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Secret of Ninja Scroll 1 - Characters
Hasuba Ninja Army
An ancient ninja army
that is constantly develop-
ing new ninja gear. They
also continually study the
Ninpo of all clans with
the aim of making Hasuba
the master of all clans.
The various sects within
this clan have names such
as Gearteeth Group and
Inkpot School, using the
words and names of tools.
The leader is the CEO of
Yata Heavy Industries,
Kuroshio Hitori.
H a s u b a Ni n j a Ar m y
S p e c i a l t y : T o ol
E nmi y : K ur a m a S h i n C l a
n
C l a nAi m : A c c um ul a t e t h e O u gi of o t h e r c l a n s .
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Shinobigami
K ur a m a S h i n C l a n
S p e c i a l t y : B o d y
E nmi y : Bl o o d l i n e of Oni
C l a nAi m : P r e v e n t t h e r e s ur r e c t i on of t h e S h i n o b i g a
mi .
Rumored to be thesuccessors of the legendary
Kyouhachi Sword School,
these warriors are said to
be the patriarchs of several
overwhelming sword-
ghting techniques.
This clan protects the
6 Divine Treasures that
have the power to revive
the Shinobigami and are
constantly searching for
ways to seal them away
for good. Their leader is
Mitsuyoshi Yagyu.
Kurama Shin Clan
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Secret of Ninja Scroll 1 - Characters
The Lost Ones consist of
ninja without ties to the
other major factions. Free
ninjas with no loyalties,
members of tiny ninja
villages and run-aways
from the larger clans make
up the bulk of this force.As most of these ninja
operate on their own, there
is no recognized leader.
L o s t On e s
S p e c i a l
t y : S t e a l t h
E nmi y : H a s u
b a Ni n j a Ar m y
C l a nAi m : Un s w or n ; gh t f or t h e i r
o wnr e a s on s .
Lost Ones
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Shinobigami
An intelligence agency
whose background lies in
the conservative Hirasaka
Shinto sect. With their
intricate ties to the
government of Japan, they
keep a watchful eyes on
the defense of the
nation and its interests.
The leader of the agency is
also the leader of the
Hirasaka Shinto Sect:Ubume Hirasaka the
Wildmaiden.
Hi r a s a k a A g e n c y
S p e c i a l t y : S c h e m e
E nmi y : O t o gi P r i v a t e A c a d e m y
C l a nAi m
: P r o t e c t J a p a n’ s n a t i on a l i n
t e r e s t .
Hirasaka Agency
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Secret of Ninja Scroll 1 - Characters
Though it seems like
an ordinary elementary
through high school, the
academy is actually a spy
agency that administers
ninja training to its
students. It has ties to
many foreign nations. It
is said that other schools
have ties to itsadministration. The leader,
Rokaku Arthur Masashige,
serves as the school
Principal.
O t o gi P r i v a t e A c a d e m y
S p e c i a l t y : S t r a t e g y
E nmi y : L o s t O
n e s
C l a nAi m
: Di s c o v e r o t h e r s ’ s e c r e t s .
Otogi Private Academy
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Shinobigami
These are the descendantsof the oni and tsuchigumo
that have inhabited the
land since the days of
ancient Japan. Many
various creatures such as
vampires or werewolves,
known as Night Ghosts,
also populate this clan.They are the most zealous
power driving the
resurrection of the
Shinobigami.
Their leader is Torihiko
Yatonokami.
Bl o o d l i n
e of Oni
S p e c i a l t y : S or c e r y
E nmi y : Hi r a s a k a A g e n c y
C l a nAi m
: C ol l e c t i nf or m a t i on a b o u
t S h i n o b i g a mi .
Bloodline of Oni
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Secret of Ninja Scroll 1 - Characters
1.03.1 Character Rank
Once your character’s clan
has been decided, you must
determine your character’s clan
rank. All characters begin as
Chunin, or the middle rank.
