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Clothing, ninja night-suit: This is the outfit worn by ninja on intrusion missions. It consists of close-fitting trousers and tunic, split-toed footwear, gloves, and a hood. Each ninja night-suit is designed to blend into a specific background. When worn against the correct background, the night-suit gives the wearer +2 to his hide check. The standard night-suit is black with a hint of red. It provides its hide bonus when the light is worse than twilight, the night-suit provides its benefits. The reddish tinge to the night-suit makes it harder to detect blood on the costume, which in turn makes it harder for a witness to determine that a ninja has been injured. The wilderness night-suit is a camouflage pattern of brown and green. It provides its hide in shadows bonus when the character is surrounded by foliage—typically, in the woods—regardless of lighting conditions. The arctic night-suit is white. It provides its hide in shadows bonus when the character is in snow or dense fog. The character can make his hide in shadows roll in such circumstances even when there are no shadows, if he remains still. Other types of night-suits can be specially made for special circumstances. If a team must break into a palace where everything is decorated in red, it makes sense for the members to wear night-suits in the same color. Note: Ninja do not commonly wear night-suits under their normal clothing or carry them around on ordinary missions. The possibility that someone will search a ninja or his baggage and find the telltale costume is too great. Night-suits are worn only when ninja are leaving a safe house for a specific intrusion mission and then returning to a safe house where they can change back into normal clothing. A ninja automatically receive one standard black night-suit when they become a ninja. Clothing, tear-away: This is a set of clothing worn by ninja as a disguise. Each set consists of a robe, or tunic/trousers combination, or dress, or other principal elements of an ensemble. These items look in every way like a normal set of clothing but are lightweight (1 lb. for the whole outfit) and can be torn off with a simple movement (no Strength roll necessary). Such clothing is ideal for a quick change into another costume or into the ninja night-suit. Grenades: These weapons consist of an irritating or concealing ingredient sealed in a paper packet or some other container that is small and easy to break. The grenades do not explode, but burst when thrown against the ground or into the face of an opponent. There are four standard types of grenades: --
Dust: This grenade is thrown into the face of an opponent. All targets are treated as AC 14 plus dexterity and magical -- Flash powder: When this grenade is thrown into a fire, it explodes in a brilliant flash of light, blinding everyone who is looking in that direction. The blindness lasts 1d3 rounds. If the DM does not know where a character is looking, that character must make a will saving throw. If the character is more than 10 feet away from the fire, he gets a +2 bonus to the roll; more than 20 feet away, a +4 bonus. Maximum range for the effect of the flash powder grenade is 30 feet. -- Pepper: This grenade is thrown into the face of an opponent just like a dust grenade. If the attack roll is successful, the pepper gets into the character's eyes and up his nose. The affected character must make a fortitude saving throw. If he fails the roll, he is incapacitated for 1d6 rounds due to choking and sneezing. -- Smoke: This grenade can be thrown against the ground or into a fire. When thrown against the ground, it creates a smoky area equivalent to light fog in a 5-foot radius. (If the ninja has his back to a forest or other escape route and has enemies to his front, he may throw a smoke grenade in front of him to give him a moment of distraction, allowing him a round to flee and make a hide in shadows roll.) When thrown into a fire, a smoke grenade creates a smoky area equivalent to dense fog in a 10-foot radius. All grenades are fragile. If a character carrying these items falls 10 feet or more and suffers damage, the player must roll 16 or better on a reflex saving throw for each grenade carried. If the roll fails, the grenade bursts and is useless, but unless it was being carried near the character's face, it will do no harm. Hito washi (Glider): This is a primitive sort of hang glider made of wood, bamboo, paper, and fabric. Medieval aeronautics being a crude science, hito washi are unreliable and dangerous. The ninja straps himself into the hito washi and launches from a high place (an altitude of at least 100 feet). Immediately on launching, the character must make a knowledge glider use check adding their dexterity modifier (DC No wind 10, Windy 15, Strong Winds 20, Storm 25. If he fails, he falls straight to the ground and takes normal falling damage for that distance. (The character is unable to benefit from any proficiency or talent that keeps him from falling, as he is strapped rigid into a framework and unable to twist his body to avoid or mitigate the damage.) If the character survives the liftoff, he can fly the hito washi in the direction he was pointed when he took off. For every 20 feet forward he travels, he loses 1 foot of altitude. (He can lose more altitude if he chooses.) Every time the character maneuvers to change direction, he must make another intelligence check or immediately crash to the ground, taking normal falling damage for the full distance he descended from the time he took off. A successful roll means he has changed to the correct direction. Landing follows the same rules as changing direction. When the ground is close enough, the ninja maneuvers to land, but a failed roll means he crashes into the ground