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Shinobigami

1 - Characters
Players should prepare themselves a copy of the character
sheet found at the end of the
rulebook. Each player should
then create their character.
Make sure to create your
character out of the sight of the
other players. Once your character is finished, make sure to
have it approved by your Game
Master before gameplay begins.

1.01 Character Name

Lets begin by choosing the


characters name. The world of
Shinobigami is contemporary
society. However, the characters are also ninja.
Translators
Note:
Though I chose
to go with clan
in this translation,
you can see that
very few of these
groups are clans
per say. School,
as in a school of
martial arts, may
be a better translation, but in this
case I decided that
clan felt more...
ninja-like.

Make sure to choose names


that reflect this. Be sure to look
for an appendix containing a
random name chart in a later
release.

1.02 Gender and Age

You may choose any gender


and age for your character.

1.03 Character Clan

There are several distinct


ninja clans in the world of
Shinobigami. Each character
belongs to one of these clans.
The following 6 clans are representative of the major powers in
this world. Please choose one.

Clan Correlation Chart


Hirasaka
Agency

Otogi Private
Academy

Protect Japan s
national interests

Find out others


secrets

Hostility

Bloodline
of Oni

Lost Ones
Unbound; fight for
their own reasons

Collect information about


resurrection of Shinobigami

Kurama Shin
Clan

Prevent the resurrection


of the Shinobigami

Hostility

Hasuba
Ninja Army

Accumulate the
Ougi of other clans

Hasuba Ninja Army

Secret of Ninja Scroll

1 - Characters

Hasuba Ninja Army

Specialty: Tool
Enmiy: Kurama Shin Clan

Clan Aim: Accumulate the Ougi of other clans.

An ancient ninja army


that is constantly developing new ninja gear. They
also continually study the
Ninpo of all clans with
the aim of making Hasuba
the master of all clans.
The various sects within
this clan have names such
as Gearteeth Group and
Inkpot School, using the
words and names of tools.
The leader is the CEO of
Yata Heavy Industries,
Kuroshio Hitori.

Kurama Shin Clan

Shinobigami

Kurama Shin Clan

Specialty: Body
Enmiy: Bloodline of Oni

Clan Aim: Prevent the resurrection of the Shinobigami.

Rumored to be the
successors of the legendary
Kyouhachi Sword School,
these warriors are said to
be the patriarchs of several
overwhelming swordfighting techniques.
This clan protects the
6 Divine Treasures that
have the power to revive
the Shinobigami and are
constantly searching for
ways to seal them away
for good. Their leader is
Mitsuyoshi Yagyu.

Secret of Ninja Scroll

Lost Ones
1 - Characters

Lost Ones

Specialty: Stealth
Enmiy: Hasuba Ninja Army

Clan Aim: Unsworn; fight for their own reasons.

The Lost Ones consist of


ninja without ties to the
other major factions. Free
ninjas with no loyalties,
members of tiny ninja
villages and run-aways
from the larger clans make
up the bulk of this force.
As most of these ninja
operate on their own, there
is no recognized leader.

Hirasaka Agency

Hirasaka Agency

Specialty: Scheme
Enmiy: Otogi Private Academy

Clan Aim: Protect Japans national interest.

An intelligence agency
whose background lies in
the conservative Hirasaka
Shinto sect. With their
intricate ties to the
government of Japan, they
keep a watchful eyes on
the defense of the
nation and its interests.
The leader of the agency is
also the leader of the
Hirasaka Shinto Sect:
Ubume Hirasaka the
Wildmaiden.

Shinobigami

Otogi Private Academy


Secret of Ninja Scroll

1 - Characters

Enmiy: Lost Ones

Otogi Private Academy

Specialty: Strategy

Clan Aim: Discover others secrets.

Though it seems like


an ordinary elementary
through high school, the
academy is actually a spy
agency that administers
ninja training to its
students. It has ties to
many foreign nations. It
is said that other schools
have ties to its
administration. The leader,
Rokaku Arthur Masashige,
serves as the school
Principal.

Bloodline of Oni

Bloodline of Oni

Specialty: Sorcery
Enmiy: Hirasaka Agency

Clan Aim: Collect information about Shinobigami.

These are the descendants


of the oni and tsuchigumo
that have inhabited the
land since the days of
ancient Japan. Many
various creatures such as
vampires or werewolves,
known as Night Ghosts,
also populate this clan.
They are the most zealous
power driving the
resurrection of the
Shinobigami.
Their leader is Torihiko
Yatonokami.

Shinobigami

Secret of Ninja Scroll

1 - Characters

1.03.1 Character Rank

Once your characters clan


has been decided, you must
determine your characters clan
rank. All characters begin as
Chunin, or the middle rank.
This means that all characters
begin with 3 skills, 4 Ninpo and
1 Ougi. You can move up in
rank to become more powerful
as you gain more experience.

Rank
Kusa
Genin
Geninkashira
Chunin
Chuninkashira
Jounin
Jouninkashira
Touryou

1.04 False Identity

You must keep your identity


as a ninja a secret. In order to
do so, all characters must have
a cover that is used in everyday
society. If you cannot decide a
suitable false identity, you can
choose one at random on the
Clan Cover Chart found in the
appendix.

Rank Chart
Ninpo
Ougi
1
2
3
4
1
5
1
6
2
7
2
8
3

Req. XP

10
20
50
100

Translators Note:

Ninpo: Ninja Arts; these are the special techniques that your
ninja has mastered. I think that many fans of ninja culture are
already familiar with the word, so I kept it as is.
Ougi: Secret/Esoterica; these are the final/special techniques of
each ninja, similar to a super move in a fighting game or a Rider
Kick. There isnt really a word that works well in English,
especially since many Ougi arent attacks, per se.

Shinobigami

1.05 Conviction

All characters have a single


defining conviction. If you are
having problems role playing,
you can fall back on this characteristic to decide what course
of action your character is most
likely to undertake. Please
choose from the Six Paths
Chart, or roll 1d6 to decide at
random.

1
2
3
4
5
6

Six Paths Chart


Wickedness - Destroy!
Law - Correct societys ills
Self - Money, fame, power!
Emotion - A loved one
Loyalty - Your clan or ideal
Peace - Happpiness for all!

1.06 Skills

Next, please choose your


characters skills. These are the
techniques and skills that your
character is adept at.
The skills are divided into 6
categories, each of which is a
specialization of each clan. The
skills are introduced in the next
few pages.
First, choose 3 skills from
your clans specializated
category. Then completely fill
in the white squares to either
side of the categorys column
(called the gap) with your pen
or pencil.
Next, choose 2 additional
skills from any category of your
choosing.
Make sure to circle all 5 of
your chosen skills on the
character sheet.

Secret of Ninja Scroll

1 - Characters

Tool

Hasuba Ninja Army

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Body

Kurama Shin Clan

A ninja using skills from this category


is able to put tools to use in any
situation.

A ninja using skills from this category


is capable of incredible movement and
combat abilities.

Engineering: The proficient


use of machines or electronic
devices.
Pyromancy: The proficient use
of fire, flames, and flameproducing effects or items.
Hydromancy: The proficient
use of water, walking on water, anything related to water.
Acupuncture: The proficient
use of long, thin items such as
needles. Can also be used to
tell direction.
Weapon Concealment: Training in the use of clothing or
everyday items to hide weapons.
Clothing: Using clothing to
conceal your background or
store things.
Rope Use: Proficient use of
ropes; throwing, tying, etc.
Climbing: Climbing up or
down steep inclines.
Torture: The proficiency use of
of devices designed to inflict
pain.
Demolition: The proficient use
of tools of large scale destruction.
Digging: The use of tools to dig
underground.

Riding: Mastery at riding vehicles or animals.


Ballistics: Mastery over guns or
cannons. Ballistics.
Shuriken: Mastery over the use
of the various shuriken.
Sleight of Hand: Precise
movements of the hands and
detailed writing.
Contortionism: The ability to
move and stretch your body,
being able to dislocate bones,
etc.
Walking: Walking silently or
for long distances.
Running: Running at high
speed.
Jumping: Jumping incredibly
high or far.
Brawling: Hand-to-hand fighting. Karate.
Sword: Mastery of swordsmanship.
Weightlifting: Carrying and
lifting heavy things.

Shinobigami

Stealth

Lost Ones

Scheme

Hirasaka Agency

A ninja using skills from this category


is a master of the 5 senses and
concealing their presence.

A ninja using skills from this category


is a master of deception and trickery
as well as conversation and guile..

Survival: The ability to survive


in harsh weather, underwater,
etc.
Infiltration: Infiltrating a hostile area.
Escape: Running away from a
hostile area.
Interception: Listening through
walls, hacking, etc.
Ventriloquism: Making your
voice sound as though it were
coming from somewhere else.
Invisibility: Making ones body
invisible.
Disguise: Becoming someone
else through disguise.
Olfaction: Eliminating your
scent; picking up others
smells.
Multiplicity: Making multiple
actions as though your body
split into multiple copies.
Concealment: Concealing
people, items or informatin.
ESP: A sixth sense; percieving
things strictly out of experience, etc.

First Aid: Skills related to the


medical treatment of illness
or injury.
Poison: The skilled use and
administration of poison.
Sleep: Putting people to sleep.
Investigation: Investigation of
things or people.
Bluff: Hiding your true feelings; tricking people.
Inception: Leaving particular
impressions on strangers.
Performance: Performing arts;
dancing, singing, etc.
Seduction: Seducing people using charm.
Manipulation: Making people
act the way you want.
Rumourmongering: The art of
spreading and creating lies
and fabrications.
Finance: Financial skills and
money-making ability.

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Secret of Ninja Scroll

1 - Characters

Strategy

Otogi Private Academy

A ninja using skills from this category


has incredible fighting capacity and is
skilled at plotting strategems.

Cooking: The creation of balanced and healthy meals.


Creature Mastery: The control
of insects and wildlife.
Nature: Being able to live in
the mountainside.
Guerrilla: Being able to make
proficient use of any battlefield; whether water, manmade buildings or the wilds.
Willpower: Power to succeed
when it seems you might
panic or lose control.
Strategy: Tactics and strategy;
used to improve chances of
military success.
Memory: Being able to remember as much as possible.
Analysis: Studying the enemy
and seeing how their attacks
work.
Encryption: Writing and reading in ciphers; decoding
ciphers and secret codes.
Writing: Proficiency in expressing yourself through any
sort of written word.
Contacts: Having personal
connections in normal society
and/or the underworld.
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Sorcery

Bloodline of Oni

A ninja using skills from this category


can call upon ghosts and use magic.

Transformation: Transforming the whole or part of your


body.
Summoning: Summoning a
creature from another world.
Necromancy: Controlling the
spirit or body of a dead person.
Abjuration: Creating a protective barrier that can keep
certain things or beings out.
Binding: The ability to seal
supernatural abilities.
Word Magic: Utilizing the inherent power in words themselves; word magic.
Illusion: Creation of illusions
that deceive people.
Visual Control: Control over
the things your eyes are seeing or have seen.
Clairvoyance; seeing past,
future and the present from
far away.
Possession: The possession of
another body using your own
spirit.
Curse: The ability to curse others..

Shinobigami

1.07 Ninpo

Ninpo are the mysterious


abilities that ninja are able to
use at will. When used ingame, they have special effects
that can alter the natural course
of the game. There are 3 types
of Ninpo: attack, support and
equip.
Attack Ninpo are used during battle; they deal damage
directly to the opponent.
Support Ninpo has a variety of uses including making
combat easier or dealing status
ailments to the opponent. If
you mix and match these ninpo,
you can come up with interesting results. However, in order
to use multiple ninpo at once, a
high Plot value is requried.
Equip Ninpo, once chosen,
takes effect at all times.
When making your character, choose 4 ninpo from the
following pages to acqurie.
Of the 4 ninpo, at least 1 must
come from the characters clanspecific ninpo list. You may not
acquire ninpo from any other
clan-specific lists.
If a ninpos assigned skill is
marked as Any or has multiples,
you must choose 1 skill when
the skill is acquired.
You may not acquire a ninpo

of the same name twice, unless


marked with a * symbol.
All characters start with the
Close Combat ninpo; itdoes not
count towards a characters 4
starting ninpo.

1.07.1 Ninpo Cost

You can use a ninpo of the


same name only once per cycle
or round of combat.
In addition, all ninpo have a
cost written in their information.
The lower the cost, the easier
they are to use; accordingly, the
higher the cost, the riskier they
are to use and it becomes more
difficult to use multiple ninpo at
once.
Please see section 6.02.10 for
more information on ninpo cost.

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Secret of Ninja Scroll

1 - Characters

Attack Ninpo

Close Combat Attack *


Assigned Skill:

Any

Type Attack

Range

Cost

--

Effect: Close Combat Attack. If the attack is successful, you may deal 1 close combat damage to

the target.

A normal close combat attack.

Cross Cut
Assigned Skill:

Sword

Type Attack

Range

Cost

Effect: Close Combat Attack. If the attack is successful, you may deal 2 close combat damage to

the target.

A powerful attack with a short range.

Poison Fist
Assigned Skill:

Poison

Type Attack

Range

Cost

Effect: Close Combat Attack. If the attack is successful, you may deal 1 close combat damage and

the Paralyzed status ailment to the target.

An attack with poison coated claws.

Ranged Combat Attack *


Assigned Skill:

Any

Type Attack

Range

Cost

--

Effect: Ranged Combat Attack. If the attack is successful, you may deal 1 ranged combat damage

to the target.

A normal ranged combat attack.

Blast
Assigned Skill:

Pyromancy

Type Attack

Range

Cost

Effect: Ranged Combat Attack. If the attack is successful, you may deal 2 close combat damage to

the target.

A powerful ranged combat attack.

Surefire
Assigned Skill:

Ballistics

Type Attack

Range

Cost

Effect: Ranged Combat Attack. When the target attempts the Dodge Resolution, they must meet or

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exceed this attacks Achievement Value. If the attack is successful, you may deal 1 ranged combat
to the target.

An attack that cant miss.

