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SAMURAI & SHURIKENS

An Oriental Expansion For Tunnels & Trolls v5.5 Table of Contents


ATTRIBUTES................................................................2 CHARACTER KINDREDS...............................................6 HONOR (HON)........................................................2 THE SKATHROSIAN CHART FOR CREATING MANLIKE CHARACTERS FOR SAMURAI & SHURIKENS............6 EFFECTSOFHONOR......................................................2 NEW CHARACTER KINDREDS..................................6 HONORLOSTANDSPENT...........................................2 FOXMEN...........................................................................6 HONORINCREASE.........................................................2 KAERUKIN.......................................................................6 CHARACTER TYPES......................................................3 TENGU...............................................................................7 NEW CHARACTER TYPES........................................3 KENSAI..............................................................................3 KOIFOLK...........................................................................7 MONK/MARTIALARTIST.............................................3 NEZUMIONI....................................................................7 NINJA.................................................................................5 EQUIPMENT.................................................................7 GENERAL SUPPLIES................................................7 SAMURAI..........................................................................5 WEAPONS CHARTS.................................................7

CRITTERS DOING STUFF.......................................14 SWORDS.............................................................................8 SPELL-CASTING CREATURES.................................14 HAFTEDWEAPONS........................................................8 A..........................................................................14 POLEWEAPONS..............................................................8 AONYOBO......................................................................14 SPEARS...............................................................................8 AWABI..............................................................................15 DAGGERS...........................................................................8 AZUKIARAI...................................................................15 PROJECTILEWEAPONS.................................................9 B..........................................................................15 WEIRDWEAPONS&ACCESSORIES...........................9 BAKEMONO....................................................................15 ARMOR&SHIELDS........................................................9 BANSHEE.........................................................................15 WEAPON DESCRIPTION........................................10 BAT,GIANT.....................................................................15 ARMOR & SHIELD DESCRIPTION...........................11 BAT,MONSTROUS.........................................................15 COMBAT....................................................................11 BEETLE,GIANT..............................................................16 UNARMED COMBAT..............................................12 MARTIALSTUNTS.........................................................12 BEETLE,GIANT,FIRE....................................................16 MAGIC.......................................................................13 BUSO.................................................................................16 NINJA SPELLS.......................................................13 MONSTERTABLE...........................................................16 THE SPELL BOOK (NINJA SPELLS)..............................13 THE APPENDICES......................................................17 LEVEL 1 NINJA SPELLS..........................................13 1: SKILLS..............................................................17 CREATURES & CRITTERS OF THE JADE EMPIER..........14 2: MARTIAL ARTS SKILLS.......................................17

Introduction

HONOR (HON)
Honor is the mesure of someone's character andthecharacterofhisorherfamily. Honor should not be confused with Charisma. Whereas CHR is a mesureofone'spersonalattractivnessandleadership ability1,HONinSamurai&Shurikens reflectsone's worth in society, his or her trustworthyness and strength of character. In the Jade Empier respect, power, and influence are afforded to those of great honor. Characters from the lands of the Dragon Emporer generate their starting HON just as they would any other attribute. Characters coming from lands other than the Jade Empire (for whom the conceptofhonor,asitappliesintheeasternlands,is foreign)willroll1d6todetermintheirstartingHON whentheyfirstentertheJadeEmipre. Characters will gain and lose honor as they performe honorable acts and/or partake in dishonorabledeeds.MuchlikeCHR,adelver'sHON mayfallbelow0.CharacterswithaHONscorebelow0 willbedeemeddishonorableandwillbeforcedtobear allthesocialdisadvantagessuchastigmacarries.

ATTRIBUTES
Attributes and attribute generation remaims unchanged from the Tunnels & Trolls rulebook. Although the TAROing for Humans rule is recommended (see T&Tv5.5; Appendix 1), this is entierly up to each individual GM. The only way Samurai&SurikensdiffersfromT&Twithregardsto attributesisinSamurai&Shirukens' inclusionofan additionalattribute;Honor(HON).

SeeT&Tv5.5;1.3.2

EFFECTS OF HONOR
Characters with a lower honor score will usually defer to, and show respect towards, those possessinahigherHONscore. As stated, HON may be reduced to 0 or less. Such an HON score will carry with it a host of negative social reprecussions. Although the exact effects of such low HON is largly dependant on the GM, characters who find thenselves burdened with a HON of 0 or less can expect mistrust and disrespect from those who value honor. Inadditiontothesocialaspectsbroughtabout byadelver'sHONattribute,charactersinSamurai& Shurikenshavetheabilityto"spendhonor".Characters adventuring in the Jade Empire may spend honor points(equaltoacharacter'sHONscore)toinfluance theoutcomeofcertainevents.Eachdelvermayspenda numberofHonorPoints(HP)equaltohisorherHON attributeper adventure.UnspentHONpointsmaynot becarriedoverfromoneadventuretothenext.Each newadventurewillresetthedelver'sHPbacktohis HONattribute. HP may be spent by the delver to adjust the resaults of a Saving Roll, be it a SR performed by the delver or by an opponent perfrming a SR in reaction to an action performed by the delver. Adusting a SR resault by 1 (either + or -) costs 1 HP. The amount of HP spent on the roll must be stated before the actual Saving Roll. In adition to adjusting SRs, a character may spendHPtoadjusthiscombatadds.LikeadjustingSR, a+1adjustmenttoacharacter'scombataddscoststhe delver 1 HP. A character may likewise adjust the amount of HITS taken, regardless of wether or not armorisbeingworn,by1perpointofHPexpended (effectivefor1roundofcombat).AswithusingHPto affect Saving Rolls, spending HP to affect combat in thiswaymustbestatedbeforeanydicearerolled.

reduce the maximum amount of HP a character has availableforthefollowingadventure.Honoris"spent" duringthecourseofanadventure,reducingadelver's HP.Althoughadelver'sHPmaybereducedduringan adventuretoinfluencecertainrolls,hisHONattribute remainsthesame.

HONOR INCREASE
HONdiffersfromacharacter'sotherattributes inoneimportantway:HONmaynotbeincreasedby the player at level advancement like other attributes can.Instead,wheneverthedelverincreasesalevel,the GMwillawardtheplayeranincrease ordecreasein HON,dependantonhowhonorable(ordishonorable) the player ran his delver. Outlined below are the amountsbywhichtheGMshouldincreaseordecrease adelver'sHON. If, in the time between one level increasandthenext,aplayerdisplays noteworthy honorable/dishonorable behavoir, that player should be awarded an increase or decrease in HONequalto hisorhernewlevel (roundeddown). Truly spectacular display of honor (or dishonor) should increase (or decrease) a player's HON by an amount equal to the character's (new) level. A regular session, in which the player does not detinguish him or herself in any noteworthy way, will not affect HON at level increase (this, more often then not, is the case).

HONOR LOST AND SPENT


Adistinctionmustbemadebetweenlosthonor and spent honor. Honor is "lost" as a resault of dishonorable actions. A delver's honor is lost (and gained)whenheorsheraisesinlevel.Losthonorwill

allowablebyhisSTandDEXattributes,attackswith any weapon other than the kensai's focus weapon receiveonlyhalfthekensai'sCombatAdds.Becauseof theirsinglemindedquesttoattainperfectionintheir givenweaponfocus,akensaiwillrarelyuseamagic Each of the Character Types presented in weaponofthesametypeashisfocusweapon,deeming Tunnels & Trolls v5.5 has its Samurai & Shurikens the magicalenhancementsas not contributing tothe counterpart.Inadditionnewcharactertypesarealso kensai'squestformastery.Assuch,anykensaiusinga introduced. magicalversionofhischosenweaponwillonlyreceive half the EP for combat (T&Tv5.5; 1.9). Although the kensaimaywearanytypeofarmor,theydonotreceive T&T Types Jade Empire thewarrior'sprotectivebonustoarmor. Equivalent

CHARACTER TYPES

Warriors Wizards Rogues WarriorWizards

Bushi Wujen Rogues Sohei

NEW CHARACTER TYPES


In addition to the standerd Tunnels & Trolls typeswithcounterpartsintheJadeEmpire,Samurai& Shurikens introduces new character types to choose from.Choosingsuchtypeswillmeanthatthecharacter automatically comes from the eastern lands of the Dragon Emporer. The character types unique to the JadeEmpireare;Kensai,Monk/MartialArtist,Ninja, andSamurai.

