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    Oriental ClassesA Supplement for B/X and LL

    Edited by Ned Martell (Revised: September 2013)

    This document contains a conversion of the oriental player character classes contained inother rulebooks into a format more compatible with B/X & LL. I do not take writing creditfor this work, I am merely an editor.

    In editing this collection, I tried to keep some of the flavour of the original classes, while atthe same time removing many of the fiddly details. I also generally made the ExperiencePoints & Hit Dice equivalent to each class Basic counterpart, and reduced the classrequirements and prime requisites to be in closer accord with the Basic classes.

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    TABLE OF CONTENTS

    BUSHI.. 1

    HENGEYOKAI... 1

    KENSEI 2

    KOROPOKGURU.. 3

    NATURE FOLK.. 3

    NINJA.. 4

    SAMURAI.... 6

    SHUGENJA. 6

    SOHEI.. 7

    WU REN.. 7

    YAKUZA...... 8

    APPENDIX I: A BRIEF NOTE

    ON ORIENTAL WEAPONS

    AND ARMOUR 9

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    BUSHI

    Bushi are wandering

    mercenaries or bandits.

    Most are of low birth.

    The prime requisite for

    bushi is Strength. Bushiwith a Strength score of

    13 or higher gain a bonus

    on earned experience.

    RESTRICTIONS:

    Experience Points, Hit

    Dice, Attacks, Saves: as

    Fighter.

    Bushi may use any

    w eap o n o r a rmo u r

    (including shields), and

    may be of any alignment.

    SPECIAL ABILITIES:

    Bushi are always able to gain employment in a village,

    town, or city. However, the pay may only be enough to

    cover their basic needs (simple food & rudimentary

    shelter).

    At 9th level, a bushi may become a warlord by capturing

    and clearing an area of land and marking its boundaries.

    He will then attract 30-60 1st level bushi to serve him,

    however they must be paid or they will desert! If he is a

    good and successful leader who pays well, more bushi

    may apply. At 12th level he will attract 1-6 1st level

    samurai. This will legitimize the bushi's social standing and

    allow him to start his own Family Clan.

    HENGEYOKAI

    Hengeyokai are a race of intelligent shape-shifting animals.

    They are normally mischievous, independent, and self-

    centred. Many are also malicious, however some rare few

    may be benevolent. There are many sub-races, each a

    different type of animal. All use magic and trickery.

    The prime requisites for hengeyokai are Intelligence and

    Charisma. Hengeyokai whose Intelligence and Charisma

    are both 13 or higher gain a 5% bonus on earned

    experience, a 10% bonus if Charisma is 13 or greater and

    Intelligence is 16 or greater.

    RESTRICTIONS:

    Experience Points, Hit Dice, Attacks, Saves, Spells: as Elf.However, they may advance to 9th level maximum.

    Hengeyokai may use any weapon or armour (including

    shields), and may be of any alignment. The vast majority

    are Chaotic, a few may be Neutral, and only very rarely

    are they Lawful. Hengeyokai must have a minimum

    Intelligence score of 9.

    Hengeyokai have a reputation among humans for being

    Chaotic: mischievous at best and malicious at worst.

    Humans therefore treat allhengeyokai accordingly, if their

    identity is discovered. Hengeyokai are a solitary, secretive

    race, and have no clan loyalty or kinship; they do not

    attract followers, establish families, or build strongholds.

    SPECIAL ABILITIES:

    Hengeyokai memorise and cast spells as a wu ren of the

    same level, however they know their spells innately and

    do not use spellbooks.

    At the time of character creation the player must choose

    one animal form for his hengeyokai character. This is a

    permanent choice and may not be changed at a later time.

    Some traditional hengeyokai sub-races are: bakeneko

    (cat), hebi (snake), inugami (dog), kitsune (fox), mujina

    (badger), okami (wolf), tanuki (raccoon dog), and

    tsuchigumo (spider). Other choices could include carp,

    crab, crane, drake, hare, monkey, otter, rat, sparrow, or

    another to be decided between the player and the DM.

    Hengeyokai may change shape between Animal, Human,

    and Bipedal (mixture of animal & human) forms. They

    may change shape a number of times per day equal to

    their level (note that changing into a form and then back

    again counts as twoshape changes!) Changing form takes

    one full round, during which time the hengeyokai may

    take no other actions. Armour, weapons, clothing, and

    equipment do not change form along with the

    hengeyokai! They retain their level, hit points, and ability

    scores while in all three forms. Hit points lost in any form

    are carried over when the hengeyokai changes.

    Animal Form: A hengeyokai in animal form is almost

    undetectable from a normal animal. She has the

    movement, Armour Class, and damage of a normal

    animal of her type (see table below for some examples).