Shinobigami

Group Combat Attack *


Assigned Skill:

Any

Type

Attack

Range

Cost

--

Effect: Group Combat Attack. If the attack is successful, you may deal 1 group combat damage to

the target.

A normal group combat attack.

Domination
Assigned Skill:

Creature Mastery

Type

Attack

Range

Cost

Effect: Group Combat Attack. If the attack is successful, you may deal 1 ranged combat damage

and 1 group combat damage to the target.

A normal group combat attack with additional ranged damage.

Phantom Soldier
Assigned Skill:

Illusion

Type

Attack

Range

Cost

Effect: Group Combat Attack. If the attack is successful, you may deal 1 close combat damage

and 1 group combat damage to the target.

A group attack by a phantom army.

Carnage
Assigned Skill:

Any

Type

Attack

Range

Cost

--

Effect: Close Combat Attack. Choose any characters in range of this attack; they become the tar-

gets for this attack. If the attack is successful, you may deal 1 close combat damage to the target.
This ninpo is only available to jounin-ranked ninja.

A jounin ninjas wide area attack.

Kaleidoscope
Assigned Skill:

Any

Type

Attack

Range

Cost

--

Effect: Ranged Combat Attack. If the attack is successful, you may deal 2 ranged combat damage

to the target.
This ninpo is only available to jounin-ranked ninja.

A jounin ninjas high firepower attack.

Encirclement
Assigned Skill:

Any

Type

Attack

Range

Cost

--

Effect: Group Combat Attack. Choose any characters in range of this attack; they become the tar-

gets for this attack. If the attack is successful, you may deal 1 group combat damage to the target.
This ninpo is only available to jounin-ranked ninja.

A jounin ninjas wide area group attack.

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Secret of Ninja Scroll

Take the Hit


Assigned Skill:

1 - Characters

Support Ninpo

--

Type Support

Range

--

Cost

Effect: You may use this when someone takes damage or loses a Life Point. You may take the

damage the character would have taken. You must take the same amount of damage as them (and
the damage to the Life Points go to the same Categories if possible).

A ninpo allowing you to take the damage for someone else.

Continuous Attack
Assigned Skill:

--

Type Support

Range

--

Cost

Effect: You may use this when someone dodges your attack. You may use the same attack ninpo

again.

A ninpo allowing you to attack again when your attack failed.

Wind Dancer
Assigned Skill:

Brawl

Type Support

Range

--

Cost

Effect: You may use this when you deal damage to someone. On a successful Action Resolution

of this ninpos skill, you may use the same attack ninpo again.

A ninpo allowing you to attack again after dealing damage.

Resupply
Assigned Skill:

Finance

Type Support

Range

--

Cost

--

Effect: You may use this ninpo when you are the Scene Player of a Drama Scene. On a successful

Action Resolution of this ninpos skill, you may regain one lost ninja gear. You may not have
more ninja gear than you started with.

A ninpo allowing you to regain a ninja tool.

Arrow Catching
Assigned Skill:

Clothing/Sleight of Hand

Type Support

Range

--

Cost

Effect: You may use this ninpo when someone makes a successful ranged attack at someone. On

a successful Action Resolution of this ninpos skill, that attack fails.

A ninpo allowing you to negate a ranged attack with a long coat, tatami, etc.

Guidance
Assigned Skill:

Type Support

Running/Performance/Abjuration

Range

--

Cost

Effect: You may use this ninpo at the end of the round. On a successful Action Resolution of this

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ninpos skill, you may change the battlefield to any of your choice. If two people use Guidance in
one round, the player who rolled highest chooses.

A ninpo allowing you to lead your opponent to a battlefield of your choosing.

Shinobigami

Out of Sync
Assigned Skill:

Interception

Type

Support Range

-- Cost

Effect: You may use this ninpo when you reveal your Plot Value. On a successful Action Resolu-

tion of this ninpos skill, you may subtract one from your Plot Value.

A ninpo allowing you to change your footing after hearing your opponents hearing.

Resolution
Assigned Skill:

Transformation

Type

Support Range

-- Cost

Effect: You may use this ninpo when you reveal your Plot Value. On a successful Action Resolu-

tion of this ninpos skill, you may add one to your Plot Value.

A ninpo allowing you to change your footing with speed alien even to most ninjas.

Insight
Assigned Skill:

Riding

Type

Support Range

-- Cost

Effect: You may use this ninpo when you enter a battle after the Plot Values have been revealed.

On a successful Action Resolution of this ninpos skill, you may enter the battle on any Plot Value
of your choice.

A ninpo giving you advantageous movement after entering battle.

Savage Song
Assigned Skill:

Word Magic

Type

Support Range

-- Cost

Effect: You may use this instead of an attack when there are no other characters on the same Plot

Value as you. On a successful Action Resolution of this ninpos skill, you may inflict the Breakdown status ailment on any character in the battle.

A cursed word disabling your opponents ninja gear.

Destruction *
Assigned Skill:

Support Range -- Cost


Demolition/Jump/Invisibility/Investigation/Writing/Binding
Type

Effect: You may use this ninpo when someone uses a Support ninpo that uses a skill of the same
Category as this ninpo. On a successful Action Resolution of this ninpos skill, you may negate
the effect of the opponents ninpo. If you take this ninpo again, the assigned skill must differ.

A ninpo allowing you to cancel your opponents ninpo.

Counter
Assigned Skill:

Type

Support Range

Cost

Acupuncture/Contortionism/Concealment/Sleep/Guerilla/Visual Control

Effect: You may use this when you successfully dodge an attack. On a successful Action Resolu-

tion of this ninpos skill and the opponent is within the ninpos range, you may deal 1 ranged
damage to the character that attacked you.

A ninpo that allows you to strike your opponent when their attack takes them off guard.

17

Secret of Ninja Scroll

Crushing Blow
Assigned Skill:

Any Tool

1 - Characters

Type Support Range

--

Cost

Effect: You may use this before attempting an Attack Resolution. On a successful Action Resolu-

tion of this ninpos skill, your attack may deal 1 extra damage.

A ninpo allowing you to enhance your attacks damage.

Assassin
Assigned Skill:

Any Body

Type Support Range

--

Cost

Effect: You may use this before attempting an Attack check. On a successful Action Resolution of

this ninpos skill, your next Attack Resolution will be a Special on a roll of 10 or higher.

A ninpo raising the chances of achieving a Special attack.

Body Switch
Assigned Skill:

Any Stealth

Type Support

Range

--

Cost

Effect: You may use this ninpo when attempting a Dodge Resolution. Expend a ninja gear. On a

successful Action Resolution of this ninpos skill, you successfully dodge the attack. You may use
this ninpo even if you have Fumbled this round.

A ninpo allowing you to escape any attack by using ninja gear.

Emotion Manipulation
Assigned Skill:

Any Scheme

Type Support

Range

--

Cost

Effect: You may use this ninpo when your Attack Resolution has succeeded and your opponent

has failed their Dodge Resolution. On a successful Action Resolution of this ninpos skill, choose
1 character targeted by your attack and change their Emotional Bond.

A ninpo allowing you to control your opponents feelings.

Strategic Command
Assigned Skill:

Any Strategy

Type Support

Range

--

Cost

Effect: You may use this ninpo when anyone other than yourself attempts an Action Resolution.
On a successful Action Resolution of this ninpos skill, you may modify that characters Achievement Value by +/-1.

A ninpo allowing you to support someones action.

Plot Restriction
Assigned Skill:

Any Sorcery

Type Support

Range

--

Cost

Effect: You may use this ninpo when your Attack Resolution has succeeded. On a successful Action Resolution
of this ninpos skill, your opponent, beginning the next round, cannot choose a Plot Value of 3 or higher. At the
end of each round, your opponent may attempt an Action Resolution using Will to negate.

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By trapping your opponents body, you can prevent high-speed movement.

Able-bodied *
Assigned Skill:

Shinobigami

Equip Ninpo

--

Type

Equip

Range

-- Cost

--

Effect: You have 2 extra Life Point slots. When taking damage, deduct Life Points from these

slots first.

You have incredible vitality.

Talented *
Assigned Skill:

--

Type

Equip

Range

-- Cost

--

Effect: When choosing this ninpo, choose a corresponding skill. Even if that skills Category is

disabled, you can still use that skill.

You have burned a particular skill into your bodys memory.

Haze
Assigned Skill:

--

Type

Equip

Range

-- Cost

--

Effect: When choosing this ninpo, choose a status ailment. This status ailment will never affect

you.

Protection against a status ailment.

Vibrato
Assigned Skill:

--

Type

Equip

Range

-- Cost

--

Effect: When this character uses an Ougi, other characters suffer a -1 to their Insight Resolution.

Your Ougi becomes harder to defend against.

Unmovable
Assigned Skill:

--

Type

Equip

Range

-- Cost

--

Effect: When attempting an Action Resolution during battle, only a result of your (Plot Value - 1)

will result in a Fumble.


This ninpo is only available to jounin-ranked ninjas.

Jounin-ranked magic. It becomes harder for jounin ninja to fumble.


Akasagarbha, The Recepticle of Void
Assigned Skill:

Type

--

Equip

Range

-- Cost

--

Effect: When choosing this ninpo, choose the space between 2 Categories. Completely fill in each

square in the gap.


This ninpo is only available to jounin-ranked ninjas.

Jounin-ranked magic. Jounin ninja have a broader scope to their versatility.

19

Secret of Ninja Scroll

Clan Ninpo:
Surprise Attack
Assigned Skill:

1 - Characters

Hasuba Ninja Army

Weapon Concealment

Type Support

Range

--

Cost

--

Effect: You may use this when you are the Scene Player of a Drama Scene. On a successful Ac-

tion Resolution of this ninpos skill, you may deal 1 close combat damage to another character in
the scene. This ninpo cannot be used twice in the same scene against the same opponent.

Cut and tear at your opponent in normal society.

Spider of Darkness
Assigned Skill:

Rope Use

Type Support

Range

Cost

Effect: You may use this in battle instead of an attack. Choose a single character within this

ninpos range. On a successful Action Resolution of this ninpos skill, you may deal 1 ranged
combat damage. However, Category damaged by this attack is not disabled.

Cut and tear at your opponent using invisible threads, chain and sickle, etc.

Brutal Attack
Assigned Skill:

Torture

Type Support

Range

--

Cost

Effect: You may use this ninpo when you succeed on an Attack Resolution and your opponent

fails their Dodge Resolution. On a successful Action Resolution of this ninpos skill, expend a
ninja tool. You may deal 1 extra damage on the attack.

Hit them with a bone-breaking attack, using a ninja tool.

Sunder
Assigned Skill:

Demolition

Type Support

Range

--

Cost

Effect: You may use this ninpo when you have succeeded on an attack and have dealt damage. On

a successful Action Resolution of this ninpos skill, the target suffers a -2 to all Attack Resolutions
for the rest of the battle.

Destroy your opponents weapon.

MechaNinja
Assigned Skill:

--

Type Equip

Range

--

Cost

--

Effect: You may now select any ninpo from any clan, even those outside of the Hasuba Ninja

Army and its sects (but not hiden ninpo or Enemy ninpo). However, the Assigned Skills for those
ninpo become Engineering and the Cost is raised by 1. If the Cost was --, it becomes 1.

Mechanize a part of your body.

Hadesology
Assigned Skill:

--

Type Equip

Range

--

Cost

--

Effect: Whenever you attempt an Action Resolution, you may substitute skills as though the Tool

and Sorcery Categories were adjacent.

20

You understand the science behind the supernatural.

Shinobigami

Clan Ninpo:
Drizzle
Assigned Skill:

Kurama Shin Clan

Ballistics

Type

Attack

Range

Cost

Effect: Ranged combat attack. Choose up to two targets within this ninpos range. If the attack is

successful, you may deal 1 ranged combat damage to the targets.

A gun or shuriken attack that rains confusion on your foes.

Evening Calm
Assigned Skill:

Shuriken

Type

Attack

Range

Cost

Effect: Close combat attack. When attacking an opponent on the same Plot Value as you, the

attacks do not occur simultaneously (unless both characters use Evening Calm). If the attack is
successful, you may deal 1 close combat damage to the target.

An attack that is faster than your opponent by a fraction of a second.

Silhouette
Assigned Skill:

Walking

Type

Support Range

-- Cost

Effect: You may use this ninpo during the Plot phase before you have revealed your Plot. On a

successful Action Resolution of this ninpos skill, choose a character. You start the round ont he
same Plot Value as that character.

You follow your opponent as though you were their silhouette.

Heat Haze
Assigned Skill:

Sword

Type

Support Range

-- Cost

Effect: You may use this before your Attack Resolution. On a successful Action Resolution of this

ninpos skill, your opponent suffers a -2 to their Dodge Resolution.

A shimmering attack that is hard to see coming.

Bloody Determination
Assigned Skill:

--

Type

Equip

Range

-- Cost

--

Effect: You may use this when you succeed on an Attack Resolution and your opponent fails their

Dodge Resolution. Expend a single Life Point. You may deal 1 extra damage for the attack.

Attack your opponent, overcoming the limits of your own body.

End of the Beginning


Assigned Skill:

--

Type

Equip

Range

-- Cost

--

Effect: When you attack a character of a Plot Value higher than you, you deal 1 ranged damage in

addition to the attacks normal effect.

Wait for your opponents attitude to display a weakness--then strike!

21

Secret of Ninja Scroll

1 - Characters

Clan Ninpo:
Spiral Formation
Assigned Skill:

Invisibility

Lost Ones
Type Attack

Range

Cost

Effect: Close combat attack. Choose any characters within this ninpos range; chosen characters

become the targets for this attack. If the attack is successful, you may deal 1 close combat damage
to the targets.

An attack like drawing a spiral that hits all nearby targets.

Scent of Spring
Assigned Skill:

Olifaction

Type Attack

Range

Cost

Effect: Ranged combat attack. All characters within this ninpos distance on a lower Plot Value

than you become the targets for this attack. If the attack is successful, you may deal 1 ranged combat damage OR move the target to the Fumble area. You may choose separately for each target.

