used, the character is +3 to initiative, +2 to strike, +2 to pull punch, acquires an additional melee attack, and does and additional 1D6 damage with a melee strike (hand to hand or melee weapon). However, concentration on attacking reduces the character's defensive abilities: +2 to parry, dodge, and roll with punch/fall/impact and the character cannot use Automatic Dodge.


Dragon Fist Martial Art Technique: A punch, jab or open hand strike that inflicts an additional 1D4x10 M.D. to supernatural beings, demons, elementals, and creatures of magic, including dragons and, incidentally, other oni ninja! This attack counts as two melee attacks/actions and cannot be combined with a power punch. On a ntural 20 roll In this kind of attack the AR. and M.D.C. of the object are irrelevant because the Oni Ninja is really breaking the Chi of the object, then the target object is broken and has a hole in it. This means the Oni Ninja can punch a hole in a door, a 2 by 4 in half, shatter a lock and so on.


Dragon Kick Martial Art Technique: The ninja learns to channel his Chi into a powerful kick that does 1D6x10 M.D. to supernatural beings, demons, elementals and creatures of magic, including dragons and other oni ninja. The attack counts as two melee attacks/actions and cannot be combined with a power punch kick. On a ntural 20 roll In this kind of attack the AR. and M.D.C. of the object are irrelevant because the Oni Ninja is really breaking the Chi of the object, then the target object is broken and has a hole in it. This means the Oni Ninja can punch a hole in a door, a 2 by 4 in half, shatter a lock and so on.


Dragon Leap Kick/Punch Martial Art Technique: A powerful leap kick that inflicts 3D6x10 M.D. to supernatural beings, elementals and creatures of magic, including dragons. This must be the character's first and only attack for that melee (the leap concentration and focus uses up all other attacks). All the character can do after the kick is defend himself. On a ntural 20 roll In this kind of attack the AR. and M.D.C. of the object are irrelevant because the Oni Ninja is really breaking the Chi of the object, then the target object is broken and has a hole in it. This means the Oni Ninja can punch a hole in a door, a 2 by 4 in half, shatter a lock and so on.


Fast Hands Martial Art Technique: The Ninja can move his hands so quickly that he can block/parry every attack leveled at him simultaneously from multiple attacks without using up a melee attack/action. (Essentially an Automatic Circular Parry, this is classified as a Martial Art Technique because of it's incredible combat power.)


Spirit Fist (Chi Mastery Ability, Negative or Positive): A punch, jab or open hand strike that unleashes a powerful telekinetic force that inflicts the equivalent of the character's normal M.D. punch. Range: five feet (1.5 m) per level of experience. Counts as a normal melee action/attack. Cannot be used as a power punch or dragon fist. Cost: 10 Positive or Negative Chi per strike.


Face of a Friend (Art of Invisibility): This extremely useful ability leads a person (usually the target of an assassination or victim of espionage) to believe the ninja is someone he trusts. The power is similar to Chi Zoshiki in nature and plucks an image from the victim's mind and uses it to mask the true appearance of the ninja. The victim gets a normal save versus Mind Clouding (the arbitrary name I picked for this and Chi Zoshiki, see the description of Mystic Invisibility in Rifts Japan for the saving throw). A successful save means he sees the ninja as a stranger.


Inner Strength (Chi Mastery Ability, Positive): The Ninja does not fatigue, P.S. and speed attributes are temporarily increased by six points, +4 to save vs poison, drugs or disease, +10% to save vs coma, +2 to save vs mind control, and +1 to save vs magic. Chi must be spent every melee the power is "on." Activating it counts as one melee attack/action. Cost: 5 Positive Chi per melee round (15 seconds).


Unnoticed Walker (Art of Invisibility): A variant of Chi Zoshiki, this power hides the presence of the ninja. As long as the character does not call attention to himself and stays out of the way of others, nobody will notice him. This power does not fool electronic or artificial sensors, but will affect both sentient beings and animals. The character can even be in plain view, but people will not seem to notice him. Attacking, failing a prowl roll or making noise will ruin the effect. Furthermore, the character is automatically shielded from the Chi Awareness ability.