and takes full damage for the entire distance of his descent from the time he first took off. The hito washi is used by ninja who have no better flight spells or magical items available and who must make an aerial intrusion. Ninja sometimes launch from portable towers to get over the walls of a citadel or encampment, or may launch from a nearby hilltop or mountain. Kama ikada (raft): This is a small one-man raft that ninja can carry around with ease. It is normally used in conjunction with a collapsible pole such as the vaulting pole (described later). The kama ikada can carry 300 lbs. worth of characters and equipment. Ladder, folding: This is a hinged ladder or rope ladder with hooks at one end. It is used by ninja for quick escapes or covert intrusions (especially important when the ninja party is escorting a character who does not have ninja climbing abilities). Powders: These are doses of ammunition for metsubishi. They come in three types: Ash, dust, and pepper. Dust and pepper behave just like dust and pepper grenades; ash behaves just like dust grenades. Rope, light: This rope made of silk, horsehair, or human woman's hair is favored by ninja for its light weight. Shinobi-bune (ninja boat): This small canoelike boat is used by ninja on covert missions. It is light and collapsible, hence easy to carry. The standard shinobi-bune can carry about 300 lbs. and includes a paddle for propulsion. Vaulting pole: This collapsible pole is used for vaulting over obstacles (or for other purposes). Under normal circumstances, the pole is about 6 feet long. The wielder can telescope it out to 15 feet and lock it into place at the new length. They must make a strength check DC 16 in order to succeed Yami doko (man-sized kite): This kite is large enough to carry a full-sized human aloft but differs from the hito washi in several important ways. The yami doko is launched and flown from the ground like a kite. When it is launched, it requires a character with the Knowledge Gliders skill to be on the ground directing its flight, and that character must make one Knowledge Gliders check (see below for more information on DC) for every 50 feet of altitude the kite gains, with the same results for failure as the hito washi suffers. When the controller decides to land the kite, it requires only one Knowledge Gliders check add your dexterity modifier to the check. The DC depends on the amount of the wind for example Windy 10, Very strong winds or breeze 15, No wind or Storm: 20 to bring it down from whatever altitude it has attained. Once the yami doko is successfully launched, its rider can cut free and glide away, flying it much as a hito washi. To do this successfully, he must make an intelligence check. The act of cutting free requires one intelligence check, as does each maneuver and attempt to land, as described for the hito washi. Note, however, that the yami doko's rate of descent is greater than that of the hito washi. For every 10 feet forward the yami doko moves, it loses 1 foot of altitude. Weapon Modifications: Ninja often pay to have normal weapons modified for special uses, or ordinary items modified to include weapons. The cost of such modifications is applied to the weapon being modified.
These modifications can be detected with the same chance any character has to detect a secret door, but only when a character is actively looking for changes in the standard item. -- Chain in compartment: With this modification, part of the weapon is hollowed out and a manriki-gusari installed in the compartment. When the weapon bearer pulls off the compartment's cap, the chain spills out, remaining attached at one end to the weapon, with the cap acting as the chain weight. The weapon may then be used in its normal fashion or as a manriki-gusari (except that it cannot be thrown). To accommodate a manriki-gusari compartment, the weapon or item must be at least equal to a spear in thickness and must have about 2 feet of length available to be hollowed and reinforced. (A dagger is too short to be equipped with a manriki-gusari compartment.) Commonly, staff and stick weapons receive this modification, but other gear is suitable for chain compartments: the forearm portion of a set of kote, the area behind the grip of a buckler, a false book, etc. -- Pop-out knife blade: With this modification, the wielder of the weapon can press a secret switch and pop out a spring-loaded knife blade. The blade has characteristics identical to the common knife. To accommodate a pop-out knife blade, the weapon or item must be at least equal to a knife hilt in thickness and must have about 6 inches of length available to be hollowed and reinforced. Normal daggers do have enough room for this modification. The spring doesn't pop the blade out with enough force to make its emergence an attack; the blade must lock into place before it can be used. But for twice the cost listed, the blade can pop out with enough force to act as an attack. -- Secret Compartment: The standard secret compartment modification requires that the weapon or item have an area at least equal to a spear in thickness and about 2 feet of length available to be hollowed and reinforced. This provides a secret compartment large enough to hold about 3 lbs. of small weapons, scrolls, or other small items. It is possible to create smaller or larger compartments as well. A knife hilt could hold about half a pound of gear, for instance. Smaller compartments cost the same as standard compartments because of the difficulty of working in smaller areas. Larger areas hold more gear. For every additional 3 lbs. of gear the compartment is to hold, the modification costs +100% of the original cost. Made by: Ted Garland and Trainz; who helped me work out all of the errors.
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