1995 The Complete Ninja's Handbook.pdf
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The Complete
Ninja’s
Handbook
By Aaron Allston
Table of Contents
Chapter
1:
The Ninja
Class
............
5
A
Killer Kits
.........................
28
Chapter
4:
Restrictions
........................
27
Ninja
and
Rogue
....................
5
hoficiencies
and
Marthl
Arts
.........
30
Ninja Experience
Lev&
..............
5
Ninja
Class
F&quimnents
............
6
Weapon Pmfiakes
...............
30
Weapon Specialization
and Weapon
Groups
...............
30
Alignment
..........................
6
Weapons and Armor
.................
6
Thieving
Skills
......................
6
Nonweapon
Profiaenaes
............
30
Nonweapon
Profiaenaes
from the
Player's Handhk
.........
31
Ninja's Followers
....................
8
Nonweapon
Profiaenaes
............
10
Starling
Money
.....................
10
New Nonweapon Profiaenaes
.......
31
New Nonweapon
Pmfiaency Descriptions
...........
31
Multiclass Ninja
....................
10
Dual-class
Ninja
....................
11
Other
Character
Creation Notes
......
11
Martial
Arts
.......................
39
Chapter
2:
Ninja
Kits
................
12
Martial
Arts
Results
................
39
Kit Descriptions
....................
12
specializingin
Martial
Arts
..........
40
Ninja
Kits
.........................
12
Mixed
campaigns
..................
40
stealer-In
..........................
12
Advanced
Martial
Arts
(Optional)
....
42
Shadow Warrior
....................
12
prerequisites
to Learning
Martial
Arts
.
42
Intruder
...........................
13
Finding
a
Master
...................
42
Training Under the
Master
...........
43
Consort
...........................
13
Pathfinder
.........................
14
Learning the Style
..................
43
Multiple Styles
.....................
44
Lone Wolf
.........................
14
Fk-campaignLearning
.............
43
Spirit Warrior
......................
14
Ninja
Spells
........................
16
Style characteristics
................
44
First-Level
Spells
...................
16
Creating a New Style: Basics
.........
47
Second.Leve1.
Spells
.................
18
Creating
a
New Style: Weapons
......
48
Gvating
a
New Style:
Armed and Armored
Opponents
.....
59
Stunning and Incapacitating
.........
61
HitLocations
......................
61.
Third-Level
Spells
..................
19
Fourth-Level
Spells
.................
20
special
Maneuvers
................
49
Fifth-Level
Spells
...................
21
Chapter 3: Shinobi
.
Spies,
and Killers
..
-23
Shinobi
...........................
23
Chapter 5: Tools of the Trade
.........
62
Weapons
..........................
62
Entangling Attacks
.................
62
Prone and Entangled
Opponents
.....
62
Weapon List
........................
63
Armor
............................
76
Shinobi
Fighter
.....................
23
Shinobi Ranger
.....................
23
Shinobi Mage
.....................
24
Shinobi Illusionist
..................
24
Shinobi
Mest
....................
MissileWeapon Ranges
.............
75
..25
Shinobi
Thief
......................
25
Shinobi
Bard
.......................
26
Miscellaneous
Equipment
...........
76
Spies
..............................
26
Weapon
Modifications
..............
80
The Foreign
Service
...............
..2
7
Magical and
Special
Treasurm
........
81
Ninja
Kits
and
the
Spy
.............
27
What the Spy
Does
...............
..2
7
..........
81
Magical Weapons
...................
84
Demihuman
Spies
..................
27
Killers
............................
27
2
TabieofContenh
Introduction
......................
sixth-Level spells
...................
22
MiscellaneousMagic
..
Chapter 6:
Country
and
Chn
.........
.88
Land
of
the Ninja
..................
.88
.........
.99
26
Miscellaneous Equipment
.......
.77
.75
27
Weapon Modifications
..........
.80
28 Ninja Clan Alignments
..........
.94
29 Clan Member Alignments
.......
.94
30 Ninja Clan Resource
a
in the Outer World
...........
.99
........
.lo2
..............
.lo4
If
............
.lo4
Credh
Design:Aaron Allston
Editing: Barbara
G.
Young
Black and White
Artt
Jim
Holloway
Color
Ark
Clyde Caldwell, Fred Fields,
Les
hrscheid
Typography: Tracey Isler
Production: Paul Hanchette
a
Kits in the Campaign
........
.115
a
Clan Resources
.............
.117
xamples of Ninja Characters
......
.119
Examples
of
Ninja Clans
..........
.123
Other Ninja-Type Organizations
....
.125
Acknowledgements: Many elements
of
The
Complete Ninja’s
Handbook
were derived from
parts
of
Oriental Adventures
designed by
David
“Zeb”
Cook.
In
particular,
portions
of
the optional Advanced Martial
Arts
rules
are
drawn from
Oriental Adventures.
4 Backstab Damage Multipliers
......
.7
5
Thieving
Skill
Armor
Adjustments..
.8
6:
Clan Status
.....................
.ll
7
Spirit Warrior Spell Progression
...
.15
TSR,
Inc.
TSR Ltd.
201
Sheridan
Springs
Rd.
120
Church
End,
8:
Spirit Warrior Experience Levels
...
.15
9 Shinobi Thief
Base
Scores
........
..26
10Shinobi Bard
Base
Scores
.......
..26
11: Proficiency Costs
...............
