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Shinobi Samurai 1.1
Shinobi Samurai 1.1
Shinobi Samurai 1.1
忍びと侍
Shinobi & Samurai
忍びと侍
by Leonaru
Version 1.1
Copyright © 2014 Leonaru
Table of Contents
Table of Contents.................................................................................................. 1
Introduction ........................................................................................................... 2
The Basics ............................................................................................................. 3
The Classes .......................................................................................................... 4
Equipment ............................................................................................................ 13
The Game ............................................................................................................ 18
Magic ................................................................................................................... 22
Bestiary................................................................................................................ 28
Treasure ............................................................................................................... 70
Index of Tables .................................................................................................... 76
Index .................................................................................................................... 77
Open Game License .......................................................................................... 81
1
Shinobi & Samurai
Introduction
SHINOBI & SAMURAI is an old-school fantasy roleplaying game. The rules are very short
compared to the tomes required to play many recent (and also many older) roleplaying games,
but contain everything necessary to run a fantasy campaign. This small rule set is a powerful tool,
as it allows players and game masters to improvise things on the fly, quickly modify rules when
the situation demands it and ad new aspects with little effort. All of this is not only possible but
in fact encouraged.
This is not a game for traditional Western fantasy campaigns. SHINOBI & SAMURAI is designed
for campaigns in an Oriental setting with honourable samurai and agile ninjas. It is in no way an
accurate historical game. Magic exists, and so do malicious oni, mighty dragons, evil spirits and
heroes ready to face them.
2
The Basics
Character Creation
Character creation in SHINOBI & SAMURAI is
simple: Each player choses a class that defines
what his character is good at, rolls up its
starting money and buys some equipment.
Each character also gets a name and – if the
players want – a background story. SHINOBI &
SAMURAI does not make use of additional
ability scores as many other RPGs based on
old-school systems do, as these have little
impact on actual gameplay. Nevertheless,
3
Shinobi & Samurai
Bozu
Bozu is a monk that belongs to an order and –
unlike the sohei – is a philosopher and
spiritualist thriving for inner balance and a
deeper understanding of the world around
him. The bozu is a combat expert, though he
does not depend on weapons or armour.
Instead, the light-footed bozu uses only his
fists in combat and prefers to evade enemy
attacks instead of blocking them.
Equipment: The bozu does not wear any Parry: The agile bozu can evade enemy
armour. He mostly relies on his fist in combat. attacks. If a bozu tries to parry instead of
If the bozu uses any weapons at all, it will be a attacking, his opponent gets an attack roll
simple weapon like the bo. penalty equal to the bozu’s attack bonus.
4
Character Classes
Table 3: Bushi Advancement
Bushi Level Attack Bonus Saving Throw
1 - 16
2 +1 15
The bushi is trained to use weapons and
3 +2 14
armour. He is sturdy and often stands in the 4 +2 13
front row during battle. The bushi does not 5 +3 12
primarily rely on swiftness or sneaky tactics 6 +4 11
but on a trusty weapons and reliable armour. 7 +4 10
8 +5 9
9 +6 8
A bushi can be any type of combat expert like 10 +6 7
a soldier, hunter or tribal warrior. Some have
chosen to be a fighter for the rest of their life, Hit Die: The bushi uses the d10 to determine
whereas others are merely conscripted peasants his hit points.
or bandits. Most bushi have less social prestige
than samurai, but are also not bound to a code Equipment: The bushi can use any weapon
of honour the way samurai are. and armour.
5
Shinobi & Samurai
Hit Die: The ite uses the d6 to determine his Running Shot: The ite can move at half speed
hit points. while shooting without suffering a penalty.
Equipment: The ite uses all ranged weapon, Volley Fire: The ite can fire more than arrow
but no melee weapon larger than a wakizashi at once against a single target, but suffers a -2
and no armour heavier than a do-maru. attack roll penalty per arrow if he does so.
6
Character Classes
The kensei is a fighter dedicated to one specific Table 7: Kensei Armour Class and Weapon Bonus Progression
weapon. He has trained with it for years in Level Armour Class Weapon Bonus
order to discover all its secrets and be able to 1 10 +1
2 11 +1
use it with perfection. For the duellist, armour
3 11 +2
is only a hindrance. He prefers to win a fight 4 12 +2
quickly and decisively. 5 12 +2
6 13 +3
Some kensei visited schools, others learned 7 13 +3
8 13 +3
from a master. A few are even self-taught.
9 14 +4
Most kensei do not remain in once place for 10 14 +4
long. Instead, they travel the world, always
looking for other kensei, adventures, wisdom
and other challenges.
7
Shinobi & Samurai
8
Character Classes
Table 10: Shinobi Advancement Silent Shadow: The shinobi can hide in
Level Attack Bonus Saving Throw
shadows and become practically invisible to
1 - 14
2 - 13 others. When someone sees a concealed
3 +1 12 shinobi, that person is permitted a saving
4 +1 11 throw. If the save is made, the shinobi has
5 +2 10 been spotted. The shinobi imposes a penalty
6 +2 9
on the saving throw equal to his level.
7 +3 8
8 +3 7
9 +4 6
10 +5 5
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Shinobi & Samurai
10
Character Classes
11
Shinobi & Samurai
12
Equipment
Table 17: Adventuring Equipment
Equipment Item Cost (sp)
Backpack 10
Basket (large, wicker) 5
Every adventurer starts with a certain amount
Basket (small, wicker) 2
of money. This money can be spend on Blanket (coarse) 2
equipment from the equipment list or kept to Chest 10
buy items later. The list below shows common Cord (three metres) 0.1
things available almost everywhere and can Goza (straw sleeping mat) 0.1
Ink Well 2
also be used if the players want to restock
Lantern (hooded) 7
supplies between adventures. Lantern (paper) 2
Oil 1
Currency Paper (ten sheets) 4
Every player character starts with 3d6x10 silver Pot (iron) 1
pieces worth of money. The silver pieces (sp) Quiver Rope (ten metres) 3
Tent 10
are each worth ten copper pieces (cp). Tender Box 1
Additionally, there are gold pieces (gp), which Torch 0.1
are worth ten silver pieces and platinum pieces Waterskin 1
(pp) which are worth ten gold pieces. Instead
of these generic names, the Oriental-flavoured Table 18: Provisions
names from the table below can be used as Item Cost (sp)
Beer (one jar) 0.1
well. Food, banquet 2
Food, common 0.1
Table 15: Coinage Food, poor 0.05
Generic Name Oriental Name Grain, daily ration (horse) 1
Copper Piece Mon Rice (daily ration) 0.3
Silver Piece Ichibu Sake (one jar) 5
Gold Piece Ryo Tea (for one pot) 2
Platinum Piece Oban
Melee Weapons
Common Items
Bo: The bo is a wooden staff about as long as a
Table 16: Clothing
human.
Item Cost (sp)
Hakama (cotton trousers) 0.3
Hat (straw) 0.02 Flail: The flail is first and foremost a farmer’s
Kimono (cotton robe) 0.2 tool for harvesting rice, but can be used as a
Kosode (silk robe) 6 weapon too.
Loincloth 0.02
Mino (straw raincape) 0.1
Robe (fur-trimmed) 6 Jitte: The jitte is an iron baton mainly used for
Sandals 0.1 defence. It has a short hook at the end.
Sash (belt) 0.1
Tabi (boots) 0.4 Jo: The jo is a small version of the bo. It is
only half as long and can be used with one
hand.
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Shinobi & Samurai
Table 19: Melee Weapons maximum damage, a kawanaga grapples an
Weapon Damage Cost (sp) opponent.
Bo1 1d6 2
Flail1 1d6 4
Jitte 1d4 5 Kusari-gama: This is a simple kama attached
Jo 1d4 1 to an iron chain.
Kama 1d4+1 5
Katana2 1d10 400 Masakari: The masakari is a two-handed
Kau-sin-ke 1d8 15
battle axe.
Kawanaga 1d3 10
Kusari-gama1 1d6 4
Masakari1 2d4 15 Nagamaki: This is a shorter version of the
Nagamaki1 1d6 8 naginata.
Naginata1 1d8 22
Nekode 1d4 12
Naginata: Similar to the glaive, the naginatai
Ninja-to 1d6+1 10
Nodachi1 1d10 50 is a blade attached to a shaft.
Nunchaku 1d4+1 10
Sai 1d4 2 Nekode: A nekode is a strap or glove fitted
Sasumata1, 3 1d4 8 with spikes in the palm, favoured as both a
Scythe2 1d4 3
weapon and a climbing tool by shinobi. Using
Shikomi-zue 1d6 15
Tanto 1d4 10 a nekode is considered very dishonourable and
Tetsubo 1
1d8 15 is often outright illegal.
Tonfa 1d6 5
Wakizashi 1d8 250 Ninja-to: The ninja-to is a short, straight
War Fan 1d6 30
sword similar to a wakizashi and a favoured
Whip 1d33 2
Yari1 1d6 4 weapon of shinobi.
