After seeing the notes on Gatorland, and fondly
remembering some classic TMNT/AtB adventures, I felt that this little
addition would greatly help
the new AtB games. Of course, considering what it is, I''m not
surprised that it was left out of AtB. A couple of Notes:
This is entirely optional.
For those wishing to include this option in the random background table, I recommend the following changes;
71-74% Elite Militia
75-77% Gatorland Ninja Operative/Independent Ninja
78-80% Guerilla Warrior
Yes, ninjutsu is spelled wrong, this is intentional, so all you martial purists out there, don't start flaming.
GM's wishing to use this in their campaign may want to look into getting TMNT (if you can find it), Ninjas & Superspies, or Rifts: Japan (and possibly Rifts: Phase World Sourcebook) for additional material on ninja.
GM's may also wish to either limit these characters to one a party (or alternatively, have the entire party be composed of ninja).
New Optional Gatorland Ninja Operative/Independent Ninja Back Ground
Many mutants in Gatorland, as well as small schools throughout the rest
of the known world, are taught the ancient art of Ninjitsu, and taught
how
to act like the famed ninja from before the Crash. These characters
tend to be highly trained in the arts of stealth, combat, and guerilla
warfare.
Gatorland Ninja Operatives are recruited and trained by the Teenage
Mutant Ninja Turtles, err, Gang of Four, to peform a variety of tasks
for the
Gatorland government (such as it is). Independent Ninja are often found
alone or in small groups trained by sensei who have mastered the art.
Apprenticeship: Ninja Operative (NEW!)
Primary Skills: Wilderness Survival, Demolitions, and Demolitions Disposal, along with another four Military Skills, two Physical Skills, three
Rogue Skills, and three Weapon Proficiencies
Secondary Skills: Select any five.
Special Bonuses: +2 P.P., +1 P.S., +1 P.E. and +5 to S.D.C.
Money: 3D6 times 20 bucks.
Equipment: A set of basic traveling clothing/everyday
wear, one custom ninja suit, as well as one good quality ninja weapon
of choice and one
other ancient weapon.
Relatives & Connections: If a Gatorland Ninja
Operative, the character has contacts with the Gatorland ninja
organization, Cardania''s Scouts,
Rodent Cartel, and other rogue elements on the Eastern Seaboard.
Independent Ninja often only have contact with their sensei and/or the
sensei's
other students, and with a few rogues or locals from their homeland.
Ninja Operative Apprenticeship
For at least eight years the character has trained under a ninja sensei
in the ways of Ninjitsu. The character has learned how to use the
weapons,
equipment, and methods of a ninja. They are skilled at silently
performing any number of missions, ranging from simple scouting and
intelligence
gathering to more complex subterfuges and sabotage. Many ninja use
their skills to perform assassinations. A ninja works from the shadows,
and
no one may know their true identity, consequently, any ninja who
operates openly as a ninja, continually goes masked and disguised, so
no one
will know their true identity. Other ninja, more adept at concealing
themselves, will opt for simple disguises, often appearing as simple
farmers,
craftsmen, warriors, bandits, or rogues.
Gatorland Ninja Operatives fulfill a variety of roles including
operating trade missions, embassies, acting as the military and
adminstrative officers
of Gatorland, and keeping tabs on Gatorland's neighbors (and more
importantly any threats to Gatorland). These ninja primarily
concentrate on the
military and spying aspects of Ninjitsu training. The Gang of Four
often employs single operatives and small, commando-style groups as
mercenaries, lent out through black market channels to act as
bodyguards, scouts, and explorers (and it is rumored, assassins and
enforcers)
throughout the known world.
Independent Ninja are often trained by ensei in solitary schools that
may be found anywhere from remote wilderness locations, to small
villages or
even hidden among a burgeoning metropolis. Ninja trained in this manner
are often independents who act in a variety of ways, typically
traveling
the land like the Japanese Ronin of old. Occasionally, gangs of these
ninja may join together, either for increased opportunities for power
(through
theft, looting, assassinations, or simply selling the services of the
group to the highest bidder) or for protection (of themselves, their
sensei, or a
group or community).
Base "Hand to Hand Ninjitsu Skill" (as described below):
Hand to Hand: Ninjitsu
This is the hand to hand combat commonly taught to Gatorland''s Ninja
Operatives, and by ninja sensei unaffiliated with Gatorland. Ninja
experts
differ from other martial artists in that they are more concerned with
avoiding detection and injury than in inflicting damage. An advanced
hand to
hand combat, it includes Automatic Parry, Kick Attack (1D8 damage),
Knockout/Stun (on a Natural 20), Critical Strike (on a Natural 20),
Death
Blow, Leap Attack, and Roll with Punch/Fall.