Each time a kensai raises a level, there is a chancethathewillbechallengedtoaduelbyanother kensai.Aponattaininganewlevel,aSRvs.HONis rolledatalevelequaltohalfthekensai'snewlevel.If the Saving Roll failsl, then a duel will be issued by another kensai wishing to test himself. The kensai issuing the duel will be of equal level as the kensai character and victory conditions will be established priortotheduel(firstblood,death).Akensaicharacter loosingaduelwillseehisEPreducedtojustbelowthe EP requiered to gain the new level. In order for a kensaitoadvanceinlevelafteralevelincreaseduel, the kensai character must activly seek a kensai of a level rqual to the one the character needs to attain. Winning such a duel will allow the character to increasetothenextlevel.Failureresaultsinthekensai stillbeingstalledatthepreviouslevel,andforcedto seekoutanotherkensaitoduel. Aduelmaybeissuedatanytimebythekensai characterbutonlyduelsfoughtatlevelincreasesmay resaultinlossofEP.Onlyduelsfoughatlevelincreases arefoughtagainstkensaiofequallevel.Duelsissued bythekensaicharactermaybefoughtangainstanlevel kensai.Duelsfoughtagainstotherkensaiwillnetthe kensaicharactertwicethenormalEP. Throughmasteryofbothhimself,andhisfocus weapon, a kensai may tap into his Ki Power. This allowes the kensai to inflict the maximum damage possiblewithhisfocusweaponforoneattack.Theuse of this power must be announced before the kensai rollshisCombatDice.Akensaimayusehiskipowera

KENSAI
Kensai, or Sword Saints, are masters of the swordwhostriveforperfectionintheartoftheblade. Theaimofthekensaiistobecometheultimatemaster ofthesword.Duringcharactercreationtheplayermust chooseonetypeofsword(saber,shortsword,katana) asthekensai'sfocus.Thischoiceispermanentandmay notbechangedlater.Thisfocuswillallowthekensaito inflictgreaterdamageandstrikewithgreatereasewith his focus weapon. When using his focus weapon, a kensai's Combat Adds are increased by 1.5. This narrowlyfocusedmasterycomesattheexpenseofthe kensai's ability with other weapons. Although the kensai, like the warrior, may employ any weapons

numberoftimesperdayequaltohislevel.

Makeyourregularcombatrollbutifyou wintheround,youdonotscorehits.Ifthe "hits" exceed your opponent's DX, you have him pinned; he can break the hold Monks (or Marrtal Artists) are masters of only with a ST SR at your level. unarmed combat. Although they perfer unarmed (Obviously,thismayonlybeusedinone combat, monks may make use of both melee and ononesituations.) missileweapons,butarenotaseffectiveintheiruseas warriorsare.Themartialartistisallowedtomasterone THROW type of weapon (sword, hafted, bows, etc.); any Description other type of weapon may only be used if the monk's ST & DEX are double the ordinary requirements. This works just like Grapple, except success means you have thrown your Monks may wear any armor, so long as the opponenttotheground;heisstunnedfor totalSTrequirementisnotmorethanhalfthemonk's oneroundunlesshecanmakeaL2CON strength.If amartalartist wears no armor at all, he SR. mayusehisDXasarmor.Eachpointover12countsas onepointofarmorinameleesituation.DXarmoris halved if the monk is attacked from the rear, and is SPEEDY STRIKE completely ignored if the fighter is unaware of the Description attack.

MONK/MARTIAL ARTIST

None

ST Cost

None

ST Cost
5

Inunarmedhandtohandcombat,amonkgets You get two rounds to your opponent's diceequaltohisorherlevel,plusthepersonalmissile one for the next five combat rounds addsareused,notthenormalmeleeadds. (essentiallydoublesyourcombattotal).

Monkschooseonespecialmartialartsability GREAT LEAP (see below) for each level they gain, including first ST level.Someofthesearesimplyskills,othersareakinto Description Cost magicspellsandhaveaSTcosttousethem.ThisST cost is not assessed until after the current combat is You may make one standing leap of a concluded.Allcostsareincurredimmediatelyafterthe distance/heightuptoyourlevelx5feet 2 battle,andlostCONmaynotberecovereduntilallST (oryourSTinfeet,ifgreater). isrecovered(attheusualrateofoneperturn).Manyof the martial arts abilities detailed below also have a rd Level Special Martial Arts levelrequirementwhichmustbemetinorderforthe 3 Abilities abilitytobecomeavailabletothemonk. In order to chose the following abilities, the monkmusthaveattainedalevelof3orgreater. Special Martial Arts Abilities The following abilities have no level requirementsandmaybechosenatanylevel:

RESIST WOUNDS Description ST Cost


2+

GRAPPLE Description ST Cost

Youmayhealyourselfatthecostof2ST per CON point, even in the midst of

combat.

withinonecombatround.

GRAB-A-WEAPON Description
You may pick up any ordinary object (bench,soupbowl,bucket,chair,etc.)and useitasaweapon.Eachroundchooseone option: adds two dice to your unarmed combatroll;oruseitasa10pointshield. Eachsuch"weapon"willsurviveonlyd3 combat rounds before it is destroyed or knockedfromyourhands.

IRON FIST ST Cost Description


Ifyoudonothingelsethatcombatround (evendefendyourself),youmaystrikean object or person with your fist, doing damage equal to the total of all your attributes. Your fist will not be hurt, regardlessofwhatyoupunch.

ST Cost

20

None

SECRET TECHNIQUE

5th Level Abilities

Special

Martial

Arts

Description

ST Cost

In order to chose the following abilities, the YouropponentgetsaL7IQSRtoseethis coming, and thus negate any effect. monkmusthaveattainedalevelof5orgreater. Otherwise,youropponentgetsnocombat rollthisround(histotaliszero).Ifyouuse HEROIC WEAPON thisinamassmelee,simplydoubleyour Description ST combat roll; both rolls if you are also Cost speedystriking. ThisworksjustlikeGrabAWeapon(and you must first have that skill as a prerequisite),buttheobjectyoupickupis huge(ship'sanchor,log,boulder,etc.)but cannotexceedSTx5poundsweight.This willserveeithertoaddfivedicetoyour combatroll,orasa20pointshield.These weaponswilllastd6+1combatrounds.