1
Two-handed weapon
2
One- or two-handed weapon Nunchaku: A nunchaku is made up of two
3
Deals nonlethal damage wooden or metal bar connected by a chain. It
is often used a training weapon, but is
Kama: The kama is a straight-bladed sickle. It included in certain fighting styles as well.
is used by farmers and is primarily a tool.
Sai: The sai is a parrying weapon similar to the
Katana: The katana is a long sword designed jitte.
to be used with both one and two hands.
Every samurai has a katana personally made Sasumata: The sasumata is a pole arm
for him. In many places, only the social elite designed to capture opponents with a
may possess a katana. minimum of harm. On a successful hit, the
target is grappled. The sasumata deals only
Kau-sin-ke: The kau-sin-ke is also called nonlethal damage.
whipping chain. It is is a length of four to six
short iron bars connected by links of chain. Scythe: The scythe is firstly a tool and not easy
to handle, but an effective weapon if used
Kawanaga: A kawanaga is a length of light correctly.
chain with a weight at one end and a sharp-
bladed grappling hook on the other. It can be Shikomi-zue: This shinobi weapon appears to
whirled quickly, striking with hard blows from be a stout bamboo or wooden staff, but a
either end. On a critical hit or when scoring quick twist or press of a button causes a spear
14
Equipment
head to spring from one end. Its use is Bolt, Iron: Iron bolts are used for crossbows.
forbidden almost everywhere.
Table 20: Missile Weapons
Tanto: The tanto is a dagger. In many place, Weapon Damage Cost (sp)
Blowpipe 1d2 10
this is the largest bladed weapon common
Chakram 1d4 15
people are permitted to carry. Chu-ko-nu1 1d4 300
Daikyu 1d8 80
Tetsubo: This is a staff iron-shod on the Fukimi-bari1 1d2 1
business end for dealing crushing damage. Hankyu 1d6 20
Oyumi 1d8 140
Shuriken 1
1d3 0.5
Tonfa: The tonfa is a wooden baton with a Sling 1d4 0.1
handle perpendicular to a club. It is mainly a Tanegashima2,3 1d8 400
parrying weapon. Tetsuho2,3 1d6 120
Uchi-ne1 1d3 3
Wakizashi: The wakizashi is a short sword. Yari-nage 1d6 1
1
Can be used twice per round
Most samurai carry both this weapon and a 2
Can be fired once every second round
katana. 3
Ignores mundane armour
War Fan: The war fan is a fan with sharp Table 21: Ammunition
metal edges. It is easily concealed. Ammunition
Damage Cost (sp)
Modifier
Arrow, Leaf Head - 0.25
Whip: A whip is not very damaging, but will Arrow, War +2 2
grapple an opponent on a successful hit. It Ball, Lead +1 0.1
only deals nonlethal damage. Bolt, Iron - 1
Bolt, Piercing +1 2
Bullet - 0.5
Yari: The yari is a spear used by common
Frog Crotch +1 1
infantry. Humming Bird -1 0.5
Stone - 0.05
Arrow, War: War arrows have an iron tip and Chakram: The chakarm is a throwing disc
are more dangerous than their wooden with a sharpened outer rim.
counterparts.
Chu-ko-nu: The chu-ko-nu is a repeating
Ball, Lead: Lead balls for slings are more crossbow with a higher rate of fire than a
damaging than stones, but have to be common crossbow.
manufactured specifically.
Daikyu: The daikyu is a long bow. It is suited
Blowpipe: The blowgun is mainly used by more for war than for hunting.
primitive tribes, but is also popular among
shinobi and other shifty individuals. Frog Crotch: These arrows have a broad
blade-like tip that can be used to cut ropes, or
15
Shinobi & Samurai
16
Equipment
17
Shinobi & Samurai
18
The Game
more than one magical ring at each hand Weapon Damage by Class
without cancelling the effect of all rings he Instead of making the damage a weapon
wears. A magical cloak can be worn in inflicts depended on the type of weapons, this
combination with armour, but not a robe. rule can be used instead: All characters can use
However, magical robes can also be worn by all weapons and inflict damage according to
spellcasters that are normally not allowed to their class. Boni for class abilities and weapon
wear armour. enchantments are still taken into account.
19
Shinobi & Samurai
receive a +1 bonus for every three points of opportunity is also provoked when an attacker
movement speed above twelve of the type of uses a ranged weapon in melee combat, when a
movement they currently use. The game combatant moves out of melee range of an
master can make a single roll for a group of opponent who faces him or when a spellcaster
identical monsters. The initiative numbers are casts a spell while in melee combat.
counted down and everyone acts on his
initiative number. High numbers act first. Attack Roll
Player characters can also wait for someone If a character attacks an opponent with a
else to act. In this case, they act weapon, a d20 is rolled to determine if he hits
simultaneously. A character using a melee or not. The result is the so-called attack roll.
weapon with long reach, like a spear, may After every bonus and penalty has been taken
choose to spontaneously attack an opponent into account (like the level-depended attack
closing in. Again, the characters act roll bonus that every character gets), its value
simultaneously, even if the defender has rolled has to be equal to or higher than the target’s
lower for initiative. armour class. If that is the case, the attacks was
successful and damage is rolled and subtracted
3. Movement and Attack: Once its initiative from the target’s hit points. Monsters attack
number is up, each character and monster can like characters, but gain their number of hit
move and then attack. After attacking, a dice as an attack roll bonus.
combatant cannot act again until the next
round. Moving includes all kinds of Critical Hit
movement, like engaging the enemy, climbing If and attack roll is made and a player rolls a
or jumping down from greater height. natural twenty, he hits automatically and the
Combatants that have more than one attack amount of damage the attack does it doubled.
use all their attacks now. Instead of attacking, A natural twenty occurs if a twenty is rolled
combatants can also use a spell. directly, without any modifiers.
20
The Game
depended on their level while fighting combined reduce a character to naught hit
unarmed. points, he falls unconscious. If the real damage
alone reduces him to naught hit points, the
Grappling character has accidentally been killed.
To grapple an opponent, a combatant has to
make a successful unarmed attack. If the attack Second Rank
is not successful, the opponent gets an attack Long weapons like yari can reach through the
of opportunity. If the attack is successful, the first rank of combat and can be used from the
opponent is grappled and cannot move or back row.
attack. To escape, it has to make a successful
unarmed attack. The attack can counter this Status Effects
with an unarmed attack of its own. At the Some abilities, items or monster attacks cause
game master’s discretion, attack and defender a so-called status effect. Most of these hinder
receive a bonus or penalty for their size or player character and monsters in one way or
strength. the other. Status effects can stack. If they
cannot be combined, the most severe one
Immunity to Mundane Weapons applies.
Certain creatures are immune to any weapons
but magical weapons. An exception are Charmed: A charmed character is friendly to
monsters (but not player characters) with at the creature that caused the charm. That does
least five hit dice. These monsters ignore any not mean it will obey said creature.
immunity against mundane weapons or
vulnerabilities only to certain weapons. Confused: A confused character acts randomly.
At the beginning of each round, 2d6 is rolled.
Invisible Opponents The table below determines the character’s
Attacks against invisible targets – including behaviour for that round.
attacks in total darkness – are made at a -4
attack roll penalty. Some monsters with special Table 24: Confusion Status Effect
abilities are able to see invisible targets anyway, Die Roll Reaction
2 Attack offender
though.
3–5 Attack offender and allies
6–8 Remain idle
Magic in Combat 9 – 11 Attack allies
Instead of attacking or performing another 12 Try to run away
action, a spellcaster can also cast a spell in
combat. Spells are cast instantaneously, but Entangled: When a character is entangled, he
provoke an attack of opportunity. If the attack cannot move. Entangled characters that try to
hits, the caster has to make a saving throw or cast a spell have to make a saving throw or the
the spell will be interrupted and is lost. spell is lost.
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Shinobi & Samurai
Magic
Mahotsukai Spells Yojutsushi Spells Genjutsushi Spells Sohei Spells
22
Magic
Burning Hands
Level: 1 Duration: - Knock
Shoots fire out of the caster’s hands in an arc. All Level: 2 Duration: -
creatures in range take one points of damage per caster Unlocks a mechanical or magical lock.
level.
Levitate
Charm Monster Level: 2 Duration: 10 min/ level
Level: 4 Duration: 1d6 hours Allows movement slightly above ground.
Causes a creature larger than a human to become
charmed (ST negates). Light I
Level: 1 Duration: 1 hour
Charm Person Lets an object shine as bright as a torch.
Level: 1 Duration: 1d6 hours
Causes a creature up to the size of a human to become Light II
charmed (ST negates). Level: 2 Duration: 2d4 hours
Lets a creature or object shine as bright as a torch.