NOTE: In addition to costing Three Primary or
Secondary skills, the character must be able to select Boxing and Hand
to Hand: Martial arts and
have the following skills; Acrobatics, Climbing, Prowl, and at least
one W.P. using a Ninja weapon. All bonuses are cumulative.
1: Starts with Three attacks/actions per melee round, + 3 to pull/roll with punch/fall
2: + 2 to parry/dodge
3: Two additional attacks per melee
4: +3 to strike
5: Body throw/flip does 1D6 damage, victim loses initiative and one attack.
6: One additional attack per melee.
7: Knock-Out/stun on a roll of 18-20
8: Critical strike on a roll of 17-20
9: + 2 to parry/dodge
10: Critical strike from behind
11: One additional attack per melee.
12: + 2 to pull/roll with punch/fall
13: Death blow on a roll of a natural 20
14: +4 to damage
15: + 2 to pull/roll with punch/fall
Main Skill: Hand to Hand Ninjitsu
Core Skills: Acrobatics, Climbing, Prowl, one W.P. with a Ninja weapon. All skills get a +5% or +1 to Strike where applicable.
Military & Weapon Proficiency Skills: Select any two Military Skills (no bonus), plus one W.P. of choice.
Pilot Skills: Select one from Boating, Navigation, Sailing, or Teamster/Wagoner (no bonus).
A list of Ninja Weapons and Equipment:
Descriptions can be found in TMTN&OS, N&S, Rifts: Japan, and Rifts GMG.
Weapons (applicable W.P.(s) listed in paranthesis)
Aikuchi/Tanto (Knife) Damage: 1D6 Cost: 30 bucks
Bisento (Polearm) Damage: 3D6+4 Cost: 300 bucks
Blow Gun (Targeting) Damage: 1D4, may be coated with poisons or drugs Cost: 15 bucks
Bokken (Blunt or Sword) Damage: 2D4 Cost: 30 bucks
Daisho (Paired) see Katana and Wakizashi
Hankyu (Archery) [This is the folding ninja bow] Range: 250 feet (76m), Damage: 2D4 Cost: 120 bucks.
Jitte (Forked) Damage: 1D6 Cost: 60 bucks
Katana (Sword) Damage: 2D6 or 3D6 for a high quality sword Cost: 200
bucks for a normal Katana, 1000 bucks higher for a high quality Katana
Kawanaga (Grappling Hook) Damage: 1D8 Cost: 10 bucks
Kusari-Fundo (Chain) Damage: 2D6 Cost: 10 bucks
Kusari-Gama (Chain and Battle Axe) Damage: 1D10--chain, 1D8--sickle Cost: 50 bucks
Kyoketsu-shogi (Chain and Battle Axe) Damage: 1D8--chain, 1D6--blade Cost: 40 bucks
Manriki-Gusari (Chain) Damage: 1D8 Cost: 8 bucks
Naginata (Polearm) Damage: 2D6 Cost: 150 bucks
Ninja-to (Sword) Damage: 2D4 Cost: 80 bucks
No-Dachi (Sword) Damage: 3D6+4 Cost: 500 bucks
Nunchaku (Chain) Damage: 2D4 Cost: 20 bucks
Sai (Forked) Damage: 1D6 Cost: 65 bucks
Shinobi-Zue (Staff and Chain) Damage: 1D10 for chain, 2D4 for staff Cost: 40 bucks
Shikomi-Zue (Staff or Spear) Damage: 2D6 for spear, 2D4 for staff Cost: 45 bucks
Shuriken (Targeting) Damage: 1D4 Cost: 30 to 50 bucks
Tonfa (Blunt) Damage: 1D6 Cost: 20 bucks
Wakizashi (Sword) Damage: 2D4 or 2D6 for high quality sword Cost: 100
bucks for a normal Wakizashi, 1000 or higher for a high quality
Wakizashi
Yari (Spear) Damage: 2D6 Cost: 35 bucks
Equipment
Chain Cost: see AtB for costs
Eggshell Bomb Cost: 5 bucks each
Ippon-Sugi Nobori Cost: 25 bucks
Ninja Boots Cost: 10 bucks
Ninja Caltrops (Tetsubishi) 1 point of damage, possible poison Cost: 5 bits, for materials and/or tools, each
Ninja Climbing Claws (Foot/Ashiko)Cost: 45 bucks/pair
Ninja Climbing Claws (Hand/Shuko)Cost: 55 bucks/pair
Ninja Emergency Kit Cost: 120 bucks
Ninja Hang Glider (HitoWashi)Cost: 250 bucks
Ninja Socks (Tabi)Cost: 2 bits/pr
Ninja Suit (Shinobi Shozoku)Cost: 10 bucks
Rope Cost: see AtB
Rope Ladder Cost: X1.5 cost of normal rope, see AtB