This means that all characters
begin with 3 skills, 4 Ninpo and
1 Ougi. You can move up in
rank to become more powerful
as you gain more experience.
1.04 False Identity
You must keep your identity
as a ninja a secret. In order to
do so, all characters must have
a cover that is used in everyday
society. If you cannot decide a
suitable false identity, you can
choose one at random on the
Clan Cover Chart found in the
appendix.
Rank Chart
Rank Ninpo Ougi Req. XP
Kusa 1
Genin 2
Geninkashira 3
Chunin 4 1
Chuninkashira 5 1 10
Jounin 6 2 20
Jouninkashira 7 2 50
Touryou 8 3 100
Translator’s Note:
Ninpo: “Ninja Arts”; these are the special techniques that your
ninja has mastered. I think that many fans of ninja culture are
already familiar with the word, so I kept it as is.
Ougi: “Secret/Esoterica”; these are the nal/special techniques of
each ninja, similar to a ‘super move’ in a ghting game or a Rider
Kick. There isn’t really a word that works well in English,
especially since many Ougi aren’t attacks, per se.
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Shinobigami
1.05 Conviction 1.06 Skills
All characters have a single
dening conviction. If you are
having problems role playing,
you can fall back on this char-
acteristic to decide what course
of action your character is most
likely to undertake. Please
choose from the Six Paths
Chart, or roll 1d6 to decide at
random.
Next, please choose your
character’s skills. These are the
techniques and skills that your
character is adept at.
The skills are divided into 6
categories, each of which is a
specialization of each clan. The
skills are introduced in the next
few pages.
First, choose 3 skills from
your clan’s specializated
category. Then completely ll
in the white squares to either
side of the category’s column
(called the gap) with your pen
or pencil.
Next, choose 2 additional
skills from any category of your
choosing.
Make sure to circle all 5 of
your chosen skills on the
character sheet.
Six Paths Chart
1 Wickedness - “Destroy!”
2 Law - Correct society’s ills
3 Self - Money, fame, power!
4 Emotion - A loved one
5 Loyalty - Your clan or ideal
6 Peace - Happpiness for all!
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Secret of Ninja Scroll 1 - Characters
Tool Hasuba Ninja Army
A ninja using skills from this category
is able to put tools to use in any
situation.
Engineering: The procient
use of machines or electronic
devices.
Pyromancy: The procient use
of re, ames, and ame-
producing effects or items.Hydromancy: The procient
use of water, walking on wa-
ter, anything related to water.
Acupuncture: The procient
use of long, thin items such as
needles. Can also be used to
tell direction.Weapon Concealment: Train-
ing in the use of clothing or
everyday items to hide weap-
ons.
Clothing: Using clothing to
conceal your background or
store things.Rope Use: Procient use of
ropes; throwing, tying, etc.
Climbing: Climbing up or
down steep inclines.
Torture: The prociency use of
of devices designed to inict
pain.
Demolition: The procient use
of tools of large scale destruc-
tion.
Digging: The use of tools to dig
underground.
Body Kurama Shin Clan
A ninja using skills from this category
is capable of incredible movement and
combat abilities.
Riding: Mastery at riding ve-
hicles or animals.
Ballistics: Mastery over guns or
cannons. Ballistics.
Shuriken: Mastery over the use
of the various shuriken.Sleight of Hand: Precise
movements of the hands and
detailed writing.
Contortionism: The ability to
move and stretch your body,
being able to dislocate bones,
etc.Walking: Walking silently or
for long distances.
Running: Running at high
speed.
Jumping: Jumping incredibly
high or far.
Brawling: Hand-to-hand ght-ing. Karate.
Sword: Mastery of swordsman-
ship.
Weightlifting: Carrying and
lifting heavy things.
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Shinobigami
Stealth Lost Ones
A ninja using skills from this category
is a master of the 5 senses and
concealing their presence.
Survival: The ability to survive
in harsh weather, underwater,
etc.
Inltration: Inltrating a hos-
tile area.