Confusion
Level: 4 Duration: 1 round/level Magic Eye
Causes 2d6 creatures to become confused (ST negates). Level: 4 Duration: 1 hour
Creatures with less than four hit dice are not permitted Conjures a scouting invisible magical eye that floats
a saving throw. twice as for as the caster.
Feeblemind Sleep
Level: 5 Duration: Until dispelled Level: 1 Duration: 30 min
Makes a spellcaster feebleminded (ST -4 negates). Puts one creature under four hit dice per level to sleep.
Fireball Slow
Level: 3 Duration: - Level:3 Duration: 1 round/ level
Creates a blast of fire that deals 1d6 points of fire Slows 2d6 creatures down to half speed.
damage per level to everyone in range (ST halves).
Telekinesis
Level: 4 Duration: 30 min
Allows the caster to move objects with his mind.
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Shinobi & Samurai
Animate Dead
Level: 5 Duration: -
Ghost Arrow
Level: 1 Duration: -
Summons 1d6 undead per level above level seven that
Deals 1d6+1 points of damage (ST halves). Ghosts are
fight for the caster.
not permitted a saving throw.
Blastbones
Level: 2 Duration: -
Ghoul Servant
Level: 3 Duration: 1d6 hours
Detonates a skeletal creature (ST negates if hostile) and
Summons a ghoul that obeys the caster.
deals 2d4 points of damage to anyone in the
proximity.
Ghoulish Claws
Level: 2 Duration: 1 round/level
Charm Undead
Turns the caster’s hands into ghoul claws that strike
Level: 4 Duration: 1d6 hours
for 1d4 points of damage each and paralyse targets for
Causes 1d6 undead to become charmed (ST negates).
1d6 rounds (ST negates).
Cloak Undead
Level: 4 Duration: 10 min/ level
Hold Undead
Level: 3 Duration: 2d4 rounds
Makes undead around the caster invisible.
Causes 1d4 undead to become stunned (ST negates). If
a single undead can be targeted as well (ST -2 negates).
Corpse Feats
Level: 4 Duration: -
Heals 1d4 hit points per fresh corpse near the caster
Insanity
Level: 4 Duration: Until dispelled
for the caster and undead allies.
Causes the victim to become insane (ST negates).
Corpse Visage
Level: 1 Duration: 1 hour
Lich Touch
Level: 5 Duration: 1 round/level
Lets the caster assume the face of a corpse.
The caster’s touch inflicts 1d10 points of cold damage
and causes the victim to be paralysed until healed (ST
Darkness I negates).
Level: 1 Duration: 1 hour
Creates a globe of magical darkness.
24
Magic
25
Shinobi & Samurai
Project Image
Level: 5 Duration: 1 hour
Bless
Level: 2 Duration: 1 hour
Creates an illusionary copy of the caster under his
Grants the recipient a +1 bonus to attack rolls and
control.
saving throws. Cannot be cast during combat.
Shadow Door
Level: 4 Duration: 1 round/level
Command
Level: 1 Duration: -
Creates a door with a small room behind it. Creatures
Gives a creature a one-word command. The victim
in the room are ejected when the spell ends.
will not obey suicidal orders. Very smart creatures or
creatures with more than five hit dice are permitted a
Shadow Monsters I saving throw.
Level: 4 Duration: 1 round/level
Creates semi-real monsters with total hit dice equal to
hit dice of the caster. The monsters have one fifth of
Cure Disease
Level: 3 Duration: -
the original’s hit points and no special attacks.
Cures diseases, including magical ones.
Shadow Monsters II
Level: 5 Duration: 1 round/level
Cure Wounds I
Level: 1 Duration: -
Creates semi-real monsters with total hit dice equal to
Heals 1d6+1 hit points.
one-and-a-half times those of the caster. The monsters
have one quarter of the original’s hit points and no
special attacks. Cure Wounds II
Level: 3 Duration: -
Heals 2d6+2 hit points.
Solid Fog
Level: 4 Duration: 1 round/level
Creates thick fog that halves the speed of everyone in it Cure Wounds III
and makes missile attacks impossible. Level: 5 Duration: -
Heals 3d6+3 hit points.
Suggestion
Level: 3 Duration: 1 day/level Dispel Evil
Makes the victim follow a suggestion by the caster (ST Level: 5 Duration: -
negates). The victim Negates evil magic and repels evil creatures.
26
Magic
Insect Plague
Level: 5 Duration: 1 hour
Summons an insect swarm that lets all creatures with
less than three hit dice flee in terror.
Iron Skin
Level: 5 Duration: 1 hour
Lets the recipient absorb 1d6 physical attack plus one
per two caster levels.
Neutralise Poison
Level: 4 Duration: -
Neutralises the effect of a poison.
Purify
Level: 1 Duration: -
Purifies food or water.
Remove Curse
Level: 3 Duration: -
End the effect of a curse.
Resist Elements
Level: 2 Duration: 2d4 hours
Protects 2d6 people from harsh weather and
environmental dangers.
Shield
Level: 1 Duration: 2d6 rounds
Increases the caster’s armour class by three.
Silence
Level: 2 Duration: 3d6 rounds
Creates a zone of absolute silence around the caster.
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Shinobi & Samurai
28
Bestiary
Table 26: Monster Traits and Challenge Level
Creating Monsters Monster Trait Challenge Level
AC 20 or higher +1
Automatic hit +1
This book provides more than a hundred
Causes status effect +1
different monsters with unique abilities, Disease +1
backstories and appearances. However, the Dragon breath +2
game master can – and should – alter these Extra attack roll bonus +1
monsters and create completely new ones to Extra attack roll bonus +1
Flyer +1
keep the game interesting and the players on
Immune to mundane weapons +1
their toes. Immune to single weapon type +1
Instant death attack +2
The number of hit dice a monster has roughly Invisibility +1
indicates how strong it is. Without any special Mind control +2
Multiple attacks per round +1
abilities, a monster’s challenge level is equal to
Regeneration +1
its number of hit dice. The hit dice can also be Weak against certain attacks -1
used to find an appropriate saving throw value
for a monster and to determine what armour It is not necessary to re-invent the wheel all the
class is has and which amount of damage it time, though. Sometimes it is enough to
inflicts. simply re-skin a monster and give it a new
look and habitat without changing the actual
Table 25: Monster Hit Dice and Stats
mechanics or to add a single trait.
HD ST AC Damage
<1 18 12 1d4
1 17 13 1d6
2 16 14 1d6
3 14 14 1d8
4 13 15 1d8
5 12 15 1d8
6 11 16 2d6
7 9 16 2d6
8 8 17 2d8
9 6 18 2d8
10 5 18 3d6
11 4 19 3d6
12+ 3 19+ 3d6+
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Shinobi & Samurai
30
Bestiary
31
Shinobi & Samurai
Monster Descriptions
Air Elemental, Lesser CL: 1 Akaname CL: 2
Hit Dice: 1d4 hp (3) Armour Class: 12 Hit Dice: 1+1 (6) Armour Class:13
Saving Throw: 18 Speed: 15 Saving Throw: 17 Speed: 12
Wind Blast: 1d2 (2), the victim is knock off Tongue Lash: 1d6 (4). The tongue of an
its feet unless a saving throw is made. aka-name does an extra point of damage
Unsteady: The elemental has a +2 armour against targets who are not wearing at least
class bonus against ranged attacks. three points of worth of armour.
The lesser air elemental manifests itself as a Disease: Anyone wounded by an akaname
small zephyr-like breeze. It attacks by whirling must make a saving throw after the battle or
up debris and is capable of blowing out torches contract a disease. The major symptom is a
and scattering small items. fever that puts the character out of action
for a number of days equal to the hit points
lost fighting the creatures.
Air Elemental, Greater CL: 8 These long-tongued creatures live near
Hit Dice: 8 (40) Armour Class: 16 wherever human waste might be found, for
Saving Throw: 8 Speed: 36 that is their sustenance. Akaname travel in
packs during night time and are remarkably
Slam: 2d8 (9) territorial. In combat, akaname prefer to
Whirlwind: All creatures with less than two concentrate on one
hit dice are blown away and most likely foe at a time using
killed. their long tongues as
Air elementals are semi-sentient creatures whips to slash,
associated with the element of air. They look disarm or trip their
vaguely humanoid and appear mostly as enemy. The filthy
servants of powerful sorcerers. lifestyle of akaname
makes them the
perfect disease
carrier.
Akashita CL: 8
Hit Dice: 7 (35) Armour Class: 15
Saving Throw: 9 Speed: 12
Claws: 2x1d6 (4)
Tongue: 1d8 (5)
Black Smoke: And one who engages the
akashita in melee combat has to make a
saving throw at the end of each round or
will start coughing and suffer a -3 penalty to
attack rolls during the next round.