15

NINJA
10 Ninjasareamysteriousandsecretivecharacter type whose primary functions involve spying, infiltration, and assassination. All ninjas belong to a ninjaclan(orfamily).Itisthroughtheclanthatninjas receive their missions, and ninjas are expected to forfeit a portion of their earnings to the clan in exchange for this service. Obedience to the clan-master is absolute and any ninja found not complying with the will of the clan or its clanmaster will most likely be the target of numerous assassination attempts. With regards to gameplay, ninjas are nearly identicletorogues2.Ninjas,likerogues,mayuseany weapons. In addition, ninjas are the only character typestrainedintheuseof,andabletoemploy,ninja weapons(seeEquipment,below).Muchliketherogue, ninjasmayalsomakeuseof(certain)spells.Although
2 SeeT&Tv5.5;2.11.2

RESIST DEATH Description


Withthisability,youwillnotdieduring combat until you receive enough hits to drive your CON to a negative number equaltoyourCON.Ifyoufinishcombat with negative CON, you will die immediatelyunlessmagicalhealingbrings your CON back to positive numbers

ST Cost
None

therogue'schoiceofspellsisunlimited,otherthanby constraintsinfindingasuitibleteacherandsuch(see T&Tv5.5:2.11.2),ninjashaveamorelimitedselectionof spells from which they can choose. Any spells they holdincommonwithroguesmay,asisthecase for rogues, be taught by the wizard/wu jen of another player. Spells specific to the ninja type can only be taughtbyaninja'sclan(providedtheGMdeemsthat theclaninquestionknowsthespell),atacostofone andahalftimestheamountawizardswouldpayfora spell ofsimilar level.Like the rogue,ninjas may not inventnewspells,normakeuse ofstaves.Theyalso mustpaythefulllistedstrengthcostforallspellscast. Spellsabove7thlevelarebeyondaninja'scapabilities.

whichinturnwillreducethe samurai'sHONbyan amount equal to twice his level upon the next level increase(seeHonorIncrease,above). A samurai may make use of any weapons (provided ST and DEX requirements are met) and armor(withoutthewarrior'sbonustoarmorHITS)but willnotuseshieldsandwillnevermakeuseofninja weaponsorpoisons.Samuraiaretrainedintheuseof, andoftenemploy,boththekatanaandthedaikyu(see below).Whenwieldedbyasamurai,akatana'sDice+ Addsare4+6asopposedto5(generatinganaverage resault of 20 as opposed to 17.5). A daikyu's Dice + Adds are 6 + 9 as opposed to 7 + 3 (generating an averageresaultof30asopposedto27.5). Samurai characters, and only samurai characters, factor in their HON attribute when determiningPersonal/CombatAdds.InadditiontoST, LK,andDEX,eachpointofHONabove12willgrant thesamuraia+1tohispersonaladds,whileeachpoint below9willsubtractapoint.Becauseofthefluctuating natureofHONinS&S,thisbonus/penaltyisinlarge partdependantonhowhonorabletheplayerplaysthe samurai, as well as on the whim of the GM while awardingHONduringlevelincreases.

Note on Ninja Weapons

ThedefaultassumptioninS&Sisthatonlyninjasare properly trained to use ninja weapons. Individual GMsmaywishtoallowotherclassestohaveaccessto these weapons as well. Although the kensai or samuraiwouldn'treallymakeuseofsuchweapons,a charactertypelikerogueorbushimight.

SAMURAI
Thesamuraiisawarriorwhosedutyistoserve and obey his daimyo. A samurai can never fail his daimyo.Forthesamurai,thereisonlysuccessordeath, withdeathbeingtheultimateservicehecanrenderto his daimyo. A samurai is expected to follow a strict codeofconductwhichincludesthefollowingtenants;

At 9th level the samurai will be offered the positionofshugo(constable).Hewillbeexpectedto lookafterthedaimyo'saffairsintheprovence,looking totheprotectionoftheprovence,administeringjustice, andmanagingthevariousjitothatruntheindividual properties which make up the provence. To aid the samuraiinhisdutiesasshugo,thedaimyowilloffer Obediencetoone'sdaimyo. thesamurai10d6bushi(1stlevelwarriors)asfollowers Asamuraineverfails.Heeithersucceedsorhe thatwillbeloyaltothenewshugoforaslongasthey diesandasamuraiisreadytodieatanytime. areadequatelypaid,housed,andfed.Ofthesebushi To die in the service of his daimyo is the followerstherewillbea1in6chancethatoneofthem greatestserviceasamuraimayrenderhislord. willbeaninjasenttoinfiltratethehousehold. Dishonor(tosamurai,familyordaimyo)must be avenged. Dishonor to lord or family is a dishonortothesamurai. Debtsofvengeanceandofgratitudemustbe repaid. Cowardiceisdishonorable.

Failure to serve one's daimyo or the samurai codewillbedeemedasanextreemdisplayofdishonor,

FOX-MEN

IQ,LK,andDEXx3/2. CONandCHRx2/3. HONx2/3. Allothersx1. STandCONx2. LKx2/3. Allothersx1. STandCONx2/3. DEXx3/2. CHRx1/2. HONx2/3. Allothersx1. LKandCHRx3/2. STandDEXx2/3. Allothersx1.

KAERU KIN TENGU

CHARACTER KINDREDS

KOI FOLK

The worldofSamurai& Shurikens islargely STandCHRx1/2. NEZUMI-ONI populatedbyhumans, much asit isin the standard CONx2. Tunnels&Trollsrules.Inadditiontohumans,Samurai DEXx3/2. &Surikensallowsplayerstochoose otherhumanoid HONx1/2. kindred. Attribute modifiers are applied as per the Allothersx1. standardTunnels&Trollsrules. Although Samurai & Shurikens does not Although human, foxmen, kaeru kin, tengu, include western fantasy staples such as dwarves, koi folk, and nezumioni are the standard races to elves,andhobbs(orfairiesandleprechauns,forthat choosefrom,playersmay,withtheGM'spermission, matter),theirinclusioninSamurai&Shurikenssimply choose from any of the races described in the requirestheGMsapproval. Creatures&CrittersoftheJadeEmpiresectionbelow. TheGMneedstoconsiderwithcautiontheinclusion ofthese monster races within their game, guaging carfullytheeffectstheirinclusionwillhaveongame play.

THE SKATHROSIAN CHART FOR CREATING MANLIKE CHARACTERS FOR SAMURAI & SHURIKENS

NEW CHARACTER KINDREDS

(x) represents the multiplication symbol.As statedin the Attributes section, it is highly recommended that human charactersusetheTAROruleforattributegeneration.

HUMAN

All Prime Attributes x 1. TAROruleencouraged.

FOX MEN
Foxmenareanthropomorphicfoxes.Theyare ofaheightsimilartohumansthoughslightofbuild. Foxmenarequickandcunning.Theycarrywiththem a reputation for being dishonest tricksters and troublemakers.Ifcaughtweaponless,foxmenmayuse theircaninebitetoinflict1d6+3damage.

KAERU KIN
Also called frogfolk or toad men, kaeru kin are squat, bulky, amphibious humanoids which resemble upright standing frogs. Frog folk possess long, powerful legs which they may use to leap to heightsof2d6+6feet.IftheoptionalSpeedattributeis used(seeT&Tv5.5;Appendix1),doublethekaerukin's Speedwhentravelingviahopping.

diseasecarryingkindred,nezumioniarenotwelcome inanyoftheDragonEmperorslands.Somedaimyo actively hunt and kill any Nezumioni found upon their lands. Nezumioni will conceal their nature by usingvoluminouscloaksandrobesinorderinorderto foolthe local daimyoandhismen.Nezumionimay attackbybitingtheirfoes.Anezumioni'sbiteinflicts but 1d6 points of damage, but should the d6 rolled generatearesultof6,thenthevictimisassumedto have been infected by the nezumioni's filthy bite. Although the effects of the infection are identical to spidervenom(T&Tv5.5;1.52.5),itisaninfectionand notapoison.Assuch,aTooBadToxinspellwillhaveno effect, yet a Healing Feeling spell (if cast before 5 rounds)willnegatetheinfection.

S&S KINDRED CHART


Use the following chart to obtain the appropriate sizes and weights of the non human kindredoftheJadeEmpire.SeeT&Tv5.5;2.13formore informationonhowtoestablishsizeandweight.

TENGU
Tengu are mischievous crow men. These feathered humanoids possess a pair of wings which allowthemtofly.Inorderforflighttobepossible,the tengucannotbecarryingmorethan5timesasmany poundsasheorshehasSTRpoints(or100w.u./STR point).Inaddition,atenguwhoescurrentCONdrops belowhismaximumCON/4willbeunabletofly.