NOTE: The new Oni Ninja Martial Art Powers are listed with their N&S category for GMs wishing to convert these to N&S and/or other systems while using N&S martial arts and martial art powers. Mega Damage versions turn into the standard S.D.C. vs. supernatural version in non-M.D.C. settings (see Palladium Fantasy for how MD versions are converted to SDC).


Eight Trigrams Sixty-Four Palms


This is a series of Atemi point Strikes that closes off sixty-four specific chakra points (tenketsu) on an opponent's body effectively eliminating their ability to use chakra( PPE, ISP, CHI) for quite some time and making it quite difficult for them to move. It begins with the closing of two chakra points, followed by four more, then eight, then sixteen, then thirty-two, and then sixty-four strikes. Each set of strikes is done at an increasing pace.


Uses all attacks for the melee round 64 hit +1d6 damage per hit can be layered with other techniques, never misses, must be first attack of the round and removes ½ of opponents (P.P.E./I.S.P./Chi) users choice 1-144 hour duration





Eight Trigrams One Hundred Twenty-Eight Palms


This Atemi power is essentially a doubled version of Eight Trigrams Sixty-Four Palms. Like the former, it closes off the opponent's chakra points in an exponentially increasing number of quick successive strikes. Unlike the former, it closes off twice as many at twice the speed. Alternatively, it can be used to hit a great number of targets very quickly. It has a slightly different stance than the lesser form in which the upper body is slightly rotated to the right. This stance activates the characters at the edge of the sight field to begin the technique. : (100 chi to use uses all attacks for the melee round) 128hit +1d6+ps dmg per hit can be layered with other techniques, never misses, must be first attack of the round and removes all (P.P.E/I.S.P./Chi from the opponent)1-144 hour duration.





Empty Palm


This Atemi poweris similar in practice to Eight Trigrams Sixty-Four Palms, but has a specific target rather than a general area. To perform it, the user does a palm thrust at an opponent while expelling a large burst of chi from his palm. This violently pushes the opponent away. The opponent does not need to be within his reach for the attack to be effective, this attack does no damage and bypasses armor effects are: Agony: A particularly cruel and painful attack that incapacitates its victim with pain. Under the influence of the attack, the victim has no attacks per melee, cannot move or even speak; only writhe in agony. Although there is no physical damage (no S.D.C. or hit points are lost), the pain is very real, and it will take another minute for the victim to regain his full composure. During that minute his number of attacks per melee are reduced by half, speed is reduced by half, and he suffers a penalty of — 1 to strike, parry and dodge.


Blind: Temporarily knocks out the victim's optic nerves, rendering that person quite helpless. Victims are -10 to strike, parry and dodge.


Deafness: Can be caused by manipulating the eardrum. Victims cannot hear anything, and are -6 to parry or dodge attacks from behind. In addition, the shock of suddenly becoming deaf makes them -3 to strike, parry or dodge any other attacks, and they automatically lose the initiative on all attacks while deaf.


Ecstasy: This attack is a very dangerous reversal of the Agony attack. While the Agony attack activates all of the victims pain centers, the Ecstasy power does the reverse and activates all of a victims pleasure centers. The attack creates the same effects to a targets activity that the agony attack does but does it for the opposite reasons. For the first minute, the victim will be able to do nothing but writhe in pleasure. After that initial minute, the target takes another full minute to regain full composure and during that time the number of his attacks will be reduced by half, speed will be reduced by half, and will have a penalty of -1 to strike, parry, and dodge, and has a 10% chance of victim being addicted to it per application cumulative.


