Character Creation:

Generate your character:


HITS: KI: Combat Dice(CD): Move: Honour: 10

Strength(S): - Measure of how big, mean, tough and strong your Ninja is. When you want to break something, lift something, hurt something or otherwise act macho, you roll against STRENGTH. Determines HITS, how much damage you can take.
Agility(A): - Is a gauge of how flexible, athletic and dexterous your Ninja is. When you want to sneak, dodge, or melt into the shadows; you roll against AGILITY. Governs how difficult it is to hit or be hit, see combat for more information.
KI(K): - Is a measure of the Ninja's intelligence, knowledge, self-control, and centeredness with the very nature of the earth. KI determines how well you perform Ninja Magic.
Extraneous(E): - For anything not governed by the other stats, roll against EXTRANEOUS. Also determines MOVE, or how many squares your Ninja can move per action.

Skills:

Skills

Strength:


BO-JUTSU - Staves, sticks and spatulas.
KENPO-JUTSU - Swords and daggers.
KUSARIGAMI-JUTSU - Chain weapons.
TAI-JUTSU - Unarmed combat, jumping and climbing.
YARI-JUTSU - Spears, lances and chop sticks.

Agility:


BAJITSU - Riding, driving, piloting, etc.
INTONJITSU - Hide from sight.
SHINOBI IRI - Stealth and sneakiness.
SHURIKEN-JUTSU - Throwing weapons.
SUIREN - Swimming.

KI:


CHOHO - Forgery, lock picking, safecracking, eavesdropping and other sleights-of-hand.
HENSOJITSU - Disguise. DIFFICULTY is determined by familiary with the object/person and approrpiateness to the situation.
KAYAKU-JUTSU - Guns and explosives.
SEISHEN TEKI KYOYO - Fiddle with your Ninja Pockets!
WUJENITSU - Ninja Magic.

Extraneous:


BO RYAKU - The ability to see errors in ones battle plan, before taking action.
CHIMON - Map reading and planning/strategy.
KYOJITSU TENKAN HO - Philosophy.
MAKUDONARUDO - Fast food skills.
TENMON - Meteorology. Yep, Ninjas can predict the weather.
Mastered skill: Mastered skill Mastered skill Mastered skill Mastered skill

Ninja Clan:
Special abilities:

Character ID (Copy and paste this to your Ninja Manager)

Your appearance:

Magic and Items

Magic:

To use a WUJENITSU the caster must either yell out the WUJENITSUs name OR write it phonetically (e.g. Ryukenjutsu would be "rjuu-ken-juht-sooh"). Failure to do so will cause the WUJENITSU to fizzle.
Attempting to cast a WUJENITSU lower your KI points with 1.

Ryukenjutsu (The Ninja Water Ball Trick) - ball of water that flies in a straight line and makes anything it touches wet. Any person hit by the water ball must make a 4 dice STRENGTH roll or be knocked on the gorund. The DIFFICULTY of this WUJENITSU is the COMBAT DICE(CD) of the target, inanimate objects have 1 CD.

Hengeyokai Buyu (Summon Honorable Mystical Wolf Companion) - Animal companion. This WUJENITSU is 3 dice of DIFFICULTY to perform. Ordering the Hengeyokai to do something counts as an action and requires a 2 dice BAJITSU roll.
Ghost Wolf S:10 A:10 K:10 E:13 / CD:3 / Claws and Fangs 3 DAM / SHINOBI IRI

Shinobi Itsu (The Ninja Chameleon Power) - Mimic anything! Performing any actions dispells the illussion. Does not change smell (Ninja Burger™ employees permanently have the heavenly aroma of fresh Ninja Burger™). The DIFFICULTY is decided by the Ninja Manager.
Additional Rule: The Ninja has to make a drawing in mspaint (or equivelant) of the object they would like to mimic.

Dim-Mak (The Dread Ninja Death Touch) - Instantly kill any GAIJIN enemy. Requires a TAI-JUTSU roll against enemy CD and expends an additional KI point.