The akashita is an evil spirit that hides in a
huge cloud of black smoke. To attack its prey,
32
Bestiary
33
Shinobi & Samurai
34
Bestiary
35
Shinobi & Samurai
36
Bestiary
Bat, Giant CL: 5 weapons, but keeps the wearer warm. Bear
Hit Dice: 4 (20) Armour Class: 12 liver is valued as a drug in some places.
Saving Throw: 13 Speed: 3/18
Bite: 1d8 (5)
Bear, Cave CL: 7
Carnivorous giant bats do not suck blood, but Hit Dice: 7 Armour Class: 15
are still dangerous opponents with a bite Saving Throw: 9 Speed: 15
deadly for common humanoids.
Claws: 2x1d6 (4)
Bite: 1d8 (5)
Bear Hug: When the bear hits an opponent
Bat, Monstrous CL: 9
with both claws, it hugs it for an additional
Hit Dice: 8 (40) Armour Class: 13
1d12 (7) points of damage.
Saving Throw: 8 Speed: 3/18
The cave bear belongs to an ancient breed of
Bite: 2d8 (9) bears. It has more than twice the size of a
Claws*: 1d6 (4) normal bear and is ill-tempered and territorial.
This type of bat is twice the size of a human
and attacks with its claws and bite. It is feared
by peasants and swoops down on its victims to Bee, Giant CL: 1
carry them away. Hit Dice: 1d4 hp (3) Armour Class: 12
Saving Throw: 18 Speed: 9/3
Sting: 1d3 (2). Anyone stung by a bee has
Bat, Vampire CL: 3
to make a saving throw vs. death or suffer an
Hit Dice: 1+3 (8) Armour Class: 12
additional 1d8 (5) points of damage. If a
Saving Throw: 16 Speed: 3/18
bee successfully stings an opponent, it will
Bite: 1d6 (4) die the next round from the trauma.
Bloodsucker: For every successful attack, Bee Wings: Bee wings are paper-thin and
the vampire bat regenerates a hit point. flammable. When the bee takes fire damage,
This bird-sized bat is feared for sucking blood they will burn away.
and transmitting diseases. It regenerates one Giant bee act mostly as normal bees, but are a
hit point with each bite. lot more dangerous due to their size. Near
their hives, which are often underground,
giant bees will attack almost anyone.
Bear, Black CL: 4
Hit Dice: 4+1 (21) Armour Class: 12
Saving Throw: 13 Speed: 12 Bee, Giant, Queen CL: 2
Hit Dice: 1+2 (7) Armour Class: 12
Claws: 2x1d3 (2)
Saving Throw: 16 Speed: 9/3
Bite: 1d6 (4)
Bear Hug: When the bear hits an opponent Sting: 1d4 (3). Anyone stung by a bee has
with both claws, it hugs it for an additional to make a saving throw vs. death or suffer an
1d8 (5) points of damage. additional 1d10 (6) points of damage.
Bears are strong predators, but usually not The queen of giant bees is always the toughest
aggressive unless threatened or hungry. Bear member of her colony. She will not lose her
pelt does not grant much protection against sting after using it.
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Futakuchi-onna CL: 4
Hit Dice: 3 Armour Class: 13
Saving Throw: 14 Speed: 12
Wakizashi: 1d6 (3)
Bite: 1d4 (3)
Horrid Hair*: The futakuchi-onna can
strike with her hair twice per round. If a
target is hit once, it is grabbed. If hit twice, Ghoul CL: 3
it is stunned, dragged to the mouth and Hit Dice: 2 (10) Armour Class: 13
automatically takes 1d4 (3) points of Saving Throw: 16 Speed: 9
damage each round. Claws: 1d4 (3). If victim fails a saving
Futakuchi-onna are cursed women with a throw, it will be paralysed for 2d6 (7)
second mouth on the back of their head, rounds.
which is usually covered by hair. The mouth Bite*: 1d4 (3)
consumes large amount of food. If left unfed, Ghouls look a bit like zombies, but do not rot
it will start to scream and ultimately animate and have long teeth and fingernails. They hunt
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Kitsune CL: 4
Hit Dice: 3 Armour Class: 14 Koifolk CL: 2
Saving Throw: 12 Speed: 15 Hit Dice: 2+1 (11) Armour Class: 12
Bite: 1d6 (4) Saving Throw: 16 Speed: 6/12
Blink: The kitsune can teleport over its Slap: 1d3 (2)
movement distance.
The koifolk are brightly coloured humanoid
Kitsune are multi-tailed fox spirits. They are goldfish. They are peaceful and amphibious
guardians of nature and not always benevolent. peasants, and generally pleasant to be around,
Some villages have established a cult around if somewhat dull company. They are simple-
the kitsune. minded and easily led; often prey to bullies
like the yurmp or haughty local nobility. Some
monks will occasionally attempt to teach
koifolk martial arts, and instil the drive to
stand up for themselves, only to give up in
frustration at these creatures’ blank-faced
placidity.
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injured. Naturally, nue prefer moonless or lead gangs of weaker creatures. They can
overcast nights to hunt. magically disguise themselves as other
humanoids. Oni have a sense of pride, though,
and do not like to be framed for the crimes for
Octopus, Giant CL: 6 others. Apart from these relatively common
Hit Dice: 4 (20) Armour Class: 12 oni, a large number of other oni types exist as
Saving Throw: 13 Speed: 9 well.
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Oniyama CL: 2
Hit Dice: 2 (10) Armour Class: 14
Saving Throw: 16 Speed:
Bo: 1d6 (4)
The oniyama are large, grey-skinned
humanoids with short tusks protruding from
their mouths. They dwell in remote mountain
caves and forgotten ruins. They often prey
upon merchants and travellers that pass
through their territories. They wear an assort-
Oniaka CL: 1 ment of armour that is often misused but is
Hit Dice: 1 (5) Armour Class: 13 still functional. These large oni bully and
Saving Throw: 17 Speed: 9 sometimes make slaves of the lesser oni and
other weaker creatures.
Wakizashi: 1d6 (4)
Fire Resistance: The oniaka takes only half
damage from fire attacks.
Onyudo CL: 9
The oniaka are short, scaly humanoids with Hit Dice: 8+2 (42) Armour Class: 15
small horns on their slightly pointed heads. Saving Throw: 8 Speed: 12
They have coarse black hair, and coal black
Slam: 2d6 (7)
eyes. These evil beings are known to raid
Boulder: 2d6 (7)
villages to steal slaves and cattle. They are
typically armed with clubs and whatever The onyudo are an enigmatic race of giants.
weapons they can steal. These oni are said to They are hairless and their skin is completely
be born of fire in the pits of the earth and black. Most of onyudo live high up in the
almost impervious to fire. mountains and only come down to raid
human villages. When defending their homes
or besieging settlements, they like to hurl huge
Onikage CL: 1 rocks at their opponents.
Hit Dice: 1 (5) Armour Class: 12
Saving Throw: 17 Speed: 12
Owl, Giant CL: 2
Yari: 1d6 (4)
Hit Dice: 2 (10) Armour Class: 12
Creature of the Dark: The onikaga can see
Saving Throw: 16 Speed: 3/18
in complete darkness and is de facto invisible
in the dark. However, it suffers a -1 penalty Claws: 1d4 (3)
to attack rolls while fighting in daylight. Nocturnal Hunter: During the night and
while in flight, the owl imposes a -4 malus
The onikage are short, black-skinned human-
to surprise rolls on its opponents.
oids with large pale eyes. They dwell in dark
caves and deep bamboo thickets. They detest Giant owls look
bright lights. The onikage’s natural coloration mostly like a larger
and keen night vision allows them to excel in version of the com-
the dark. mon owl, but are
significantly more
intelligent and have
their own language.
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Raven CL: 1
Hit Dice: 1d2 hp (2) Armour Class: 13
Saving Throw: 13 Speed: 3/24
Claws: 1d2 (2)
Peak: The victim has to make a saving
throw or will be blinded for 2d4 (5) rounds.
Ravens are large black birds. Many people
consider them to be bearers of bad news.
Common ravens are actually quite intelligent
and have their own limited language.
Satori CL: 5
Hit Dice: 3+3 (18) Armour Class: 11
Saving Throw: 12 Speed: 12
Claws: 1d8 (5)
ESP: The satori is never surprised as long as
it can read it’s opponents’ minds. This
ability also grants it a +3 bonus to attack
rolls and armour class.
The satori is a man-sized black-haired ape. It
can read the mind of other creatures and is
thus almost impossible to surprise. If another
Rokurokubi CL: 2 creature manages it nevertheless, satori react
Hit Dice: 2 Armour Class: 13 fearful and will flee. In times of hunger, satori
Saving Throw: 16 Speed: 12 have been known to attack humans.
Tanto: 1d4 (3)
Blood Suck: 1d2 (2). If this attack is
successful, the rokurokubi can use it
automatically in subsequent rounds.
Sleeping victims will not be woken up by
this attack.
