Wu Xing-Noblemans Daughter
Wu Xing-Noblemans Daughter
the nobleman’s
daughter
Adventure for Wu Xing: The Ninja Crusade - by Eloy Lasanta
This adventure introduces new players to the rivalries become less productive for their cause.
world of Wu Xing: The Ninja Crusade. It works well That doesn’t mean that the occasional fight doesn’t
as an overview of how court politics, Izou soldier still pop up. Still, any ninja from any clan (and
abuses, clan mixing, infiltration, and the wonder- even Ronin) is allowed within the camp, where the
ful powers of Wushu can work together. It is, more leaders of the coalition hand out missions they feel
than anything, an investigative story with plenty fit within the expertise of certain ninja. Of course,
of action elements. Best suited for 2 to 5 ninja of some missions give ample warning, while others do
beginning level (such as the ninja included). Expe- not.
rienced players should feel free to create their own Each of the ten major clans has representation
characters, since this adventure is good for all type within Bokusou. However, with so many major bat-
of players. tles occurring simultaneously and several other lost
It takes place in the Middle Province during the and found, rescue and assassination missions ongo-
blossoming season of spring. The skies are clear, the ing, only the characters seem to be available for this
weather is beautiful and the air stinks of war. The particular mission. Each character receives a note to
region has many expansive fields with tall grass and gear up and report to Chuushin Gurasu, camp leader
a few forests. Remember: Details make the story. and member of the Wardens of Equilibrium.
Chuushin Gurasu is a merchant prince from
Daiwa, rich and young, and holds a lot of stock in
the Lotus Coalition, so it makes sense that he is the
Scene 1: Receiving camp boss. He has devastating abilities to make an
opponent’s chi explode within their body; so few
the Mission ninja choose to cross him. Chuushin Naomi is his
third cousin, but she has chosen to follow a different
The story begins in the Bokusou ninja camp, a clan and they don’t really get along.
secret multi-clan camp found hidden within the Once the group is assembled, he delivers the fol-
forests of the eastern region of the Middle Province. lowing information.
This camp is currently a rarity among the Lotus
Coalition, but is becoming more prevalent as ninja
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“We have been contacted by Neitaki Sai, a l Sneaking In: They are ninja after all. The
Wu Xing adventure
nobleman that currently resides in Heigenchou. His characters can attempt to get close to the wall and
daughter, Neitaki Maya, has gone missing and you vault over or climb it to get to the other side un-
are now tasked with finding her. This particular detected. Kumori Kunio and Arai Kaede can easily
nobleman holds sway within the Izou courts and is accomplish this task.
one of few that are actually fighting for the emperor l Hitching a Ride: A merchant wagon may
to drop the Ninja Crusade. If he is successful, then be going into the city. The ninja can hitch a ride by
this ridiculous war can end and we can all return either taking out the merchant and taking his/her
to our normal lives. He has called for us to assist place, hiding themselves in the back of the wagon
and we will heed that call or risk losing his support while others distract him/her or even pretended
entirely. This mission is of the utmost importance, to be hurt so the merchant will bring them in for
so you’d best be on your way to Heigenchou.” treatment. Ichatsuko No Kino and Sakamodo Tadao,
specifically, are fond of talking their way through
He’ll answer any follow-up questions that the tough situations.
characters may have, but Gurasu’s information is l Take Out the Guards: Simply sneaking in
limited to the short letter, written in code, that may not be enough. The ninja could try to take out
he holds in his hands. To get more information, the guards and get through the gate. If it’s late at
the characters will have to venture to Heigenchou night, it may be even be doable. During the day is
and get answers directly from the nobleman. After much too dangerous though. Tsuki Eiji, Sumi Rika
checking in with their respective clan leaders, the and Hebi Ine would be first to jump into a fight.
group can head off whenever they feel it is appro- They’ll have to be quick about it, however, since
priate. causing too much commotion could attract even
more guards.
l Walk In: Characters with Class 4 or 5 can, es-
sentially, just walk in – they’d have the right papers
Scene 2: Heigenchou, to go just about anywhere. If they are suave enough,
they can even convince the guards that the other
the City of Plains ninja are really their servants (scribes, bodyguards,
etc). Having Ishikawa Ryota or Chuushin Naomi in
Their destination is Heigenchou, the City of
Plains. The city was once one of the largest farming
communities outside the Cradle of Life Province and Heigenchou Guards
was the first to try out advanced agriculture tech- Health: 14 (2/1), Stamina: 3
niques for the empire. It was also the site of the very Skills: Athletics +7, Crafts +6, Deception +6, Disci-
first testing for firearms and explosives, which left pline +6, Intimidation +9 (Interrogation), Perception +7
many of its citizens and much of the land dead and (Investigation), Stealth +9, Travel +8
unusable. A city in unrest, heavy guard and power- Traits: +4 vs. Balance, +7 vs. Fear/Awe, +5 vs.