TYPE Fox-Men Kaeru Kin Tengu Koi Folk NezumiOni

SIZE
1 2/3 11/10 1/2 1/2

WEIGHT
1 7/8 1 1/2 1/2

KOI FOLK
31/2foottall,brightlycoloredhumanoidkoi fish,koifolkareanamphibiousraceofpacifists.Koi folkpossesshumanarmsandlegs,endinginwebbed hands/feet. Although willing to defend themselves, koi folk will rarely initiate combat. When standing perfectlystill,koifolkpossesstheinnateabilitytoturn invisible (effects identical to a Hidey Hole spell, but affects only the koi). Any movement will negate the invisibility.

NEZUMI-ONI
Nezumioni are 4 foot tall rat men. A filthy,

EQUIPMENT

AlloftheequipmentdescribedintheTunnels and Trolls rulebook are available in the lands ofthe Dragon Emperor. Additional equipment specific to Samurai&Shurikensaredetailedbelow.Someofthe weaponsdetailedbelowareavailableonlytotheninja typeandwillbemarkedwitha(N). Note: The common currency in the eastern lands of the Dragon Emperor is the Jade Coin (JC) whichequalsthestandardTunnels&TrollsGoldPiece (GP).Smallerdenominations,thebeadandnugget,are alsoused.AJadeBeadisequalto1/10ofaJadeCoin andaaJadeNuggetequals1/10ofaJadeBead.Jade Plaquesaresometimesencountered,usuallyfoundas treasureinlongforgottenruins,andhaveavalueof10 JadeCoins. 1JP=10JC=100JB=1,000JN

GENERAL SUPPLIES WEAPONS CHARTS


SWORDS
TYPE
Katana Wakizashi Ninjato(N)

Dice + Adds
5 4 3

ST req.
12 9 7

DEX req.
12 10 3

Cost
200JC 100JC 40JC

Weight
100 30 30

HAFTED WEAPONS
TYPE
Kiseru Nunchaku

Dice + Adds
2 3

ST req.
2 8

DEX req.
2 13

Cost
15 JC 25 JC

Weight
20 40

TreePieceRod Kausinke Kama Tui Fa

3+2 3+4 3 2

10 12 8 2

14 15 6 10

40 JC 85 JC 55 JC 20 JC

60 120 50 15

POLE WEAPONS
TYPE
Naginata Tetsubo Man Catcher Lajatang Kumade (N)

Length
8' 5' 8' 5' 6'

Dice + Adds
4+5 3+4 2 4+4 4

ST req.
12 15 13 14 10

DEX req.
9 9 9 10 8

Cost
150 JC 120 JC 170 JC 140 JC 80JC

Weight
180 250 120 170 140

SPEARS
TYPE
SangKauw

Length
5'

Dice + Adds
3+3

ST req.
9

DEX req.
14

Cost
65 JC

Weight
125

Range

DAGGERS
TYPE
Sai

Dice + Adds
2

ST req.
8

DEX req.
14

Cost
25 JC

Weight
18

Range

PROJECTILE WEAPONS
TYPE
PelletBow Daikyu Hankyu (Little Bow) (N)

Dice + Adds
3+3 7+3 2

ST req.
15 30 8

DEX req.
15 18 16

Cost
90JC 325 JC 60 JC

Weight
50 90 25

Range
110yards 180yards 50yards

WEIRD WEAPONS & ACCESSORIES


TYPE
Kusarigama(N) Gunsen Jitte Nekode(N)(each) Kawanage(N) Metsubishi(N) NinjaGrenades(N)

Dice + Adds
3+2 2 2 1+3 1+3 Seebelow Seebelow

ST req.
9 2 8 2 5 1 1

DEX req.
12 10 14 13 9 1 3

Cost
65 JC 10 JC 20 JC 40 JC 40 JC 20 JC 100 JC

Weight
60 5 18 15 25 30 5

Range
1yard 2yards 1yards 3yards

ARMOR & SHIELDS


TYPE
Complete: Haraate Oyori Parts: Chest Domaru Haraategawa Haramaki Horo Limbs Haidate Kote Sode Suneate Head Jingasa 2 1 20JC 30 2 4(2ea.) 2 2(1ea.) 2 3 2 1 30JC 30JC 20JC 25JC 50 50 35 40 4 1 3 1 3 1 1 1 200JC 12JC 75JC 10JC 160 20 40 20 8/0forrearattacks 15 4 12 65JC 700JC 350 900

HITS taken

ST needed

Cost

Weight

WEAPON DESCRIPTION
Daikyu. Abowmesuring7feet.Itsgripiscloserto thebottomasopposedtobeingcentered.Thisalowes thebowtobeeasalyfiredfromhorsebackorfroma kneeling position. When wielded by a samurai, a daikyu'sDice+Addsare6+9asopposedto7+3 (generatinganaverageresaultof30asopposedto27.5).

climbing and entagling (see Hunting Bola and War Bola;T&Tv5.5:1.52.4forentaglingrules). Kiseru.Thisisalong,metallictobaccopipe.Usedfor both the bludgeoning of foes and the smoking of tobacco.

Kumade.A6'longdualpurposedweaponoftenused byninjas.Itis,essentially,apolefittedwitharakelike head. In addition to being used as an offensive Gunsen.Anironfan,alsoknownasawarfan,used weapon,thekumademaybeusedtofacilitateclimbing for both defense and offense. It acts as a buckler, (byafixingtherakeheadincracksandclimbingthe pole shaft). When used in this manner, the kumade affording3HITSofprotection. reducesanySavingRoll'slevelby1(toaminimumof Hankyu.Alsoknownasalittlebow,thehankyuisa 1)forclimbingpurposes. verysmallandlightbowfavoredbyninjas. Kusarigama. Kin to the kama, a kusarigama is a Jitte.Atapperdbarwithahooknearitshandleused kamaattachedtoalengthofchain. to catch sword and dagger blades. Its function is Lajatang.A5footshaftequippedwithtwocresentsat identicletotheSwordBreaker(seeT&Tv5.5:1.52.3). eitherend.Usedtwohanded. Kama. Afarmer'stoolwhichcanbecarriedaround without drawing too much attention. Essentially a Man Catcher. A twopronged pole arm, the man catchers primary function is to contain opponents sicklewithastreightblade. (mansized).Thedamagelistedintheweaponschartis Katana.Thekatanaisaslightlycurved,singleedged forusingthebuttendofthemancatcher.Entangling bladefamedforitssuperiorconstruction.Itisreknown an opponent in a man catcher followes the same as a superior blade forged and crafted to perfection. procedureasthebola(seeT&Tv5.5:1.52.4),exceptthat Katanasareusuallycarriedbysamurai,anditisnot theDEXrangefordeterminingentanglementis915, uncommon for akatana tobe passed down through asopposedto815.Anentangledopponentwishing generationsasafamalyheirloom.Akatanaisusually tobreakfreeofthemancatcherwillsuffer1d6points paired with a wakizashi and together are known as ofdamage.Themancatcher'sweildermaynegatethis daisho.Whenwieldedbyasamurai,akatana'sDice+ attempt and keep the opponent entangled with a Addsare4+6asopposedto5(generatinganaverage successfulL3SRvs.DEX. resaultof20asopposedto17.5). Kausinke.Thisweaponismadeof4to6ironbars, eachconnectedbyalengthofchain.Itmesuresupto6 feet in length.Because ofits construction,flexability, andlength,thekausinkemaywraparoundshieldsto land a blow, thus negating any HITS of protection affordedbyshields. Metsubishi: Similartotheblowguninmenyways, the metsubishi is used to blow a puff of powder as opposedtodarts.Composedofamouthpiece,abox like recepticle to hold the powder, and a tube, the metsibishi's primary porpouse is to distract a ninja's foes. Two types of powders may be used with the metsubishi; pepper powder and dust (see Ninja Grenade,below).Bothdustandpowdercost75JCper dose.