Me Ure Kata (The Ninja Mirror Image Trick) - Effect: create up to six illusionary shadow copies. The shadow copy repeats any action it is instructed to do, until it is told to stop. It requires an action to instruct the shadow copy, it can not deal damage or move (touch) anything physical and anything that IS physical that touches it will make the copy disappear. The DIFFICULTY is equal to the number of illusionary NINJA that are created.
Note: It is dishonourable for a Ninja to let a customer see them, even if it's only an illussion of themselves. You lose 1 point of honour per illussion that is sighted.

Aruki Tobi Waza (The Flying Ninja Assault) - Invisible wires grasp your limps and allow you to do nigh-impossible jumps, flips and runs (but you still can't fly). The DIFFICULTY of AGILITY rolls are reduced by two dice and the Ninja gains 1 additional COMBAT DIE. This effect lasts until the Ninja leaves the room. The DIFFICULTY of this power is equal to the size of the room:
1 for pocket rooms, 2 for small rooms, 3 for medium rooms, 4 for big rooms, 5 for massive rooms and 6 for outdoors.

What is in your pockets?

1 2 3 4 5 6
1 Snake Eyes! Bag of Caltrops Random Weapon Ninja Oil Headband Ninja Burger™ Meal
2 Random Weapon Eggshell Grenade Medicinal Herbs Lock Pick Ninja Burger™ Meal 1d6 Shuriken
3 Lock Pick Ninja Oil Eggshell Grenade Ninja Burger™ Meal Special Random Weapon
4 1d6 Shuriken Special Ninja Burger™ Meal Eggshell Grenade Medicinal Herbs Disguise Kit
5 Headband Ninja Burger™ Meal 1d6 Shuriken Random Weapon Eggshell Grenade Special
6 Ninja Burger™ Meal Disguise Kit Special Bag of Caltrops 1d6 Shuriken Eggshell Grenade

1d6 Shuriken - See below.
Bag of Caltrops - Small, sharp 4-pronged metal jacks used to discourage pursuit. The bag holds enough to cover one square. Anyone walking into the caltrops loses 1 HIT per turn, any vehicle that crosses them gets 1d6-2 flat tires.
Disguise Kit - A small pack that contains all the props a Ninja could ever need! The kit can be used only once and reduces a HENSOJITSU roll by 2 dice in DIFFICULTY.
Eggshell Grenade - A standard egg with its original contents replaced by one of the following conditions:
 1. Chicken - Your target has egg on their face (literally!) and so do you.
 2. Dragon (Flash) - All non-Ninja in the room are blinded for 1d6 turns.
 3. Peacock (Smoke) - All non-Ninja in the room can't move without walking into something.
 4. Duck (Bang) - All non-Ninja in the room turn their head towards the grenade for 2 turns, looking for the cause of the noise.
 5. Rotten (Gas) - All non-Ninja in the room must try to leave to avoid the smell.
 6. Rotten (KO Powder) - Everyone in within the room must make a 3 dice STRENGTH roll. Anyone who fails is knocked unconscious for 1d6 turns.
 To use a grenade simply throw it at a target, make a SHURIKEN-JUTSU roll. The DIFFICULTY is the targets COMBAT DICE or 1, if the target is an inanimate object. Roll on the Egg Type Chart to determine the grenade's contents after the attack has been resolved.
Headband - Once per game the Ninja can enter a meditative trance (taking no other actions) to perform the headband tying ceremony which takes 1 turn. After the ceremony is complete the next 1d6 actions the Ninja takes are 1 die easier to accomplish.
Lock Pick - A single-use, disposable Nina lock pick. It can be used to reduce the DIFFICULTY of a CHOHO roll by 2 dice.
"Medicinal" Herbs - A small "baggie" of secret Ninja "herbs" that can be applied to wounds to heal 1d6 HITS worth of damage. Ninja may not gain more HITS than they started with by using the "medicinal" herbs, and it would be dishonorable to attempt such a feat!
Ninja Burger™ Meal - A bag of 1d6 freshly prepared Ninja Burger™ products, one of which is always a Ninja Burger™ (Roll 1d6 for burger type: 1-3 regular, 4-5 junior, 6 double). To determine the rest of the order, roll a d6 on the list below for each item beyond the first.
 1. A Samurai Chicken Sandwich
 2. French Fries of Our Ancestors
 3. An Onion Death Blossom
 4. Another Ninja Burger™
 5. Extra Wasabi
 6. A Large Cola
Ninja Oil - A small glass vial filled with a horribly volatile liquid. The liquid ignites when exposed to air. Fire does 2 DAM per turn and takes 1d6 turns to extinguish. Any flammable substances (such as other Ninja) touched by the oil will ignite.
Random Weapon - Roll 2d6 to find the corresponding weapon below!
Snake Eyes! - House Rule: A thousand lifetimes flash before your eyes and strengthen your spirit. Your movement becomes impossibly rapid, allowing you to catch bullets in mid air; your muscles swell up to inhumane proportions, allowing you to punch to reinforced steel; your mind becomes sharp and percieves things before they happen. For the next round, all your stats are considered maximum and all your rolls are guaranteed successes. However, your hair disappears and you remain bald for the rest of the game.
Special - If a Nina Places anything not listed on the equipment chart into one of her Ninja Pockets, she must roll "Special" to find it again.