    She also has infravision to 60 feet, and can speak with

    normal animals (although conversations will be very basic

    and simplistic). She may not speak any languages other

    than those of normal animals and hengeyokai, although

    she can still understand any language she knows. She may

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    not cast spells in animal form, nor can she use any

    armour, weapons, or equipment.

    Hengeyokai Animal Form Table

    Animal AC Damage Move

    Badger 6 1-3 60' (Burrowing: 30')

    Cat 7 1 120'Dog 7 1-4 150'

    Fox 6 1-2 150'

    Raccoon

    Dog 8 1-2 90'

    Snake* 7 1-3 90'

    Spider* 9 1 30'

    Wolf 6 1-2 150'

    Carp 7 - - (Swim: 120')

    Crab 8 1 30' (Swim: 60')

    Crane 9 1 60' (Fly: 120')

    Drake 8 - 60' (Fly: 120', Swim: 90')

    Hare 5 - 180' (Burrowing: 30')

    Monkey 8 1 120'Otter 7 1-2 60 (Swim: 120)

    Rat 6 1 60' (Swim: 30')

    Sparrow 3 - 30' (Fly: 150')

    *poison is not strong enough to require a saving throw

    Bipedal form: Hengeyokai in bipedal form have the

    appearance of a human-sized upright animal. Her body

    resembles that of her animal form, except that she stands

    on two legs (or whatever) to the height of a normal

    woman, and her two front paws (or wings/fins/etc.)

    change into hands able to hold and use normal

    equipment. In this form the hengeyokai may speak any

    language she knows, has infravision to 60 feet, may cast

    spells as normal, and may use any armour, weapons, and

    equipment as normal. Many hengeyokai may also be able

    to bite in this form, for up to 1-6 points of damage (exact

    damage range will need to be determined by the DM).

    However, bipedal hengeyokai may not use any of the

    special movement abilities of her animal form (whether it

    be increased speed, flying, swimming, etc.), instead she

    has the normal base movement rate for humans of 120',

    and may swim using the normal rules for humans, etc.

    Human Form: A hengeyokai in human form is almost

    undetectable from a normal human being. However, she

    will always retain at least one distinctive feature of her

    animal form (a mujina may have a silver stripe in her hair,

    a sparrow may have an unusually sharp nose, etc.), the

    choice is left up to the player (subject to DM approval). In

    this form hengeyokai may cast spells as normal and may

    use any armour, weapons, clothing, and equipment as

    normal. However, she does nothave infravision, and may

    not speak the language of normal animals (although she

    can still understand it).

    Hengeyokai Forms Summary Table

    Animal Bipedal Human

    Special Movement? Yes No No

    Infravision? Yes Yes No

    Spoken Languages

    Normal Animal? Yes Yes No

    Hengeyokai? Yes Yes Yes Human? No Yes Yes

    Spells? No Yes Yes

    Equipment? No Yes Yes

    At 9th level, hengeyokai of Lawful alignment may choose

    to become the protector of a human family or village. She

    defends the land from outsiders and sees to the overall

    well-being of the inhabitants. In exchange, she receives

    offerings of food, gifts, and service from those she

    protects. These offerings are enough to meet the day-to-

    day needs of the hengeyokai, but rarely more.

    All hengeyokai know the following languages:

    Hengeyokai, Common (Trade), and the language ofnormal animals. However, they may not be able to speak

    all these languages in every form (see above).

    KENSEI

    Kensei devote themselves to combat with one chosen

    weapon, their aim is to become a perfect master of that

    weapon.

    The prime requisites for kensei are Wisdom and Dexterity.

    Kensei whose Wisdom and Dexterity are both 13 or

    higher gain a 5% bonus on earned experience, a 10%

    bonus if Wisdom is 13 or greater and Dexterity is 16 or

    greater.

    RESTRICTIONS:

    Experience Points, Hit Dice, Attacks, Saves: as Fighter.

    Kensei may use any weapon, but may not wear any form

    of armour, shield, or magical defence. At the time of

    character creation, the kensei must select one melee

    weapon to be his chosen weapon. He may choose an

    unarmed martial art instead of a standard melee weapon,

    in which case his hands or his feet become his chosen

    weapon and he will inflict 1-6 points of damage in

    unarmed combat. Kensei gain only half XP for defeating

    an opponent using any weapon other than his chosenweapon (or using a magical version of his chosen

    weapon), even if only a portion of the fighting was done

    with the other weapon. Kensei gain double XP for

    defeating another kensei in a duel, but may only duel any

    particular opponent once per level.

    Kensei may be Lawful or Neutral alignment, but may not

    be Chaotic due to the self discipline required for their

    class. They must have a minimum score of 9 in Dexterity.