Poison, +5 vs. Pain, +8 vs. Death, +5 vs. Insanity, +5 vs.
ful forts were placed within the city decades ago to
Unconsciousness
ensure the workers continue producing the food
Combat: Strike +6, Throw +6, Parry +5, Dodge +6,
needed to feed the thriving noble tradition. Roll +8, Grapple +10, Initiative +12, Movement 10, Ac-
As the characters approach, they’ll see that tall tions 2, Damage +1
stone walls that surround the city, with several Other Notes: They come in all shapes and sizes,
manned guard towers and guards at the southern from small and quick to large and bulky (GMs should
gate. Finding a way in is very important, but isn’t adjust stats accordingly). They are difficult to confuse
that easy. The characters, being ninja, likely have no or shake off a ninja’s tail because they answer to gen-
official travel papers that would allows them entry erals if they fail to accomplish their goals. They would
to such a high-guarded city, and others have rec- often rather die in battle than return to their leaders
empty handed. They wield a combination of swords,
ognizable faces. There are plenty of ways that they
spears, bows and small explosives.
can go about this.
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the group can have this effect. Cho leads the characters to the main room, where
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l Searching Maya’s Room: If the characters may shed light on the current situation and events
Wu Xing adventure
don’t think of it, Sai will offer. “If you need to search that have occurred, as well as provide more flavor to
my daughter’s room, please feel free. I haven’t been the city of Heigenchou. Three different leads can be
in there since I realized she was gone. Those that explored in any order or not at all.
search the room must make a Moderate (20) IQ +
Perception check. If successful, they will realize Thief Angle
two things. First, they check the girl’s bedroll to
see a layer of dust at least 2 weeks old over it. She If they want to investigate the possibility of Maya
hasn’t been sleeping here, that’s for sure. They also being a thief a bit more, one place they can go is to
uncover a slate in the floor underneath a vanity’s ask the local guard. Your lowly guard isn’t likely to
leg that can be removed. In the hole is a leather bag know everything, though, so they’ll point the char-
that reveals to have numerous pieces of jewelry in- acters to the public office and given the name Cap-
side. A quick IQ + Crafts check, to apprise the items, tain Kimura. The character must wait a few hours
makes it clear that these didn’t belong to Maya. Not to speak to him and then he is not a very pleasant
only are they in varying sizes and style, but also a man to be around. “What do you have to waste my
few different noble family crests can be found on time with now?” is how the characters are greeted
different pieces. (no matter their class), which should give a sign as
to his disposition. If asked about any thefts in the
city, he’ll remark, “Yes. If you want to make a report of
missing items, that’s not me. Go talk to Kai.” When the
Scene 4: Further character no doubt question further, he’ll respond
with, “Here to collect a reward, eh? There’s a burglar out
Exploration there, sure. He even stole my son’s prized dagger. We have
no leads at the moment, but there is a reward if you bring
The characters may have what they need to track the bastard to justice. Double if you can get me my dag-
down the girl – or – they may want to explore the ger.” He’ll also reveal that the Ire noble family has
situation a little bit first before moving forward. claimed 60% of the reported thefts themselves. Note
Several different angles exist that they may want that characters like Kumori Kunio, Sakamoto Tadao
to check into, but none of them are mandatory to and Hebi Ine would jump at the chance to collect the
continuing with the adventure. On the other hand, it reward – which could come into play later on in the
adventure.
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ately flies toward that family’s estate. Since they trouble and even gain the nobleman’s favor in the
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to the wall. ing goes by without word of catching up, until they
Wu Xing adventure
l Tsuki Eiji: The Pack of the Black Moon are overhear a slight sound. The characters can make
wondrous tracker and Eiji has specific wushu that a Moderate (20) INS + Perception check to listen
can allow them to find an exact path of where the closer, hearing the sounds of a crying boy if success-
girl has gone by following her scent (requires an ful.
article of her clothing which can be obtained from Creeping closer with a Simple (10) AGY + Stealth,
the Neitaki estate). the characters find a small clearing in the forest
l Ask the guards: Something that Sai hasn’t with two tents and a campfire in the center. At the
tried is going to each guard individually and asking fire is a boy (Ganjou Isi), no older than 16 years old,
if they’ve seen Maya. This may take a few hours, but drinking from a large gourd of sake and weeping in
will prove fruitful for the characters to learn that his sorrows – saying things in the vein of “we deserve
she has been seen a few times in the wildflower field to die” and “we shouldn’t have done it” over and over.
on the east side of town. Continued rustling and the jingle of jewelry is com-
l Just happening upon the wall: Simply walk- ing from the two tents, as another boy (Irei Goro) is
ing around town, they may by chance find them- going back and forth, emptying out one of the tents
selves on the east side of town and discover the wall into a large chest. His words are quite different. “Get
(should require a Tough (30) INS + Perception check) up and help me, we need to get out of here!” and “We can
without specific knowledge of what they are look- beat ourselves up later”. A successful Simple (10) INS +
ing for. Enough wandering around town and causing Holistics check reveals that the boys have cuts and
random mischief should lead them here. bruises like they have been fighting.
The characters can then decide how to approach
Finding their way to the east side of town, they the situation. They could just walk into the camp
can find several sets of tracks. With a Moderate (20) area and attempt to talk to the boys. In this scenar-
IQ + Survival check, however, they can tell that one io, the drunken boy continues to lie sobbing, while
of the sets belongs to a female around the size and the other makes a run for it. Unless the characters
weight that Neitaki Maya is supposed to be. If they surrounded the camp to stop him from escaping, the
roll a Tough (30) check, they can tell that there are boy makes a break for it and the chaser must make
two other sets that traveled with her. The other a Chasing check. The boy starts with a 10 ft. lead
tracks are spaced out, however, meaning they are and makes a contested check of 1d20 + 8 (the boy’s
not dragging or forcing her with them. Movement) against the chaser’s 1d20 + Movement.