Escape: Running away from ahostile area.
Interception: Listening through
walls, hacking, etc.
Ventriloquism: Making your
voice sound as though it were
coming from somewhere else.
Invisibility: Making one’s bodyinvisible.
Disguise: Becoming someone
else through disguise.
Olfaction: Eliminating your
scent; picking up other’s
smells.
Multiplicity: Making multipleactions as though your body
split into multiple copies.
Concealment: Concealing
people, items or informatin.
ESP: A sixth sense; percieving
things strictly out of experi-
ence, etc.
Scheme Hirasaka Agency
A ninja using skills from this category
is a master of deception and trickery
as well as conversation and guile..
First Aid: Skills related to the
medical treatment of illness
or injury.
Poison: The skilled use and
administration of poison.
Sleep: Putting people to sleep.Investigation: Investigation of
things or people.
Bluff : Hiding your true feel-
ings; tricking people.
Inception: Leaving particular
impressions on strangers.
Performance: Performing arts;dancing, singing, etc.
Seduction: Seducing people us-
ing charm.
Manipulation: Making people
act the way you want.
Rumourmongering: The art of
spreading and creating liesand fabrications.
Finance: Financial skills and
money-making ability.
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Secret of Ninja Scroll 1 - Characters
StrategyOtogi Private Academy
A ninja using skills from this category
has incredible ghting capacity and is
skilled at plotting strategems.
Cooking: The creation of bal-
anced and healthy meals.
Creature Mastery: The control
of insects and wildlife.
Nature: Being able to live in
the mountainside.Guerrilla: Being able to make
procient use of any battle-
eld; whether water, man-
made buildings or the wilds.
Willpower: Power to succeed
when it seems you might
panic or lose control.Strategy: Tactics and strategy;
used to improve chances of
military success.
Memory: Being able to remem-
ber as much as possible.
Analysis: Studying the enemy
and seeing how their attackswork.
Encryption: Writing and read-
ing in ciphers; decoding
ciphers and secret codes.
Writing: Prociency in ex-
pressing yourself through any
sort of written word.
Contacts: Having personal
connections in normal society
and/or the underworld.
Sorcery Bloodline of Oni
A ninja using skills from this category
can call upon ghosts and use magic.
Transformation: Transform-
ing the whole or part of your
body.
Summoning: Summoning a
creature from another world.
Necromancy: Controlling the
spirit or body of a dead per-son.
Abjuration: Creating a pro-
tective barrier that can keep
certain things or beings out.
Binding: The ability to seal
supernatural abilities.
Word Magic: Utilizing the in-herent power in words them-
selves; word magic.
Illusion: Creation of illusions
that deceive people.
Visual Control: Control over
the things your eyes are see-
ing or have seen.
Clairvoyance; seeing past,
future and the present from
far away.
Possession: The possession of
another body using your own
spirit.
Curse: The ability to curse oth-
ers..
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Shinobigami
1.07 Ninpo
Ninpo are the mysterious
abilities that ninja are able to
use at will. When used in-
game, they have special effects
that can alter the natural course
of the game. There are 3 types
of Ninpo: attack, support and
equip.
Attack Ninpo are used dur-
ing battle; they deal damage
directly to the opponent.
Support Ninpo has a vari-
ety of uses including making
combat easier or dealing status
ailments to the opponent. If
you mix and match these ninpo,
you can come up with interest-
ing results. However, in order
to use multiple ninpo at once, a
high Plot value is requried.
Equip Ninpo, once chosen,
takes effect at all times.
When making your charac-ter, choose 4 ninpo from the
following pages to acqurie.
Of the 4 ninpo, at least 1 must
come from the character’s clan-
specic ninpo list. You may not
acquire ninpo from any other
clan-specic lists.If a ninpo’s assigned skill is
marked as Any or has multiples,
you must choose 1 skill when
the skill is acquired.
You may not acquire a ninpo
of the same name twice, unless
marked with a * symbol.