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    Strength and Wisdom are also particularly important, but

    have no minimum.

    SPECIAL ABILITIES:

    Kensei gain a bonus to initiative, Armour Class, to hit,

    and damage (given in the table below). The bonuses given

    below for to hit and damage only apply when the

    kensei is using his non-magical chosen weaponin melee combat! (The initiative and Armour Class

    bonuses apply to all normal situations.) Kensei must also

    apply the normal combat modifiers from Strength or

    Dexterity if applicable, and those modifiers apply to all

    normal situations as they do for any other character. If the

    DM does not normally use the individual initiative optional

    rule, it is highly recommended that the kensei be allowed

    to add his initiative bonus to the group roll (although only

    applying to himself), allowing him to act before the rest of

    the group. Note that the kensei's to hit bonus will also

    allow him to hit creatures normally only damaged by

    magical weapons.

    Kensei Table

    Chosen Weapon

    Initiative AC To Hit Damage

    Lvl Bonus Bonus Bonus Bonus

    1 0 -1 0 0

    2 0 -1 0 +1

    3 0 -2 +1 +1

    4 0 -2 +1 +1

    5 +1 -2 +2 +2

    6 +1 -3 +2 +2

    7 +1 -3 +2 +2

    8 +1 -3 +3 +3

    9 +2 -4 +3 +3

    10 +2 -4 +4 +4

    11 +2 -4 +4 +4

    12+ +2 -5 +5 +5

    At 9th level, kensei attract 1-6 1st level kensei pupils, all

    with the same chosen weaponas their new master. If a

    kensei master ever loses a duel to a lower-level kensei,

    each pupil has a 3-in-6 chance of leaving him. If a kensei

    master wins a duel against a higher-level kensei, he will

    gain 1-2 new 1st level kensei pupils. Each time a pupil

    gains a level, there is a 1-in-20 chance (per level of the

    pupil) that he will leave his master to make his own way.

    KOROPOKGURU

    Koropokguru are a race of nimble, forest-dwelling

    dwarves averaging up to 3 feet tall. They have large

    heads, large flat noses, and the men often have bushy

    beards. They prefer to live in small villages or camps,

    away from human contact. Their dwellings are crude huts,

    or even simply leaf-covered pits in the ground. They exist

    on a much more primitive level than humans, although

    they have family clans much as humans do. They are

    generally backwards, rude, pugnacious, and boastful.

    The prime requisites for

    koropokguru are Strength

    and Dexterity. Koropokguru

    with a Strength score or

    Dexterity score of 13 or

    higher gain a bonus of 5%

    on earned experience, a

    10% bonus if both Strengthand Dexterity are 13+.

    RESTRICTIONS:

    Experience Points, Hit Dice, Attacks, Saves: as Halfling.

    However, they may advance to 10th level.

    Koropokguru may use any weapon, armour, or shield

    which has been "cut down" to their size ... thus they may

    not use two-handed weapons or long bows, but they may

    use normal swords and short bows (for example).

    Koropokguru may be of any alignment, and must have a

    minimum Dexterity and Constitution of 9 each.

    SPECIAL ABILITIES:Koropokguru have a 4-in-6 chance to identify any normal

    animal or plant. They are difficult to spot outdoors, having

    the ability to seemingly vanish into woods or underbrush,

    and will only be spotted 10% of the time in this type of

    cover. Koropokguru gain a +1 bonus to their initiative rolls

    in addition to any Dexterity adjustments. Due to their

    small size, koropokguru have a -2 bonus to their Armour

    Class when being attacked by creatures larger than man-

    sized. All koropokguru speak the following languages:

    Koropokguru, Common (Trade), Nature folk, and

    Hengeyokai. However, they may not learn any further

    languages, even if they have a high Intelligence score.

    Koropokguru may be of any alignment.

    At 9th level, koropokguru may build a village in a remote

    forest: whether it be a dense jungle, a snowy mountain

    forest, or anything in between, so long as it is far from the

    prying eyes of humans. At this time, he will attract a whole

    community of koropokguru and start his own Family Clan.

    NATURE FOLK

    Nature folk are descended from humans and nature

    spirits, and they have strong ties both to human society

    and to nature. They look like humans with delicate

    features and pale, smooth-shaven, golden complexions.

    All have a lust for life and nature. There are three distinct

    varieties of nature folk: Bamboo, River, and Sea.

    The prime requisite for nature folk is Strength. Nature folk

    with a Strength score of 13 or higher gain a bonus on

    earned experience.

    RESTRICTIONS:

    Experience Points, Hit Dice, Attacks, Saves: as Dwarf.