Ninja Weapons:

#. Name (Skill) damage in HITS +Special (Description)
 +Climb - All TAI-JUTSU climbing rolsl are made at -1 die of DIFFICULTY
 +Cook - All MAKUDONARUDO cooking rolls are made at -1 die of DIFFICULTY
 +Entangle - If used to entangle, the weapon does 0 DAM, and the target must make a 3 dice AGILITY roll, if they fial they can not perform any actions on their next turn.
 +Fast - Ninja may make an additional "free" attack with this weapon without it counting as an extra action. Each +Fast listed with the weapons adds one additional "free" attack.
 +Large - Ninja need two hands and at least 7 points of honor to attack with the weapon.
 +Reach - The weapon can strike opponents 1 square away from the Ninja.
 +Throw - Weapon may be thrown with no penalty to the attack roll; obviously this removes it from the Ninja's possession, but it can be recovered in subsiquent actions.

1. Ninja Hand (TAI-JUTSU) 3 DAM (If you roll a 1 when determining the Random Weapon from a Ninja Pockets roll, you may select a new Ninja hand and thus gain backup to 5 points of honor, to a maximum of 10.)
2. 1d6 Shuriken (SHURIKEN-JUTSU) 2 DAM +Throw, +Fast, +Fast (Ninja throwing stars or spikes, Nina who master SHURIKEN-JUTSU and choose the Shuriken as their starting weapon may begin the game with bandoleer compleet with 9d6 Shuriken.)
3. Nekode (TAI-JUTSU) 4 DAM +Climb (Ninja hand claws)
4. Kama (YARI-JUTSU) 6 DAM (A straight bladed sickle. No it isn't a spear, but we neede dto pick some skill to list it with!)
5. Ninja Dagger (KENO-JUTSU) 4 DAM +Throw (Looks like a regular knife, only more sinister and can slice through a can as easily as it slices through a tomato!)
6. Spatula (BO-JUTSU) 2 DAM +Cook (+2 DAM against Lo Cal Ninja)
7. Nunchaku (KUSARIGAMA-JUTSU) 3 DAM +Fast (Two lengths of wood connected by a chord)
8. Kusari-gama (KUSARIGAMA-JUTSU) 5 DAM +Entangle +Reach (A lenght of chain connected to a straight bladed sickle)
9. Ninja-to (KENPO-JUTSU) 7 DAM (Classic Ninja Sword)
10. Yari (YARI-JUTSU) 7 DAM +Reach +Large (A long stick with a blade at one end;)
11. Shakujo-Yari (YARI-JUTSU) 4 DAM +Reach +Large (A staff with a blade hidden in one end. The blade springs forth with a twist of the staff, which requires a 3 dice YARI-JUTSU roll and increases the weapons DAM by 2.)
12. Bo (BO-JUTSU) 5 DAM +Reach +Large (A big piece of bamboo for smacking down enemies. Sometimes called a staff.)