The tracks all lead to the eastern wall, where The difference in their rolls is how many feet are
there is a small hole at the base of the wall. Appar- gained. If the boy isn’t caught after three checks,
ently, the group snuck out of the town through this he successfully avoids capture. Ichatsuko No Kino is
hole, escaping to the forest that is to the east of the good for this, possessing the Tree Hopping wushu
city. Getting over the tall wall to leave the city is and being in the middle of a forest.
just as difficult as it was the get in, but the ninja can The boys are no match for ninja and should be
crawl through the same hole to leave as well if they treated as Fodder if the characters decide to waltz
don’t mind getting mud on their clothes. Ishikawa into the camp and battle the boys. Isi is obviously
Ryota and Arai Kaede both wear fine silks, so they useless in a fight, being slobbering drunk. Goro
may be averse to crawling on their stomachs. knows a single wushu learned from his nanny who
was a failed ninja, Spark (pg. 127 of Corebook), but
he can only use it once before he’s out of chi.
With the boys subdued, the ninja can then begin
Scene 6: The Thieve’s Camp their interrogation. Isi is worth little more than sob-
bing uncontrollably at the name Maya. A successful
After another Moderate (20) INS + Survival check Moderate (20) CHM + Intimidation check, however,
to find the trail on the different terrain of the forest, browbeats Goro into spilling the truth. He admits
the ninja are on their way. Thirty minutes of track- that they had been stealing from the town’s people,
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but never expected them to call ninja over a few Scene 7: The Iron Caravan
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Chuushin Naomi can reasonably function within the
Wu Xing adventure
Scene 8: Conclusion
Once the characters know the girl’s location, they
can devise a plan to rescue her. Some characters Now that Maya is safe and sound, the repercus-
are much better at a stealthy attack, while others sions of these events can be far reaching. The ninja
specialize in frontal assaults. are given their payment for the Lotus Coalition from
l Kumori Kunio: The master of shadows, he’s the nobleman and they are free to go, but the fol-
able to blind the camp and hopefully rescue Maya lowing are some of the ramifications of this adven-
while everyone is disoriented. Only Tsuki Eiji and ture.
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l Neitaki Maya: The girl is weak and timid turns out that locking your family in the basement
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Odoriko Minori
Clan: Blazing Dancers, Passion: Perfection, Element: Fire Health: 35 Stamina: 5
Yang Yin
Languages Known:
Izou Tongue
Attributes
POW (Power).....6 IQ (Intellect)......5
AGY (Agility).....6 INS (Insight)......4
VIG (Vigor)........4 CHM (Charm).....5
Other Traits
9 vs. Fear/Awe +______
vs. Balance +______ 7 vs. Pain +_____
7 vs. Poison +______ 7
7 vs. Insanity +______
vs. Disease +______ 4 vs. Death +______
7 vs. Unconscious +_____
7
8 Carry / Lift 150
Memorize +_____ ____/____ 10 Max Hold Breath 80
300 Strength Check+_____ ____sec.
Skills
Acrobatics...........3 Intimidation....4
Arts.....................0 Knowledge.......0
Athletics.............3 Linguistics.......0
Beast Handling...2 Legerdemain....2
Crafts..................0 Perception.......3
Deception............3 Performance....2
Discipline............3 Persuasion.......0
Empathy..............0 Stealth..............2
Fortitude.............3 Survival............2
Holistics..............0 Travel...............0
Specialties: Performance (Dance),
Arts (Speeches)
Multi-Throw
Rank 1: The ninja has learned to throw two kunai
or shuriken simultaneously with one hand or fire
two arrows at a time, but suffer a -4 Throw pen-
alty.
Rank 2: They can fire or throw four at once and
can target two separate targets.
Wushu
Trick Shots (Level 3, Yang) Bright Star (Level 1, Yang - Fire)
Speed: 5 Speed: 5 (Reaction)
Check: Acrobatics Check: Persuasion
Prerequisite: None Prerequisite: None
Normal: The ninja uses their Yang chi to make their Normal: This wushu surrounds the ninja’s body with
ranged weapons able to be ricocheted off objects in bright light, not only illuminating the area up to 50
the environment for trick shots. This grants them a ft, but also making them harder to hit. Opponents
+3 bonus to all Throw checks and reduces penalties suffer a -3 Throw penalty and -2 Strike penalty
from Cover/Concealment by half (rounded down). when targeting the ninja. This effect lasts for 1
Effects last for the Battle of Scene. minute.
Sacrifice (1): Completely negates penalties from Sacrifice (1): They burn even brighter, doubling the
Cover/Concealment. penalties to attackers and the range of the light.