Control all those downwind by producing an intoxicating scent from your body.

Wandering
Assigned Skill:

Infiltration

Type Support

Range

--

Cost

--

Effect: You may use this ninpo during a scene that you are not participating in. On a successful

Action Resolution of this ninpos skill, you may participate in the scene.

A skill that allows you to be at unexpected places at unexpected times.

Body Double
Assigned Skill:

Ventriloquism

Type Support

Range

--

Cost

Effect: You may use this ninpo when you have been chosen as the target of an attack and there

is another character on the same Plot Value as you. On a successful Action Resolution of this
ninpos skill, you may change the target of the attack to someone else on your same Plot Value.

By confusing the opponent, you can switch their target.

Ninpo Copy
Assigned Skill:

Disguise

Type Support

Range

Cost

Effect: You may use this ninpo during a Combat Scene when someone within this ninpos range

uses a support ninpo. On a successful Action Resolution of this ninpos skill, you may use that
support ninpo up to 2 times. The second time you use this will make you forget the copied ninpo.

Memorize your opponents ninpo and use it.

Shadow Duplicate
Assigned Skill:

Multiplicity

Type Equip

Range

--

Cost

Effect: You may use this during the Plot phase before you have revealed your Plot Value. On a

22

--

successful Action Resolution of this ninpos skill, you may use 2 dice for Plot. After the revealing
of Plot, choose 1 to use as your Plot Value.

Use Plot twice, but choose the one you like.

Shinobigami

Clan Ninpo:
Poison Cleansing
Assigned Skill:

Hirasaka Agency

First Aid

Type

Support Range

Cost

Effect: You may use this during a Combat Scene instead of an attack. On a successful Action

Resolution of this ninpos skill, you may choose 1 character within this skills distance and cure 1
of that characters status ailments.

Cure an allys status ailment.

Reticence
Assigned Skill:

Investigation

Type

Support Range

-- Cost

--

Effect: You may use this when you have received information from any source. On a successful

Action Resolution of this ninpos skill, you may choose not to share information with anyone who
shares an Emotional Bond with you. Also, all Insight Resolutions targeting you receive -1.

Keeping closely guarded secrets.

Fascination
Assigned Skill:

Seduction

Type

Support Range

Cost

Effect: You may use this during a Combat Scene instead of an attack. Choose all characters

within this ninpos range that have a positive Emotional Bond towards you. Each target character,
until hit by you or you drop out of the battle, suffer -1 to all rolls. This cannot be negated.

Use a perfume to make opponents inattentive.

Marionette
Assigned Skill:

Manipulation

Type

Support Range

-- Cost

Effect: You may use this during a Combat Scene when a character with an Emotional Bond towards you

begins their turn. On a successful Action Resolution of this ninpos skill, you may control that characters actions, though you may not use their Ougi or ninja gear. If they take damage this turn, you do, too.

Freely control someone by invading their mind.

Social Battle
Assigned Skill:

Rumourmongering

Type

Support Range

-- Cost

--

Effect: You may use this during a Drama Scene when you are the Scene Player. On a successful

Action Resolution of this ninpos skill, you may choose 1 character whose Location is known to
you. You may deal 1 group damage to that character.

Take someone out socially.

Shaken
Assigned Skill:

--

Type

Equip

Range

-- Cost

--

Effect: When you attack a character that knows your Secret, you deal 1 ranged combat damage in

addition to the attacks normal effect.

Put a crack in your opponents weakness.

23

Secret of Ninja Scroll

Clan Ninpo:
Ambush
Assigned Skill:

1 - Characters

Otogi Private Academy

Strategy

Type Attack

Range

Cost

Effect: Group combat attack. The Dodge Resolution for this attack is modified by -2. If the attack

is successful, you may deal 1 group combat damage to the target.

Ambush your foes with an attack theyll never suspect.

Rations
Assigned Skill:

Cooking

Type Support

Range

--

Cost

--

Effect: You may use this ninpo during a Drama Scene in which you are the Scene Player. On a

successful Action Resolution of this ninpos skill, you may choose any characters participating in
the scene. Those characters recover 1 Life Point.

The creation of a mysterious food that restores wounds.

Pursuit of Knowledge
Assigned Skill:

Memory

Type Support

Range

--

Cost

--

Effect: You may use this ninpo during a Drama Scene in which you are the Scene Player. On

a successful Action Resolution of this ninpos skill, you may choose 1 of your chosen skills.
Change that skill to another, permanently.

Changing skills in the middle of the game.

Diversion
Assigned Skill:

Encryption

Type Support

Range

--

Cost

Effect: You may use this ninpo when someone attempts a Dodge Resolution. On a successful

Action Resolution of this ninpos skill, randomly choose another skill of the same Category as the
Dodge Resolution roll. The Dodge Resolution now uses that skill.

Randomly switch the Dodge Resolution skill.

Tactical Shock
Assigned Skill:

Writing

Type Support

Range

--

Cost

--

Effect: You may use this during a Drama Scene in which you are the Scene Player and you have

just received a characters Location. On a successful Action Resolution of this ninpos skill, you
may enter a Combat Scene with that character.

Go for the kill the instant you find your target.

The Essentials of the Battlefield


Assigned Skill:

Multiplicity

Type Equip

Range

--

Cost

--

Effect: When selecting this ninpo, select a battlefield. When in that battlefield, all rolls receive a

+1 modification. Also, all effects of that battlefield do not affect you.

24

Choose the battlefield you excel on.

Shinobigami

Clan Ninpo:
Bloody Vortex
Assigned Skill:

Bloodline of Oni

Transformation

Type

Attack

Range

Cost

Effect: Close combat attack. If the attack is successful, you may deal 1 close combat damage to

the target.

Changing your blood or a part of your body to attack your foe.

Meteor Shower
Assigned Skill:

Summoning

Type

Attack

Range

Cost

Effect: Ranged combat attack. All characters within this ninpos range become targets. If the

attack is successful, you may deal 1 ranged combat damage to the targets.

Summoning hail or meteors.

Vampirism
Assigned Skill:

Necromancy

Type

Support Range

-- Cost

Effect: You may use this ninpo when your attack has successfully dealt damage to an opponent.

On a successful Action Resolution of this ninpos skill, you regain 1 Life Point.

You steal your opponents vitality.

Enlightenment
Assigned Skill:

Clairvoyance

Type

Support Range

-- Cost

Effect: You may use this ninpo when everyone has decided their Plot. On a successful Action Resolu-

tion of this ninpos skill, choose 1 participating character and choose a number from 1-6. If you
correctly guess their Plot Value, they are inflicted with the Curse status ailment.

Read your opponents mind and seal their magic.

Demonic Rebirth
Assigned Skill:

Possession

Type

Support Range

-- Cost

Effect: You may use this during a battle instead of an attack. Expend a Life Point. On a successful Action
Resolution of this ninpos skill, you may immediately begin a Drama Scene where you are the Scene
Player. However, this scene is a flashback in the past. When this scene ends, the battle continues.

You can recall important moments from the past in an instant.

Imperial Wrath
Assigned Skill:

--

Type

Equip

Range

-- Cost

--

Effect: When selecting this ninpo, choose a Category. When you have lost a Life Point from that

Category, you recieve a +1 modifier to all rolls.

Youve got a place that musnt be touched, and when its violated, you become ferocious.

25

Secret of Ninja Scroll

1 - Characters

-Immortal Body: This Ougi


can be used any time you
All ninjas have a powerful
take damage. You recover
and secret Ougi ability that must
Life Points equal to the roll
be kept under wraps at all costs.
of 1d6 minus the # of times
When making a character, you
this Ougi has been used durmay choose an Ougi technique
ing this game (to a minimum
from the 7 different types.
of 0). In addition, any status
An Ougi can be used once
effects are also healed.
per Drama Scene or once per
round of combat.
-Impenetrable Defense: This
Ougi can be used when any
-Critical hit: This Ougi can
character loses a Life Point.
be used instead of an attack.
The effect that causes the
Choose 1 character that is 1
Life Point loss is nullified.
Plot Number away or less.

1.08 Ougi

That character chooses 4


Skill Categories at random;
those Life Points are lost.

-Radial Attack: This Ougi can


be used instead of an attack.
Choose any characters 3 Plot
Numbers away or less. All
characters hit by this attack
suffer 2 points of damage.
Those hit can choose which
Art Type/Skill Categories
suffer the damage.
-Perfect Success: This Ougi
can be used before you roll a
Resolution. You succeed on
the Resolution. This is not
a Special and if an Achievement Value is required, it is
treated as 10.
26

-Resolution Meddling: This


Ougi may be used when
another character makes a
Skill Resolution. Turn one
die into a 1.
-Additional Ninpo: When this
Ougi is acquired, choose 2
Attack or Support Ninpo that
is available to your character.
These Ninpo are treated as
being acquired by your character. The Assigned Skills
for the Ninpo acquired by
this Ougi are the same as this
Ougis Hidden Skill. When
you use the Ninpo acquired
by this Ougi, any other characters in the same Scene as
you can attempt an Insight
Check. On a success, those

Shinobigami
characters receive this Ougis
Information. From that
point on, those characters
can attempt an Ougi Break
against the Ninpo acquired
by this Ougi. When such an
Ougi Break is successful, the
effects of these Ninpo are
nullified.
Once you have chosen your
Ougi from the 7 types above,
make a note on your character
sheet. Then, think about which
skill most closely fits your image of your technique and write
it into the Hidden Skill line.
This Hidden Skill is now available to your character (so its
probably a good idea to choose
a skill you dont already have).
You should keep this skill and
your Ougi a secret until you
absolutely need to use them. It
is essential to keep them secret.
Once you decide your Ougis
type and Hidden Skill, its time
to decide on its name. If you
cannot think of a suitably dramatic name, you can roll randomly on the Ougi Name Chart
that will be released at a later
date.

1.09 Ninja Gear

Your character can take 2


items with you during each
Scenario. When you first create
a character, the gear available to
you are:
-Hyourougan: When this is
ingested, recover 1 Life Point
or 1 status ailment.
-Jintsuugan: Use this when you
have rolled the dice in an Action Resolution. Reroll.
-Tonkoufuu: Use this when
someone else has rolled an
Action Resolution. They
reroll.
Once you use an item, it is
gone for good.

27

Secret of Ninja Scroll

1.10 Emotions

1 - Characters

This space will be used


during the game. During the
course of the game, your character will develop feelings towards other characters that will
affect the outcome of the story.
You can do certain actions for
characters for whom you hold
feelings for. Please check 6.1
Drama Scenes for more information.

28

1.11 Experience

This space will be used once


the game is completed. It records the achievements of your
character and how they have
advanced through their clan.
Please check 1.3.1 Rank and
9 Session End and Growth for
more information.

Shinobigami

2 - Action Resolution

In Shinobigami, whenever a
character performs an action for
which the outcome is uncertain,
an Action Resolution is used to
determine if the action is a success or failure. Action Resolutions can also be described as
skill checks or challenges.
During the game, ninjas
should be attempting to perform
a myriad of extraordinary feats.
They may be trying to figure out
someones secret or break into a
compound riddled with security
systems. They may be trying
to convince others to join their
cause or unwittingly fall into
someones trap. This is when
an Action Resolution is used.

2.01 Resolution Flow

When an Action Resolution


is performed, follow the steps
outlined, from 1 to 4.
1) Skill Determination
The Master determines
the skill most suitable to the
challenge at hand. There are
often situations where the
skill will be determined by
the rules.
2) Skill Confirmation
Each player involved in
the Action Resolution confirms whether or not they

have the determined skill


circled on their character
sheet.
If a character has the skill
circled on their character
sheet, they will have a high
chance of success. If the
character does not have the
skill circled, they must use a
different skill instead. The
player then finds the closest
skill on the character sheet to
the determined skill: this is
the skill they will use. Using
the originial skill as a starting point, count the number
of squares it takes to reach
the replacement skill. Each
white square inbetween
the Categories counts as 1
square, but a square that has
been filled in with black does
not count.
3) Target Number
Confirmation
The target number is the
number that a character is
trying to meet or exceed
when rolling dice; the higher
the number, the lower the
chances of success will be.
If, in 2) Skill Confirmation, the character was determined to have the determined
skill circled, their target
number is 5. If, in 2) Skill

29

Secret of Ninja Scroll

2 - Action Resolution

Confirmation, the character


was determined not to have
the skill circled, the target
number becomes 5 + the
number of squares counted to
the replacement skill.
4) Roll the Dice
Roll 2d6. If you meet or
exceed the number determined in step 3, you succeed
in the Action Resolution. If
the number rolls below the
target number, you have
failed.
Action Resolutions are always
handled in this manner.
There are 3 circumstances
that may alter the way that Action Resolutions work, detailed
below.

2.02 Modifications

30

There are certain times when


the Action Resolution roll will
be modified. When attempting an action that has a higher
chance of success, the roll will
receive a positive modification.
When attempting something
with a lower chance of success,
the roll will receive a negative
modification.
When the roll has been modified, the roll, along with any
modifications, must meet or
exceed the target number. On a
success, the sum of the roll plus

or minus any modifications is


called the Achievement Value.

2.03 Special Results

There are two special results


that can occur when rolling
dice: Fumbles and Specials.
Fumble: A Fumble represents
a time when a character has
failed in an unthinkable manner.
During a Resolution, a result on
a roll of 2d6 that is the same or
lower of a set value is considered a Fumble. This set value
is called the Fumble Value.
Even if the Achievement Value
of a roll meets or exceeds your
target number, but is the same
or lower than the Fumble Value,
that character has Fumbled.
During Drama Scenes and
during the Plot phase of a Battle
Scene, the Fumble Value is
2. At any other portion of a
Battle Scene, A characters Plot
Number becomes their Fumble
Value.
If the Fumble has occured
during a Drama Scene, roll 1d6
to randomly determine a status
effect from the Fumble Chart.
If the Fumble has occurred during a Fight Scene, your character will automatically fail on
all rolls for the remainder of the
combat round.