Information

Initative and actions

The player with the highest EXTRANEOUS goes first. This Ninja is known as "THE LIGHTNING SWIFTNESS" and should be addressed accordingly.
Afterwards the game rotates by alphetic order. The last Ninja is known as "THE FATTY GOODNESS" and should be addressed accordingly.
Only the Ninja whose turn it is can do anything. After all Ninjas have had their turn, the game continues to the Ninja Manager.

HOWEVER!
Revealing ones stats is dishonourable. Instead, each Ninja should convince others they are the fastests.
This can only be resolved by tests of speed, like typing speed, clicking speed or, indeed, spelling speed.
Other tests of speed are welcome and are to be suggested to the Ninja Manager. They are sure to note each Ninjas creativity.

Actions:


GO! You can move a certain amount of squares as determined by your EXTRANEOUS skill. You always move at the max speed.
DO! There are things you can do for free, 'free actions' if you will. These actions include but are not limited to looking around and talking to people. The Ninja Manager decides what actions are free.
ATTACK! A ninja can attack, see 'combat' for more.
SKILL! A ninja can use their skill. If a skill does not have a set DIFFICULTY, the Ninja Manager will decide the difficulty of the action.
VERSUS! Sometimes two ninjas might wish to test their prowess against each other. If such a situation were to occur, both Ninjas pick a stat to test and roll 3 dice. The winner is the Ninja with the lowest outcome. If a Ninja has mastery of a skill, they only have to throw two dice.
DO MORE! A ninja might wish to do more than a single action in a round. If this is the case, they can do another action at the penalty of an extra die (no limit).

The Ninja must announce the actions they wish to take, BEFORE THEY ROLL ANY DICE. After the dice are rolled all actions must be completed. The only way to interrupt this process is by using the BO RYAKU skill. The DIFFICULTY of the interruption is decided by 1 die + 1 die for every action to be taken.

Combat

If a would wish to hit an opponent, they can do so by performing a JUTSU roll against the targets COMBAT DICE - or CD. This CD is derived from the targets AGILITY.
AGILITY CD
0 - 4 1
5 - 9 2
10 - 14 3
15 - 19 4
20 - 24 5
25 - 29 6

Honour

Honour is very important to Ninjas. Each Ninja starts with 10 honour points. Doing something disgraceful will result in losing one point.
Every time the player loses points, they have to roll 2d6. If the outcome is higher than the total of their honour points, they have to roll the 2d6 again for a penalty below.

2. Nobody was looking - You got lucky! Nobody was looking and you get off scot-free.
3. Mistakenly Cast into the Chinese Hell of 10,000 Somethings - Your disgraceful act has caused a trandimensional rift and thrown you into one of the many Chinese Hells. The Ninja Manager will decide which hell is fitting for your dishonourable act.
4. Ninja Pride - There is nothing more important to Ninjas than honour. As it happens, a roaming parade of Ninjas saw your disgraceful act and reacted in kind. You have been knocked on the ground and trampled for 2d6 DAM.
5. Never Speak of This - You cut out your tongue for 2 DAM and must now communicate through chat. If you attempt to speak again, you will lose an additional point of honour.
6. Beheaded - Bill, the great unseen Ninja enforcer, has come and lopped of your head. You're dead.
7. One for the Road - You got lucky! Kinda... you lose an additional point of honour, but are not further penalized.
8. Self Abuse - Beat yourself silly! You takes 1d6 of DAM. If you ACTUALLY beat yourself, your character regains their lost point of honour.
9. Seppuku - You disembowel yourself and die then and there.
10. Reality Collapse - Your act was so disgraceful reality itself beings to give out. For five rounds the rules of nature change rapidly.
11. Ancestral Anger - A flurry of ancestral spirits erupt from the ground in a rage. You and any characters around you take 3d6 DAM.
12. Meteor Strike - Your disgraceful at causes meteors to plummet to the earth. For 3 rounds the room and any above it are hailed by meteors, causing 3d6 DAM per impact.