Rokurokubi are cursed humans. During the
day, they look like normal human beings, but
during the night, their neck stretches to and
incredible length. Some rokurokubi are
tricksters and spies, others are more
malevolent. A few rokurokubi will never
remember what they did at night and just
wake up having the feeling they had bad
dreams.
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them out. Unfortunately, some todawan stay in their swamps and only rarely come out
masters go rogue. These subtle servants of to raid human villages.
chaos and ruin may assemble bands of
minions, often yurmp, and begin to act as evil
masterminds. Such todawan masters do not Troll, Shadow CL: 7
often leave their swamps, but their influence Hit Dice: 6 Armour Class: 16
can be felt far and wide through the use of Saving Throw: 11 Speed: 9
assassins, spies, and soldiery. Any todawan
master is a formidable foe. The skin of a Slam: 2x1d6 (4)
todawan master is coated in an extremely Thick Hide: Shadow troll ignore the first
hallucinogenic substance. three points of damage they suffer from any
source.
Shadow trolls are troll that have been
Tortoise, Giant CL: 8 corrupted by dark powers. The corrupted has
Hit Dice: 6 (30) Armour Class: 15 made them physically powerful, but also dim-
Saving Throw: 10 Speed: 6 witted and reclusive. Shadow trolls tend to
behave submissively towards other evil beings
Bite: 3d6 (11) like oni.
Tortoise Shell: A physical attack hitting the
tortoise does only half damage unless the
attacker somehow manages to hit it from
below.
Wang-Liang CL: 7
Hit Dice: 6+3 (33) Armour Class: 16
Giant tortoises are massive, having a shell with Saving Throw: 11 Speed: 12
a diameter of almost three metres. Their shells
are incredibly thick. Tortoises are generally Claws: 2x1d6 (4)
viewed as benevolent animals Lajatang: 1d8+3 (8)
The wang-liang are an ancient race of evil
giants related to the oni. They are twice as tall
Troll, Marsh CL: 5 as a human, have hands with retractable claws,
Hit Dice: 4 (20) Armour Class: 15 black fur and wild, feline eyes. Wang-liang,
Saving Throw: 13 Speed: 12/9 one powerful, are a dying race and filled with
rage against all prospering races. They
Sabre: 1d8 (5) especially despise humans and use every
Bull Rush: 1d6 (4). The troll has to move opportunity to torture and kill them.
his full movement rate before it can use this
attack. The target is stunned for one round.
Screech: Everyone that hears the screech has
to make a saving throw or will suffer a -2
malus to attack rolls for 1d4 rounds. Once
the save is made or the victim has been
affected by the screech, it will not be
affected again.
The repulsive marsh trolls are obese, tall
humanoids with long claws and an ugly face.
Despite their size, marsh trolls are rather agile
and also good swimmers. Luckily, they mostly
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Zombie CL: 2
Hit Dice: 2 (10) Armour Class: 11
Saving Throw: 16 Speed: 6
Slam: 1d6 (4)
Zombified: Zombies are immune to spells
inducing sleep and cannot be mind-
controlled like living beings.
Zombies are mindless walking dead. They are
usually reanimated servants of spellcasters or
dead awakened by dark energies. Some
zombies carry a disease that causes their
victims to turn into zombies too.
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Treasure
Berserking Blade, Cursed: Whenever the Boots of Stealth: The wearer of these boots
wielder of this katana +3 enters combat, he imposes an additional +1 penalty on everybody
will always attack the nearest target. To avoid making a saving throw to spot him.
slaughtering allies, a roundly saving throw is
necessary. To stop fighting after all enemies Boots of the North: These boots reduces the
have been killed, two consecutive successful damage by all cold attacks by two points.
saving throws have to be made.
Boots of the South: These boots reduces the
Blood Bow, Cursed: Whenever this daikyu +2 damage by all fire attacks by two points.
is used, it deals two additional points of
damage and drains two hit points from the Bottle of Fog: This small porcelain vial will re-
user. lease a huge cloud of fog if broken. The cloud
will last for one hour unless dispersed by heavy
Blunt Belt: The blunt belt grants the wielder a wind or magic. Those inside the fog will suffer
+3 armour class bonus against attacks with a -2 malus to attack rolls.
bludgeoning weapons.
Brazier of Clearheadedness: The scented
Boots of Avoidance: These boots grant the smoke arising from this great ceremonial
wearer a +3 armour class bonus against missile brazier grants a +2 bonus to saving throws to
attacks those nearby. The effect lasts for one hour.
Boots of Etherealness: Once per day, the Brush of Copying: If this plain, bamboo-and-
wearer of these boots can becomes immune to horsehair brush is traced over another text and
mundane weapons for 2d4 rounds. the placed on a fresh sheet of parchment will
make an exact copy. It may be used once per
Boots of the Forest: These boots allow the week.
wearer to walk silently through undergrowth.
Brush of Hu Gua, Cursed: This horsehair
Boots of Lightning Speed: The rare boots of brush seems in all respects to be a finely crafted
lightning speed triple the wearer’s movement antique. Even when used, it will appear to be a
rate. While wearing the boots, the user cannot normal brush. Only later, when the inscribed
attack, though. text is examined by another will its true nature
be revealed: It subtly distorts the meaning of
Boots of Phasing: With these boots, the the text into one of blasphemy and deadly
wearer can phase from one enemy to any other insults. Believed to be the creation of a
within a radius of ten metres and attack in the powerful oni, it was responsible for the
same round. downfall of the scholar Hu Gua, who found
his petition of introduction to the emperor
Boots of Silence: The steps of the wearer of most unwelcome.
these boots make not sound.
Brush of Translation: This brush looks like
Boots of Speed: The boots of speed double its the expensive brushes used by imperial
wearer’s movement rate. The wearer cannot bureaucrats. When used, the scribe may
perform any additional actions, though. understand any language spoken in his
presence.
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Buckle of Steadfastness: This bronze buckle Dancing Fan: When this fan is used, it
will add +1 to the wearer’s saving throws when imbues the possessor with a phenomenal skill
worn. at dancing for one hour twice per day.
Buckle of Defence: This jade buckle in the Dust of Lotus: This dust is distilled from the
form of a curled dragon will add +1 to armour black lotus. Anyone inhaling the resinous
class when worn. particles must make a saving throw or fall into
a deep sleep for 1d6 hours.
Cauldrons of Smoke: These large bronze
tripod cauldrons are engraved in the style of Dust of Storms: This bluish-gold sand is
the Yoniguni dynasty. All told, three are highly reactive to air and is always stored in a
known to have been cast. When the stoppered vial of some sort. When released, it
inscription is read forth, they will emit a will create a local thunderstorm.
particular kind of smoke depending on the
individual cauldron. The fragrance is intense Drums of Terror: This large bronze drum is
and will work like Death Fog, Solid Fog or engraved with the hideous visages of spectral
Toxic Cloud. ghosts and skeletal warriors. Anyone hearing
the abominable tones produced must make a
Chalice of Efficacious Recovery: This gourd- saving throw at a -2 penalty or flee in terror for
shaped vessel will produce a potion of healing 1d6 rounds.
once per week if filled with normal water. The
potion works like Cure Wounds II. Fire Hara-ate: This hara-ate +2 reduces the
damage by all fire attacks by two points.
Chalice of Poison: This copper drinking
vessel will poison any liquid placed into it and Flute of Defence: This short-lacquered bam-
is normally undetectable by any means. boo flute is enchanted to be as hard as cast
Anyone taking even a sip of liquid from the iron. When used as a weapon, it works like a
chalice must make a saving throw at a -2 malus bo.
or die in spasms of terrible pain.
Flute of Taming: This long bamboo flute,
Cloak of Bravery: This cloak makes the when played by a skilled flautist, may charm
wearer immune to magical and mundane fear. animal up to three times per day provided the
animal fail a saving throw.
Cloak of Reflection: This shiny blue cloak
halves all electricity damage the wearer takes Gauntlets of Oni Strength: These gauntlets
let the wearer do two additional points of
Coins of Fortune: Only found in sets of three, damage with melee attacks.
these antique doughnut-shaped coins will
bring luck upon the possessor once per day Gauntlets of Weapon Expertise: The wearer
and grant an automatic success on a saving of these gauntlets gains a +1 attack power
throw. penalty.
Cloak of Poison, Cursed: This cloak poisons Girdle of Kyojin Strength: This girdle grants
the wearer and causes on point of damage per the wearer a +2 bonus to attack and damage
hour. rolls.
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Treasure
Golden Girdle: This girdle grants the wielder Helmet of Defence: This helmet grants the
a +2 armour class bonus against slashing wearer a +1 bonus to all saving throws.
weapons.