Shinobigami
Special: A Special represents
a character succeeding spectacularly in their endeavor. A
Special occurs during a Resolution when, on a roll of 2d6, both
dice show a 6 (a natural 12).
If your character rolls a
Special, you may recover either
1 Life Point or recover from 1
status ailment.

2.03 Masters Decision

When a character must


choose a replacement skill for
an Action Resolution, it is possible for a Master to call the
validity of the replacement skill
into question.

1
2
3
4
5
6

If the Master feels that the


replacement skill seems unnatural or ill-fitting for any reason,
the Master may ask the player
to explain how they intend on
using the skill in the situation at
hand. The player must then explain how they intend on using
the skill for the Resolution.
If the player explains satisfactorily, the Master should allow the skill to be used without
further question. If the player is
unable to think of a way to use
the skill, they must use another
skill: if the subsequent skill is
further away from the chosen
skill, the resulting target number
will also be higher.

Fumble Chart
You feel a bit strange. For the rest of the cycle, all of your
Action Resolutions have a -1 modifier.
Oh no! You lost 1 ninja tool.
Youve spilt the information! The secret assigned to you for
this session is revealed to all characters.
Youve let your guard down! The action fails and you lost 1
Life Point at random.
It was a trap! Youve been caught up in your opponents plot
and suffer 1 random status effect.
Phew! That was close. Nothing really happens.

31

Secret of Ninja Scroll

3 - Session

3 - Session

A single game of Shinobigami is called a session.


A session typically starts
with the Master describing the
situation. The players listen to
the description and think about
how their characters would
react. A session moves along in
this fashion, bouncing between
the Master and each player.
A single session is broken
up into 3 parts: the Introduction
Phase, the Main Phase, and the
Climax Phase. For more information on each phase, please
read each respective section.

3.01 Session Preparation

32

There are two kinds of preparation necessary for a game of


Shinobigami: the day before
and the day of the game.
Day Before: By the day
before the session, the Master
must create the scenario. For
more information on scenarios,
please see section 10. The Master must also decide what rank
the characters should be.
The players must create their
characters for the game. It
doesnt matter if the players
use characters from a previous
session, as long as they meet the
rank decided by the Master.

Day Of: The players gather


around a table headed by the
Master. The players should
have their character sheets
checked by the Master. Players
should take care to handle their
character sheets in such a way
that they kept out of sight of the
other players.

Shinobigami

4 - Cycle

Cycles are used in Shinobigami in order to ensure that


each player gets an equal part
in each session. Basically, each
character gets 1 scene per cycle
in which they are the main character. The actions available to a
character may change depending on the phase of the game.
Actions such as consulting with
friends or looking around and
other easily performed actions
can occur without restriction.
What constitutes a characters
main action is explained fully
in the Main Phase and Climax
Phase sections.
To begin a cycle, play usually starts from the player on
the Masters left, with each
player their turn in order. Each
players turn is called a Scene,
and the player who is starring
in the Scene is called the Scene
Player. Once the Scene Players
turn is finished, play then moves
to the next player on their left.
If the Master or players so wish,
they may change the order in
which players take their turns.
Once all players have had a
Scene, that cycle is over and a
new cycle begins.

4.01 Master Scenes

The Master may interrupt the


players scenes with a Master Scene. During the Master
Scene it is the Masters turn;
the Master becomes the Scene
Player.
During a Master Scene, NPCs
important to the scenario may
make actions. Other situations
for which there are no specific
rules may occur with the Masters discretion.

4.02 Completed Actions

When a player completes


their Scene, place a die on the
illustrated portion of the character sheet. This shows that
the player has completed their
action for the cycle. A character sheet without a die on the
illustrated portion of the character sheet, on the other hand,
shows that the character has yet
to complete their Scene. This
way it is easy to see which players have yet to complete their
actions. Once a cycle begins
anew, please remove all dice
from the illustrated portions of
the character sheets.

33

Secret of Ninja Scroll

5 - Introduction Phase

5 - Introduction Phase

34

The Introduction Phase is the


phase where the players explain
how and why they are wrapped
up in the event occuring in the
scenario. The Introduction
Phase is finished after the first
cycle.
The Master explains the
background of the event to
each player and hands out each
players Secret and Mission.
The Mission is the directive
that each player must strive to
complete by the end of the session. If the player is successful
in completeing their Mission,
they receive extra experience
points at the end of the session.
If they fail, they forfeit those
points.
The Secret must be kept hidden by each player at all costs
throughout the session. You
must not and cannot voluntarily
show the Secret to any other
character until forced to do so.
The Secret is usually tied to the
Mission in some way. Showing
your Secret willingly to someone else is against the Ninja
Code and is expressly forbidden.
The Master is to write the
Secret and Mission on the handout in each respective portion.

The Secret portion of the handout is to be folded over and


placed face-down on the table
as to remain unseen by the other
players.
Each players Scene in the
Introduction Phase should explain how or why their character
is involved in the scenario. A
short introduction to the character and their Mission is usually
enough to make an interesting
Introduction Scene. Once every
player has had their Introduction Phase Scene, the cycle ends
and the Main Phase begins.

5.01 People Chart

As players debut in their


Introduction Scenes, the other
players should write the Scene
Players name into the People
Chart on the character sheet.
The players should also write
the names of NPCs that appear
if the Master designates them as
having a Secret.

Shinobigami

6 - Main Phase

Scene Chart

The scent of blood floods the


area. Signs of battle litter the
The Main Phase is the core
area. Wait--the battle isnt over
phase of the game. The Main
yet..!
Phase typically ends when
3 Is this a dream? This all hapconditions set by the scenario
pened in the past. I cant ever
are met. It is typical to end a
forget what happened...
Main Phase after a set number
4 A row of houses stretches out
of cycles, often 3, or after all
below. You could see the entire
Secrets have been revealed.
city from here, but...
During the Main Phase, its
5 Its so dark, youd think the
the players turn to take charge
world had ended. In the darkof moving the game forward.
ness, you whisper...
The rules allow the Scene Play6 You are spending time peaceers to decide what sort of Scene
fully. You almost feel as
occurs and what happens in
though you could forget all
them.
about the world of shadows...
The Scenes of the Main
7 An air of purity drifts through
Phase are split into 2 types:
this forest. You can hear the
Drama Scenes and Combat
songbirds and feel a cool
Scenes. The Scene Player dewind...
cides which type of Scene they 8 A terrible crowd. A raucous
desire for their character.
noise. Chatter both inane and
6.01 Drama Scene
productive fill the air.
9 A strong rain begins to fall.
Drama Scenes are scenes
People are pulling out their
depicting a characters everyday
umbrellas, hurriedly trying to
life, investigation, or other nonget out of the rain.
combat activity.
10 A heavy wind blows wildly.
The Scene Player decides
Hair and clothing whip about
the scenes mood and creates
madly. It feels as something is
a rough outline for the scenes
about to happen...
atmosphere by rolling 2d6 and
consulting the Scene Table. If a 11 A drunken roar. The sounds of
vendors calling to passersby.
certain result comes up multiple
The street is lively.
times, or if the Master allows
it, the Scene Player may simply 12 The sun smiles down on you.
Its way too bright out here for
describe an atmosphere of their
someone who belongs in the
world of shadows...

35

Secret of Ninja Scroll

36

6 - Main Phase

choosing.
Once the atmosphere has
been sketched out, the Scene
Player then decides which
characters will populate the
Scene. Extras can be pulled
into any Scene with no limitation, but player and non-player
characters must have the consent of their respective players
or Master before participating.
choosing.
Once the atmosphere has
been sketched out, the Scene
Player then decides which
characters will populate the
Scene. Extras can be pulled
into any Scene with no limitation, but player and non-player
characters must have the consent of their respective players
or Master before participating.
Next, the Scene Player chooses
a suitable time and location for
the scene.
Once the time, location and
cast has been decided, the Scene
Player directs the scene. At this
time, the participating players
may trade Information (other
than Secrets) or ninja gear
freely.
At the end of the Scene, The
Scene Player chooses between
Life Point recovery, receiving Information, or forming an
Emotional Bond. The player

then selects the skill that most


closely applies to the current
scene.
Once the Scene Player has
chosen their goal and their skill,
a Resolution using the skill is
performed. The type of Resolution that occurs depends on
the Scene Players choice; Life
Point recovery becomes a Recovery Resolution, information
becomes an Information Resolution, and the emotional bond
becomes an Emotion Resolution. On a successful Resolution, the effect of the chosen
Resolution occurs. These effects are detailed here.

6.01.1 Recovery Resolution

On a successful Recovery
Resolution, the Scene Player
may recover a single Life Point
they lost previously in the Session.

6.01.2 Information Resolution

There are 2 kinds of Information obtainable in a Drama


Scene: Secrets and Locations.
On a successful Information
Resolution, the Scene Player
chooses a single player, then decides between the players Secret or Location. If the character chosen is an NPC, the Scene
Player then receives the information from the Master; if not,
the Scene Player receives the

Shinobigami
information from the characters
player. The player receiving the
Information then checks off the
appropriate box in the People
Chart on the character sheet
next to the characters name.
Some characters may have
more than 1 Secret. In that
case, after a characters Secret
is revealed to another character,
the character must declare that
they have Secrets remaining.
6.01.3 Emotion Resolution
On a successful Emotion
Resolution, the Scene Player
another character participating
in the same Scene.
Both the Scene Player and
the player chosen roll 1d6 and
consult the Emotion Chart,
deciding their characters Emo-

1
2
3
4
5
6

tional Bond to each other. On


each die result, there is both a
positive and a negative possibility. Each player may choose
between these as they see fit.
Once the Emotional Bond has
been determined, it is written in
the People Chart on the character sheet.
Characters that share an
Emotional Bond are able to
make use of Information Sharing, Battle Bursts, and Emotional Modifiers.

6.01.3.1 Information Sharing

If a character towards whom


your character has an Emotional
Bond receives Information,
your character may automatically access that information.

Emotion Chart
Sympathy (+)
Doubt (-)
Friendship (+)
Anger (-)
Affection (+)
Jealousy (-)
Loyalty (+)
Contempt (-)
Admiration (+)
Inferiority Complex (-)
Fanatacism (+)
Murderous Intent (-)

37

Secret of Ninja Scroll

6 - Main Phase

However, you cannot receive


information that was given to
that character through an Emotional Bond: you must have the
Emotional Bond towards a character who received the Information directly.
You may never share your
own Secret.

6.01.3.2 Battle Burst

When a character towards


whom you hold an Emotional
Bond enters combat, you may
choose to have your character
burst into that combat uninvited. Please see 6.02.11 for more
information on Battle Bursts.

6.01.3.3 EmoMod

When a character towards


whom you hold an Emotional
Bond attempts an Action Resolution, you may use your Emotional Bond to affect a modification to the roll. This is known
as Emotional Modification, or
EmoMod.
If your character has a positive Emotional Bond towards
the character, you may give a
+1 bonus to the roll; if negative,
you may give a -1 penalty to the
roll. Your character must be in
the same scene in order to use
an EmoMod.
EmoMods may be used once
per cycle for Drama Scenes
and once per round for Combat
Scenes.

6.01.4 Other Players

Players other than the Scene


Player, whose characters are
participating in the Scene, may
trade ninja gear and Information
between each other. You may
never reveal your Secret.

38

Shinobigami

6.02 Combat Scene

Combat Scenes are scenes


depicting a fight between characters.
In order to initiate a Combat
Scene, the Scene Player must
choose a character whose Location they have checked off in
their Person Chart. This is the
character with which battle shall
be joined.
During this battle, any characters that have an Emotional
Bond toward either character
may enter the scene and join
battle at any time. Please see
6.02.11 for more information on
Battle Bursts.

1
2
3
4
5
6

6.02.1 Battlefield

The Scene Player may choose


a battlefield at the start of battle.
If so, 1d6 is rolled and the
Battlefield Chart is consulted.
The combat must occur at the
battlefield indicated and each
battlefield has its own special
set of rules.
Like the Scene Chart for
Drama Scenes, each result of
the Battlefield Chart is designed
to be a framework around
which interesting scenes can be
constructed.

Battlefield Chart
An even field. No effect.
In water; a beach, a river, an area flooded with blood. During
this battle, all Dodge Checks suffer a -2 modification.
A high place; city skyline, treetops, a sheer cliff. During this
battle, characters that Fumble lose 1 Life Point at random.
Bad weather; wind, hail, rain of missiles, etc. During this
battle, the distance on all ninpo are raised by 1.
A crowd; a throng of people, a classroom, traffic jam. During
this battle, a Fumble occurs on a characters Plot Number +1
Extreme location; space, deep sea, craggy rocks. At the end of
the round, the Game Master rolls 1d6. Any character on the
Plot Number equal to the number that is rolled loses 1 Life
Point. Any characters that drop out of the scene must roll a
1d6. They then suffer the status ailment from the table that
corresponds to that roll.

39

Secret of Ninja Scroll

6 - Main Phase

6.02.2 The Flow of Battle

Instead of cycles, Combat


Scenes are divided into rounds.
Combat Scenes proceed in
the following manner:
1) Plot
2) Attack Resolution
3) End of the Round
During a Combat Scene that
occurs during the Main Phase,
anytime a character is dealt 1
Life Point or more damage by
another characters attack or
action, the damaged character
is dropped from the Scene. As
characters drop from the Scene,
the last character remaining is
declared the winner. If no characters are left, then combat ends
with no winner. The winner is
entitled to receive the spoils of

battle; please see 6.02.12 for


more information.

6.02.3 Plot

Each player taking part in the


battle must take a 6-sided die
in their hand, secretly choose a
number between 1-6, and place
that number face up under their
palm. This action is called Plot
and the hidden number chosen
by each player is called the Plot
Number. Once all participating players have chosen a Plot
Number, they simultaneously
reveal their Plot Number.
Attacks and actions are then
carried out proceeding from the
character with the highest Plot
Number down.
The rules for Action Resolution change as soon as the

VELOCITY SYSTEM


Mundain

Ghost Walk

Shadow Run

Neuro Speed

Sonic Speed

Bullet Speed

Light Speed

F.T.L.