Lake
Geneva
cherry
Hintm
WI
53147
Cambridge
CB13LB
USA
UNM
Kingdom
12Nonweapon Profiaency Groups
..
.31
ADVANCED DUNGEONS
&
DRAGONS, AD&D, DRAGON,
and
DUNGEON
MASTER
arr
registered trademarks owned
by
TSR,
Inc.
The
TSRlcgois atrademarkmed by TSR,
Inc.
This
book
is
protected under the copyright laws of the
United States of
America.
Any
reprcdudionor
unauthorized
use
of the material or artwork contained
herein
is
prohibited
Random
House
and its
affiliate
companies have worldwide
distributionrights
in
the book trade
for
English
language
products of
TSR,
Inc.
Distriited
to
the
book and hobby trade
in
the
United
Kingdom
by
TSR
Ltd.
Disautedto the
toy
and
hobby trade by
regional
distributon.
01995
TSR,
lnc.
AU
rights
resenred.
printed
in
the
U.S.A.
13Broad and
light
Weapon Groups
.
.32
14Enamor Proficiency Results
......
.34
15
Escape Proficiency Penalties
.....
.35
16 Martial
Arts
Results
............
.40
without
the
express
written
pmnission
of
TSR
lnc.
17Common Martial
Arts
Styles
.....
.45
18: Martial Style Combinations
......
.48
19
Special Maneuvers
..............
.51
20
Ch’i Attacks
...................
.59
21: Penalties and Bonuses
vs. Armored opponents
.........
.60
22:
Penalties
Vs.
Armed
opponents
..
.60
23:
Martial
Arts
Hit Locations
.......
.61
24 Weapon List
...................
.63
v
Table of Contents 3
25:
Missile Weapon Ranges
.........
.................
107
................
.I10
Tables
1: Rogue Experience
Levels
..........
.5
2 Ninja Thieving
Skill
Base
Scores
....
.7
3
Thieving
Skill
Dexterity Adjustments 7
.30
rf
Introduction
What
is a
ninja? Everywhere you turn, you
find
a
different definition, especially in the
movies.
Is
the ninja
a
cruel supernatural
assassin with godlike powers of invisibility,
illusion, and teleportation?A modem, feeling
Oriental man with family, job responsibilities,
and an interesting double life? A stone-faced
Westerner who miraculously inherits the
duties
of an
ancient ninja clan tradition when
his adopted brother is slain?A martial arts
practitioner celebrating hundreds
of
years of
unbroken tradition?
In the AD&D@game, the ninja is
a
highly
trained spy who is expert in matters
of
intru-
sion, sabotage, and elimination. He is part of
a
tight-knit clan whose profession and goals
he shares. Some ninja are generalists, equally
at home in matters
of
stealth and combat.
Some are specialists, becoming adept at social
skills, magic, or interaction with nature.
They’re all exotic, secretive, and danger-
ous-just the thing for the player who’s tired
of
stand-up fighters, clean-cut clerics, and
nearsighted scholar-mages.
Ninja have been here before, in the pages of
DRAGON* Magazine and the
Oriental Adven-
tures
supplement.Now they return, slinking
into the game’s shadows in their night-suits,
learning the balance
of
weapons and tools
made
a
little unfamiliar by adaptation to
AD&P2nd Edition rules. We’ve missed them,
and it’s
high
time to welcome them back.
The Complete Ninja’s Handbook
is
a
supple-
ment to the
Player’s Handbook.
It consists
of
optional rules that are intended to round out
and add color to
a
campaign.
The key word here is ”optional.”
No
DM
is
required
to
introduce any of these rules into
his
campaign simply because they’re
in
print.
Likewise,
any
DM should feelperfectly
at
ease
plundering these guidelines for rules and
options he likes, whether or not he introduces
ninja characters into the campaign.Ultimately,
the DM, not this rulebook, is the final author-
ity on what appears in the campaign.
Arrangement of
the
Sourcebook
Chapter
1:
The Ninja Class provides char-
acter class information for the ninja.
Chapter
2:
Ninja Kits details kits that
allow you to further customize ninja charac-
ters.
Chapter
3:
Shinobi, Spies, and Killers
introduces kits to create
shinobi
(adjunct
members of ninja clans),
spies
(characters built
with the ninja rules but employed by non-
Oriental organizations, and
killers
(NPCs built
with the rules
of
the ninja class).
Chapter
4
Proficiencies and
Martial
Arts
details the roles of certain proficiencies used
by ninja, adds new proficiencies, and expands
on martial arts and weapon proficiency rules.
Chapter
5:
Tools
of
the Trade describes
weapons and armor available to the ninja
character.
Chapter
6:
Country and Clan discusses the
role of the ninja character within
his
culture.
Chapter
7:
Playing the Ninja provides
information and tactics for the player who
intends to play a ninja character.
Chapter
8:
Campaigning the Ninja talks
about secrecy, missions, duties to clan, and
other details, and gives hints for placing the
ninja in existing campaigns.
Chapter
9:
Examples is full of easily cus-
tomized ninja characters.
Players should familiarize themselves with
chapters 1and
2,
and at least glance through
chapters
3-7.
Players should not read Chapter
9
unless their DMinvites them to do
so.
The Dungeon Master should become famil-
iar with chapters
1,4,5,
and
8.
These should
give the
DM a
good idea
of
what to expect of
a
ninja PC in the campaign.
v
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