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Ninja

Some material adapted from White Wolf Game Studio's Street Fighter: The Storytelling Game
What would an adventure game be without ninja? These mysterious assassins are far deadlier than any run-of-the-mill gangster -- Their skills, their weapons, and their dedication make them tough foes with a touch of class. Beating up a bunch of street punks? That's easy! Facing down a contingent of ninja? Now that's an adventure!

Genin are the ninja rank-and-file, while jonin are veteran assassins with years of experience. Actual ninja are trained for years, sometimes from birth, and must prove their worthiness many times over. Despite their skill, ninja usually fall before the might of superheroes. A couple of jonin or genin, though, if played well, can make life very difficult for a hero or two.


Ninja
Genin

Level: fourth
Armor: none
S.D.C.: 1d4 x 10
Hit Points: 4d6

Skills

  • disguise 65%
  • escape artist 70%
  • tracking 65%
  • wilderness survival 70%
  • climbing/rappelling 85/75%
  • gymnastics
    • sense of balance 82%
    • work parellel bars/rings 92%
    • climb rope 92%
    • backflip 98%
  • prowl 80%
  • concealment 56%
  • palming 60%

    plus choose two secondary skills.

Hand to Hand: Martial Arts
Attacks per Melee: five

Strike: +0 Parry: +3
Dodge: +3 Roll: +5
Initiative: +2 Damage: +0
Disarm: +2 Entangle: +0
Kick (2d4 damage)
Snap Kick (1d6 damage)
Crescent Kick (2d4+2 damage)
Backward Sweep
Trip/Leg Hook

Weapons/Weapon Proficiencies

  • WP Sword: +2 to strike and parry; Carries a ninja-to (2d6 damage).
  • WP Targeting: +2 to throw; Carries 1d4 shuriken (1d4 damage each).


ninja
Jonin

Level: sixth
Armor: none
S.D.C.: 1d4 x 10
Hit Points: 6d6

    Note: Has a high P.P. attribute; Roll 2d4+14. Remember to add parry/dodge/strike bonus.

Skills

  • holistic medicine 70%
  • disguise 75%
  • escape artist 80%
  • tracking 75%
  • wilderness survival 80%
  • climbing/rappelling 95/85%
  • gymnastics
    • sense of balance 92%
    • work parallel bars/rings 98%
    • climb rope 98%
    • backflip 98%)
  • prowl 90%
  • concealment 66%
  • palming 70%

    plus choose three secondary skills.

Hand to Hand: Martial Arts
Attacks per Melee:
five

Strike: +0 Parry: +3
Dodge: +3 Roll: +5
Initiative: +2 Damage: +0
Disarm: +2 Entangle: +0
Kick (2d4 damage)
Snap Kick (1d6 damage)
Axe Kick (2d6 damage)
Backward Sweep
Trip/Leg Hook
Jump Kicks (all)

Paired Weapons
Critical Strike: natural 18+

Weapons/Weapon Proficiencies

  • WP Sword: +2 to strike and parry; Carries a ninja-to ( 01-50%; 2d6 damage) or katana (51-00%; 3d6 damage).
  • WP Targeting: +3 to throw; Carries 2d4 shuriken (1d4 damage each).


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