Skills
Acrobatics...........0 Intimidation....0
Arts.....................4 Knowledge.......2
Athletics.............4 Linguistics.......3
Beast Handling...2 Legerdemain....1
Crafts..................0 Perception.......2
Deception............0 Performance....2
Discipline............1 Persuasion.......2
Empathy..............0 Stealth..............1
Fortitude.............0 Survival............2
Holistics..............4 Travel...............2
Specialties: Holistics (Diagnosis)
Fighting Styles
Description: Kino is a young girl with a bit too Dragon Style 5, Bear Style 1
much zest at times. She is known for taking on Weapons: Sai, Clubs
any dare and going farther than any other
explorer of her generation. She doesn’t think Gifts
Strong Like Bamboo, Attractiveness (2), Chi Horder
about the danger involved, but is very loyal to (2), Lucky (3), Class (1), Tough (1), Sprinter (2)
her clan. The Lotus Coalition keeps her going
with plenty of foraging missions, hoping that Drawbacks
Thrill Seekers, Curious (2)
one day she’ll be ready to be a healer on the
front lines. Combat Bonuses
8
+______Strike 6
+______Throw 8
+______Parry 3
+______Dodge
Sai
Weapon:________________ +1 (NL) Size _____
Dmg _______ 1
5
+______Roll 5
+______Grapple 13
+______Initiative 0 Damage
+______
1 Strike +_____
Spd +_____ 9 Throw +_____
6 Parry +_____
11
10 20 30 Payload____
Range____/____/____ n/a RS_____
n/a 2 15 n/a
Actions _____ Movement _____ Armor Rating (AR) ______
Dragon’s Tail
(Speed 6)
Rank 1: The ninja can sustain themselves by their
hands and swings their body around for simulta-
neous low attacks, sweeping everyone within
close combat range. All opponents must make a
contested Balance check against the attack roll. A
failed Balance check means the target falls to the
ground and must take a Stand Action to get back
up.
Wushu
Diagnostics (Level 1, Yin) Harvest (Level 1, Yang - Wood)
Speed: 1 Round Speed: 5
Check: Holistics Check: Survival
Prerequisite: None Prerequisite: None
Normal: The ninja with this wushu can look over Normal: The ninja infuses their Yang into a fruit-
their target and instantly know if they are sick or bearing plant to have it instantly produce enough of
injured. They receive a +5 bonus to any Holistics said fruit for one meal. Used by many to keep from
checks that correspond to issues found. starving in otherwise barren areas.
Sacrifice (1): Sense mental aberrations (Insanities) Sacrifice (1): The plant infused can be forced to
in the target as well. produce any type of fruit, even if it is not the right
type (i.e. apples from an orange tree) or is not fruit
Heal Wound (Level 2, Yang) producing (i.e. apples from a cactus).
Speed: 2 min
Check: Holistics Tree Hopping (Level 2, Yang - Wood)
Prerequisite: Diagnostics Speed: 8
Normal: The ninja holds their hand just above a Check: Athletics
wound and focuses their Yang chi to heal any gash, Prerequisite: None
scar, bruise or broken bone. Each use heals up to 10 Normal: This wushu lets ninja use forests as quick
(NL) or 5 (L) or 2 Stamina, but cannot bring the ways to travel. By infusing yang chi into the soles of
target above their maximum. The healing effects their feet, they can amplify their jumping distances
are halved (rounded up) if they use this wushu on if their platform is wood. Many ninja appear fly
themselves. through the trees at three times their Movement
For the next day, the target also receives a +2 bonus due to this wushu. Effects last for a Scene.
to Fortitude checks (non-cumulative). Sacrifice (1): x5 Movement.
Sacrifice (2): Healing happens faster (1 Round).
Skills
Acrobatics...........3 Intimidation....4
Arts.....................4 Knowledge.......0
Athletics.............3 Linguistics.......0
Beast Handling...2 Legerdemain....2
Crafts..................0 Perception.......3
Deception............0 Performance....2
Discipline............3 Persuasion.......0
Empathy..............0 Stealth..............2
Fortitude.............3 Survival............2
Holistics..............0 Travel...............0
Specialties: Arts (Painting)
Fighting Styles
Description: Sumi is a no-nonsense, take-no- Tiger Style 5, Crocodile Style 1
prisoners type of gal. She is a monster on the Weapons: Swords, Axes
battlefield, able to take out soldier after soldier
without hesitation. She has a tendancy to get Gifts
Item Assimilation, Natural Brawler (3), Lucky (3),
drunk often and is still quite deadly. Her family Pain Resistant (4), Attractiveness (1)
is long dead at the hands of the Izou Army, so Drawbacks
she volunteered to work with the Lotus Coalition Scarred & Painted, Emotional (4)
quickly. Her blade is their’s now.
Combat Bonuses
9
+______Strike 6
+______Throw 4
+______Parry 5
+______Dodge
Ninjato
Weapon:________________ +5 (L) Size _____
Dmg _______ 2
6
+______Roll 5
+______Grapple 14
+______Initiative 4 Damage
+______
2
Spd +_____ 10 Throw +_____
Strike +_____ 8 5
Parry +___
10 20 30 Payload____
Range____/____/____ n/a RS_____
n/a 3 12 2/0
Actions _____ Movement _____ Armor Rating (AR) ______
Thick Skin
Rank 1: Intense training gives the ninja AR 2/0.
Wushu
Artful Defense (Level 2, Yin) Cannon Punch (Level 3, Yang)
Speed: 6 (Reaction) Speed: 6 (Attack)
Check: Arts Check: Athletics
Prerequisite: None Prerequisite: None
Normal: This is the opposite of the Withdraw Normal: This wushu is difficult to master, but
Weapon wushu. If attacked with a weapon, they increases combat ability in spades. It consists of the
may use this wushu to instantly absorb it into their ninja learning to release a large burst of chi at the
body as a new Tattoo. They make a Roll check with point of impact when attacking an opponent. This
a +4 bonus and, if successful, the weapon becomes a wushu not only adds a +3 damage bonus to the
tattoo and deals no damage. If failed, they take attack (+6 to non-living targets), but also pushes the
damage normally. Lasts for 1 Round and does not target back 5 ft. per POW + Yang unless they succeed
affect enchanted weapons or unarmed attacks. at a POW + Athletics check with difficulty equal to
Sacrifice (2): Duration raised to 1 minute. the ninja’s attack check.