The big danger of the power is not the effect the power has in combat but that some psychics have used the spell to profit off of victims similarly to the way drug dealer will addict people to drugs. They can do this by using the power for free or a reduced price and then once the person is addicted, they raise the cost of the power astronomically or make the person do jobs for them under the threat of not using the power anymore. The process of addiction takes from two to four weeks normally. The other disadvantage is that addicts of this power will get no save against the power even if it is cast on them in combat


Rumored and only whispered is that some psychics have used the powers agony and ecstasy together. For every two sessions of this, the target must save against insanity. If this power combination is used often for over two months, their pleasure and pain centers will get mixed up and whenever a person feels pain, they will feel pleasure as well (GM's choice of actual effects).


Mute: Impairs the victim's vocal cords, making speech impossible. Victims are likely to be shocked and panic, making them -2 to strike, parry and dodge for the first melee ONLY.


ORGASM: Effect: Probably the gentlest and most pleasurable incapacitation attack to date that functions by stimulating the victim's body into feeling an intense sexual orgasm. While under the power of the attack the victim will have no melee actions, can barely move, and cannot make any intelligible sounds other than a faint moan of pleasure. There is no physical damage inflicted by this attack , although the character may wish to clean their shorts shortly after succumbing to the spell's effects. After the brief incapacitation period, the victim will need another 1D4 minutes to regain their composure. Until such time the characters attacks per melee and speed will be reduced by half. They will also suffer a -1 penalty to all combat bonuses and -5% to skill performance. Only one person may be affected per use of this attack. It should be noted that although this attack suffers from a shorter incapacitation time than the Agony attack, of which it is derived, it is more sought by characters of good alignments who would not bring such pain as the Agony attack on any living creature while at the same time, totally incapacitating the victim of the attack.


Pain: By manipulating the nerve centers the psionic can induce terrible pain, shooting throughout the body. Victims are -6 to strike, parry, and dodge, and take one point of damage off their Hit Points (not S.D.C.) per each minute affected.


Paralysis: Immobilizes the motor part of the brain, causing legs and arms to stop functioning. Victims are completely incapacitated for the duration. Note: A paralyzed character can still use psionics but only if he has line of sight on his intended target. Spell casters need to speak, so they cannot cast spells while paralyzed.


PINS & NEEDLES: Effect: This unique attack causes its victim to experience the stinging "pins and needles" sensation as if the blood flow in that particular limb of the casters choice has been temporarily cut off and then restored. If used on a leg the victim will run at 1/2 speed, -4 to dodge, and have a -5% skill penalty from the distraction. Any skill requiring the use of a leg will be at -25%. If used on an arm, that particular arm will be -4 to strike and parry, and any skills requiring manual dexterity will be at -25%, other skills will only have a -5% penalty. If used on the head, the victim's face will become flush and is very distracting giving them a -1 on initiative, strike, parry, and dodge bonuses as well as a -5% skill penalty unless trying to speak in which the character has a -40% language penalty! They will also have a temporary -2 to their M.A. and P.B. as no one can take their appearance and voice seriously. Using this attack on the torso will give the victim a -2 initiative, -1 strike, parry, and dodge, and a -5% skill penalty. Also when used upon the torso, sex will be no pleasure less no matter how hard the victim tries, even if affected by the orgasm spell. On the plus side, however, any limb affected by this spell is impervious to all other pain, which can be a boon to wounded people with no anesthetics handy.


Release: The attacker manipulates the victim's pressure points in such a way that the victim either vomits or defecates or urinates. This attack requires a natural Strike roll of 14 or better. The attacker chooses the effect. If the attack is successful, the victim loses initiative, and 1D6 melee actions, must have art of offense and art of defense to gain


Stun: This attack disorients and confuses its victims. Victims forfeit one attack per melee, speed is cut by half, and the character is -4 to strike, parry, dodge, disarm, and all combat moves.


Tissue Manipulation: Affects the tissue's connecting nerve fibers which can cause a variety of effects. By irritating the nerve fibers, a victim will suddenly feel itchy, as if breaking out in a severe rash. Through endothermic manipulation the victim can also be made to suddenly feel cold or hot while everyone around him feels fine. ALL three conditions are more annoying or frightening than physically impairing. In each case the victims are -1 to strike, parry and dodge.