All characters start with the
Close Combat ninpo; itdoes notcount towards a character’s 4
starting ninpo.
1.07.1 Ninpo Cost
You can use a ninpo of the
same name only once per cycleor round of combat.
In addition, all ninpo have a
cost written in their information.
The lower the cost, the easier
they are to use; accordingly, the
higher the cost, the riskier theyare to use and it becomes more
difcult to use multiple ninpo at
once.
Please see section 6.02.10 for
more information on ninpo cost.
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Secret of Ninja Scroll 1 - Characters
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Attack NinpoClose Combat Attack *
Any
Attack 1 --
Close Combat Attack. If the attack is successful, you may deal 1 close combat damage tothe target.
A normal close combat attack .
Cross Cut
Sword
Attack 0 1
Close Combat Attack. If the attack is successful, you may deal 2 close combat damage to
the target.
A powerful attack with a short range.
Poison Fist
Poison
Attack 0 1
Close Combat Attack. If the attack is successful, you may deal 1 close combat damage and
the “Paralyzed” status ailment to the target.
An attack with poison coated claws.
Ranged Combat Attack *
Any
Attack 2 --
Ranged Combat Attack. If the attack is successful, you may deal 1 ranged combat damage
to the target.
A normal ranged combat attack.
Blast
Pyromancy
Attack 1 1
Ranged Combat Attack. If the attack is successful, you may deal 2 close combat damage to
the target.
A powerful ranged combat attack.
Surere
Ballistics
Attack 2 3
Ranged Combat Attack. When the target attempts the Dodge Resolution, they must meet or
exceed this attack’s Achievement Value. If the attack is successful, you may deal 1 ranged combat
to the target.
An attack that can’t miss.
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Shinobigami
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Group Combat Attack *
Any
Attack 4 --
Group Combat Attack. If the attack is successful, you may deal 1 group combat damage tothe target.
A normal group combat attack.
Domination
Creature Mastery
Attack 3 4
Group Combat Attack. If the attack is successful, you may deal 1 ranged combat damage
and 1 group combat damage to the target.
A normal group combat attack with additional ranged damage.
Phantom Soldier
Illusion
Attack 2 4
Group Combat Attack. If the attack is successful, you may deal 1 close combat damage
and 1 group combat damage to the target.
A group attack by a phantom army.
Carnage
Any
Attack 2 --
Close Combat Attack. Choose any characters in range of this attack; they become the tar-
gets for this attack. If the attack is successful, you may deal 1 close combat damage to the target.
This ninpo is only available to jounin-ranked ninja.
A jounin ninja’s wide area attack.
Kaleidoscope
Any
Attack 3 --
Ranged Combat Attack. If the attack is successful, you may deal 2 ranged combat damage
to the target.
This ninpo is only available to jounin-ranked ninja.
A jounin ninja’s high repower attack.
Encirclement
Any
Attack 5 --
Group Combat Attack. Choose any characters in range of this attack; they become the tar-
gets for this attack. If the attack is successful, you may deal 1 group combat damage to the target.
This ninpo is only available to jounin-ranked ninja.
A jounin ninja’s wide area group attack.
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Secret of Ninja Scroll 1 - Characters
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Support NinpoTake the Hit
--
Support -- 1
You may use this when someone takes damage or loses a Life Point. You may take thedamage the character would have taken. You must take the same amount of damage as them (and
the damage to the Life Points go to the same Categories if possible).
A ninpo allowing you to take the damage for someone else.
Continuous Attack
--
Support -- 2
You may use this when someone dodges your attack. You may use the same attack ninpo
again.
A ninpo allowing you to attack again when your attack failed.
Wind Dancer
Brawl
Support -- 4
You may use this when you deal damage to someone. On a successful Action Resolution
of this ninpo’s skill, you may use the same attack ninpo again.
A ninpo allowing you to attack again after dealing damage.