Sacrifice (1): +5 damage (+10 to non-living) and
Shuriken Explosion (Level 3, Yang) pushes for 10 ft. per POW + Yang.
Speed: 10
Check: Arts
Prerequisite: Artful Defense
Normal: The ninja is tattooed with kanji for
shuriken at various points over their body. When
activated, this wushu launches a flurry of shuriken
with a +4 Throw bonus and AP 3 from the ninja’s
body at everyone and everything within 40 ft.
Anyone hit with these shuriken takes +2 (L).
Sacrifice (1): Doubled to +8 Throw and +4 (L).
Skills
Acrobatics...........2 Intimidation....0
Arts.....................2 Knowledge.......5
Athletics.............3 Linguistics.......4
Beast Handling...0 Legerdemain....1
Crafts..................2 Perception.......4
Deception............0 Performance....0
Discipline............3 Persuasion.......0
Empathy..............3 Stealth..............1
Fortitude.............0 Survival............1
Holistics..............3 Travel...............3
Specialties: Knowledge (Knowledge, History)
Fighting Styles
Description: Kaede is new to the Izou Empire, Crane Style 5, Hawk Style 1
but has been sent by her clan to aid the Lotus Weapons: Staff, Spear
Coalition and record their advances. This is
instead of being assigned to a corrupt noble or Gifts
Long View, Library (2), Light Sleeper (3), Poison
one of the Emperor’s advisors. She seeks to Resistance (1), Perfect Memory (3)
uncover possible moles within the Coalition
and acquire knowledge to use against the Drawbacks
Sheltered, Shy (2)
Empire. She has a quiet demeanor, only
usually speaking when spoken to. Combat Bonuses
3
+______Strike 6
+______Throw 6
+______Parry 4
+______Dodge
Bo
Weapon:________________ +3 (NL) Size _____
Dmg _______ 3
3
+______Roll 3
+______Grapple 16
+______Initiative 0 Damage
+______
2
Spd +_____ 5
Strike +_____ 6
Throw +_____ 8
Parry +___
12 24 36 Payload____
Range____/____/____ n/a RS_____
n/a 4 8 n/a
Actions _____ Movement _____ Armor Rating (AR) ______
Wushu
The Long View (Level 1, Yin) Water Walking (Level 1, Yin - Water)
Speed: 3 Speed: 6
Check: Knowledge Check: Athletics
Prerequisite: None Prerequisite: None
Normal: The ninja can use his intense knowledge of Normal: The ninja has learned to channel their chi
historical battles to gain an edge. Infusing move- beneath their feet to be in flow with water enough
ments with Yin, they raise their chances of acting to stand on top without falling in. They can walk,
first for maximum effectiveness. They add their run or sprint on top of the water without any ill
Knowledge level to their next Initiative check. effect. If the water gets choppy or currents increase,
Sacrifice (1): Add Knowledge level to two other the GM may apply a -3 penalty to physical Actions
Initiative checks (either their own or a comrade’s). that require Balance. Effect lasts for the Scene or
Battle
Instant Reading (Level 2, Yang) Sacrifice (1): No penalty for unsteady waters.
Speed: 1 min
Check: Knowledge Like Water (Level 3, Yin – Water)
Prerequisite: None Speed: 8 (Reaction)
Normal: The ninja touches a book and instantly Check: Fortitude
assumes all of its knowledge, as if they had taken Prerequisite: None
the time to actually read the book entirely. This Normal: The ninja embodies the ever-changing
information fades after 1 day. movement of water, making them much harder
Sacrifice (1): Duration extended to 1 week. to battle. Those that do actually land attacks on
the ninja, create splashes of water as this wushu
Unmoving Stance (Level 1, Yin - Earth) uses humidity in the air to reduce damage taken.
Speed: 5 (Reaction) They receive a +6 bonus to Parry and Dodge, +4
Check: Acrobatics bonus to all other Reactions and AR 2/2. Effects
Prerequisite: None last for the Battle.
Normal: The ninja links their chi with the ground to Sacrifice (1): Raised to AR 4/4 and they gain +1
connect themselves to the ground and avoid falling. Action per Round for the Battle.
They automatically succeed in any resistance
checks against being tripped, swept or thrown.
Effect lasts for one attempt to throw them off their
feet.
Sacrifice (1): Effect lasts for the Battle.
Skills
Acrobatics...........0 Intimidation....4
Arts.....................0 Knowledge.......0
Athletics.............4 Linguistics.......0
Beast Handling...5 Legerdemain....3
Crafts..................3 Perception.......0
Deception............0 Performance....0
Discipline............1 Persuasion.......0
Empathy..............0 Stealth..............3
Fortitude.............5 Survival............6
Holistics..............3 Travel...............0
Specialties: Beast Handling (Training, Dogs)
Fighting Styles
Description: Eiji is a land-owner that was in Crocodile Style 5, Dragon Style 1
charge of acres of farmland. However, when he Weapons: Axes, Sai
was discovered as a ninja, he was jailed and was
forced to escape. He is currently working with
Gifts
Lotus Coalition, but knows his days of freedom Entwined Souls - Lie Quan Dog, Giant (5), Sharpened
Senses - Smell (2), Sprinter (2)
are numbered. Yukiko, his dog, growls and barks
instinctually at Izou soldiers. When he can Drawbacks
Bumpkins, Big Mouth (2)
relax, he’s very laid back.