Kawanaga.Thisweaponisessentiallyalengthofrope withaweightattachedtooneendandaclawedhook at the other. This weapon may also be used for Naginata.An8footlongpolearmendinginacurved

blade.

stonesandpellets,therearerumorsofpelletbowusers employinghollowedclayballsfilledwithallmannerof Nekode. A pair of glovesfitted with spikes at the strangegasesandpowders. palms.ReducesanySavingRoll'slevelby1(minimum of1)fortheporpuseofclimbing.Mayalsobeusedas Sai. Identicletothejitte,thesaipossessestwotines anoffensiveweaponforsmallamountsofdamage. (instead of the jitte's 1) used to capture swords and dagger blades. Its function is identicle to the Sword Ninja Grenades. Ninja grenades are hollowed out Breaker(seeT&Tv5.5:1.52.3),exceptthatthechances eggshellsfilledwithanassortmentofpowders.Their ofcatchingandsnappinganopponentsbladeis4in6 primarypurpousistoblindopponentsand/ordistract (asopposedto3in6). foes.Afewtypesofpowderarediscribedbelow; Pepper Powder: Targets a single foe. The victim is SangKauw. Adoubbleheadedspearwithashield unable to act for 1d6 rounds due to chocking and afixedtoitscenter.Affords3HITSofprotectionwhen used. sneezing. Dust: Similar to pepper powder filled grenades, Tetsubo.Apolearmversionofthemace,atetsubois exceptthatitblindsafoefor1d6rounds. FlashPowder:Mustbethrownintoasourceoffireto along rod(5feet)withtheupperhalfwrapedwith takeeffect.Allthosevisuallyincontactwiththeflash studbearingironstrips. explosionmustsuceedinaL3SRvs.DEXorbeblinded ThreePieceRod.Somolartothenunchaku,thethree for1d3rounds. Poisonous Smoke: Must also be thrown into a fire piece rod is composed of three rods connected by a sourceinordertotakeaffect.Createsa5X5footareaof lengthofchain. smokewhichexpandsby5'perturnuptoamaximum of 15X15 feet. All those caught within the area of TuiFa.Alsoknownastonfa.Essentiallyawoodenrod poisonous smake will be blinded and unable to do with a small handle sticking out off center. Used as anything other than retreat from the foul smoke. In bothanoffensiveanddefensiveweapon.Wheninuse, addition,allthosecaughtwihinthecloudwillsuffer1 thetuifaoffers2HITSofprotection. pointofdamagetoCONforeveryturnaffectedbythe poisonoussmoke.Thesmokewillremainintheareafor Wakizashi. A smaller version of, and often paired 3+1d3turns. with,thekatana. Note that ninja grenades are extreemly fragile and muchcaremustbetakeninhandlingandtransporting them.

Ninjato. Ashort,streightbladedswordfavoredby the ninja. Its hilt and scabbard often contain hidden Domaru. A corselet which covers stomach, chest, compartmentsforholdingpowdersandpoisons.The sholders,andback.Equipedwithsmalltassleswhich scabbard may be opened at both ends for use as a hang down below the waist. May be worn with the blowgun. haidate. Nunchaku.Twowoodenormetalrodsconnectedbya Haidate.Anapronprotectingboththeighsandknees. chain. Composedoflargeplateswhichhangonthesidesand front.Oftenwornwiththedomaru. PelletBow.Aregularlookingbow,buthasaslingin the bowstring. Although usually used to fire sling Haraate.Asuitofarmormenttoprotectawarrior's

ARMOR & SHIELD DESCRIPTION

front.Thebackoftheharaateisopenedandwillthus offernoprotectionfromrearattacks. Haraategawa.Leathercorsetprotectingthebackand stomack.Mostlyusedbycommonsoldiers. Haramaki. Armor protecting stomach, chest, and back. It is made of chain and silk and is very light weight.Caneasalybeconcealedunderclothing. Horo.Brightlycoloredstripsofclothwhichattachto theneckandwaistandballonoutbehindahorsman whenriding.Itiseffectiveonlyversusrangedattacks fromtherear. Kote.Armoredsleavesofchainandplatewhichrun from the sholders to the back of the hands and are connected by a leather band across both sholders. Concealablebeneathclothing. Jingasa. Ametalversionofthepeasant'sstrawhat. Maydoubleasacookingpot. Oyori.Acompletesuitoflacedarmor.Eachpieceis made as a matched set with colors and patterns complementing each other. Includes mempo (face mask) which is usually crafted depicting a demonic faceoradornedwithembossedfishorseashells.The kabuto(greathelmet)possessesaflowingneckguard and is usually adorned with horns, antlers, or half moons. Highly decorative and expensive, they are usually worn for important battles or ceremonial affairs.

COMBAT
The basic rules for combat in Samurai & Shurikensremainsidenticletothosepresentedinthe T&Trules.TheonlyadditiontothestandardTunnels &Trollsrules,withregardstocombat,istheinclusion ofmartialstunts,weaponprociciancies,andexpanded unarmedcombat.

UNARMED COMBAT

Although monks/martial artists are the unquestioned masters of unarmed combat (getting dice equal to their level, plus personal missile adds as opposed to normal melee adds), all eastern types possess some kind of unarmed hand-to-hand combat training. The basic assumption in Samurai & Shurikens is the same as that found in the Tunnels & Trolls rules, that is that regular unarmed combat generates 1d6 points (+ melee combat/personal adds) towards the HPT. This rule is applied to most normal folks. Of course, eastern delvers are anything Sode. Onefootsquaresorrectangleswhichprotect but normal. As such, each eastern character thesholders.Mustbewornwithadomaru,haraate, type increases the amount of damage his unarmed attack inflicts (be it through a orharamaki. knowledge of karate, judo, or some GM/player invented martial arts) based on his type and Suneate.Metalshinguards. level, as seen on the table below. Note that no character type can match the monk/martial artists in unarmed combat prowess (see Monk/Martial Artist, above).

Leve l

Bushi, Sohei, Kensai, Samurai

Rogue, Ninja

Wu-jen

1 2 3 4 5 6 7 8 9 10

1d6 1d6+3 2d6 2d6+3 3d6 3d6+3 4d6 4d6+3 5d6 5d6+3

1d6 1d6 1d6+3 1d6+3 2d6 2d6 2d6+3 2d6+3 3d6 3d6 ...andsoforth.

1d6 1d6 1d6 1d6+3 1d6+3 1d6+3 2d6 2d6 2d6 2d6+3

(who would be the victim of a major martial stunt). The exact nature of the stunt is sujested by the attacker, and the martial stunt's cost (in martual stunt points) is decided by the GM. The GM should strive to be as consistant as possible when assigning martial stunt point costs. Should an attacker perform a martial stunt which the GM deems is a major martial stunt (worth 2 martial stunt points), then should the same stunt be performed again under similar circumstances the cost would, again, be 2 martial stunt points. The following guidlins might prove helpful in assigning costs to martial stunts. Minor (Cost: 1 Martial Stunt Point) Minor martial stunts are those that incapacitate an opponent, or takes him out of the fight for but a very short period of time (usually 1 or 2 combat round or 1d3 for GM randomly inclined). Any minor inconveniances fall under minor stunts. Major (Cost: 2 Martial Stunt Points) Major stunts include greater inconveniances. Major stunts also include effects that will take an opponent out of a fight for a longer period of time than a minor stunt would (usually 3 or 4 rounds, or 1d6 rounds if a random resault is perfered). Greater (Cost: 3 Martial Stunt Points) Greater stunts are spectacular displays of martial arts prowess. The effects of greater stunts are mesured in weeks (1d6) and carry serious disadvantages. Legendary (Cost: 4 Martial Stunt Points) Stunts of this caliber are in the vein of Insta-Kill punches (with a SR vs CON afforded to negate or lessen the effect). God-Like (Cost: 5 or more Martial Stunt Points) Reserved for truely godlike stunts. Insta-Kill with no SR falls under this category.

Optional Rule

Monsters!