Helmet of Regeneration: The wearer of his
Gong of Meditation: This small bronze gong helmet regenerates one hit point per hour.
when commanded by its owner, will make a
repetitive series of low tones. This effect will Hood of Auspicious Resemblance: A black
aid the meditation of all listeners, lowering the and crimson hood that fastens to itself with a
time needed to pray for a full complement of jade dragon brooch. When the hood is put on,
sohei spells to one hour. a person’s facial features will appear to
resemble whoever anyone who encounters the
Gong of Summoning: This large bronze wearer wants to see the most. After 10d4
gong, covered in unknown sigils, will summon minutes, an onlooker is permitted a saving
a randomly determined creature when struck throw to see through the disguise. If the hood
in the correct manner, once per month. is removed, the wearer’s true face is revealed.
Goza of Chao the Miserly: This goza is a Ink of the Monks of Taraka: The mountain
rolled up straw mat. Unravelling it and placing monastery of Taraka is famed for the quality of
it on the ground causes a magical hole to the inks its monks produce, made from a kind
appear under it. Objects or beings may be of berry native to the region, and widely
placed in the hole. When the mat is placed sought by spellcasters. Magical scrolls written
back over the hole and then removed, the hole using these inks have a 50% chance of being
has disappeared. The objects or beings are able to re-used a second time, 25% a third
magically kept in stasis until the goza is placed time an so forth.
back in the same place and the hole reappears.
A popular folksong claims that Chao himself, Ice Tatami-gusoku: This tatami-gusoku +4
after years of hoarding his ill-gotten gains, was reduces the damage by all fire attacks by two
imprisoned in one such hole by a wily yakuza. points.
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Jingasa of the Thrice-Generous Turtle: This skin will begin to sprout small tentacle-like
turtle shell-patterned jingasa that fills with one growths that wiggle and respond to sound and
portion of turtle soup three times per day light. This mutation is short-lived. After about
when prayed over. thirty minutes the victim will shudder
violently, collapse, and die. This is a powerful
Jingasa of Most Joyous Return: A dense- item and will be very rare and expensive. Its
wooden jingasa that returns to the owner after use has only been reported widely in the death
being thrown as a missile weapon. It hits of the emperor Jing Huodi.
victims like a do.
O-yoroi of Namura the Valorous: This full
Kite of Surveillance: This silken kite is suit of armour was forged by the master smith
constructed in the form of either a long-tailed Kumushima for the legendary warlord
dragon or a feathered oriental phoenix. When Namura of the Torashi clan using metal from
the kite is sent aloft by its owner (holding the a stone who is said to have fallen down from
strings) it will relay images of all that it sees. the heavens during a night under such a
The kite has no ability to see in darkness and powerful storm one would believe it had been
will only see things visible to a normal human. sent by the god themselves. The o-yoroi is of
superlative craftsmanship, inlaid with gold and
Lens of Seeing: This is a single crystal lens silver depictions of Namura’s great victory at
about the size of a bottle cap. When held to the Battle of the Valley of the Mists. The
the eye the user can see things normally armour was lost when one of his descendants
undetectable, like invisible creatures. was killed in battle during the war that would
spell the downfall of the Torashi clan,
Mask of Terror: This large lacquered wooden generations latter; its different parts are now
mask is carved into the leering visage of a said to be scattered across the land. It is an o-
demon. All those who look upon the wearer yoroi +3, grants the wearer and all nearby allies
must make a saving throw or be struck by fear a +2 saving throw bonus against moral failure
as long as the wearer is visible. and makes the wearer immune to all forms of
fear.
Metamagical Amulet: The wearer of this
amulet can memorise and extra second-level Petal Slippers, Cursed: These slippers shrink
spell. the wearer’s feet to the size of a lotus petal and
reduce his speed to one quarter. They may
Mirror of Transcription: This is a crystal only be removed by whispering the secret
mirror of fine make. The user must place a command word written inside the sole.
written, nonmagical work and a piece of plain
parchment side by side and use the mirror to Pi-pa of Repose: When the stings of this
reflect the words from the one onto the other. mandolin-like instrument are plucked by an
An identical copy will be created. However, in experienced musician, all listeners must make a
the case of calligraphy or works of art, the saving throw or fall into a deep sleep. It can be
forgery will obvious on close examination by sued only once per day.
an expert.
Oil of Yo: This oil, made from the recipe of Prayer Beads: These specially crafted beads
the Yellow Thatch Sorcerer Yo Pei, is are enchanted with a particular sohei spell,
transparent, and may be identified only by its which may be used once per day. 1d3 are
pungent odour. It conceals a deadly and typically found one a string with several
insidious disease. Within the hour the victim’s mundane beads.
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Treasure
Robe of Fortuitous Resplendence: Though it Vase of the Sea: This finely made, blueware
appears to be just a beautiful silken kimono, porcelain vase is covered in scenes of maritime
this garment is woven with magic. In times of life. Once per month, if turned upright and a
personal crisis (when the wearer has only half command word is spoken, it will summon a
his maximum hit points or less left), the wearer water elemental.
may reach into one of the sleeves and pull out
an object that may be of aid in the situation. War Fan of Repetition: This is a fan made of
The robe has seen better days and is ripped in overlapping strips of razor-sharp steel. When
places, causing one in six of the items pulled thrown, it will speed unerringly towards its
from the sleeve to either be cursed or of no target and return again to its owner.
benefit at all to the wearer in their current
predicament.
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Index of Tables
Table 1: Bozu Advancement........................................................................................................ 4
Table 2: Bozu Armour Class and Damage Progression ................................................................ 4
Table 3: Bushi Advancement....................................................................................................... 5
Table 4: Ite Advancement ........................................................................................................... 6
Table 5: Ite Marksmanship Bonus ............................................................................................... 6
Table 6: Kensei Advancement ..................................................................................................... 7
Table 7: Kensei Armour Class and Weapon Bonus Progression ................................................... 7
Table 10: Mahotsukai Advancement ........................................................................................... 8
Table 11: Mahotsukai Spell Progression ...................................................................................... 8
Table 8: Shinobi Advancement ................................................................................................... 9
Table 9: Samurai Advancement ................................................................................................. 10
Table 12: Sohei Advancement ................................................................................................... 11
Table 13: Sohei Spell Progression .............................................................................................. 11
Table 14: Sumotori Advancement ............................................................................................. 12
Table 15: Coinage ..................................................................................................................... 13
Table 16: Clothing .................................................................................................................... 13
Table 17: Adventuring Equipment ............................................................................................ 13
Table 18: Provisions .................................................................................................................. 13
Table 19: Melee Weapons ......................................................................................................... 14
Table 20: Missile Weapons ....................................................................................................... 15
Table 21: Ammunition ............................................................................................................. 15
Table 22: Armour ..................................................................................................................... 16
Table 23: Weapon Damage by Class ......................................................................................... 19
Table 24: Confusion Status Effect ............................................................................................. 21
Table 27: Monster Hit Dice and Stats ....................................................................................... 29
Table 28: Monster Traits and Challenge Level .......................................................................... 29
Table 29: Monster Treasure Value ............................................................................................ 70
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Index
Index
Bee, Giant, Queen ..............................37 Charm Monster ..................................23
A Beer ....................................................13 Charm Person.....................................23
Ability, Monster ................................. 28 Beetle, Fire .........................................38 Charm Undead ...................................24
Acid Arrow ......................................... 23 Beetle, Giant.......................................38 Charmed.............................................21
Adventuring Equipment..................... 13 Bell of Harmony and Serenity ............70 Chest ..................................................13
Air Elemental, Greater........................ 32 Belt .....................................................13 Chu-ko-nu..........................................15
Air Elemental, Lesser .......................... 32 Berserking Blade, Cursed....................71 Class .....................................................3
Air Walk ............................................. 26 Bestiary ...............................................28 Class Level ..........................................18
Akaname ............................................ 32 Bisan...................................................38 Cleave ...................................................5
Akashita .............................................. 32 Blanket ...............................................13 Cloak of Bravery .................................72
Akikage............................................... 33 Blastbones...........................................24 Cloak of Poison, Cursed .....................72
Alarm Bell .......................................... 70 Bless....................................................26 Cloak of Reflection .............................72
Alter Self............................................. 25 Blink...................................................25 Cloak Undead ....................................24
Amanojaku ......................................... 33 Blood Bow, Cursed ............................71 Cloak, Magical ...................................18
Amikiri ............................................... 33 Blowpipe ............................................15 Clothing .............................................13
Amulet of Protection .......................... 70 Blunt Belt ...........................................71 Code of the Samurai ...........................10
Amulet of Tiger Speed ....................... 70 Bo… ...................................................13 Coins of Fortune ................................72
Animal Growth .................................. 23 Boar ....................................................38 Combat ..............................................19
Animate Dead .................................... 24 Bolt, Iron ............................................15 Combat Experience ..............................4
Ant, Giant, Queen ............................. 34 Bolt, Piercing ......................................15 Combat Finesse ....................................5
Ant, Giant, Warrior ........................... 34 Boots ..................................................13 Combat Sequence ...............................19
Ant, Giant, Worker ............................ 34 Boots of Avoidance .............................71 Command ..........................................26
Aonyobo ............................................. 34 Boots of Etherealness ..........................71 Common Items ..................................13
Archer’s Gloves ................................... 70 Boots of Lightning Speed ...................71 Confused ............................................21
Armour............................................... 16 Boots of Phasing .................................71 Confusion ...........................................23
Armour Class...................................... 20 Boots of Silence ..................................71 Conthin ..............................................39
Armour Class, Monster ...................... 28 Boots of Speed ....................................71 Copper Piece ......................................13