0 1 2 3 4 5 6 7

40

Preparing the some minis or counters and the Battle Sheet


found in the back of the book would be handy for combat.
When Plot Numbers are declared, simply place your mini or
counter on the column in which your Plot Number is written.

Shinobigami
character with the highest Plot
Number takes their turn and
return to normal at the end of
combat. During combat, the
Fumble Value of Action Resolutions is equal to a characters
current Plot Number. This
means that anytime a character
rolls equal to or less than their
Plot Number during combat
has Fumbled: they automatically fail any subsequent Action
Resolutions for that round.
In other words, the higher the
Plot Number is, the sooner a
character acts, but the easier it
is to Fumble.

6.02.3.2 Simultaneous Actions

If more than one character


share a Plot Number, their attacks occure simultaneously.
For the sake of convenience,
the actions are handled first for
the player closest to the Master,
but in reality these actions are
occuring at the same time.
For example, take for instance characters A and B sitting
on the same Plot Number. To
make things simple, A takes his
actions first, landing an attack
on B, who Fumbles his defense.
Once the action is finished, B
takes his actions as though As
attacks hadnt yet happened.
Once all characters on a Plot
Number finish their actions, the

consequences of the attacks take


effect. In this example, if both
characters A and B land their
attacks, both characters would
take damage and fall out of the
battle.

6.02.4 Attacking

A character may make a


single attack every round on
their turn.
To make an attack, the attacking character chooses an
attack Ninpo from their Ninpo
List and selects a suitable opponent. The opponent must be
within the range described by
the Ninpo, which is the difference between the attacking and
defending characters Plot Numbers. As long as the distance is
within the Ninpos range, the
attack can occur.
The player that initiated the
attack then uses an Action Resolution based on the assigned
skill of the Ninpo chosen. This
is called the Attack Resolution.
If the Attack Resolution is a
success, the attacking character has a chance to damage the
opponent. The type of damage
dealt will be described in the
Ninpo text. If the Attack Resolution fails, the attack misses
completely.
Once the attack succeeds, the
opponent must make an Action

41

Secret of Ninja Scroll

6 - Main Phase

Resolution based on the same


skill as the Attack Resolution;
this is called the Dodge Resolution. If the Dodge Resolution
is successful, the attack has no
effect, but if it fails, the opponent takes the damage or effect
detailed in the Ninpo description text.

6.02.5.1 Close Combat

Close Combat damage is


direct damage typically dealt by
skills such as Brawl or Sword.
A character that takes a single
point of Close Clombat damage
randomly chooses a Category
by rolling 1d6 and marks off
the Life Point box at the top of
the column with an X. If the
Category that is randomly chosen already has the Life Point
crossed out, the player may
choose which Category receives
the damage.
If a Close Combat Ninpo succeeds with a Special roll, you
may do damage equal to a roll
of 1d6. The attacking player
may randomly decide which
Categories take this damage, but
if any rolls result in a Category
that already has damage, the
defending character may choose
which Category takes the damage.
42

6.02.5.2 Ranged Combat

Ranged Combat damage is


typically dealt by shuriken,
blowdarts, guns and other attacks from a distance. A character that receives a point of
Ranged Combat damage gets
to choose which Category takes
the damage. Cross off the Life
Point box at the top of the Categorys column on the character
sheet.
If the attacking characters
Ranged Combat Ninpo succeeds on the Attack Resolution
with a Special roll, they may do
1d6 damage to the opponent.
The opponent chooses which
Categories are damaged.

6.02.5.3 Group Combat

Group Combat damage is


typically damage dealt by using
groups of underlings, such as
thugs, familiars, or marionettes
to fight indirectly. A character
that receives a point of of Group
Combat damage rolls 1d6 and
consults the Status Ailment
Chart to determine which status
ailment they are afflicted with.
If the attacking character rolls
a Special on a Group Combat
Ninpo Attack Resolution, they
may choose which status effect
to inflict upon the opponent.

Shinobigami

6.02.6 Special Dodges

The target of an attack may,


no matter what the assigned
skill of a Ninpo is, use the Escape skill in the Dodge Resolution. If this Dodge Resolution
succeeds, the attack has no
effect and the targeted character
drops out of combat.

1
2

6.02.7 Damage

When a Category takes damage, its Life Point box is crossed


out and it becomes disabled: all
skills within the Category are
unusuable until the Life Point is
recovered.

Status Ailment Chart


Disabled: You are unable to use any ninja tools. At the end
of every cycle, you may attempt an Action Resolution using
karakurijutsu. On a successful roll, this status ailment is cured.
Paralyzed: Choose one of your characters skills at random;
that skill may no longer be used. At the end of every cycle,
you may attempt an Action Resolution using shintaisojutsu.
On a successful roll, this status ailment is cured.
Serious Injury: On your next turn, choose a random Skill
Category; this Skill Category takes 1 Life Point of damage. At
the end of every cycle, you may attempt an Action Resolution
using seizenjutsu. On a successful roll, this status ailment is
cured.
Missing: After this battle conludes, you may no longer participate during the Main Phase. At the end of every cycle, you
may attempt an Action Resolution using keizairyoku. On a
successful roll, this status ailment is cured.
Amnesia: Choose an Emotion connection at random; this connection may not be used. At the end of every cycle, you may
attempt an Action Resolution using kiokujutsu. On a successful roll, this status ailment is cured.
Curse: Choose a ninpo at random; this ninpo cannot be used.
At the end of every cycle, you may attempt an Action Resolution using jujutsu. On a successful roll, this status ailment is
cured.

43

Secret of Ninja Scroll

6 - Main Phase

6.02.8 End of the Round


Once all players taking part
in the combat have taken their
turns, the round has ended. If
a player so chooses, they may
elect to forfeit and have their
character from combat. Once
one of the two following conditions has been met, combat
ends:
There are 1 or less combatants left in the battle
A number of rounds equal
to the number of combatants
has concluded
If neither of these conditions
are met, combat resumes once
more from the Plot stage of the
Combat Scene.

If all characters drop out of
a Combat Scene, there are no
winners.

6.02.9 Direction Mods

44

Any player that is not participating in a Combat Scene may,


once per round per player, control the conditions of the battlefield.. This is called a Direction
Modification.
A Direction Modification
can give a positive or negative modifier of 1 to an Action
Resolution by any character in
the Combat Scene. The player
that wishes to use a Direction
Modification must describe
what happens during the combat

that justifies the modification.

6.02.10 Ninpo Use

Characters participating in a
Combat Scene may use support
Ninpo at the time specified in
the description text. However,
a support Ninpo may only be
used once per round.
In addition, attack and support Ninpo have a Cost listed
in their entry. The total combined Cost of attack and support
Ninpo may not exceed a characters Plot Number for the current round. A character may use
any number of support Ninpo as
long as the Plot Number is not
exceeded.

6.02.11 Battle Burst

Characters that choose to engage in an ongoing battle must


follow the following rules.
A character that decides to
participate in a battle from the
beginning must declare so by
the time Plot is declared, and
must declare their Plot Number
at the same time as all other
characters, as usual. A player
that chooses to burst into a
scene in progress must do so
before the final character of
the round takes their turn. The
bursting character must enter
combat on a Plot Number of 1
and may not use attack Ninpo
this round.

Shinobigami

6.02.12 Spoils of Battle

The winner of a battle may


choose a single losing participant and decide which of the
following spoils to take for
themselves.

6.02.12.1 Information

The winner may choose to


learn either the losers Location
or the losers Secret.

6.02.12.2 Emotion

The winner may set or


change the Emotional Bond
they have toward the loser.
They then may set or change the
losers Emotional Bond toward
the winner.

6.02.12.3 Prize

If the loser is holding a Prize,


the winner may chose to take
the Prize for themselves.

45

Secret of Ninja Scroll

7 - Climax Phase

7 - Climax Phase

then receive a +3 modifier to


their next Action Resolution.
To receive a bonus to an
The Climax Phase is the
attacks damage, the character
final battle that concludes the
scenario. This phase is handled must first succeed on an Attack
Resolution and their opponent
similarly to an extended Masmust fail a Dodge Resolution.
ter Scene. The Master decides
what conditions will bring about The attacking player must then
the Climax Phase when writing direct a short flashback scene
relating to the Secret. After
the scenario.
All players participate in the this short revelatory scene, their
damage will do 1 extra point of
Climax Phase. Other than the
damage.
rules for dropping out, death
and Flashbacks, the rules are the
7.03 Death
same as a Combat Scene.

During the Climax Phase, a
7.01 Dropping out
character drops out as soon as
their Life Points are completely
Characters do not drop out
lost. This is not character death,
of the Climax Phase merely by
taking damage. A character will though a player may choose
not drop out until all remaining to have their character die
permanantly. If so, you may
Life Points are lost.
choose 1 of the following actions for the dying character to
7.02 Flashback
perform at the moment they die.
Each character may take adKeep in mind that dead characvantage of the Flashback once
ters may never return or be used
per game to receive a bonus to
in another session.
either an Action Resolution or
gain extra damage on an attack. Attack: You may use a
single attack Ninpo and as
To receive a bonus to an Acmany support Ninpo as you
tion Resolution, the player must
like; The cost for support
reveal their Secret to everyone
Ninpo becomes 0.
before the Action Resolution

Information Sharing: You
occurs. They must then direct
may share any information
a short flashback scene relating
with 1 character.
to the Secret. After this short
46

revelatory scene, the player will

Shinobigami

8 - Ougi

Players may use an Ougi


at any time according to the
description of their Ougis type.
An Ougi may be used once per
cycle during Drama Scenes and
once per round during Combat
Scenes.
When an Ougi for the first
time, the Ougis name and effect is declared and the effect
happens automatically.
Once the Ougi takes effect,
all characters participating in
the same scene may roll an Action Resolution based on Analysis. This is called the Insight
Resolution.
If the Insight Resolution is
successful, the player using
the Ougi must share their Ougi
Information with the player that
succeeded on the Insight Resolution. The Ougi Information
is part of a characters Information, meaning that characters
with Emotional Bonds towards
the character receiving this Information are privy to it as well.
A player may not choose to
learn another characters Ougi
after succeeding on an Information Resolution, however.
When the Ougi Information is
received, check off the box in
the People Chart on the charac-

ter sheet.
If a character chooses to use
their Hidden Skill, the other
characters participating in the
Scene may attempt an Insight
Resolution as though they had
used their Ougi.
If a character uses their
Ougi, and another character
in the same Scene knows that
Ougis Information, then once
the Ougis name and effect is
declared, an Ougi Break may be
attempted.
An Ougi Break is an Action Resolution that completely
negates the effect of an Ougi.
In order to use an Ougi Break,
the opposing character must be
participating in the same Scene.
A character that does not have
an Ougis Information cannot
attempt an Ougi Break.
To use an Ougi Break, the
opposing character uses the
Ougis Hidden Skill in an Action Resolution. If it succeeds,
the Ougi has no effect.

47

Secret of Ninja Scroll

9 - Ending

9 - Ending

Once the Climax Phase


has ended, each character has
an epilogue before the game
ends. During the epilogue, the
Master has complete freedom
to describe the outcome of the
session. A Master may simply
describe what happens to each
character, or they may even
decide on one final cycle where
each character has a final scene.
When the epilogue is finished, experience points are tallied. To determine the number
of experience points received,
each player should consult the
conditions on the Achievement
Chart. If unsure whether or not
their characters actions met
these conditions, the Master

will always have the final say.


As experience points rack
up, you may find that your character rises in rank. When this
happens, make sure to check the
Rank Chart to determine what
your character is eligible for.

9.01 Respec

When the session is complete, each character completely


restores their Life Points and resets all Information. All Prizes
and ninja gear are lost. Players
may then choose 2 ninja gear to
equip their character with before the start of the next session.
Also, between sessions it is
possible to choose a characters
skills, Ninpo and Ougi as long
as the limits set by a characters
rank is met.

Achievement Chart

48

Clan Aim: During this session, completed your clans goals or


defeated your clans enemy.
Survived: Participated in the session all the way to the end of
the Climax Phase without dropping out.
Role-play: Stayed true to a characters Emotion or conviction.
Prize: Had control of the Prize at least once during the session.
Having control of the Prize from the start doesnt apply.
MVP: Each player chooses a single player other than themselves that they feel added the most to the session.A player
chosen receives this Achievement each time chosen. A player
may decline to choose.
Mission: Completed the Mission (or Secret Mission if any) assigned to the character.

1 pt
1 pt
1 pt
1 pt
1 pt

3 pts

Shinobigami

10 - Scenario

In order to play Shinobigami,


the Master must prepare a scenario. A scenario consists of an
entire sessions worth of story,
NPC data and character data.
The following is a step-bystep guide to writing a scenario.
A Scenario Sheet may be found
in the back of the book; having
a copy in hand will be useful
while reading this section.
There are also sample scenarios found in the back of the
book to give novice Masters a
feel for how to run a scenario.
Masters running their first game
are encouraged to use one of
these sample scenarios for their
first game.

a certain NPC (the Prize), and a


team that must protect the same
NPC. It might also be a good
idea to complicate things once
teams are decided by using conflicting Missions and Secrets.
It is recommended that Masters fresh to Shinobigami start
with a versus scenario.

10.01.2 Co-op

There are several types of


scenarios possible in Shinobigami. First, choose which type
of scenario to create from the
types described below.

The cooperative scenario


type is where the characters find
themselves joining together as a
group of ninjas against a larger
foe. The Master should ready
an incredibly strong enemy for
the team to fight at the Climax
Phase. Also, it might be a good
idea to set the Climax Phase
trigger to similar to finding the
enemys Ougi or weak point, as
well as including these in various characters Secrets.
A cooperative scenario is
recommended for Masters and
players who want to play Shinobigami like other RPGs.

10.01.1 Vs.

10.01.3 Battle Royale

10.01 Scenario Type

The versus scenario type is


where the characters find themselves in 2 opposing groups
of ninjas. To create a versus
scenario, the Master must first
create 2 differing factions. For
example, a team that must kill

The battle royale scenario


type is where each ninja is
locked in a battle to the death
with each other, where the
winner is the one left standing.
Prizes and intertwining Secrets
should be in abundance for

49

Secret of Ninja Scroll

10 - Scenario

players to fight over.