If the attack is successful, the victim loses initiative, and 1D6 melee actions, and this attack pushes opponent back 1-100 ft per time hit.





Vital strike: this attack power can be a layered attack does no damage and bypasses armor its effects are:


Agony: A particularly cruel and painful attack that incapacitates its victim with pain. Under the influence of the attack, the victim has no attacks per melee, cannot move or even speak; only writhe in agony. Although there is no physical damage (no S.D.C. or hit points are lost), the pain is very real, and it will take another minute for the victim to regain his full composure. During that minute his number of attacks per melee are reduced by half, speed is reduced by half, and he suffers a penalty of — 1 to strike, parry and dodge.


Blind: Temporarily knocks out the victim's optic nerves, rendering that person quite helpless. Victims are -10 to strike, parry and dodge.


Deafness: Can be caused by manipulating the eardrum. Victims cannot hear anything, and are -6 to parry or dodge attacks from behind. In addition, the shock of suddenly becoming deaf makes them -3 to strike, parry or dodge any other attacks, and they automatically lose the initiative on all attacks while deaf.


Ecstasy: This attack is a very dangerous reversal of the Agony attack. While the Agony attack activates all of the victims pain centers, the Ecstasy power does the reverse and activates all of a victims pleasure centers. The attack creates the same effects to a targets activity that the agony attack does but does it for the opposite reasons. For the first minute, the victim will be able to do nothing but writhe in pleasure. After that initial minute, the target takes another full minute to regain full composure and during that time the number of his attacks will be reduced by half, speed will be reduced by half, and will have a penalty of -1 to strike, parry, and dodge, and has a 10% chance of victim being addicted to it per application cumulative.


The big danger of the power is not the effect the power has in combat but that some psychics have used the spell to profit off of victims similarly to the way drug dealer will addict people to drugs. They can do this by using the power for free or a reduced price and then once the person is addicted, they raise the cost of the power astronomically or make the person do jobs for them under the threat of not using the power anymore. The process of addiction takes from two to four weeks normally. The other disadvantage is that addicts of this power will get no save against the power even if it is cast on them in combat


Rumored and only whispered is that some psychics have used the powers agony and ecstasy together. For every two sessions of this, the target must save against insanity. If this power combination is used often for over two months, their pleasure and pain centers will get mixed up and whenever a person feels pain, they will feel pleasure as well (GM's choice of actual effects).


Mute: Impairs the victim's vocal cords, making speech impossible. Victims are likely to be shocked and panic, making them -2 to strike, parry and dodge for the first melee ONLY.


ORGASM: Effect: Probably the gentlest and most pleasurable incapacitation attack to date that functions by stimulating the victim's body into feeling an intense sexual orgasm. While under the power of the attack the victim will have no melee actions, can barely move, and cannot make any intelligible sounds other than a faint moan of pleasure. There is no physical damage inflicted by this attack , although the character may wish to clean their shorts shortly after succumbing to the spell's effects. After the brief incapacitation period, the victim will need another 1D4 minutes to regain their composure. Until such time the characters attacks per melee and speed will be reduced by half. They will also suffer a -1 penalty to all combat bonuses and -5% to skill performance. Only one person may be affected per use of this attack. It should be noted that although this attack suffers from a shorter incapacitation time than the Agony attack, of which it is derived, it is more sought by characters of good alignments who would not bring such pain as the Agony attack on any living creature while at the same time, totally incapacitating the victim of the attack.


Pain: By manipulating the nerve centers the psionic can induce terrible pain, shooting throughout the body. Victims are -6 to strike, parry, and dodge, and take one point of damage off their Hit Points (not S.D.C.) per each minute affected.


Paralysis: Immobilizes the motor part of the brain, causing legs and arms to stop functioning. Victims are completely incapacitated for the duration. Note: A paralyzed character can still use psionics but only if he has line of sight on his intended target. Spell casters need to speak, so they cannot cast spells while paralyzed.