Combat Bonuses
6
+______Strike 4
+______Throw 4
+______Parry 5
+______Dodge
Ko
Weapon:________________ +9 (L) Size _____
Dmg _______ 3
5
+______Roll 5
+______Grapple 14
+______Initiative 6 Damage
+_____
3 Strike +_____
Spd _____ 8 Throw +_____
5 Parry +___ 5
10 20 30 Payload____
Range____/____/____ X RS_____
n/a 3 Movement _____
Actions _____ n/a
18 Armor Rating (AR) ______
Wushu
The Hunt Begins (Level 1, Yang) Canine Form (Level 2, Yang)
Speed: 8 Speed: 1 min (Ritual)
Check: Beast Handling Check: Beast Handling
Prerequisite: None Prerequisite: None
Normal: The ninja enhances their senses and that of Normal: A fundamental wushu for the Hounds, the
their dog to catch the scent of a particular object or ninja gets in touch with the animal spirit within and
person that they have encountered before anywhere takes a form identical to their ninja dog. Their mental
within 1 mile. This wushu can even be used if they stats (INS, IQ, and CHM) are kept, but physical stats
did not memorize the smell previously. They receive become those of their chosen breed (pg 184).
a +10 bonus to all Survival (Tracking) checks. Sacrifice (1): Happens instantly (Speed 4).
Sacrifice (1): Range increased to 5 miles.
Sonic Hearing (Level 1, Yin)
Meet In the Middle (Level 3, Yang) Speed: 6
Speed: 10 (Attack) Check: Beast Handling
Check: Beast Handling Prerequisite: None
Prerequisite: None Normal: The ninja uses Yin chi to widen their range
Normal: The ninja and canine launch a triple strike of hearing. They can hear sounds on almost any
attack at their opponent. The ninja first takes a swipe frequency, automatically succeeding at any Percep-
at the target from one direction, then the canine tion (Hearing) attempts within 300 feet away.
from the other, each with a +4 bonus to Strike and Sacrifice (1): Hear whispers up to ½ mile away.
dealing +4 damage. Then they launch a final coopera-
tive attack with a +2 to Strike and +8 damage (or +12 if Night Eyes (Level 1, Yin)
both the first and second attacks dealt damage). Speed: 6 (Reaction)
Sacrifice (1): Final attack raised to +6 Strike and +10 Check: Beast Handling
damage (+15 damage if first and second attacks also Prerequisite: None
dealt damage) Normal: The ninja with this wushu can see in low
light or nighttime conditions as if it were day. They
also only suffer half the penalties in complete dark-
ness.
Sacrifice (1): They can see without penalty in any
type of darkness, even magical.
Skills
Acrobatics...........3 Intimidation....4
Arts.....................0 Knowledge.......3
Athletics.............3 Linguistics.......0
Beast Handling...3 Legerdemain....1
Crafts..................0 Perception.......1
Deception............4 Performance....0
Discipline............1 Persuasion.......0
Empathy..............2 Stealth..............2
Fortitude.............3 Survival............3
Holistics..............2 Travel...............0
Specialties: +5 for Flexibility, Stealth (Conceal-
ment), Survival (Jungles)
Wushu
Long Tongue Technique (Level 1, Yang) Escape Technique (Level 1, Yin)
Speed: 4 (Reaction) Speed: 10
Check: Fortitude Check: Legerdemain
Prerequisite: None
Prerequisite: None
Normal: The ninja learns to extend their tongue up to 5 ft.
long and it is prehensile, able to lift up to 5 lbs. per POW. In
Normal: If the ninja is ever bound by rope and gag,
combat, the ninja may use their tongue as a weapon to lash chains and weights or in a cage, this wushu automati-
at an opponent with a +2 Strike bonus and deal +1 (L). Lasts cally releases them. The rope snaps, the chains budge
for the Battle or Scene. and the cage becomes unlocked. The fuel for this
Sacrifice (1): Extends up to 10 ft. and bonuses raised to +4 wushu is the ninja’s feeling of being trapped, so it
Strike and +2 (L). cannot be used outside of this type of scenario.
Sacrifice (1): Can be used in any circumstances, like
Swallow (Level 1, Yin) breaking and entering or releasing another.
Speed: 4 (Reaction)
Check: Fortitude
Prerequisite: None Danger Sense (Level 2, Yang)
Normal: The ninja can disjoint their jaws and open their Speed: 4 (Reaction)
mouths wide enough to swallow anything inside of 1 ft. wide. Check: Empathy
They can safely keep said item inside of them until they Prerequisite: None
choose to regurgitate it back up. If they keep the item inside Normal: The ninja with this wushu is able to sense
for longer than 3 days, it disintegrates. Some Serpents are
impending danger for the Scene. When used, they
known to eat their meals in this manner, emulating the
snake in their daily lives.
receive emotional reactions that they can use to
Sacrifice (1): Can allow an item up to 3 ft. wide and can keep discern the level of impending doom may be upon
it indefinitely. them, but this is completely dependent upon the
user. Someone with a phobia of Snakes will sense a
Shed Skin (Level 2, Yang) huge danger, while it is really only very bad for them.
Speed: 10 If attacked while in use, the ninja receives +4 to
Check: Holistics Initiative checks.
Prerequisite: None Sacrifice (1): Wushu stays active for one full day.