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    Nature folk may use any weapons and armour (including

    shields), and may be of any alignment. Nature folk must

    have a minimum Charisma score of 9.

    Nature folk belong to a family clan on their human side,

    but are also responsible to their spirit lord on their nature

    side (Lord of the Wood, Lord of the Rivers, or Lord of the

    Sea). If these two loyalties conflict, nature folk areexpected to side with their spirit lord. Refusing their spirit

    lord in anything can lead to natural disasters affecting both

    themselves and/or their human family clan.

    SPECIAL ABILITIES:

    Bamboo Folk : Bamboo folk

    normally live near forests. They have

    a 3-in-4 chance to identify normal

    plants, and a 2-in-4 chance to identify

    normal animals. They have a 75%

    chance to hide in shadows and to

    move silently when in forests or

    woods. When travelling alone throughforest, woodland, or grassland, they

    leave no trail. Even when travelling

    with others through these areas, the

    chance of evading pursuit is increased

    by 20%. The life force of a bamboo folk is tied to a

    bamboo grove deep within a forest. When the bamboo

    folk enters his grove, he is cured of all wounds and

    disease. However, if the bamboo grove is damaged, the

    bamboo folk takes equal damage! If the grove is

    destroyed, the bamboo folk dies instantly. This grove can

    never be moved, nor do shoots sprouted from the grove

    have any special effect. Bamboo folk speak Common

    (Trade) and Nature folk. In addition, for every level of

    experience the Bamboo folk has he may learn to speak

    the language of one particular forest animal species,

    chosen by the player.

    River Folk: River folk are associated with one particular

    river or stream, and usually live near it. They may breathe

    normally in any type of fresh water, and may swim in any

    type of water at their normal

    movement rate (reduced for

    encumbrance). When swimming, all

    items they carry remain perfectly dry

    even if submerged. Once per day they

    may lower the water level of a river or

    stream by up to 10 feet for up to 5rounds, allowing others to cross safely.

    The life force of a river folk is tied to a

    particular river (chosen by the player

    and subject to approval by the DM) as

    it runs in its natural banks (water

    drawn or diverted from the river is no longer considered

    part of the river). Bathing in this river cures the river folk

    of all wounds and disease. However, changes in the flow

    of the river will change his characteristics: lower water level

    due to drought will weaken the character, lowering his hit

    points and ability scores temporarily; major flooding will

    make him wild and uncontrollable; damming and other

    engineering changes to the river will make the character

    progressively weaker until he finally dies. River folk speak

    the Language of Fishes, Common (Trade), and Nature

    folk.

    Sea Folk: Sea folk

    are the most numerous

    of all nature folk, and

    usually live near the

    ocean . They may

    breathe normally in any

    type of salt water, and

    may swim in any type

    of water at their normal

    movement rate (reduced for encumbrance). When

    swimming, all items they carry remain perfectly dry even if

    submerged. Once per day, they may attempt to predict

    the weather for the next 24 hours with a 3-in-4 chance of

    being correct. Once per year they can receive one favourfrom the sea: a violent storm, fair sailing winds, rain, the

    recovery of a particular item from the sea bottom, etc. Sea

    folk must choose the particular favour, but if two sea folk

    ever have conflicting requests then neither are granted and

    the favour for the year is still lost. At 9th level, a sea folk

    will receive one gift from the Lord of the Sea. This may be

    valuable treasure from the bottom of the ocean, a special

    service, or a magical item (likely with a suitably marine

    theme). This gift is given freely with no conditions or

    expectation of repayment. Sea folk are not affected by

    changes in the sea, nor are they healed by it. Sea folk

    speak Common (Trade) and Nature folk.

    At 9th and 12th level, all varieties of nature folk may

    become warlords in an identical manner to bushi of the

    same level, capturing and clearing an area of land,

    attracting human bushi and samurai, and starting a Family

    Clan.

    NINJA

    Ninja are spies and assassins,

    trading in secrecy, trickery, and

    stealth.

    The prime requisite for ninja is

    Dexterity. Ninja with a Dexterity

    score of 13 or higher gain a

    bonus on earned experience.

    RESTRICTIONS:

    Experience Points, Hit Dice,

    Attacks: as Elf;

    Saves: as Thief, +2 bonus.

    Ninja may use any weapon or

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    armour (except shields). However, Move Silently,

    Tightrope Walk, and Pole Vault may not be used

    while wearing metal armour; Climb Walls and Fall

    may notbe used while wearing metal armour other than

    chain mail. Ninja must be Neutral in alignment (Lawful

    characters are too law-abiding, and Chaotics are too

    disloyal and disobedient). Ninja must have a minimum

    Intelligence and Dexterity of 9 each.