Arrow, Leaf Head ............................... 15 Boots of Stealth ..................................71 Cord ...................................................13
Arrow, War ........................................ 15 Boots of the Forest .............................71 Corpse Feats .......................................24
Ashura ................................................ 35 Boots of the North .............................71 Corpse Visage .....................................24
Attack of Opportunity........................ 20 Boots of the South ..............................71 Cotton Robe .......................................13
Attack Roll ......................................... 20 Bosu .....................................................4 Cotton Trousers .................................13
Attack, Monster.................................. 28 Bottle of Fog.......................................71 Crab, Giant ........................................39
Auditory Illusion ................................ 25 Brazier of Clearheadedness .................71 Creeping Fog ......................................25
Awabi ................................................. 34 Brush of Copying ...............................71 Critical Failure....................................20
Azukiarai ............................................ 35 Brush of Hu Gua, Cursed ..................71 Critical Hit .........................................20
Brush of Translation...........................71 Crocodile ............................................40
Buckle of Defence ..............................72 Crocodile, Giant .................................40
B Buckle of Steadfastness .......................72 Cure Disease .......................................26
Backpack ............................................ 13 Bullet ..................................................15 Cure Wounds I...................................26
Backstab ............................................... 9 Burning Hands ...................................23 Cure Wounds II .................................26
Bajang ................................................ 35 Bushi ....................................................5 Cure Wounds III ................................26
Bakekujira .......................................... 35 Currency.............................................13
Cursed Equipment .............................18
Bakemono .......................................... 36 C
Bakemono-toro .................................. 36
Bakeneko ............................................ 36 Carp, Giant ........................................38 D
Baku ................................................... 36 Carp, Monstrous ................................39
Ball, Lead ........................................... 15 Cauldrons of Smoke ...........................72 Daikyu................................................15
Balm of the Tiger ............................... 70 Centipede, Giant ................................39 Dancing Fan .......................................72
Basan Powder ..................................... 70 Centipede, Huge ................................39 Dancing Shadows ...............................25
Basket ................................................. 13 Centipede, Monstrous ........................39 Darkness I ..........................................24
Bat, Giant........................................... 37 Chakram.............................................15 Darkness II .........................................24
Bat, Monstrous ................................... 37 Chalice of Efficacious Recovery ..........72 Darkvision ..........................................24
Bat, Vampire ...................................... 37 Chalice of Poison................................72 Death..................................................18
Battle Cry ........................................... 10 Challenge ...........................................10 Death Fog...........................................25
Beads of Incommodious Restriction ... 70 Challenge Level ..................................28 Detect Evil ..........................................11
Bear, Black ......................................... 37 Character Class .....................................3 Detect Magic ........................................8
Bear, Cave .......................................... 37 Character Creation ...............................3 Die .......................................................3
Bee, Giant .......................................... 37 Character Race .....................................3 Dimension Door ................................25
77
Shinobi & Samurai
Disguise Undead ................................ 24 Gashadokuro ......................................43
Dispel Evil .......................................... 26 Gauntlets of Oni Strength ..................72
I
Dispel Magic ...................................... 23 Gauntlets of Weapon Expertise ..........72 Ice Tatami-gusoku ..............................73
Distances ............................................ 20 Gauntlets, Magical .............................18 Ichibu .................................................13
Do-maru ............................................ 16 Genjutsushi ..........................................8 Ikuchi .................................................47
Dragon, Coiled .................................. 40 Ghost Arrow .......................................24 Initiative .............................................19
Dragon, Earth .................................... 40 Ghoul .................................................43 Ink of the Monks of Taraka................73
Dragon, Heavenly .............................. 41 Ghoul Servant ....................................24 Ink Well .............................................13
Dragon, River..................................... 41 Ghoulish Claws ..................................24 Inkstone of Calligraphy ......................73
Dragon, Spirit .................................... 41 Girdle of Kyojin Strength ...................72 Insanity...............................................24
Dragon, Underworld .......................... 41 Goblin Rat .........................................44 Insect Plague .......................................27
Drums of Terror................................. 72 Gold Piece ..........................................13 Invisibility...........................................21
Dust of Lotus ..................................... 72 Golden Girdle ....................................73 Invisibility I ........................................25
Dust of Storms ................................... 72 Gong of Meditation ...........................73 Invisibility II .......................................26
Gong of Summoning..........................73 Iron Bolt .............................................15
Goza ...................................................13
E Goza of Chao the Miserly...................73
Iron Skin ............................................27
Ishidzukuishishi ..................................47
Earth Elemental, Greater .................... 42 Grain, Horse ......................................13 Isonade ...............................................47
Earth Elemental, Lesser ...................... 42 Grappler .............................................12 Ite 6
Emotions ............................................ 25 Grappling ...........................................21
Enchant Weapon................................ 26
J
Entangled ........................................... 21 H
Equipment ......................................... 13 Jikiketsugaki .......................................48
Equipment Weight ............................. 18 Hainu .................................................44 Jikinikugaki ........................................48
Equipment, Cursed ............................ 18 Hakama ..............................................13 Jikininki..............................................48
Equipment, Magical ........................... 18 Hakama of Dancing, Cursed ..............73 Jingasa ................................................17
Hanburi ..............................................16 Jingasa of Most Joyous Return ...........74
Hankyu ..............................................16
F Hannya...............................................44
Jingasa of the Hungry Shark ...............73
Jingasa of the Thrice-Generous Turtle74
Fan, War ............................................ 15 Hara-ate-gawa ....................................16 Jingasa of Unreliable Ascension ..........73
Favoured Weapon ................................ 7 Haramaki ...........................................16 Jishinmushi.........................................49
Fear Aura ............................................ 24 Haramaki-do ......................................16 Jitte .....................................................13
Fearless ............................................... 10 Harionago ..........................................44 Jo… ....................................................13
Feather Fall......................................... 23 Haste ..................................................25 Jorogumo............................................49
Feeblemind ......................................... 23 Hat, Straw ..........................................13 Jubokko ..............................................49
Finger of Death .................................. 27 Hata-ate..............................................16
Fire Elemental, Greater ...................... 42 Healing ...............................................18
Fire Elemental, Lesser ......................... 42 Hebijosei ............................................45
K
Fire Hara-ate ...................................... 72 Hebi-no-onna .....................................45 Kabuto................................................17
Firearms ............................................. 15 Helmet of Bravery ..............................73 Kaeruningen .......................................49
Fireball ............................................... 23 Helmet of Charm Protection..............73 Kama ..................................................14
Fist Fight ............................................ 20 Helmet of Darkvision .........................73 Kamaitachi .........................................50
Flail .................................................... 13 Helmet of Defence .............................73 Kappa .................................................50
Flash ................................................... 25 Helmet of Regeneration .....................73 Kappa-ti..............................................50
Flute of Defence ................................. 72 Hit Die, Monster ...............................28 Katana ................................................14
Flute of Taming ................................. 72 Hitotsumekozo ...................................45 Kau-sin-ke ..........................................14
Food ................................................... 13 Hold Metal .........................................27 Kawanaga ...........................................14
Food, Banquet .................................... 13 Hold Monster.....................................23 Kenku .................................................51
Food, Common.................................. 13 Hold Person .......................................23 Kensei ...................................................7
Food, Poor ......................................... 13 Hold Undead .....................................24 Kimono ..............................................13
Fool’s Gold......................................... 25 Holy Aura I ........................................27 Kite of Surveillance .............................74
Fox Monk .......................................... 42 Holy Aura II .......................................27 Kitsune ...............................................51
Frog Crotch ........................................ 15 Ho-o ...................................................46 Knock .................................................23
Fukimi-bari ........................................ 16 Hood of Auspicious Resemblance ......73 Koha-ai ...............................................51
Funayurei ........................................... 43 Horo...................................................16 Koifolk ...............................................51
Furi .................................................... 43 Hsing-sing ..........................................46 Koropokkuru ......................................52
Fur-Trimmed Robe ............................ 13 Human Ashigaru ................................46 Kosode ................................................13
Futakuchi-onna .................................. 43 Human Bandit ...................................46 Kubinonaibushi ..................................52
Human Woko ....................................46 Kuchisake-onna ..................................52
Humming Bird...................................16
G Hyakuhei ............................................47
Kurok .................................................53
Kusari-gama........................................14
Game Master ........................................ 3 Hypnotic Pattern................................25 Kusari-gusoku .....................................17
78
Index
Kyojin ................................................ 53 Nue ....................................................56 Ring, Magical .....................................18
Kyonshi .............................................. 53 Nunchaku ..........................................14 Robe of Fortuitous Resplendence .......75
Robe, Cotton ......................................13
Robe, Fur-Trimmed ...........................13
L O Robe, Magical.....................................18