Normal: The ninja makes the outer layer of skin disintegrate,
removing any scars or bruising and instantly regaining 8
Health. In addition, this leaves them feeling refreshed and
alert, providing a +2 non-cumulative bonus to Initiative for
the Battle.
Sacrifice (1): Heals 12 Health and gains +4 non-cumulative
bonus to Initiative for the Battle.
Skills
Acrobatics...........3 Intimidation....3
Arts.....................2 Knowledge.......3
Athletics.............3 Linguistics.......0
Beast Handling...2 Legerdemain....3
Crafts..................0 Perception.......3
Deception............3 Performance....0
Discipline............3 Persuasion.......2
Empathy..............3 Stealth..............5
Fortitude.............3 Survival............3
Holistics..............0 Travel...............0
Specialties: Stealth (Shadowing, Hiding in
Crowds), -3 for Hearing
Focused Strikes
Rank 1: The fighter has honed their skills through
intense training to strike specific parts of their
opponent’s body with ease. Penalties for Targeted
strikes are reduced by 4.
Wushu
Shadow Cloak (Level 1, Yin) The Unheard (Level 1, Yin)
Speed: 8 (Reaction) Speed: 5 (Reaction)
Check: Stealth Check: Stealth
Prerequisite: None Prerequisite: None
Normal: The ninja can grab a nearby shadow to Normal: The ninja cancels all sound in their
drape themselves, garnering a +5 bonus to Stealth surrounding 10 ft, including voices, footsteps, or
checks. It also obscures their appearance, making it even things dropping. Lasts for the Scene.
impossible to identify them by sight. Sacrifice (1): Can use it directly on someone else.
Sacrifice (1): Raise to +10 Stealth bonus. Some even use this just shut others up.
Skills
Acrobatics...........2 Intimidation....0
Arts.....................3 Knowledge.......3
Athletics.............2 Linguistics.......3
Beast Handling...0 Legerdemain....3
Crafts..................0 Perception.......0
Deception............5 Performance....0
Discipline............1 Persuasion.......4
Empathy..............3 Stealth..............2
Fortitude.............0 Survival............2
Holistics..............0 Travel...............2
Specialties: Deception (Hiding Emotions,
Disguise), Empathy (Spot Lies), +4 for Hearing
Damaging Block
(Speed 4, -4 Parry, +1 (NL))
Rank 1: The ninja uses the attacker’s momentum
against them, simultaneously parrying their blow
and redirecting their force back at them. Only
takes effect if Parry is successful.
Wushu
Invisible Threads (Level 1, Yin) Thread Web (Level 2, Yang)
Speed: 5 Speed: 6 (Reaction)
Check: Stealth Check: Legerdemain
Prerequisite: None Prerequisite: None
Normal: This wushu lets the ninja make their Normal: The ninja creates a web of threads, sponta-
imbued threads completely lightweight and invis- neously spun and attached to any surface. Some use
ible. Many use this in conjunction with other this to catch themselves from falling (negating
wushu, to set traps or to appear to move things damage), while others may use it to seal off an area.
with their mind. Lasts up to 1 hour. The web itself can have up to a 30 ft. diameter and
Sacrifice (X): Effect lasts for X days. has Durability 10 (AR 2/2).
Sacrifice (1): Widen up to 60 ft. diameter.
Spider’s Scry (Level 2, Yin) Sacrifice (1): Double Durability and AR.
Speed: 10 (Concentration)
Check: Perception Reflection Defense (Level 3, Yang)
Prerequisite: None Speed: 6 (Reaction)
Normal: The ninja can touch a thread and be able to Check: Stealth
listen to any conversation being had within 20 ft. of Prerequisite: None
its length. Strategically placed threads can allow for Normal: The ninja creates an instant reflection of
stealthy eavesdropping and the Hidden Strands are himself so close in proximity that it appears they
known to cover their territory for this exact are blurred. When being attacked, the attacker
purpose. If the area is particularly crowded or suffers a -10 Strike or Throw penalty, as they are not
chaotic, a Moderate (20) IQ + Perception check may sure if they are attacking the real ninja or his subtle
be needed to weed out individual conversations. reflection.
Sacrifice (1): Can weed out any individual conversa- Sacrifice (1): Multiple reflections make it harder to
tion (without a check) within 40 ft. of the thread. find the real ninja. Opponent suffers a -15 penalty
and no added benefit if they roll Critical Success.
Skills
Acrobatics...........0 Intimidation....0
Arts.....................0 Knowledge.......2
Athletics.............3 Linguistics.......3
Beast Handling...0 Legerdemain....2
Crafts..................3 Perception.......4
Deception............4 Performance....0
Discipline............1 Persuasion.......4
Empathy..............3 Stealth..............2
Fortitude.............0 Survival............1
Holistics..............2 Travel...............0
Specialties: Persusion (Leadership, Negotiation)
Fighting Styles
Description: Tadao is the son of one of the Bear Style 5, Eagle Style 1
founders of the Lotus Coalition. He was inducted Weapons: Clubs, Bow
for his knowledge and lust for medical potions.
Tadao’s made a name for himself in the sale and
Gifts
trade of medicinal ingrediants and services. Even Balancing Act - Yin, Class (3), Yang Master (3), Tough
(2), Connections - Merchants (3), Iron Will (2)
though he’s not the best medic, he knows many
of the Empire’s best. He is a humble man, and Drawbacks
Unpredictable History, Slow Healer (4)
knows how to get what he wants without violence.