    Ninja belong to an adopted ninja family clan, from whom

    they receive orders and to whom they owe loyalty. All

    missions come from the head of the family, although

    instructions will most often be transmitted by others.

    Disobeying the head of the family (including, but not

    limited to, refusing to complete any mission) will lead to

    never-ending assassination attempts against the character

    (unless he manages to kill the head of the family and take

    over!) If a character fails a mission, he may attempt it

    again (if applicable), and this does not count as

    disobedience (unless of course he deliberately failed).

    SPECIAL ABILITIES:

    Ninja may use the following abilities as thieves of the same

    level: Open Locks, Find or Remove Traps, Move

    Silently , Climb Sheer Surfaces, Hide in

    Shadows, and Backstab. They also gain the following

    new abilities:

    Disguise: The ninja may disguise himself as any general

    class of person, of similar height, weight, and age as

    himself, such as a merchant, peasant, etc. He may attempt

    to disguise himself as the opposite sex, but at half the

    given percentage chance. He may also attempt to

    impersonate a specific person at half the given percentage

    rate, but on a failed roll he may never attempt to

    impersonate the same person again. If he has a chance to

    study the target for at least one month, his % chance is

    normal instead of half.

    Escape: Ninja may contort, wriggle, and twist their bodies

    in an attempt to slip free from bindings such as ropes,

    chains, and the like. The attempt takes 1-10 rounds, and if

    the ninja is observed during this time he is easily foiled.

    The attempt may only be made once.

    Fall: Ninja may fall the given distance without taking

    damage, providing he is near enough to a vertical surface

    against which he can slow his fall. If he falls farther than

    the given distance, he takes full damage.

    Pole Vault: To attempt this, a ninja requires a springy

    pole at least 4 feet longer than the character, and a run of

    at least 30 feet. The pole must also be at least as long as

    the vertical distance the ninja wishes to jump. The

    maximum obstacle height is given on the table below. If

    the ninja wishes to land on top of the obstacle, reduce the

    maximum height by 1 foot. If the ninja wishes to vault

    horizontally, the maximum distance is twice the length of

    the pole (up to a maximum distance of twice the value

    given on the table).

    Tightrope Walk: Ninja may walk upright with hands

    free along narrow ropes, beams, ledges, etc., providing it

    is angled at 45 degrees or less (up or down) from the

    horizontal. The ninja may move at 20 feet per round, and

    a check must be made for each 60 feet (or portionthereof) walked. Using a balancing item (such as a pole)

    gives +10% success; any but light winds will lower success

    by -10% to -30% depending on their severity. The ninja

    may attempt combat while balancing, but with a -5

    penalty to hit, and with no bonuses to his AC (such as

    from Dexterity).

    Ninja Table

    Pole Tightrope

    Level Disguise Escape Fall Vault Walk

    1 20% 10% 0 8.5' 20%

    2 25% 15% 5' 9' 25%

    3 30% 20% 10' 9.5' 30% 4 35% 25% 15' 10' 35%

    5 40% 30% 20' 10.5' 40%

    6 45% 36% 25' 11' 45%

    7 55% 45% 30' 11.5' 55%

    8 65% 55% 35' 12' 65%

    9 75% 65% 40' 12.5' 75%

    10 85% 75% 45' 13' 85%

    11 95% 85% 50' 13.5' 95%

    12 96% 90% 55' 14' 96%

    13 98% 95% 60' 14.5' 98%

    14 99% 99% 65' 15' 99%

    A ninja may use his ki (spirit energy) to hold his breath for

    a number of minutes equal to his level. He may use this

    power once per day.

    Starting at 5th level, the ninja may use his ki to walk

    across smooth water. He may travel a maximum of 5 feet

    per level, moving at the rate of 10 feet per round. This use

    of ki requires concentration, which will be broken if the

    ninja is injured. This usage of ki may be done a number of

    times each day equal to the ninja's experience level.

    At 12th level, the ninja learns how to pass through walls.

    This uses up all the ninja's ki power for the day, and in

    addition the ninja may not have used any ki previously

    that day. The use of this power requires 3 rounds of

    unbroken concentration before the attempt, during which

    time no other action may be taken. If he is disturbed in

    any way the power is broken but the ninja still loses all his

    ki power for the day. The power lasts 1 round, and the

    ninja may travel 1 foot per experience level. If he does not

    make it completely through the obstacle, he will die inside

    of it.

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    SAMURAI

    A samurai is a high caste warrior who serves a daimyo

    (lord), even to his own death. He lives and dies by his

    sword, and by his honour.

    All ability scores are equally important to samurai, hence

    samurai have no Prime Requisites and do not gain abonus on earned experience.