PINS & NEEDLES: Effect: This unique attack causes its victim to experience the stinging "pins and needles" sensation as if the blood flow in that particular limb of the casters choice has been temporarily cut off and then restored. If used on a leg the victim will run at 1/2 speed, -4 to dodge, and have a -5% skill penalty from the distraction. Any skill requiring the use of a leg will be at -25%. If used on an arm, that particular arm will be -4 to strike and parry, and any skills requiring manual dexterity will be at -25%, other skills will only have a -5% penalty. If used on the head, the victim's face will become flush and is very distracting giving them a -1 on initiative, strike, parry, and dodge bonuses as well as a -5% skill penalty unless trying to speak in which the character has a -40% language penalty! They will also have a temporary -2 to their M.A. and P.B. as no one can take their appearance and voice seriously. Using this attack on the torso will give the victim a -2 initiative, -1 strike, parry, and dodge, and a -5% skill penalty. Also when used upon the torso, sex will be no pleasure less no matter how hard the victim tries, even if affected by the orgasm spell. On the plus side, however, any limb affected by this spell is impervious to all other pain, which can be a boon to wounded people with no anesthetics handy.


Release: The attacker manipulates the victim's pressure points in such a way that the victim either vomits or defecates or urinates. This attack requires a natural Strike roll of 14 or better. The attacker chooses the effect. If the attack is successful, the victim loses initiative, and 1D6 melee actions, must have art of offense and art of defense to gain


Stun: This attack disorients and confuses its victims. Victims forfeit one attack per melee, speed is cut by half, and the character is -4 to strike, parry, dodge, disarm, and all combat moves.


Tissue Manipulation: Affects the tissue's connecting nerve fibers which can cause a variety of effects. By irritating the nerve fibers, a victim will suddenly feel itchy, as if breaking out in a severe rash. Through endothermic manipulation the victim can also be made to suddenly feel cold or hot while everyone around him feels fine. ALL three conditions are more annoying or frightening than physically impairing. In each case the victims are -1 to strike, parry and dodge.





Needle Vital strike: this attack uses a needle struck to a Atemi vital point to activate the attack power, this atemi power can be a layered attack does no damage and bypasses armor effects are:


Agony: A particularly cruel and painful attack that incapacitates its victim with pain. Under the influence of the attack, the victim has no attacks per melee, cannot move or even speak; only writhe in agony. Although there is no physical damage (no S.D.C. or hit points are lost), the pain is very real, and it will take another minute for the victim to regain his full composure. During that minute his number of attacks per melee are reduced by half, speed is reduced by half, and he suffers a penalty of — 1 to strike, parry and dodge.


Blind: Temporarily knocks out the victim's optic nerves, rendering that person quite helpless. Victims are -10 to strike, parry and dodge.


Deafness: Can be caused by manipulating the eardrum. Victims cannot hear anything, and are -6 to parry or dodge attacks from behind. In addition, the shock of suddenly becoming deaf makes them -3 to strike, parry or dodge any other attacks, and they automatically lose the initiative on all attacks while deaf.


Ecstasy: This attack is a very dangerous reversal of the Agony attack. While the Agony attack activates all of the victims pain centers, the Ecstasy power does the reverse and activates all of a victims pleasure centers. The attack creates the same effects to a targets activity that the agony attack does but does it for the opposite reasons. For the first minute, the victim will be able to do nothing but writhe in pleasure. After that initial minute, the target takes another full minute to regain full composure and during that time the number of his attacks will be reduced by half, speed will be reduced by half, and will have a penalty of -1 to strike, parry, and dodge, and has a 10% chance of victim being addicted to it per application cumulative.