Battle royale scenarios can be
incredibly fun, but the last battle
usually takes a long time to
complete. Trying a battle royale
would be a good idea if the
group has the time and inclination for it.

10.01.4 Special

The special scenario type is


where the versus, cooperative,
and battle royale mix to create an interesting new type of
scenario. For example, a game
that starts off as a cooperative
game, but as the Secrets are
discovered, the players realize
that they are actually on opposing factions; or a scenario that
starts off as a versus type but
veers into cooperative when
the big bad evil guy shows up
to destroy them all. Threeway versus battles, a Prize that
throws a well-meaning cooperative game into an all out battle
royale assault--there are many
ways to create exciting and
unique scenarios.

50

10.02 Background

Next, the Master must create


the outline of an event.
Record the basic outline of
the event, specifying the location that will serve as the stage
as the event. Also make sure
to note how the players will
interact with the event, as well.
Masters may find section 11,
detailing the world of Shinobigami, of some use.

10.03 Number of Players

The Master must also set the


number of players involved in
the scenario. Through the game
is playable with 2-6 players, 3-5
players is suggested. It is also
highly suggested that versus
scenarios have an even number
of players. If there are an odd
number of players in a versus
scenario, the Master should
include a Secret-bearing NPC
participate in the scenario and
make that NPC join a team.
Once the number of players
has been decided, subtract that
number from 6. The result is
the number of NPCs that the
Master should prepare for the
scenario.

Shinobigami

10.04 Handout

The handout is the sheet


detailing each character that
will be handed out to the players. Copy the handout sheet in
the back of the book and write
in each players Mission and
Secret. Make sure that each
handout is seen only by the
intended player.

Achieve a number of points


as determined by the scenario
Interfere with someones
Mission
Make sure everyone involved lives

10.04.2 Secrets


Secretsarehiddentruthsthat
each character desparately tries
10.04.1 Mission
to hide. Secrets may never

The Mission is the aim that voluntarily be given up. Some
each player should strive for
Secrets may include True Mistheir character to accomplish
sions. In that case, even if a
during the session. Make sure
characters Mission is fulfilled,
that each Mission is capable of
they wont receive experience
being achieved.
points unless their True Mission

For a versus or battle roy- is fulfilled. If a character with
ale scenario, make sure to use
a True Mission is involved in a
conflicting Missions between
session, the Master should excharacters. For a cooperative
plain this to the players before
scenario, make sure that players play begins.
are given Missions that allow

Theremayalsobeinstances
for them to work together.
where a characters Mission
changes due to a clause in their
Example Missions:
Secret. For example, a Secret
Grab the Prize before the
may read: You are in love
scenario ends
with Player 1. If by the Climax
Kill someone
Phase, you and Player 1 do
Find something
not have the Affection and/or
Protect someone
Loyalty Emotional Bond toward
Protect something
each other, your True Mission
Defeat someone (traitor/
is to defeat Player 1. You
boss)
may also write Secrets so that a
Become involved with
character has a choice of Missomeone specific
sions to fulfill due to clauses in

51

Secret of Ninja Scroll

10 - Scenario

a Secret.

10.05 NPCs

Examples of Secrets:
Whereabouts of a Prize
You are actually the Prize
You are actually another
characters real parent
You are in love with another
character
You are actually a traitor
You are another characters
alternate identity
The condition needed to
proceed to the Climax Phase
An enemy characters information: number of underlings, Ougi, Location, etc.
Background information
You actually have no secrets

NPCs are non-player characters controlled by the Master.


Heroines, rivals of the player
characters, powerful enemies
and even those pulling the
strings behind large conspiracies are appropriate as NPCs.
Masters may choose an NPCs
name, age and sex as appropriate for the scenario; NPCs
receive Secrets and Missions.
If NPCs are going to enter
combat as enemies or allies, the
Master should choose skills,
ninja gear, Ninpo and Ougi for
the NPCs as though they were
player characters. The data
from the Enemy section of the
rulebook may also be used as
NPC data.

Handout

You may not allow this secret


to fall into anyone s hands

Secret

52

Handout
Name
Mission

Shinobigami

10.05.1 Extras

NPCs that dont have handouts, Secrets or Missions, and


are not important to the scenario
are called Extras. The Master
is free to have Extras enter and
leave scenes as needed. The
Scene Player also has complete
control over the actions of Extras during their scene. Extras
act exactly as directed by the
Master or Scene Player.

10.06 Prize

The Prize is a special object that exists solely for the


scenario: a secret ninja scroll,
ritual components, holy relics,
damsels in distress, and other
important targets. Though 1
Prize per session is suggested,
there may be scenarios that call
for 2 or more Prizes to exist.
As long as a character comes
into the possession of a Prize
at least once during the session, that player will receive
the experience point for fulfilling the Achievement. Coming
into possession several times,
however, does not increase the
amount of experience gained.
Adding a Mission specifying a
requirement to keep the Prize
until the end of the game may
be a good idea.

10.07 Introduction Scene

The Introduction Scene exists


to explain why and how each
character is related to the event
occuring in the scenario and
how much they know about
what is happening. The Master
should decide these details for
each character.
Creating an Introduction
Scene that reflects a characters
Secret, Mission, clan, secret
identity, and so forth, it can
greatly add to the feeling of immersion.

10.08 Master Scene


Master Scenes are to be interspersed throughout the Main
Phase. The Master should use
a Master Scene anytime there is
a scene that needs to be shown.
Master Scenes may also be used
to improvise something interesting if the Master feels that the
action is stagnating.

Inasinglesession,1-4Master Scenes are suggested.

Example Master Scenes:
On a successful Action
Resolution based on a skill
determined by the Master,
the enemys Location is
found
An NPC creates an Emotional Bond with a PC

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Secret of Ninja Scroll

10 - Scenario

A scene for the PCs to share


information

10.09 Climax Scene

The Master must set the


condition for the Climax Scene,
deciding the requirement to
be fulfilled before the Climax
Phase occurs. For example,
in a cooperative scenario, the
characters must find the final
enemys Location before they
can confront him in the Climax
Scene, or perhaps the Limit has
been reached.

10.10 Limit

The Limit is the maximum


number of cycles that can occur
before the Climax Phase automatically occurs. No matter how far the scenario has
developed, once the Limit has
been reached, the Climax Scene
begins. The Master should find
a plausible reason for the reason
to exist; for example, an evil
ritual may take 3 days/cycles to
complete.
The recommended Limit for
most scenarios is 3-4 cycles.

54

10.11 Conclusion

In the conclusion the scenario


should end simply. A session
of Shinobigami should flow
naturally. Instead of trying to
make the conclusion deep, plan
on reflecting on the spin that
each character has put on the
development of the scenario
and everyones influence on the
storys conclusion.
In the case of a versus scenario, it is ok to have single team
as the winner, and the Master
should prepare several possible
endings.

Shinobigami

11 - World

At first glance, the world of


Shinobigami is an ordinary one,
calm and uneventful.
A dark shadow, however, is
cast silently across this peaceful
faade.
That shadow wafts on the
blackness of night, surging
stronger as the moon travels its
well-worn path until dispelled
with the breaking of dawn.
They are sometimes called
Nightwalkers.
Just underneath the surface
of the world you and I inhabit
lies the domain of shadows,
known only as the World of
Shinobi. It is a world of violence and conspiracy, and it is a
world of sorcery.
In the World of Shinobi, innumerable battles unfold daily
across the land: thousand-year
old struggles between conquerors and the conquered; disgraceful political squabbles over
national interests; mad scrambles that shake up our everyday
lives; never-ending personal
quests to fulfill ones innermost
desire.
All of these constant conflicts are raging unknown,
cleverly hidden just under our

noses.
And those who struggle
through this carnage are, of
course, the ninja.

Ninja
Ninja is the generic term that
covers any and all that lives
and fight in the World of Shinobi. They are given a variety
of other names: Masters of
Ninjutsu, Shinobi, Masters
of the Art, The Masked,
Housemonkey, Wandering
Maiden, to mention but a few.
In general, during the Japanese middle ages, a ninja was
someone used by daimyo or
lords in assassinations or intelligence gathering. In reality,
ninja have existed since long
before as wielders of supernatural abilities. It is said that they
have lived among us as long
ago as the Yayoi period, in the
1st century BC. In some legends it is stated that no less than
the first emperor of Qin and
Princess Himiko herself were of
ninja blood.
With a basis in Taoist spiritual belief, the ninja developed
their own abilitiesNinpoby
utilizing advanced weaponry,
science and magic.
With the use of these power-

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Secret of Ninja Scroll

56

11 - World

ful Ninpo, ninja have long held


great influence over politics,
business, and even religion.
During the Sengoku period,
a number of rival warlords
emerged, splitting the ninja into
a number of separate clans, constantly locked in a brutal race
for power. However, as the war
finally ended and the Tokugawa
clan took control of the country, the clans were once again
reunited and put to work for the
Shogunate as secret enforcers.
As the nation modernized with
the Meiji era, the usefulness of
the ninja seemed to come to an
end. It is said that many ninja
then took up jobs as farmers,
agents of law enforcement,
doctors, pharmacists, firework
makers, and a myriad of other
suitable occupations.
Of course, where there is
light, there must be shadow;
and as the light of modernity
shines ever brighter, the depth
of that darkness yet blackens.
The World of Shinobi continues, as it has always, just below
the face of normal society. The
curtain called Peace is used
to cleverly disguise the World
of Shinobi. Just the same, the
ninja of today stand as proxies
as they fight the same battles
and hold the same grudges as

their ancestors. Theirs are the


battles of a people imbued with
the supernatural abilities of science and magic.

Shinobigami
The Shinobigami are legends
even among ninja. They are
said to have been the progenitors of magic and martial arts.
According to both the Hirasaka
Agency and Bloodline of Oni,
the Shinto god Susano-o of the
Kojikithe oldest historical
record of ancient Japanwas
himself a Shinobigami.
Though many doubt the
veracity of these claims, the
fact remains that 6 sacred relics
were left behind by the Shinobigami and were only until recently accounted for; according
to the Bloodline of Oni, these
have been stolen away. The
Bloodline of Oni had attemped
a grand ritual using the relics
in attempt to learn the secret
art Tenjo Tenge, the mysterious art handed down from the
Shinobigami themselves with
the power to grant any wish. At
that time, the relics disappeared
without a trace. Since that fateful day, a great number of ninja
have searched for the relics to
find the secret of Tenjo Tenge.

Shinobigami

6 Main Factions

corporate identities. Standing out from the others is Yata


The strength and size of ninja Heavy Industries, a corporation involved in anything and
clans can fluctuate wildly, but
everything, including energy,
at the moment, the balance of
aerospace, and weapon develpower has stabilized. The curopment. The true core of the
rent groups in power are called
the 6 Main Factions. They are: Hasuba Ninja Army, however, is
its research division. Within the
the Hasuba Ninja Army, the
research division are a numKurama Shin Clan, the Hiraber of specialist groups, each
saka Agency, the Otogi Private
Academy, the Bloodline of Oni, assigned names derived from
tools, such as the Screw People,
and the Lost Ones.
Sawtooth Gang, and Inkpot
Clan.
Hasuba Ninja Army
The Hasuba Ninja Army
is fervently trying to replicate
The Hasuba Ninja Army is
Ninpo with ninja gear. Its ultiintent on using technology to
mate aim is the consolidation of
acquire every ninpo in exisall other clans and orders under
tence.
the banner of Hasuba. Due to
It is said that in its early
this lofty goal, this clan is coninception, the order was a
stantly at war with the Kurama
simple clan of the same linShin Clan, a group which is
eage as the Saika Ikki, famed
constantly trying to destroy or
developers of ancient firearms
seal away dangerous Ninpo.
and naval warcraft. When
The leader of the Hasuba
Toyotomi Hideyoshi unleashed
Ninja Army is Hitori Kuroshio,
his wrath upon the Saika Ikki
CEO of Yata Heavy Industries.
in an attempt to wipe out their
bloodline, those skilled enough
Kurama Shin Clan
to escape found refuge and
prosperity by founding the Iga
The Kurama Shin Clan
and Koga clans. There, they
continued their development of focuses on hunting the supernatural and making sure that the
ninja gear and weaponry.
powerful secrets and techniques
Currently, the Yata Group is
of the World of Shinobi stay
a conglomerate of 30 separate

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Secret of Ninja Scroll

58

11 - World

hidden and never find their way


to our world.
As the Heian period waned,
an onmyouji by the name of
Kichi Hougan founded this clan
with 8 warrior monks in the
Kurama Mountain of Kyoto.
It is said that these 8 monks
became the origin of every
martial arts style in Japan, also
becoming known as the Kyoto 8
Styles. In fact, just about every
well-known master of martial
arts has had some secret affiliation with the clan.
Over the course of time, the
Kurama Shin Clan has taken it
upon itself to make sure that the
World of Shinobi stays hidden
in the shadows. Two of their
most important duties are sealing away dangerous Ninpo before they can fall into the wrong
hands, as well as the destruction
of supernatural elements that
would otherwise pose a threat
to innocents. Because of this,
they are often called Oni Hunters. Yet another duty passed
down through the generations of
shadow is the part they play in
halting any other group searching for the legendary Tenjo
Tenge. In order to keep true to
this obligation, they have mercilessly destroyed a countless
number of people searching for

the missing holy relics.


The leader of the Kurama
Shin Clan is the One-Eyed
Swordsman, Yagyuu Mitsuyoshi. It is unclear whether
or not there is any relation to
the famed Yagyuu family.

Hirasaka Agency
The Hirasaka Agency is
a secret intelligence agency
that provides the government
with information regarding the
movement of ninja and magical
forces.
Long before the influence of
Buddhism and other esoteric
teachings, the animist Shinto
beliefs of ancient Japan formed
the origins of the Hirasaka
Shinto cult. Of the 6 Main Factions, this group has the strongest ties and strongest influence
over the world of politics. In
essence, this group acts mostly
in accordance with the nations
best interests in mind. There
are rumors that they operate the
nations politics in accordance
to divinations and sacred religious rites dedicated to the kami
that protect the land.
A large number of agency
members are female ninjas,
known as Miko, that infiltrate
businesses and organizations.