    RESTRICTIONS:

    Experience Points, Hit Dice, Attacks, Saves: as Fighter.

    Samurai may use any weapon or armour (except shields).

    A samurai's preferred weapons are normally his katana

    (sword) and his daikyu (long bow).

    Samurai must be Lawful in alignment. Samurai follow the

    code of bushido (the way of the warrior), which stresses

    loyalty, honour, and courage. Some examples are:

    ! The samurai is obedient to his daimyo! There is no failure, only success or death! Dishonour to the daimyo or family is dishonour to the

    samurai! No dishonour may go unavenged! All debts, both of vengeance and of gratitude, are

    repaid! Mercy is not due the enemy! Cowardice is dishonourable

    SPECIAL ABILITIES:

    A samurai is adept at horsemanship and etiquette, as well

    as courtly arts such as calligraphy, painting, and poetry.

    At 7th level, the samurai is offered a jito (stewardship)over one of his daimyo's properties. The jito must collect

    taxes in addition to protecting the property, settling

    disputes, quelling rebellions, and so forth. He may keep

    1/4 of all the taxes he collects. He need not remain on the

    property, and may assign his duties to an underling (for a

    portion of the tax). He will be under the supervision of the

    daimyo's shugo (constable of the province). He will also

    be given 10 bushi and 1-4 samurai, all of whom are loyal

    to the daimyo but will serve the character unless the

    daimyo intervenes. Although he does not own the

    property, he may keep the stewardship in perpetuity, so

    long as he does not grossly mismanage the land and turns

    over the daimyo's portion of the taxes. He need not

    accept the offer of a jito, in which case he will be offered a

    home in the city or bakufu (camp off ice) instead.

    At 8th level, the samurai is offered the position of shugo(constable of a province). If he accepts, he must oversee

    the protection of an entire province, administering justice

    and overseeing the jito. As shugo, there is a 2-in-10

    chance that a ninja will infiltrate his household. He will

    also attract 10-100 bushi as followers, loyal to the samurai

    as long as they are given pay, food, shelter, and their

    future does not look too bleak.

    At 9th level, the samurai attracts 2-20 1st level samurai

    who are loyal to the player character. He will also attract

    2-7 specialists (armourers, smiths, etc.), and there is a 1-

    in-10 chance that a ninja will infiltrate his household at this

    time (no more than one ninja will ever operate in any one

    household, however).

    SHUGENJA

    Shugenja are priests or monks; having left their temple or

    monastery, they live a wandering life of poverty and

    service to the gods. They are respected by all classes of

    society. (There are no organised churches, each temple is

    more or less independent of all others. All religions are

    respected and venerated in daily life, their teachings

    intermingled by the peasants.)

    The prime requisite for shugenja is Wisdom. Shugenja

    with a Wisdom score of 13 or higher gain a bonus on

    earned experience.

    RESTRICTIONS:

    Experience Points, Hit Dice, Attacks, Saves: as Cleric.

    Shugenja may use any one-handed weapon except

    swords & daggars [also may not use scimitars if using LL

    rules], and they may use a staff. They may not use bows

    or crossbows. They may wear only leather armour and

    may not use shields. Shugenja must be Lawful in

    alignment.

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    Shugenja are expected to provide aid (physical and

    spiritual), advice, and healing to all who require it

    (particularly the weak and helpless). They must refrain

    from violence of all kinds (especially killing), the exception

    being against evil monsters, ghosts, and spirits, which

    shugenja are sworn to fight! They may not eat meat, nor

    may they eat or drink immoderately.

    SPECIAL ABILITIES:

    Shugenja gain cleric spells as a cleric one level higher than

    their shugenja level (so a first level shugenja gains spells as

    a 2nd level cleric). [Or, as a cleric of equal level if using LL

    rules.]

    Shugenja may perform purification rituals. These have a

    1-in-20 chance per level of the shugenja to remove

    curse. They may also purify an area to ward off evil:

    everyone within a 10 foot diameter circular area gains the

    benefit of the spell protection from evil against evil

    ghosts, spirits, and monsters, as long as the shugenja does

    not leave the area. (Once set, the purified area does not

    move with the shugenja, and the shugenja may not purifya second area without leaving the first area.) The

    purification ritual in both cases takes 1-4 turns, and

    multiple purifications have no additional effect.

    SOHEI

    Sohei are warrior-monks (more warrior than monk) who

    defend a monastery and advance its ambitions in the

    outside world.

    The prime requisites for Sohei are Strength and Wisdom.

    Sohei whose Strength and Wisdom are both 13 or higher

    gain a 5% bonus on earned experience, a 10% bonus if

    Wisdom is 13 or greater and Strength is 16 or greater.