House Rules

Failure Rule - You may see the folly of your actions before taking them, realize the outcome of a die roll or otherwise wish to change your mind. However, that does not mean that your character realises as well. Ninjas always assume their actions are successful even if they're not. Failure to act accordingly will result in losing a point of honour.
Secret Rule - Ninja Clans are secretive organisations. Revealing your clans secrets to a Ninja from another clan is disgraceful and will cause you to lose a point of honour.
Silver Rule - The Ninja Manager may penalize Ninja Burger™ employees as they see fit.
Rebirth Rule - After your Ninja dies, you may come back to play. This can be done by writing a haiku or by making a piece of art (in mspaint or equivelant). Once finished the haiku or art must be submitted to the group and judged for honour. If satisfactory you may return to play.
Hari-kiri Rule - If you decide to commit suicide in outside of seppuku after losing a point of honour, you will have performed Hari-kiri, a very dishonourable act. Your next Ninja will start with 7 points of honour and will be named something silly by the Ninja Manager.
Honorifics Rule - Ninjas must address each other (and the Ninja Manager) by appropriate honorifics (see below). Failure to do so will result in loss of honour.
Honorific Usage
San Equal, Ninja-san
Sama Superior, Ninja Manager-sama
Kun Young and masculine, Ninja-kun
Chan Young and feminine, Ninja-chan
Senpai Senior or mentor, Ninja-senpai
Kōhai Junior or protoge, Ninja-kōhai
Sensei Authority or specialist, Ninja Manager-sensei
Hakase Expert or professor, Ninja Burger™ Designer-hakase
Shi Stranger, Doggu-shi

Vocality Rule - Everyone knows Kung-Fu and Ninjutsu get more power by loudly yelling. A Ninja may lower the difficulty of a roll by either yelling attack noise ("kiyaa!" "Ki-oh" "Oooooooha!") or by yelling the name of their attack ("Giga-buster-breaker!")
Ninja-Ninja Rule - The plural of 'ninja' is 'ninja'. Anyone writing 'ninjas' will be penalized by having to write an haikku about propper grammer.
Seppukku Rule - After a Ninja is forced to commit Seppuku, they have to apologize to the group for dishonouring Ninja Burger™. Failure to do so will cause in loss of honour.
Bag Rule - Delivery bags are notoriously flimsy. If a Ninja engages in an activity that puts undue stress on the bag, they will have to roll a 2d6 for an outcome below.
 2. Spilled the Fries - Not to worry, you're probably delivering to Stater.
 3. Cold Food - You have allowed the food to become cold, a dishonourable act indeed. To make up for this dishonour, you chow down on 1d6 fries. Each one does 2 DAM.
 4. Forgot the Wasabi - An unforgivable error; lose 1 point of honour.
 5. Greasy Nakpins - Your bag has been dripping grease everywhere. Make a 2 dice SHINOBI IRI roll, if you fail you slip and fall to the ground.
 6. Ninja Burglar - Oh no, while you were otherwise occupied a strangely clad Ninja took your bag! The only way to get it back is to go in hot pursuit.
 7. Dumped the Cola - Oops! Maybe they won't notice if you just add more ice; spend 1 action looking for ice.
 8. Cut the Cheese - The aromatic smell of the Ninja Burger™ lays thick in the air. Any disguise or hiding spot you may have has been given away.
 9. Torn Bag - The delivery bag ripped and its contents are plummeting to the ground - but you might be able to save them! Make a JUTSU roll, the DIFFICULTY is determined by the number of items falling to the ground.
 10. Switcheroo - Somehow you ended up with a Samurau Burger bag; the horror! Lose 2 points of honour immediately.
 11. Missing in Action - Where'd that bag go?
 12. Smashed Food - It's all squished and ruined; commit seppuku immediately.