Monsters!

The GMmay considerusingthe Monster! Monster! rulewherebyamonsterwithaSTmultiplierwilluse anumberofd6sinunarmedcombatequaltoitsST multiplier.

MARTIAL STUNTS

In addition to inflicting greater damage in unarmed combat due to the fact that most easterners have some degree of martial arts training, characters engaging in unarmed combat may see their damage accombanied by a martial stunt. Poking someone in the eye, throwing sand in an enemy's face, tripping, flipping, or performing the dreaded paralyzing pinch are all examples of martial stunts. Every natural 6 rolled in unarmed combat generates 1 martial stunt point. If the unarmed combatant wins the combat round he may, in addition to inflicting damage, spend his generated martial stunt points to perform whatever stunt the player can think up. The martial stunt points generated in one round of combat need not be directed at only one adversary. The unarmed combatant may devide Foreigners & Unarmed Combat any martial stunt points generated between any Although foreigners may learn to opponents from an opposing group. For increase their unarmed combat prowess, doing example, Akihiro is a 3rd level bushi and thus so isn't automatic, as it is for easterner types for rolls 2d6 for his unarmed attack. Should both d6 whom such things are a way of life. turn up 6s, Akihiro will generate 2 martial stunt points which may be used on two foes (each receiving 1 minor martial stunt), or all on 1 foe

MAGIC

MagicintheLandsoftheDragonEmporeris very similar to that practiced in the west. Whereas wizards from the west learn their spells from establishedwizardsguilds,intheeast,wujendepend on a similar institution, the Arcane Academies, to increas their magical lore and aquire new spells. Ninjas,fortheirpart,atreatedinasimilarfashionto western rogues, but have a much more limited The following list provides all of the spells available to the ninja type. Spells held in selectionofspellsavailable. common with wizards/wu-jen are enumerated first (see the T&T v5.5 rulebook for descriptions and effects), followed by the ninja specific list of spells. Ninja specific spells may only be learned/bought via a ninja's clan (provided the As stated in the ninja type's decription, like ninja's clan knows the spell). Teaching a ninja the rogue, ninjas may make use of (certain) specific spell to anyone not of the ninja's clan is spells. Although the rogue's choice of spells is a crime punishable by death! These are unlimited (other than by constraints in finding a ninjas...they know how to make death happen!

suitible teacher and such (see T&Tv5.5: 2.11.2), ninjas have a more limited selection of spells from which they can choose. Any spells they hold in common with rogues may, as is the case for rogues, be taught by the wizard/wu jen of another player. Spells specific to the ninja type can only be taught by a ninja's clan, and only if the spell is known by the clan, at a cost of twice the amount a wizards would pay for a spell of similar level. Like the rogue, ninjas may not invent new spells, nor make use of staves. They also must pay the full listed strength cost for all spells cast. Spells above 7th level are beyond a ninja's capabilities.

NINJA SPELLS

THE SPELL BOOK (NINJA SPELLS)


LEVEL 1 WIZARD/WU-JEN SPELLS AVAILABLE TO NINJAS
Ninjasmay learnthe followingwizard/wujenspellsfromPC wizardsorwujen; LockTight, Knock Knock,OhThereItIs,andWilloWisp.Level1Ninjaspecificspellsaredetailedbelow.

LEVEL 1 NINJA SPELLS


Name
SoundofSilence

Description
Allowestheninjatocreateanareaofsilence.Nosoundmay enterorescapeaninja'sareaofsilence.Thearealastsfor3 turnsandextendstoa20'radiuscenteredontheninja. Createsa30'areaofcompletedarknesscenteredaroundthe ninja.Thedarknesslasts2roundsandmoveswiththeninja. A WilloWisp spellcastwithintheradiusofa Darkness spell willautomaticallydispelltheddarkness.

Cost/ST Rang e
5

Darkness

ShadowedForm

Willcause the ninja'sbodytotake onashadowy coloring. When in shadowed surroundings, only a L2SR vs LK will reveailtheninja'spresence.Ifindarkenviroments,theSaving Roll'slevelisincreasedto3(oreven4forcompletedarkness). This spell targets one glass or goblet containing liquid of somekindandturnstheliquidintopoison.Theeffectsofthe poisonareidenticletoSpiderVenom(seeT&Tv5.5;1.52.5). Theninjamaysendamessagetoaknowntarget.Thenumber ofwordsthemessagemaycarryisequaltotheninja'sCHR. Themaximumdistancethemessagewilltravelis1mileper ninja'sCHR. Allowestheninjatothrowhisvoiceupto20'away. Listenerspercievetheninja'sCHRasbeing50%higherthanit reallyis.ReferencetheCharismaEffectstable(T&Tv5.5;3.5) toguagetheeffectsoftheninja'sincreasedCHR.

TurntoPoison

30'

CarryMessage

CHR (miles)

Ventriloquism Amiability

3 3

10' 40'

First level ninja spells require a minimum IQ of 10 and a minimum DEX of 8 to cast. First level ninja spells cost 250 JC, payable to the ninja's clan.

LEVEL 2 WIZARD/WU-JEN SPELLS AVAILABLE TO NINJAS


Ninjasmaylearnthefollowingwizard/wujenspellsfromPCwizardsorwujen; HideyHole, Cateyes, GlueYou,LittleFeets,andMirage.Level2Ninjaspecificspellsaredetailedbelow.

LEVEL 2 NINJA SPELLS


Name
DetectTraps DetectHiddenPortals HidePortal PoisonBlade TinyAssassin

Description

Cost/ST Rang e

Second level ninja spells require a minimum IQ of 12 and a minimum DEX of 9 to cast. Second level ninja spells cost 750 JC, payable to the ninja's clan.

might;Poor,Common,High,andIncredible. Aspell casting creature's potency level will determine the amount of ST or Power (if the Power attribute from Appendix1isbeingused) ithasavailabletocastthe listedspells.ThetablebelowwilllisttheamountofST or Power the creature has at its disposal for spell casting purposes (based on the creature's MR). As stated before, if this over complicates your game, simplyditchitinfavorofsomethingmoreinlinewith Whatfollowesisalistofcreaturesandcritters yourplaystyle. commonly encountered within the Jade Emiper. The creatures are presented in the standard T&T fashion Potency ST or Power (MRandCombatDice)withanadditionallistingfor available specialabilities.Thisadditionallistingisoptionaland Poor 1/10MR isincludedforGMswhopreferalittlemoredetailto

CREATURES & CRITTERS OF THE JADE EMPIER

their critters. If the addition of special abilities over complicatesyourgame,simplydisregarditandusethe creaturesMRandCombatDice.

Common High Incredible

MR EqualtoMR 2XMR

CRITTERS DOING STUFF

With regards to critters doing things with their Special Abilities, Samurai & Shurikens takes a passiveapproachtoresolvingamonster'sactions.By passiveImeanthatcrittersdon'trolltosucceedwith agivenspecialability,instead,thedelver(s)rollsaSR to avoid the effect of a given ability. For example, a MR:50CombatDice:6d6+25 cyclopsdoesn'trolltoseeifhehitsafoewithahurled bolder(usingthecyclops'HurlBolderspecialability). Special InsteadthedelverrollsaSRtoavoidthehurledbolder. ParalyzingTouch Anyonesufferingdamage froman aonyobo's attack must succeed in a L2SRvsCONorbecomeparalyzedandunable toactfor1combatturn. FlightAnaonyobomayfly.

AO-NYOBO

SPELL-CASTING CREATURES

Some of the creatures presented here are described as having Spell Casting Abilities. When a critter possesses Spell Casting Abilities, a list of the spellsmostcommonlyemployed/knownbythecritter willbenoted.GMs,asalways,shouldadd,remove,or changethespelllistpresentedifitrunscontrarytohis needs. In addition to a list of commonly employed spells, each spell casting creature will have its Spell CastingAbilitygradedinlevelofarcanepotency.This potency willfallunder one offour levelsofmagical

AoNyobo are blueskined, female ghoullike creatures.Theyareoftenencounteredinruinedcastles andabandonedkeepswheretheyhide,awaitingprey.