Shinobigami
The agency then analyses the
information gathered by the
Miko, utilizing it to lead each
other faction into directions
and actions that best profit the
agency. Though the agency has
terrifying powers of manipulation, their upfront combat capabilities are somewhat limited;
this is why Kurama Shin Clan
members and Lost Ones are
frequently hired or forced to
work as security forces for the
agency.
The leader of the Hirasaka
Agency is the high priestess
of the Hirasaka Shinto cult,
Ubume Hirasaka.

Otogi Private Academy


The Otogi Private Academy
provides proper guidance for,
and protects, youth that show
supernatural potential.
With the Meiji restoration,
a large number of ninja hid
themselves away in our peaceful society, completely forgetting about the World of Shinobi. What they didnt realize,
however, is that their power
never forgot and is passed down
through blood. Many of their
children, as their slumbering
powers awakened, have become
led astray as they find them-

selves unable to deal with their


newfound strength. The Otogi
Private Academy protects these
children, teaching them to hone
their powers by teaching them
the ways of the ninja.
On the surface, the academy
is a school that encompasses
both primary and secondary
schooling. The school boasts a
large number of accomplished
students and is often admired by
outsiders. However, in reality the school is an intelligence
agency that is training suitable
children as spies. Even within
the school, less than half of the
students actually realize what
the true intentions are for their
education.
The sponsors of the academy
are primarily foreign zaibatsu
conglomerates. Due to their
influence, a number of international exchange students and
trainees of foreign intelligence
agencies attend the school.
The Hirasaka Agency has long
disapproved of this practice
and more than a few scuffles
between the two have occurred
over the years.
The leader and headmaster
of the Otogi Private Academy is
Rokaku Arthur Masashige.
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Secret of Ninja Scroll

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Bloodline of Oni

60

The Bloodline of Oni is a


group of abnormal beings with
plans on toppling the nation.
Descendants of the beings
called oni and tsuchigumo that
once inhabited ancient Japan
populate the Bloodline of Oni
clan. Within the clan are a
number of inhuman beings,
such as vampires, werewolves,
nightmares and shapeshifters,
that are often called Night
Gaunts by ninja. Though other
ninja often have some sort of
tie to the surface world, this is
generally untrue of the Bloodline of Oni. With rare exception, the members of this clan
aggressively isolate themselves
from normal society, and nearly
all share a world-weary attitude
and keep very exclusive social
circles.
As a race, various factions
have long oppressed the Bloodline of Oni. It is this continued
history of oppression that has
left the clan with a deep-seated
distrust of government power.
The Hirasaka Agency in particular, with its ancient ties to the
imperial court, draws the clans
ire; any chance meetings between the two factions seldom
end without a battle.

The greatest wish of the


clan as a whole is to create a
world in which they can live
peacefully; to that end, they
pursue the secret Shinobigami
rite Tenjo Tenge. In the past,
they suffered a blow when they
failed a magic ritual that lost
them control of several holy
relics, but the clan is steady in
its unwavering commitment to
recovering and finding a way to
try again.
The leader of the Bloodline
of Oni is the leader of a cult
used to mask the existence of
the clan: Yatonokami Torihiko.

The Lost Ones


The Lost Ones are a group of
talented ninja who hold no allegiances toward any of the major
orders.
The Lost Ones clan simply
refers to any free ninja who,
for a variety of reasons, do not
belong with the other factions.
The majority of these ninja are
those from small villages, ninja
who were personally taught and
handed down ninja techniques,
and ninja that have run away
from their clan.
Due to the fact that some
ninja in this grouping straddle
the line between the world

Shinobigami
above and the World of Shinobieither by taking jobs as
mercenaries or belonging to
criminal groupsthis clan is
often looked down upon by the
rest of the factions. The term
Lost Ones began as a derogatory nickname for masterless
and aimless ninja. Nonetheless,
there are an extraordinary variety of ninja that make up this
faction, making it impossible
for the other groups to ignore.
In a narrow sense, the Lost
Ones are not really a clan and
have no unified will. However,
within the group there seems
to be a large number of ninja
with hatred towards the Hasuba
Ninja Army. A large number of
villages have been plundered
and assimilated due to the
Hasubas hunger for rare and
powerful Ninpo; the number of
victims of their schemes and
their family members grow, as
does their resentment and thirst
for revenge.
The Lost Ones do not have a
true leader.

Other Factions
There are entities other than
the 6 major clans that are aware
of the World of Shinobi. Here,
the various factions with ties to

the ninja are introduced.

Gangland
This group is comprised of
yakuza, mafia and other gang
members. Many mobsters employ unscrupulous ninja; more
often than not, often these ninja
are Lost Ones. Even so, there
are few in the world of organized crime who truly know the
extent of the World of Shinobi.
For the most part, the most any
gangster knows is that, there
are some really scary creeps out
there

Law Enforcement
Within the upper echelon
of the police force and certain
legal circles, the existence of
the World of Shinobi has become common knowledge. Due
to the pressure of the Hirasaka Agency, however, they
take great pains to make sure
that this knowledge does not
become public. The police,
therefore, do their best to cover
up anything that may expose
the ninja clans. Occasionally,
a rogue agent attempts to blow
their cover, ignoring orders
from above. As to their fate
the fact that the world at large

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Secret of Ninja Scroll

11 - World

remains ignorant says enough.

the United States CIA.

Political Dynasties

Outsiders

The political dynasties use


ninja to fulfill their schemes
and designs. For the sake of
exploiting their interests and
furthering their own causes,
they have set innumerable
battles into motion in the World
of Shinobi. Of these dynasties,
the Mayoinomiya family alone
has taken a particular stance;
they seem to believe that the
6 main ninja factions should
forever keep a steady balance in
relation to each other and make
sure to do what they can to halt
any clan from ambitions to
overpower the others. Though
they may approach each clan in
different ways, they appear to
be trying to ensure the stability
of our world.

The Outsiders are inhabitants


of a supernatural realm. They
come into our world through
Gates, special points in space
and time that breach the wall
between our world and theirs.
Most Outsiders are harbingers
of terrible disaster. Even more
terrifyingly, Outsiders seem
to be impervious to nearly all
physical damage. Because of
this, ninja are this worlds only
line of defenseand it is usually up to the Kurama Shin Clan
and the Bloodline of Oni to
heed the call.
Most Outsiders are skilled in
mystic arts and come into our
world for the sole reason of testing their skills. Indeed, Outsiders seem to have little care or
thought about mankind, including ninja. However, if they
come across someone suitable
to their mystical abilities, they
may take them back to their
own world to shape them into
their successor. The reason for
this seems to be that Outsiders
are unable to reproduce on their
own. This sort of abduction by
an Outsider is known as being
spirited away.

Foreign Nations

62

Other nations have become


aware of the existence of the
ninja clans of Japan. Many
countries, however, have created their own intelligence agencies that employ ninja and superhuman beings akin to ninja.
Examples are Great Britains
Knights of the Round Table and

Shinobigami
The legendary Shinobigami
and the ancestors of the Bloodline of Oni are said to have been
Outsiders.

cally sealed, inaccessible from


the outside world. All records
of the city having existed have
been erased and any attempts
to locate it have failed. Even
within the World of Shinobi, the
Dejima
only people with any information regarding the city are those
A few years ago, the Bloodline of Oni, in an attempt to ob- of Jounin rank or higher; within
tain the ultimate ninja art Tenjo these upper ranks, the most accurate information most have is
Tenge, conducted a magical
ritual to revive the Shinobigami that the city, called Dejima to
in a large urban area. The ritual those in the know, is run amok
with Outsiders. In order to
was designed to sacrifice the
access the lost holy relics and
thousands of city inhabitants,
as well as the 6 holy relicsthe the peculiar skills of the Outsidswords Mitsurugi and Yatsurugi, ers, many ninja have attempted
to enter the city. None have
the jewels Mitama and Magatama, and the mirrors Mikagami returned in one piece. In a freak
and Sakagami. The Oni sorcer- occurrence, a Hasuba clansman
ers managed to open a Gate and managed to return from Dejima,
began to assert the power of the though it is said that his mind
was shattered and his body was
Shinobigami when, at the last
mangled in a way that resemminute, a group of ninja from
bled an unspeakable amalgamaevery clan, assembled by the
tion of sea creatures. Those
Kurama Shin Clan, put an end
who know of Dejima have
to their ritual. The incomplete
ritual cast unspent magical ener- another name for it: Shijima, or
gy in every direction, dispersing Death Island.
mystical energy throughout the
city. Untold numbers of Outsiders found their way into the city
and its former inhabitants were
transformed into horrors beyond
human imagining.
Since then, that city has
become physically and magi-

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Secret of Ninja Scroll

11 - World

Foreign Settings
The setting of Shinobigami
assumes that the players are
intimately familiar with the
landscape and layout of modern Japan and its society. With
very minimal effort, a game
can take place in any part of the
modern world. Players need
not necessarily create a Japanese character. A player may
use an analogue of their chosen
clan suitable to their characters
nationality and yet keep the
mechanics of play the same.
This way, the relationships
between each clan does not
change and interesting elements
of story may develop through
play. Here are some examples
of alternate names and settings
for each major clan.

64

Kurama Shin Clan


Any group of trained fighters
bent on fighting the supernatural
work well for this clan. Perhaps
an old lineage of vampire hunters named Belmont?
Hirasaka Agency
Any shadow government
organization is appropriate; the
Illuminati, Knights Templar,
or even the Freemasons, for
example.
Otogi Private Academy
Just file the name off the
school and replace as appropriate by nation. Perhaps an English school called Pigwarts?

Hasuba Ninja Army

Bloodline of Oni

Perhaps the Hasuba Ninja


Army has branched out, reaching its mechanical hands
throughout the world in its
search for hidden power. Or
perhaps a rival privatizedmechanical army exists in the
west; Halliburton-like private
security firms or a Bond-villain
type billionaires army may fit
some scenarios.

Each nation has a tradition


of the supernatural; simply
changing the name of the clans
ancestors will suffice.
Lost Ones
Any change to this faction is
unnecessary.

Shinobigami

12 - Enemies

This chapter details the data


for the class of NPCs called
Enemies. Enemies are a type
of character usually controlled
by the Master and are presented
here in a convenient compact
form.

12.01 Adaptation

When an Enemy is first introduced in a game, the Master


may alter their assigned skills or
Ninpo as appropriate.

12.02 Simultaneous Use


When multiple Enemies are
used simultaneously in battle,
the Master should group each
Enemy of the same type and
use one Plot Number for each
group.

12.03 Enemy Data

Life Points

The number of Life Points an


Enemy starts with. As an Enemy loses Life Points, they dont
lose the use of any Categories.
This does not apply, however, to
Enemies used in a Battle Royale
type game; they will lose the
use of any Categories that suffer
damage.

Skills

The specialized Category of


an Enemy. The skills acquired
by an Enemy are written after
the slash.

Ninpo

The Ninpo acquired by an


Enemy.

Description

A short description of an
Enemy.

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Secret of Ninja Scroll

12 - Enemies

These are the lower-ranked ninja that populate the rosters


of every faction. Until they reach the mid or upper ranks,
they are responsible for collecting information and other
subversive activities.

Enemy

Low-ranking Ninja

Grass

Life Points
Skills

Stealth / Infiltration, Analysis


Combat A
(Infiltration)
Wandering
S
(Infiltration)

Ninpo Close

Range: 1

Within every clan, a number of rookie ninja exist, nicknamed Grass. These ninja are
planted throughout society, collecting information from schools, corporations, and various other communities.

Combatant

Life Points
Skills

Body / Shuriken, Sword, Invisibility


Combat A
(Sword)
Ranged Attack A
(Shuriken)
Heat Haze
S
(Sword)

Ninpo Close

66

Range: 1
Range: 2
Cost: 1

Even in the lower ranks, ninja specializing in battle exist. They are often employed in
assassinations or sudden attacks.

Shinobigami

Agent

Life Points

Skills

Tool / Pyromancy, Concealment, Rumourmongering


Combat A
(Pyromancy) Range: 1
Blast A
(Pyromancy) Range: 2 Cost: 1
Social Battle S
(Rumourmongering)

Ninpo Close

Even in the lower ranks, ninja specializing in special ops exist. They are often employed
in gathering information or subversive activities.

Kunoichi

Life Points
Skills

Scheme / Clothes, Poison, Seduction


Combat A
(Poison)
Range: 1
Marionette
S
(Manipulation) Cost: 5
Fascination S
(Seduction)
Range: 3 Cost: 2

Ninpo Close

Alluring female ninjas. They often charm their victims into honeytraps to learn valuable knowledge.

Genin Leader

Life Points
Skills

Strategy / Guerilla, Strategy, Encryption, Weapon Concealment


Combat A
(Guerilla)
Range: 1
Group Combat A
(Strategy)
Range: 4
Crushing Blow S
(Weapon Con.) Cost: 1
Strategic Command S (Strategy)
Cost: 3

Ninpo Close

The ninja in control over the lower-ranked clan members. Skilled in a number of strategies, they ably conduct their lessers.

Zombie Ninja

Life Points
Skills

Stealth / Contortionism, Invisibility


Combat A
(Contortionism)
Range: 1
Continuous Attack
S
Cost: 2
Take the Hit S
Cost: 1
Crushing Blow S
(Weapon Con.) Cost: 1

Ninpo Close

Ninja called back into service even after the release of death. Though their memories
are gone, their shinobi skills are still left, imprinted into their very body through their
rigorous practice.

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Secret of Ninja Scroll

12 - Enemies

These are animals trained in ninjutsu and taught to use special Ninpo. They are often found in places that human ninja
might not tread.

