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TEEN NINJA

Being a Ninja is more than a fad based on cool movies and


video games, it’s a way of life. Michael Dudikoff & Leonardo
are your heroes. Stormshadow & Fujibayashi Nagato are
gods to you. One day you hope to be just like them.

PREREQUISITES: Survival 8, Dexterity 12

LEVEL 1: Cannot take a fighting skill, Sleight of Hand at +1,


General Athletics at +1, Stealth at +2, First Aid, +2 to AC, +1
to all saves, +2 to melee attacks, adept using swords &
daggers

Level Advancement
2 Pick 1 Ninja Ability, +2 to Courage and Terror saves
3 Pick 2 Ninja Abilities, +1 to melee attacks or +1 to
melee damage
4 Gain an extra attack each round
5 Pick 1 Ninja Abilities, +4 to Stealth & Climbing,
Toughness +1
6 Pick 1 Ninja Abilities, +2 to Courage and Terror
saves
7 Pick 2 Ninja Abilities, May re-roll any one dice a day

STARTING EQUIPMENT: Standard clothes, black ninja gi,


low quality sword (-1 damage, 5% chance to break with each
attack), 5 Shuriken, 2 daggers, nunchaku, tons of ninja
magazines & VHS, punching bag, bicycle, bicycle or
skateboard, 6d6 dollars, small zen garden

“Ninja survive, in dreams I walk by your side.” - Europe –


Ninja

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Ninja Abilities
CLIMBING MASTER – Gain Advantage & +6 on all Climbing checks. Gain
a pair of Shuko (+4 to Climbing)
DISARMING BLOW – If you make a successful melee hit, you may negate
the damage to disarm the opponent of 1 weapon.
DODGE - +3 AC, once a day you may use a Survival point to try to negate
a successful hit on you. Opponent re-rerolls their attack.
FEARLESS – Immune to Fear (do not have to roll against Courage or
Terror)
FLYING KICK – Make a Jumping check of 15, then attack at +1. If both
are successful, you deal 2d6 damage, knock the target down (if possible)
and land on your feet.
GREAT LEAPER – Gain advantage and +6 to all Jumping checks. Can
jump further and higher than normal. Leap Attack: You may Leap Attack
anyone within 40'. Add +3 to hit & damage on your next attack and -3 to
your AC for 30 seconds. Usable once every 10 minutes.
THE INVESTIGATOR - +4 to Investigation, +2 to Stealth, +3 to Street
Smart, Gain Outsmart at 4th Level.
NINJA VANISH – throw a vanishing egg down to create a 20' smoke cloud
to escape an area (all enemies within 20' lose their action and are at -2 to
all rolls for the next minute). Gain 10 vanishing eggs.
RANGE MASTER – may use bows & throwing weapons at +2, gain an
extra range attack at 6th level. Gain a bow, 30 arrows & 30 shuriken.
SNEAK – Gain Advantage and +6 to stealth, +2 to Climbing & +2 to
Jumping
SWORD MASTER - +1 to damage with swords, +1 to hit with swords at
each level. Gain a quality Ninja Sword. Gain an extra sword attack at 6 th
level.
THE THIEF - +5 to Sleight of Hand, +3 to Climbing, +2 to Stealth, +1 to
Investigation
TIDERUNNER – Can run on water (up to 300' or until you stop running),
+4 to Swimming
WALL RUNNER – +3 to Jumping and you can run up and across walls
for short distances (up to 25'). You can fall 30' without taking damage
and take ¼ damage from falling.
WHIRLWIND – When you make a melee attack, you roll to hit each enemy
within arm’s length (5') of you.
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