Langgui .............................................. 54 Oban ..................................................13 Robe, Silk ...........................................13
Lantern, Hooded ................................ 13 Octopus, Giant...................................57 Rokurokubi ........................................60
Lantern, Paper .................................... 13 Oil ......................................................13 Rope, Quiver ......................................13
Lead Ball ............................................ 15 Oil of Yo ............................................74 Rot Flesh ............................................25
Leaf Head Arrow ................................ 15 Oni .....................................................57 Rules of the Ring ................................12
Lens of Seeing .................................... 74 Oni Mage ...........................................57 Running Shot .......................................6
Level, Class ......................................... 18 Oniaka................................................58 Ryo .....................................................13
Levitate ............................................... 23 Onikage ..............................................58
Lich Touch ......................................... 24 Oniyama.............................................58 S
Life Drain ........................................... 25 Onyudo ..............................................58
Light I ................................................ 23 Origami Warrior ................................59 Sai.......................................................14
Light II ............................................... 23 Owl, Giant .........................................58 Sake ....................................................13
Lizard Samurai ................................... 54 O-yoroi...............................................17 Samurai ..............................................10
Lizard Samurai Captain ...................... 54 O-yoroi of Namura the Valorous .......74 Sandals................................................13
Loincloth ............................................ 13 Oyumi ................................................16 Sash ....................................................13
Sasumata.............................................14
Satori ..................................................60
M P Saving Throw .....................................19
Magic Eye........................................... 23 Paper ..................................................13 Saving Throw, Monster ......................28
Magic in Combat ............................... 21 Paper Ghost ........................................59 Scholars’ Fan ......................................75
Magical Equipment ............................ 18 Paralysed.............................................21 Scythe .................................................14
Mahotsukai .......................................... 8 Parry .....................................................4 Second Rank.......................................21
Mamono ............................................ 54 Pass Wall ............................................23 Second Wind ........................................7
Manchira ............................................ 17 Perception ..........................................10 Shadow Door .....................................26
Mantis, Giant ..................................... 54 Petal Slippers, Cursed .........................74 Shadow Manchira ...............................75
Marksmanship ...................................... 6 Phantasmal Force ...............................26 Shadow Monsters I .............................26
Masakari ............................................. 14 Piercing Bolt .......................................15 Shadow Monsters II............................26
Mask of Terror ................................... 74 Pi-pa of Repose...................................74 Shadow Samurai .................................61
Maun-Ge............................................ 55 Platinum Piece....................................13 Shansao...............................................61
Melee Shot ........................................... 6 Player....................................................3 Shield..................................................27
Melee Weapon ................................... 13 Player Character ...................................3 Shikkigaki ...........................................61
Menshen............................................. 55 Poh .....................................................59 Shikomi-zue........................................14
Metamagical Amulet .......................... 74 Polymorph..........................................23 Shinobi .................................................9
Mino .................................................. 13 Pot, Iron .............................................13 Shinobi Talents ....................................9
Mirror Image ...................................... 26 Prayer Beads .......................................74 Shocker Lizard ....................................62
Mirror of Transcription...................... 74 Project Image......................................26 Shrangaathi.........................................62
Missile Weapon .................................. 15 Provisions ...........................................13 Shuriken .............................................16
Missile Weapon Range ....................... 20 Purify..................................................27 Silence ................................................27
Mogurajin .......................................... 55 Silent Shadow .......................................9
Mon ................................................... 13 Silk Robe ............................................13
Money ............................................3, 13
Q Silver Piece .........................................13
Monster .............................................. 28 Quiver Rope .......................................13 Skeletal Servant...................................25
Monster Treasure ............................... 70 Skeleton ..............................................62
Movement .......................................... 19 Sleep ...................................................23
Movement Monster............................ 28
R Sling ...................................................16
Mushroomfolk ................................... 56 Race ......................................................3 Slippers of Silent Treading .................75
Raincape, Straw ..................................13 Slow ....................................................23
Solid Fog ............................................26
N Ranged Weapon .................................15
Speak with Animal .............................27
Rapid Shot ...........................................6
Nagamaki ........................................... 14 Rat, Dire.............................................59 Speak with Dead.................................25
Naginata ............................................. 14 Raven .................................................60 Speak with Plants ...............................27
Nekode ............................................... 14 Remove Curse ....................................27 Spectral Sense .....................................25
Neutralise Poison ............................... 27 Resist Elements...................................27 Speed ..................................................19
Nezumi .............................................. 56 Rice ....................................................13 Speed, Monster ...................................28
Ningyo ............................................... 56 Ring of Alertness ................................75 Spellcasting .................................... 8, 11
Ninja-to.............................................. 14 Ring of Protection ..............................75 Spells in Combat ................................21
Nonlethal Damage ............................. 21 Ring of Sorcery ...................................75 Spider Climb ......................................25
Spider, Bone .......................................62
79
Shinobi & Samurai
Spider, Giant ...................................... 62
Spiral Helmet ..................................... 75
W
Spirit Brush ........................................ 75 Wakibiki.............................................17
Starting Money .............................. 3, 13 Wakizashi ...........................................15
Status Effect ....................................... 21 Wall of Fog.........................................26
Stone .................................................. 16 Wang-Liang........................................65
Straw Hat ........................................... 13 Wanyudo............................................66
Straw Raincape ................................... 13 War Arrow .........................................15
Straw Sleeping Mat ............................ 13 War Fan .............................................15
Stunned .............................................. 21 War Fan of Repetition........................75
Stunning Blow ................................... 12 Water Breathing .................................24
Subdual Damage ................................ 21 Water Elemental, Greater ...................66
Suggestion .......................................... 26 Water Elemental, Lesser .....................66
Sumotori ............................................ 12 Water Walk ........................................27
Surprise Check ................................... 19 Waterskin ...........................................13
Weapon Damage by Class ..................19
T Weapon Immunity .............................21
Weapon, Melee ..................................13
Tabi .................................................... 13 Weapon, Missile .................................15
Tako ................................................... 63 Weapon, Ranged ................................15
Tanegashima ...................................... 16 Web ....................................................24
Tanto ................................................. 15 Weight................................................18
Tasloi ................................................. 63 Whip ..................................................15
Tatami-gusoku ................................... 17 Wicker Basket.....................................13
Tea ..................................................... 13 Wolf ...................................................66
Telekinesis .......................................... 23 Wolf, Dire ..........................................66
Temple Bell ........................................ 75
Tender Box ........................................ 13
Tengu ................................................. 63
X
Tent ................................................... 13 Xiao ....................................................67
Terracotta Horseman ......................... 63
Terracotta Soldier ............................... 64
Tetsubo .............................................. 15
Y
Tetsuho .............................................. 16 Yama-Uba ..........................................67
Tiger................................................... 64 Yari .....................................................15
Time................................................... 19 Yari-nage ............................................16
Toad, Fire........................................... 64 Yeti .....................................................67
Toad, Giant........................................ 64 Yienhool .............................................67
Todawan Master ................................ 64 Yojutsushi .............................................8
Tonfa ................................................. 15 Yuki-onna...........................................68
Torch ................................................. 13 Yurmp ................................................68
Tortoise, Giant ................................... 65 Yurmp Wrestler ..................................68
Toxic Cloud ....................................... 24
Treasure ............................................. 70
Treasure, Monster .............................. 70 Z
Troll, Marsh ....................................... 65 Zashiki-Warashi .................................68
Troll, Shadow ..................................... 65 Zombie ...............................................69
Trousers, Cotton ................................ 13 Zombie Servant ..................................25
True Sight .......................................... 26 Zone of Dread ....................................25
Zone of Truth ....................................27
U
Uchi-ne .............................................. 16
Unarmed Combat .............................. 12
Unarmoured ....................................... 20
Unseen Servant................................... 26
V
Vase of the Sea ................................... 75
Volley Fire ............................................ 6
80
Open Game License
4. Grant and Consideration: In consideration for agreeing to use this Swords & Wizardry: White Box by Matt Finch and Marv Breig, Copyright
License, the Contributors grant You a perpetual, worldwide, royalty-free, 2008, Matthew J. Finch.
non-exclusive license with the exact terms of this License to Use, the Open
Game Content. Ruins & Ronin; Copyright 2009, Mike Davison.
7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly licensed
in another, independent Agreement with the owner of each element of that
Product Identity. You agree not to indicate compatibility or co-adaptability
81
Name:
Shinobi & Samurai
Class: Shinobi & Samurai
Level: Character Record Sheet
Armour Worn
CP:
SP:
GP:
PP:
82