Enemy

Ninja Beast

Ninja Dog

Life Points
Skills

Body / Running, Analysis


Combat A
(Running)
Range: 1
Continuous Attack
S
Cost: 2
Take the Hit S
Cost: 1

Ninpo Close

Representative of the ninja beasts loyalty and bravery, these dogs are said to be able to
sense an enemy 1 million times better than a human and crush a mans windpipe with its
sharp teeth.

Ninja Swarm

Life Points
Skills

Strategy / First Aid, Creature Mastery


Combat A
(First Aid)
Range: 1
Domination A
(Creature M.) Range: 3 Cost: 4

Ninpo Close

68

Beetles, bugs, centipedes and other creepy crawlies used to follow or hunt enemies, fight
battles, etc. They are also used in healing.

Shinobigami

Ninja Raven

Life Points

Skills

Body / Sleight of Hand, Jumping, Writing


Combat A
(Sleight of H.) Range: 1
Ranged Attack A
(Jumping)
Range: 2
Arrow Catching
S
(Sleight of H.) Cost: 1

Ninpo Close

The most clever of all birds, trained as a ninja beast. Able to fly into the air to search
and deliver messages over long distances.

King Snake

Life Points
Skills

Sorcery / Pyromancy, Walking, Sword, Poison, Transformation

Ninpo Close Combat

Cross Cut
Crushing Blow
Assassin
Carnage
Poison Fang

A
A
S
S
A
E

(Walking)
(Sword)
(Pyromancy)
(Walking)
(Poison)

Range: 1
Range: 0 Cost: 1
Cost: 1
Cost: 1
Range: 2

Any character damaged by this character must succeed


on an Action Resolution based on Poison or gain the Serious Injury status ailment.

A type of supernatural beast that has lived for over 100 years, with a body longer than 10
meters. Though wild, it enjoys luxury. Its bite is said to drive men mad.

Monster Toad

Life Points
Skills

Stealth / Pyromancy, Concealment, Invisibility, Guerilla, Binding

Ninpo Close Combat

Blast

Counter
Plot Restriction
Kaleidoscope
Poison Gland

A
A
S
S
A
E

(Invisibility)
(Pyromancy)
(Guerilla )
(Binding)
(Concealment)

Range: 1
Range: 1 Cost: 1
Range: 2 Cost: 2
Cost: 3
Range: 3

Any character damaged by this character must succeed


on an Action Resolution based on Survival or gain the Paralyzed status ailment.

A supernatural toad similar to the King Snake. It is said to inhale any that have touched
its rainbow-colored breath. Its tears are the main ingredient in hyorogan.

Ninja Shark

Life Points
Skills

Body / Weightlifting, Survival, Guerilla


Combat A
(Weightlifting) Range: 1

Ninpo Close

Jaws
S (Weightlifting) Cost: 2 Used before this character attempts an Attack Resolution when in the Water battlefield. When an Action Resolution based
on this Ninpos skill succeeds, Close Combat deals 2 more damage.

Aquatic

Negate penalty when in Water battlefield.

A savage great white shark that has been altered with brain surgery to follow any and all
commands. The most dangerous combatant underwater.

69

Secret of Ninja Scroll

12 - Enemies

These are experts from each clan. These enemies are the
same level as the Player Characters. They can be used as
sample characters for quick play. They each should be assigned 1 Ougi, chosen by the Master.

Mad Scientist

Life Points
Skills

Tool / Pyromancy, Clothes, Torture, Finance, Strategy

Ninpo Close Combat

Ranged Attack
Blast

Crushing Blow
Hadesology

A
A
A
S
E

(Finance)
(Strategy)
(Pyromancy)
(Torture)

Range: 1
Range: 2
Range: 1 Cost: 1
Cost: 1

A Hasuba scientist dedicated to unlocking the secrets of the other clans Ninpo.

Swordsman

Life Points
Skills

Body / Demolition, Riding, Running, Sword, Analysis

Ninpo Close Combat

70

A
Ranged Attack A
Crushing Blow S
Heat Haze
S
End of the Beginning

(Ride)
(Sword)
(Demolition)
(Sword)
E

Range: 1
Range: 2
Cost: 1
Cost: 1

A Kurama Shin Clan soldier hunting for supernatural threats.

Enemy

Rival

Shinobigami

Ex-Ninja

Life Points

Skills

Stealth / Pyromancy, Escape, Invisibility, Multiplicity, Analysis

Ninpo Close Combat

A
Shadow Duplicate S
Blast
A
Able-bodied
E
Continuous Attack

(Escape)
(Multiplicity)
(Pyromancy)
S

Range: 1
Cost: 1
Range: 1 Cost: 1

Cost: 2

A ninja who has thrown away his duty, betraying his clan by running away.

Shaman

Life Points
Skills

Scheme / Shuriken, Sleep, Seduction, Finance, Word Magic

Ninpo Close Combat

A
Ranged Attack A
Resupply
S
Emotion Manipulation
Marionette
S

(Word Magic)
(Shuriken)
(Finance)
S (Seduction)
(Manipulation)

Range: 1
Range: 2
Cost: 1
Cost: 5

A female ninja of the Hirasaka Agency, infiltrating an organization to gain information.

Tactician

Life Points
Skills

Strategy / Running, Interception, Nature, Strategy, Writing

Ninpo Close Combat

A
(Nature)
Continuous Attack
S
Guidance
S
(Running)
Essentials of the Battlefield
E
Tactical Shock
S
(Writing)

Range: 1
Cost: 2
Cost: 2

A strategist from the Otogi Private Academy, planning his next move and looking for the
chance to give him the best chances against his opponent.

Sorceror

Life Points
Skills

Sorcery / Climbing, Sleep, Summoning, Binding, Visual Control

Ninpo Close Combat

Meteor Shower
Crushing Blow
Able-bodied
Counter

A
A
S
E
S

(Binding)
(Summoning)
(Climbing)

Range: 1
Range: 3 Cost: 3
Cost: 1

(Sleep)

Range: 2 Cost: 2

An oni-blooded sorceror specializing in curses and skilled in magic.

71

Secret of Ninja Scroll

12 - Enemies

These enemies are stronger than the Player Characters and


are able to take on several opponents at once. They should
be assigned 2 Ougi, chosen by the Master.

Enemy

Genius

Metal Night

Life Points
Skills

Tool / Engineering, Pyromancy, Demolition, Invisibility, Strategy

Ninpo Close Combat

A
(Invisibility)
Range: 1
Sunder
S
(Demolition)
Cost: 2
MechaNinja
E
Blast

A
(Pyromancy)
Range: 1 Cost: 1
Carnage
A
(Strategy)
Range: 2
Heat Haze
S
(Sword)
Cost: 2
A ninja that has mechanized his entire body. He is now equipped with advanced weaponry such as optical camoflage and high-frequency vibro-blades. His heart is now as
cold as iron and will stop at nothing to accomplish his mission.

Demon Blade

Life Points
Skills

Body / Weapon Concealment, Ballistics, Running, Sword, Analysis

Ninpo Close Combat

72

A
Kaleidoscope
A
Assassin
S
Unmovable
E
Bloody Determination
End of the Beginning

(Weapon Con.)
(Ballistics)
(Sword)

Range: 1
Range: 3
Cost: 1

E
E

A warrior that lives by the sword. In a continuous search for that which is True
Strength, they trust nobody but their sword and follow its thirst. And it thirsts for blood.

Shinobigami

Ninja Master

Life Points

Skills

Stealth / Rope Use, Infiltration, Ventriloquism, Multiplicity, Willpower

Ninpo Close Combat

A
(Rope Use)
Range: 1
Shadow Duplicate S
(Multiplicity)
Cost: 1
Body Double
S
(Ventriloquism) Cost: 4
Carnage
A
(Multiplicity)
Range: 2
Crushing Blow S
(Rope Use)
Cost: 1
Unmovable
E
These are the legendary ninja that gave the World of Shinobi its name. However, these
ninja have left their clans, never to be seen again. It is said that they left in order to save
the ones they love.

Master Mind

Life Points
Skills

Scheme / Sleight of Hand, Investigation, Rumourmongering, Finance, Illusion

Ninpo Close Combat

A
Social Battle
S
Reticence
S
Emotion Manipulation
Plot Restriction S
Kaleidoscope
A

(Sleight of Hand) Range: 1


(Rumourmongering)
(Investigation)
S (Rumourmongering)
Cost: 1
(Illusion)
Cost: 3
(Illusion)
Range: 3

Hidden deeper even than the World of Shinobi, these ninja lurk in the world of shadows
themselves. They control the movements of finance and government to their whim, and
also seem to be able to control where and when things happen.

Master Strategist

Life Points
Skills

Strategy / Pyromancy, Invisibility, Creature Mastery, Strategy, Encryption

Ninpo Close Combat

A
(Pyromancy)
Range: 1
Blast

A
(Pyromancy)
Range: 1 Cost: 1
Diversion
S
(Encryption)
Cost: 2
Strategic Command
S (Creature M.) Cost: 3
Destruction: Stealth
S (Invisible)
Cost: 2
Encirclement
A
(Strategy)
Range: 5
These strategists have snatched victory--and the opponents head--in 100 of 100 battles.
Maestros of the art of war of East, West, current and ancient, they live only to conquer
the battlefield.

Mage Blooded

Life Points
Skills

Sorcery / Hydromancy, Invisibility, Necromancy, Word Magic, Visual Control

Ninpo Close Combat

A
(Word Magic)
Range: 1
Carnage
A
(Visual Control) Range: 2
Crushing Blow S
(Hydromancy)
Cost: 1
Continuous Attack
S
Cost: 2
Vampirism
S
(Necromancy)
Cost: 1
Counter
S
(Visual Control) Range: 2 Cost: 2
Within the Oni clan, powerful rites to create terrifying beasts--weapons of destruction-exist. Those creatures born of these horrible rituals have magic coursing through their
very blood; they are known as the Mage Blooded.

73

Secret of Ninja Scroll

12 - Enemies

These enemies are demonic beings from another plane of


existence. Most of them are harbingers of disaster. Sending
them back to whence they came is one of a ninjas most
solemn duties. The Shinobigami are said to be a type of
Outsider. They should be assiigned 1 Ougi, chosen by the
Master.

Enemy

Outsider

Necrologist

Life Points
Skills

Sorcery / Acupuncture, Torture, Contortionism, First Aid, Necromancy

Ninpo Close Combat

A
Encirclement
A
Destruction: Body
Counter
S
Vampirism
S
Crushing Blow S

(Torture)
(Necromancy)
S (Jumping)
(Contortionism)
(Necromancy)
(Torture)

Range: 1
Range: 5
Cost: 2
Range: 2 Cost: 2
Cost: 1
Cost: 1

A race of Outsider that dabbles in the science of death. They are able to control 2 crests: the Death Crest and the
Life Crest. The Death Crest, when handed to a living thing, changes them to a puppet-like being called a Mannequin. When the Life Crest is handed to a dead thing, it turns the body into a Replica, a mockery of life that keeps
the memory of the beings life before death.

Architect

Life Points
Skills

Tool / Engineering, Rope Use, Digging, Sleep, Encryption

Ninpo Close Combat

74

A
(Digging)
Range: 1
Kaleidoscope
A
(Engineering)
Range: 3
Spider of Darkness
S (Rope Use)
Range: 2 Cost: 5
Arrow Catching S
(Clothing)
Cost: 1
Continuous Attack
S
Cost: 2
Hadesology
E
A race of Outsiders that continuously creates machines. They come into our world
to test out their new creations. They are constantly searching for mortals suitable to
become their successor, and will spirit away any they find worthy.

Shinobigami

Muse

Life Points

Skills

Scheme / Clothing, Olfaction, Seduction, Rumourmongering, Possession

Ninpo Close Combat

A
(Performance)
Range: 1
Scent of Spring A
(Necromancy)
Range: 5
Emotion Manipulation
S (Rumourmongering)
Cost: 1
Social Battle
S
(Rumourmongering)
Fascination
S
(Seduction)
Range: 3 Cost: 2
Demonic Rebirth S
(Possession)
Cost: 5
A race of Outsider that lives off of Beauty. They provide inspiration to artists in reciprocation. However, any that deal with a Muse will find their arrangement leads to their
death. The Beauty that the Muse crave eventually coalesces into Gates open to others.

High Roller

Life Points
Skills

Strategy / Sleight of Hand, Jumping, Ventriloquism, Willpower, Memory

Ninpo Close Combat

A
Kaleidoscope
A
Guidance
S
Pursuit of Knowledge
Destruction: Stealth
Body Double
S

(Ventriloquism) Range: 1
(Sleight of Hand) Range: 3
(Running)
Cost: 2
S (Memory)
Cost: 2
S (Ventriloquism) Cost: 2
(Invisible)
Cost: 4

A race of Outsider that has supernatural nerve and mathematical ability. Their aim in
this world is to dominate in any and all games. They may seem happy-go-lucky, but in
fact will strictly adhere to the rules.

Destroyer

Life Points
Skills

Tool / Weapon Concealment, Demolition, Contortionism, Interception, Bluff

Ninpo Close Combat

A
(Interception)
Range: 1
Sunder
S
(Demolition)
Cost: 2
Destruction: Tool S
(Demolition)
Cost: 2
Emotion Manipulation
S (Bluff)
Cost: 1
Surprise Attack S
(Weapon Con.)
Shaken
E
A race of Outsider that provides clients with hard to find components. They are able
to deconstruct items minutely to create and deliver their specific parts: the spring of a
virgin girl, the dream of an ideal, an integrated circuit of envy, etc.

Swordsmith

Life Points
Skills

Body / Ballistics, Sword, Inception, Transformation, Binding

Ninpo Close Combat

A
(Binding)
Range: 1
Bloody Vortex
A
(Transformation) Range: 3 Cost: 1
Assassin
S
(Ballistics)
Cost: 1
Heat Haze
S
(Sword)
Cost: 2
Continuous Attack
S
Cost: 2
End of the Beginning
E
A race of Outsider that bears a cursed sword used for fighting in the supernatural realm.
Their sword is made of extreme human emotions. Human bodies are carried to their
realm and processed over extreme heat to collect their dreams, love, hate and despair.

75

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