The big danger of the power is not the effect the power has in combat but that some psychics have used the spell to profit off of victims similarly to the way drug dealer will addict people to drugs. They can do this by using the power for free or a reduced price and then once the person is addicted, they raise the cost of the power astronomically or make the person do jobs for them under the threat of not using the power anymore. The process of addiction takes from two to four weeks normally. The other disadvantage is that addicts of this power will get no save against the power even if it is cast on them in combat


Rumored and only whispered is that some psychics have used the powers agony and ecstasy together. For every two sessions of this, the target must save against insanity. If this power combination is used often for over two months, their pleasure and pain centers will get mixed up and whenever a person feels pain, they will feel pleasure as well (GM's choice of actual effects).


Mute: Impairs the victim's vocal cords, making speech impossible. Victims are likely to be shocked and panic, making them -2 to strike, parry and dodge for the first melee ONLY.


ORGASM: Effect: Probably the gentlest and most pleasurable incapacitation attack to date that functions by stimulating the victim's body into feeling an intense sexual orgasm. While under the power of the attack the victim will have no melee actions, can barely move, and cannot make any intelligible sounds other than a faint moan of pleasure. There is no physical damage inflicted by this attack , although the character may wish to clean their shorts shortly after succumbing to the spell's effects. After the brief incapacitation period, the victim will need another 1D4 minutes to regain their composure. Until such time the characters attacks per melee and speed will be reduced by half. They will also suffer a -1 penalty to all combat bonuses and -5% to skill performance. Only one person may be affected per use of this attack. It should be noted that although this attack suffers from a shorter incapacitation time than the Agony attack, of which it is derived, it is more sought by characters of good alignments who would not bring such pain as the Agony attack on any living creature while at the same time, totally incapacitating the victim of the attack.


Pain: By manipulating the nerve centers the psionic can induce terrible pain, shooting throughout the body. Victims are -6 to strike, parry, and dodge, and take one point of damage off their Hit Points (not S.D.C.) per each minute affected.


Paralysis: Immobilizes the motor part of the brain, causing legs and arms to stop functioning. Victims are completely incapacitated for the duration. Note: A paralyzed character can still use psionics but only if he has line of sight on his intended target. Spell casters need to speak, so they cannot cast spells while paralyzed.


PINS & NEEDLES: Effect: This unique attack causes its victim to experience the stinging "pins and needles" sensation as if the blood flow in that particular limb of the casters choice has been temporarily cut off and then restored. If used on a leg the victim will run at 1/2 speed, -4 to dodge, and have a -5% skill penalty from the distraction. Any skill requiring the use of a leg will be at -25%. If used on an arm, that particular arm will be -4 to strike and parry, and any skills requiring manual dexterity will be at -25%, other skills will only have a -5% penalty. If used on the head, the victim's face will become flush and is very distracting giving them a -1 on initiative, strike, parry, and dodge bonuses as well as a -5% skill penalty unless trying to speak in which the character has a -40% language penalty! They will also have a temporary -2 to their M.A. and P.B. as no one can take their appearance and voice seriously. Using this attack on the torso will give the victim a -2 initiative, -1 strike, parry, and dodge, and a -5% skill penalty. Also when used upon the torso, sex will be no pleasure less no matter how hard the victim tries, even if affected by the orgasm spell. On the plus side, however, any limb affected by this spell is impervious to all other pain, which can be a boon to wounded people with no anesthetics handy.


Release: The attacker manipulates the victim's pressure points in such a way that the victim either vomits or defecates or urinates. This attack requires a natural Strike roll of 14 or better. The attacker chooses the effect. If the attack is successful, the victim loses initiative, and 1D6 melee actions, must have art of offense and art of defense to gain


Stun: This attack disorients and confuses its victims. Victims forfeit one attack per melee, speed is cut by half, and the character is -4 to strike, parry, dodge, disarm, and all combat moves.


Tissue Manipulation: Affects the tissue's connecting nerve fibers which can cause a variety of effects. By irritating the nerve fibers, a victim will suddenly feel itchy, as if breaking out in a severe rash. Through endothermic manipulation the victim can also be made to suddenly feel cold or hot while everyone around him feels fine. ALL three conditions are more annoying or frightening than physically impairing. In each case the victims are -1 to strike, parry and dodge.

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