    RESTRICTIONS:

    Experience Points, Hit Dice, Attacks, Saves: as Cleric.

    Sohei may use any weapon or armour (except shields).

    They must be Lawful in alignment.

    They may not eat meat (except fish), or display any

    excessive behaviour. Sohei are obedient to the head of

    the monastery which they serve, and must always act in

    the cause of their monastery.

    SPECIAL ABILITIES:

    Sohei gain and cast spells as a cleric 2 levels below his

    current level (for example, a 4th level sohei gains and

    casts spells as a 2nd level cleric) [or 3 levels below his

    current level if using LL rules]. However, his spell list ismuch more limited [spells in brackets indicate additional

    spells available if using LL rules]:

    ! 1st level spells: Resist Cold! 2nd level spells: Bless, Resist Fire! 3rd-level spells: Striking, [Dispel Magic]! 4th level spells: Neutralize Poison, [Detect Lie]! 5th level spells: Dispel Evil, [Flame Strike, True Seeing]! [6th level spells: Blade Barrier, Find the Path]! [7th level spells: Holy Word, Symbol]

    If a sohei is in a fight and he is reduced to 0hp or less, he

    may continue fighting! He must continue the current fight

    without pause. He will continue fighting until he reaches-10hp, or until the enemy is defeated, whichever comes

    first. In either case, he collapses and dies immediately

    thereupon.

    At 9th level, the sohei is commissioned by the head of his

    monastery to build a new monastery. At this time he

    becomes leader of the sohei of the new monastery,

    gaining command over 40-60 1st level sohei. He must

    escort the priests and monks to the new location, clear the

    land, defend the site, and build the new monastery. He

    gains command over an additional 10 sohei for every level

    above 9th. Furthermore, additional sohei will arrive to

    replace those who fall in combat (on a 1-for-1 basis),

    providing the entire command is not slain. The new

    monastery (including the player character sohei) is still

    subject to the orders of the head of the parent monastery.

    If the new monastery rebels, the parent monastery will

    send a force of sohei to correct the situation.

    WU REN

    Wu ren are hermits, they live

    alone in the wilderness and are

    able control the invisible forces of

    nature, spirits, and the elements.

    The prime requisite for wu ren is

    Intelligence. Wu ren with an

    Intelligence score of 13 or higher

    ga in a bonus on earned

    experience.

    RESTRICTIONS:

    Experience Points, Hit Dice, Attacks, Saves: as Magic

    User.

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    Wu ren may use the following weapons: Club, Daggar,

    Staff, Short Sword, Short Bow, Sling [+ Darts if using LL

    rules]. They may not wear any armour (including shields).

    Wu ren may be of any alignment, but they must abide by

    taboos. They have one taboo at first level, and gain an

    additional taboo every level. The player may choose the

    taboo from the following list, or suggest any other (subjectto DM approval).

    ! May not eat meat! May not keep more treasure than he can carry! Must make daily offerings (food, flowers, incence, etc.)

    to spirit powers! May not bathe! May not cut hair! May not touch a dead body! May not drink alcoholic beverages! May not wear a certain colour of cloth! May not light a fire! May not sit facing a particular direction (West, East, etc.)

    SPECIAL ABILITIES:

    Wu ren cast spells as a magic-user of the same level.

    Instead of a single large spellbook, they typically have a

    collection of smaller scrolls and books, one for each spell

    they know.

    At 10th level, wu ren attract 1-4 1st level wu ren pupils.

    They will faithfully serve until they reach a level one-half

    of their master's, at which point they will leave and be

    replaced by another 1st level pupil.

    YAKUZA

    Yakuza operate in urban

    areas; they are extortionists,

    thugs, and thieves, who

    direct and control illegal

    activities. Yakuza often act

    as an unofficial police force,

    getting rid of troublemakers

    in the areas they control.

    They are both respected

    and despised.

    All ability scores are important to yakuza, however their

    prime requisite is Charisma. Yakuza with a Charisma score

    of 13 or higher gain a bonus on earned experience.

    RESTRICTIONS

    Experience Points, Hit Dice, Attacks, Saves: as Thief.

    Yakuza may use any weapon, but may only wear leather

    armour [and padded armour if using LL rules] and may

    not use shields. Yakuza must be Neutral in alignment

    (Lawful characters are too law-abiding, and Chaotics are

    too disloyal and disobedient).