AWABI
MR:32CombatDice:4d6+16 Special Amphibious

Awabi are amphibious

creaturesandassuchtheymaybothswimand breathunderwater. Awabiaresaltwaterseademonswhopreyon fishermen.Theyhaveaninsatiablehatredforkoifolk whomtheywillkill(andlatereat)onseight.

Immunity Bakemono are immune to spells which changes a targets shape, such as MutatumMutandorum,aswellasspellswhich changetargetstostone,suchasMedusa..

AZUKI-ARAI
MR:52CombatDice:6d6+26

Bakemono are cousins to western goblins. Bakemonovaryfromtheirwesternkinintheirinnat abilitytoassumetheappearanceofanystoneobject. Theirpreferdtacticistotakeontheshapeofastone object,suchasapilarorstatue,andthenreverttotheir naturalstateforasurpriseattack.

Special ImmunityAzukiaraiareimmunetodamage frommundane weapons. Magic,viaweapon, items,orspells,affectsthemnormally. MR:100CombatDice:11d6+50 ParalysingTouch Anyonesufferingdamage fromanazukiaria'sattackmustsucceedina Special L1SRvsCONorbecomeparalyzedandunable FrightfulWailOncepercombat,abanshee toactfor1d6combatturn. mayissueabloodcurdlingwailthatactsasa

BANSHEE

AzukiAraiaresmall,cannibalisticghostswho appear as yellow eyed old men. They are always encountered in forests, usually by riversides. A common azukiarai practice is to paralyze their victimesandtheneatthemalive.

GlueYouspell. NonCorporal A banshee may only be harmedbymagicitemsorspells. MagicResistance Bansheesare immune to spellsoflevel1to3.

B
BAKEMONO
MR:30CombatDice:4d6+15 Special StoneShape Abakemonomayassumethe shape of any stone object at will. The transformation takes but 1 combat round. When in stone shape, they are indistinguishablefromtheobjectwhosshape they'veassumed.Only magic(suchas Detect MagicorOmnipotentEye)maydescernashape changedbakemono'struenature.A Pygmalion spell will automatically revert a bakemono fromstonetoitsnaturalform.

Banshees are wailing spirits, usually female. Noncorporealandhighlyresistanttomagic,banshees makeformidablefoes.

BAT, GIANT
MR:40CombatDice:5d6+32 Special FlightGiantbatsmayfly. Dark Sight A giant bat is unimpeded by darkness. These dogsize bats make their homes in forgotten caverns. They will often attack any trespassers, swooping down upon their victims in groupsof3to18.

BAT, MONSTROUS
MR:80CombatDice:4d6+30 Special Sonic Blast A monstrous bat may forgo attackingwithtoothandclaw(contributingto aparty'sHPT)andinsteadtarget1foewitha sonicblast(Range:150yards).AL5SRvs.DEX isrequiredtoavoidthesonicblast.Failingthe SRincurseffectsidenticaltoaMindPoxspell. FlightMonstrousbatsmayfly. DarkSight Amonstrousbatisunimpeded bydarkness. Enormous,horsesizebats.Monstrousbatsare sometimesusedasmountsbyundergrounddwelling humanoids.

Flaming Shell All those engaged in melee combat with a giant fire beetle suffer +1d6 points of damage, for which armor doesn't protect,eachturn. Grasp A giant fire beetle may choose to graspavictiminitsmassivemandibles.Ifthe victim fails a L3SR vs. DEX, the victim is trappedwithinthebeetlesgrasp.OnlyaL4SR vs.STRwillallowthevictimtodisengagefrom thegrasp.Foreachcombatturngrasped,the victimsuffers1d6pointsofdamageandtwice the fire damage (2d6, from which armor doesn't protect), and is unable to act (other thanattemptingaSTRSR). Vulnerability Giantfirebeetlessuffertwice theamountofdamagefromcoldbasedattacks (suchasaFreezePleasespell).

BEETLE, GIANT
MR:50CombatDice:6d6+25

Agiantfirebeetleissimilarinappearanceand sizetoitsgiantbeetlekin,butexudesaviolentflame fromitsshell.

Special Armor A giant beetle's chitinous shell MR:70CombatDice:8d6+35 affordsit5HITSofprotection. Grasp Giantbeetlesmaychoosetograspa Special victim in their massive mandibles. If the Insidious Infection Delvers sustaining victim fails a L3SR vs. DEX, the victim is damagefromabusomustsucceedinaL2SRvs trappedwithinthebeetle'sgrasp.OnlyaL3SR CON or become afflicted by the buso's vs.STRwillallowthevictimtodisengagefrom ghoulish infection. Every night, infected thegrasp.Foreachcombatturngrasped,the delversmustsucceedinbothaL3SRvsCON victim suffers 1d6 points of damage, and is andIQ.FailingoneofthetwoSRwillresault unabletoact(otherthanattemptingaSTRSR). in the infected delver transforming into a mindless, rage filled buso. Failing both SR As its name implies, a giant beetle is an means the delver is irrivocably transformed enormousbeetleendowedwithmassivemandibles. intoabuso.Aslongastheinfecteddelverisnt irrivocablyaffectedbytheinfection,a Healing Feeling spell administered to the delver will curetheinfection. FearBusogenerateafearinducingaura.All thosewithin20feetofabusomustsucceedin a L2SR vs IQ or be paralysed with fear. A successrendersthe target immun tothe fear generating aura for the remainder of the encounter. Delvers paralysed with fear are

BUSO

BEETLE, GIANT, FIRE


MR:60CombatDice:7d6+30 Special Armor A giant fire beetle's chitinous shell affordsit6HITSofprotection.

afforded a chance to overcome the fear each withoversizedfeetandasingleeye.Filledwithrage combat round(requires a successful L2SR vs and hatred, buso are feared for their insidious IQ). infectioustouchwhichcantransformavictimintoa busolikecritter. Abusoisaghoullikecreaturewhichinhabits cemetaries.Thebusoistallandgauntinappearance,

MONSTER TABLE
Monster
AoNyobo Awabi AzukiAria Bakemono Banshee Bat,Giant Bat,Monstrous Beetle,Giant Beetle,Giant,Fire Buso

ST
2 3/2 1 1

IQ
1/2 1 1 3/4

LK
2 3/2 3 3/2

CON
5 3 5 3/2

DEX
2 3/2 2 3/2

CHR
1/2 1/3 1/2 1/2

HON
1/3 1/4 1/3 1/4

Heigh Weigh t t
2/3 1 1/2 3/4 1 1 1/2 3/4

horsmanship,andettiquette,canbeasimporatantas howmanydiceacharacterrollsincombat.

Innitial Skills

THE APPENDICES
ThissectionoftheSamurai&Shurikensrules cover optionall rules for use in a S&S game or in a regularTunnels&Trollsv5game.

Three methods are presented below to determineadelver'sstartingskills.Theseassumethat charactersarebeingcreatedas1stleveldelvers. Variable (default methode): The variable methodalloweseachplayer,regardlessoftype, tostartthegamewith1d3skills(rolledduring charactercreation). Fixed:Allcharacters,regardlessoftype,begin thegamewith2skillsatfirstlevel. TypeBased: Rogues and Ninjas begin play with3skillsat1st level.Warriortypes(Bushi, Sohei,Kensai,Monk)beginwithtwo.Wujen startthegamewithbutoneskill.