Combat Bonuses
5
+______Strike 4
+______Throw 4
+______Parry 3
+______Dodge
Tsin (Wood) Dmg _______
Weapon:________________ +6 (NL) Size _____
2
5
+______Roll 5
+______Grapple 11
+______Initiative 4 Damage
+_____
2 Strike +_____
Spd _____ 6 Throw +_____
5 Parry +___ 6
9 18 27 Payload____
Range____/____/____ X RS_____
n/a 2 Movement _____
Actions _____ n/a
9 Armor Rating (AR) ______
Snatching Salmon
(Speed 5, -4 Strike)
Rank1: The ninja has learned to use great quick-
ness and strength to disarm their opponent with-
out requiring a Grapple beforehand.
Wushu
Many Tongues (Level 2, Yin) Muddied Steps (Level 1, Yang - Earth)
Speed: 1 minute Speed: 5 (Reaction)
Check: Linguistics Check: Legerdemain
Prerequisite: None Prerequisite: None
Normal: The ninja listens to a few words of a Normal: The ninja instantly changes a patch of earth
language they do not know and they instantly up to 20 ft. away and 20 ft. in diameter into slippery,
acquire the ability to speak the foreign tongue. Last muddy terrain. This forces a Moderate (20) Balance
for the Scene. check to anyone standing in the effected area
Sacrifice (1): Also can read the new language. immediately and then every time they perform a
Strong Strike, Finishing Strike, Hurl Weapon, Dodge
X-Ray (Level 2, Yin) or Move Action.
Speed: 10 Sacrifice (1): Double the effected area and Difficulty
Check: Perception (25).
Prerequisite: None Sacrifice (1): Extra slippery, Balance checks are
Normal: The ninja can extend their chi sensing for a needed for every Action taken.
100 ft. radius, reaching beyond barriers. This allows
them to see and hear through walls, trees and other Spitting Earth (Level 2, Yang - Earth)
obstacles. Speed: 8 (Attack)
Sacrifice (1): Extends to 300 ft. radius and gives a +4 Check: Athletics
bonus to Perception checks. Prerequisite: Muddied Steps
Normal: The ninja softens the earth around them-
selves and fires torrents of mud at their opponent.
The attack receives a +4 Throw bonus and inflicts +5
(NL) with AP 2.
Sacrifice (X): +6 Throw Bonus and can target X
additional opponents at one time.
Skills
Acrobatics...........0 Intimidation....4
Arts.....................0 Knowledge.......3
Athletics.............4 Linguistics.......0
Beast Handling...0 Legerdemain....1
Crafts..................4 Perception.......1
Deception............0 Performance....0
Discipline............1 Persuasion.......0
Empathy..............5 Stealth..............2
Fortitude.............4 Survival............3
Holistics..............2 Travel...............0
Specialties: Crafts (Traps), Empathy (Spotting
Lies), Athletics (Jumping)
Wushu
Sense the Guilty (Level 1, Yin) Precise Eye (Level 1, Yin)
Speed: 10 Speed: +2 (Attack)
Check: Empathy Check: Perception
Prerequisite: None Prerequisite: None
Normal: The ninja focuses their chi into their ranged
Normal: The ninja takes a long hard look at their
attacks, granting them a +6 Throw bonus to their attack,
target, peering into their soul to see if they have
+1 Damage and a Natural 18-20 is considered a Critical
anything to be guilty of. They get a simple impression Success in exchange for adding +2 to the Speed. Even the
of the type of crime the target is currently feeling smallest target can be struck by the arrow of a ninja with
guilty over. They do not get the exact action or when this wushu.
said crime occurred. The only drawback to this Sacrifice (1): A roll of a Natural 15-20 is considered a
wushu is that the target must actually feel guilty over Critical Success.
their actions. Sociopaths are non-effected.
Sacrifice (1): Get exact action. Sturdy Fist (Level 1, Yang)
Sacrifice (1): Get exact time action occurred (if within Speed: +2 (Attack)
the past three days). Check: Athletics
Prerequisite: None
Normal: The ninja focuses their chi into their close combat
Blind Justice (Level 2, Yin)
attacks, granting them a +6 Strike bonus to their attack, +1
Speed: 4 (Reaction)
Damage and a Natural 18-20 is considered a Critical
Check: Empathy Success in exchange for adding +2 to the Speed. This
Prerequisite: Sense the Guilty wushu is key to many ninja’s ability to strike even the
Normal: The ninja holds true to the idea of blind most elusive opponent.
justice, allowing them to shrug off the effects of Sacrifice (1): A roll of a Natural 15-20 is considered a
blindness. Instead, the ninja lets truth guide their Critical Success.
attacks. They ignore all penalties that may limit their
sight, including blindness, darkness, thick smoke or Sharpen Blade (Level 1, Yang – Metal)
heavy rain. Lasts for the Battle or Scene. Speed: 5
Sacrifice (1): Their sense of justice is incensed, giving Check: Crafts
a +3 bonus to combat checks for the duration. Prerequisite: None
Normal: The ninja uses this wushu to instantly sharpen
even the sharpest blade to deliver the deadliest blow to
their opponents. While using the sharpened blade, the
ninja receives a +3 bonus to Strike and +1 (L) for 3 Rounds.
Anyone else that attempts to use the blade does not gain
these bonuses.
Sacrifice (2): Bonuses Doubled for the Battle.
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