    Yakuza belong to an adopted yakuza family clan, led by

    an oyabun (family head), from whom they receive orders

    and to whom they owe loyalty. As a yakuza advances in

    level, he is given responsibility over larger and larger areas

    of his family's territory. Yakuza mark their rank with

    tattoos, gaining one tattoo for each level they gain

    (including first level). These will eventually cover the arms,

    back, and chest (but never hands, feet, or face). Althoughyakuza are often tolerated or condoned by the authorities,

    they are still criminals and are at risk for arrest and

    punishment for their crimes, so they must be wary of the

    law at all times. For this reason, the family likes to keep all

    of their operations running smoothly and quietly; all

    activities are controlled and supervised. If anyone creates

    trouble (yakuza or otherwise) the offender will be hunted

    down, betrayed to the police, or chased away.

    SPECIAL ABILITIES:

    Due to their skill in dealing with people, Yakuza gain a +1

    bonus to all reaction rolls (except situations where law or

    social status is involved). This is in addition to any bonus

    they may receive from high Charisma.

    Yakuza may use the following abilities as thieves of the

    same level: Open Locks, Pick Pockets, Move

    Silently, Hide in Shadows, and Hear Noise. They

    also gain the following two new abilities: Contactsand

    Investigate.

    Contacts: A yakuza gains one contact every two levels.

    Contacts need not be chosen by the player right away,

    they may be saved until a particular contact is needed and

    the player may choose the required contact for his

    character at that time (subject to DM approval), recording

    the contact's name and position/occupation on his

    character sheet for current and future use by the yakuza.

    Contacts are NPCs who provide the yakuza with

    information or aid, but they will not do anything which will

    put their own lives in danger (such as adventure with the

    yakuza)! Their assistance is only guaranteed so long as

    they are well treated by the yakuza and not implicated in

    any crimes due to their involvement with him. Some

    examples of contacts could be a gate keeper of a city

    ward, a ship captain, a minor samurai, a district

    magistrate, or a wealthy merchant.

    Investigate: By questioning people in the area, this

    ability allows yakuza to gain information about anything in

    his region, such as floorplans, knowing where someonehides something, guard's schedules, who stole a particular

    item, who is a police informer, who will buy stolen goods,

    etc. Its use has restrictions (see tables below).

    At 2nd level, a yakuza may summon his yakuza brethren

    to help him in an enterprise. The maximum number of

    brethren he may call is equal to his experience level, and

    they will be no higher level than one less than his own

    level (and furthermore will never be higher than 8th level).

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    He need not summon the maximum number. Brethren

    may only be called once per level, even if less than the

    maximum number were summoned. The oyabun (family

    head) must still approve any major enterprises.

    Yakuza Investigate Ability (Table 1)

    Type of Time Cost of ChanceInformation Required to Investi- to be

    Sought* Investigate gation Inaccurate

    Common 1 day 4-40cp 0%

    Uncommon 1-3 days 4-40sp 10%

    Confidential 2-12 days 4-40gp 25%

    Secret 3-18 days 40-400gp+ 40%

    *Definitions:! COMMON: known to a lot of people! UNCOMMON: known to only a few people, but not

    secret! CONFIDENTIAL: known to only 1 or 2 people, and

    told in confidence! SECRET: known to only 1 or 2 people, and highly

    sensitive

    Yakuza Investigate Ability (Table 2)

    Level Investigate Area Covered*

    1 20% 1 block

    2 25% 1 block

    3 30% 2 blocks

    4 35% 2 blocks

    5 40% 3 blocks

    6 45% 3 blocks

    7 55% 1 ward

    8 65% 1 ward

    9 75% 2 wards

    10 85% 3 wards

    11 95% 1 district

    12 96% 2 districts

    13 98% 3 districts

    14 99% province

    *Definitions:! BLOCK: The area within one block of the yakuza's base

    of operations! WARD: An area of a city with its own police and local

    government, composed of many blocks. Sometimes

    separated from other wards by walls and gates.! DISTRICT: Often an unofficial designation, covering

    many wards. Usually identified by a particular feature,

    such as the type of businesses, a temple, or a

    geographical feature. Cities with walled wards will also

    normally have organised districts with guards and

    officials.! PROVINCE: The yakuza may gather information from

    the entire province.

    APPENDIX I: A BRIEF NOTE ON ORIENTAL

    WEAPONS & ARMOUR

    Oriental weapons and armour will give a unique flavour to

    oriental adventures, however no new game mechanics are

    strictly required. Simply use existing mechanics for

    equivalent items.

    For example:! katana = sword;! daikyu = long bow;!

    kama = hand axe;! shuriken = daggar [or dart if using LL rules];! nunchaku = club;

    and so forth.

    If you wish to use piece armour, you may simply choose

    an equivalent existing Armour Class. Depending on the

    size/amount of pieces worn, the character could be:

    ! lightly armoured (= leather/AC7);! medium armoured (= chain mail/AC5); or! heavily armoured, for a full o-yori (= plate mail/AC3).

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