1: SKILLS
Charcacters from the Jade Empire are much more than simply combat machines resumed by a mere Dice+Add value. Skills shuch as calligraphy,

Askillcanbeanythingtheplayercanthinkof (dependant on the GM's approval). Picking locks, ridinghorses,trackingprey,movingsilently,gambling, cooking, sailing, climbing, tightrope walking, and gemappraisalareallexamplesofvariousskills. Whenaskillischosen,itmustbepariedwith the most appropriateAttribute.Thus, askillsuchas picking locks would fall under the DEX attribute. GamblingwouldmostlikelybepairedwithLK.New skills possess a skill bonus of +1 (this bonus can be increaesed further with each level increase). Thus, a firstleveldelverchoosinglockpickingandgambling as his initial skills would write the following on his charactersheet; Lock-Picking (DEX) +1 Gambling (LK) +1 Eachtimethedelverincreasesalevel,heorshe hastheoptiontoeatherchooseanewskill(at+1),or increaseanexistingskill'sbonusby1.Forexample,our lockpicking delver with a penchant for gambling, uponreaching2ndlevel,mayopttogainanewskillat +1, or may decide to increase either lockpicking or gamblingto+2.

martial (combat) situations. Whereas anyone may perform the tricks and/or stunts martial arts skills encompase, possessing the appropriate martial arts skillmakessucceedingeasier.

Innitial Martial Arts Skills

AllcharactershailingfromtheEasternLands oftheDragonEmporerareassumedtobeginplay(at 1st level) with a set number of martial arts skills (or manuvers) dependant on the character's type. Each initial martial arts skill will have a rating of +1, meaningthattheyadd+1toanyattributebeingsaved against,providedthemartialartsskillwouldlogically benefittheactionbeingtakenorresistedagainst.

Type
Monk/Martial Artist Kensai,Samurai, Bushi,Sohei Ninja,Rogue Wujen

Innitial Martial Arts Skills


3 2 1 1at2 lvl+1everytwolevels (4th,6th,8th)
nd

Using Skills

Mechanically, a skill's main function is to facilitateaSavingRoll.AnytimeaSRiscalledfor,beit toacomplishsomethingoravoidsomething,adelver with an appropriate and relevent skill may treat the attributebeingtestedasifitwereequaltotheattribute + the skill's bonus. For example, let us say that our lockpicking/gamblingdelverfromabovepossesseda DEX score of 14. Should he happen upon a locked treasurchestwithinsomedaimyo'skeepwhichneeds picking, the Saving Roll will be made as if his DEX attributewere15(14forhisnaturalDEXattribute+1 forhisLockPickingskillbonus).

Amartialartsskillcanbeanymanuver,trick, orstunttheplayercanthinkof,andtowhichtheGM agreesupon.Amartialartsskillisaskillthatmayonly beusedincombat.Tosimulatenoncombatskills,Gms andplayersmust fallback uponthe stantardSaving Roll rules or the Skill system presented in the appendix.Itmustbenotedthatmartialartsskillsdo not directly effect a user's Combat/Personal Adds, althoughthesuccessfuluseofsuchskillsmayaffect,in a roundabout way, the protaginist's or antagonists HPT.Performingsuchstuntswithouttheappropriate martialartsskillishandledasacommonSavingRoll (aspertheTunnels&Trollsrules). Certainguidelinesmustbeadhearedtowhena playerchoosesamartialartsskill.Theseguidelinesare enumeratedbelow. No martial arts skills will allow someone to

2: MARTIAL ARTS SKILLS


Martialartsskillsareinmenywayssimilarto theoptionalskillrulesfoundintheAppendices.Asthe name implies, martial arts skills are skills used in

Mechanically, a martial arts skill's main function is to facilitate Saving Rolls during combat. AnytimeaSRiscalledforinacombatsituation,beitto acomplish something or avoid something, a delver with a relevent martial arts skill (one which may logically be employed in the current situation) may treattheattributebeingtestedasifitwereequaltothe attribute + the martial arts skill's bonus. The GM always decides upon which attribute the SR will be performedaswellasthelevelatwhichitwillbetested. For example, let us say that our bushi Akihiro from abovewishedtousehisUnseenWindmanuvertoclose Eachtimethedelverincreasesalevel,heorshe inonabattlingopponent,theGMmaycallforaSRvs. hastheoptiontoeatherchooseanewmartialartsskill LK.Akihiro'sLKattributeis14,butwithhismartial (at+1),orincreaseanexistingmartialartsskill'sbonus artsskillbonus,hisLKistreatedasbeing15(14forhis

directly increase their Dice + Adds or Personal/CombatAdds.Althoughsuccessfully performingamartialartsskillmayaffectthe HPT generated. For example, no martial arts skill can allow you to inflict greater damage with a sword (that's the provence of Dice + Adds),butsuccessfullyusingaDisarmmartial artsskillwillmostdefinatlynegateatarget's HPTfortheround. Martialartsskillsaremanueversthatmayonly beusedincombat. Martial arts skills beyond those taught at 1st level(orincreasingmartialartsskillsalready possessed),requirestheplayertojoinaschool (ortempleoracademy)whichwillteachhim or her the new skill (or increase an existing martialartsskill).Suchschoolswillchargethe player 250 JC per +1 bonus the skill will impart.Thus,acharacterwishingtoincreasea martialartsskillfrom+1to+2wouldneedto pay the school 500 JC. In addition, the character must train for a number of weeks (consecutive) equal to 2 + the bonus being aquired. A character wishing to increase a martial arts skill from +1 to +2 would thus needtopay500JCandtrainattheschoolfor4 consecutiveweeks.Afterthetrainingtimehas elapsed, a character will possesses the new martialartsskillorgainstheincrease. Any martial arts skill which is used with a weapon(handtohandcombatisconsidereda weaponforthispurpose)mustbeassignedtoa weapon(notaweapongroup).Thus,someone taking Disarm as a martial arts skill could assignittoShortSwordbutnottoSwordsor StreightSwords. Allmartialartsskills must be named by the player. The name should be something flavorful,colorful,and/or denotethe general utilityofthemanuver.Abasicdescriptionof the martial arts manuver/skill should follow thename.

by1.Wizardsandwujenaretheexceptiontothisrule, aquireingtheirfirstmartialartsskillat2nd level,and theneverytwolevelsthereafter.Asstatedabove,level increase, in conjunction with training, are both requiredtoadvanceanexistingmanuveroraquirea newmartialartsskill.

Example: Martial Arts Skills


Akihiro,asa1st levelbushi,startsoffwith2martial artsskills.Ashisfirstmartialartsmanuver,Akihiro's player decides he would like Akihiro to be able to close in on a battling opponent unseen, using his surroundingsasconcealment.Ashissecondmartial artsskill,theplayerdecidestogiveAkihirotheability to disarm an opponent when weiling his favored weapon,theshortsword.Akihiro'splayerwritesthe followingonhischaractersheet; Unseen Wind Manuver (+1): Close in on a battling opponent unseen, using the surroundings as concealment. Grappling Monkey (+1): Disarme w/ Sh. Sword. Upon reaching 2nd level, Akihiro has the option to either increase his Unseen Wind Manuver or GrapplingMonkeyto+2orlearnanewmartialarts skill.Increasing eitherofhiscurrentskillswillcost Akihiro500 JC andwillrequire4weeksoftraining. Learninganewmartialartsskillwillcosthim250JC andrequire3weeksoftraining.

naturalLKattribute+1forhismartialartsskillbonus). increasedcostandtrainingtimementionedabove),or increase anexistingskill(atregularcostintime and money). Foreigners & Martial Arts Skills Foreigners(thosewhodonotcome fromthe Jade Empire)mayalsolearnmartialartsskills.They gain no initial martial arts skills as do easterners. A foreignerwishingtoaquirehisorherfirstmartialarts skill(at+1)mustpaytwicethecostthataneasterner would,andspendthreetimestheamountintraining. Afterwich,heorshewillbetreatedasaneasterner, with each level increase allowing the easterner a chance to learn a new martial arts skill (at the

Poisons Spells Family foreigners&unarmedcombat

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