Resupply
Finance
Support -- --
You may use this ninpo when you are the Scene Player of a Drama Scene. On a successful
Action Resolution of this ninpo’s skill, you may regain one lost ninja gear. You may not have
more ninja gear than you started with.
A ninpo allowing you to regain a ninja tool.
Arrow Catching
Clothing/Sleight of Hand
Support -- 1
You may use this ninpo when someone makes a successful ranged attack at someone. On
a successful Action Resolution of this ninpo’s skill, that attack fails.
A ninpo allowing you to negate a ranged attack with a long coat, tatami, etc.
Guidance
Running/Performance/Abjuration
Support -- 2
You may use this ninpo at the end of the round. On a successful Action Resolution of this
ninpo’s skill, you may change the battleeld to any of your choice. If two people use Guidance in
one round, the player who rolled highest chooses.
A ninpo allowing you to lead your opponent to a battleeld of your choosing.
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Shinobigami
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Out of Sync
Interception
Support -- 1
You may use this ninpo when you reveal your Plot Value. On a successful Action Resolu-tion of this ninpo’s skill, you may subtract one from your Plot Value.
A ninpo allowing you to change your footing after hearing your opponent’s hearing.
Resolution
Transformation
Support -- 3
You may use this ninpo when you reveal your Plot Value. On a successful Action Resolu-
tion of this ninpo’s skill, you may add one to your Plot Value.
A ninpo allowing you to change your footing with speed alien even to most ninjas.
Insight
Riding
Support -- 1
You may use this ninpo when you enter a battle after the Plot Values have been revealed.
On a successful Action Resolution of this ninpo’s skill, you may enter the battle on any Plot Value
of your choice.
A ninpo giving you advantageous movement after entering battle.
Savage Song
Word Magic
Support -- 2
You may use this instead of an attack when there are no other characters on the same Plot
Value as you. On a successful Action Resolution of this ninpo’s skill, you may inict the “Break-
down” status ailment on any character in the battle.
A cursed word disabling your opponent’s ninja gear.
Destruction *
Demolition/Jump/Invisibility/Investigation/Writing/Binding
Support -- 2
You may use this ninpo when someone uses a Support ninpo that uses a skill of the same
Category as this ninpo. On a successful Action Resolution of this ninpo’s skill, you may negate
the effect of the opponent’s ninpo. If you take this ninpo again, the assigned skill must differ.
A ninpo allowing you to cancel your opponent’s ninpo.
Counter
Acupuncture/Contortionism/Concealment/Sleep/Guerilla/Visual Control
Support 2 2
You may use this when you successfully dodge an attack. On a successful Action Resolu-
tion of this ninpo’s skill and the opponent is within the ninpo’s range, you may deal 1 ranged
damage to the character that attacked you.
A ninpo that allows you to strike your opponent when their attack takes them off guard .
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Secret of Ninja Scroll 1 - Characters
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Crushing Blow
Any Tool
Support -- 1
You may use this before attempting an Attack Resolution. On a successful Action Resolu-tion of this ninpo’s skill, your attack may deal 1 extra damage.
A ninpo allowing you to enhance your attack’s damage.
Assassin
Any Body
Support -- 1
You may use this before attempting an Attack check. On a successful Action Resolution of
this ninpo’s skill, your next Attack Resolution will be a Special on a roll of 10 or higher.
A ninpo raising the chances of achieving a Special attack.
Body Switch
Any Stealth
Support -- 1
You may use this ninpo when attempting a Dodge Resolution. Expend a ninja gear. On a
successful Action Resolution of this ninpo’s skill, you successfully dodge the attack. You may use
this ninpo even if you have Fumbled this round.
A ninpo allowing you to escape any attack by using ninja gear.
Emotion Manipulation
Any Scheme
Support -- 1
You may use this ninpo when your Attack Resolution has succeeded and your opponent
has failed their Dodge Resolution. On a successful Action Resolution of this ninpo’s skill, choose
1 character targeted by your attack and change their Emotional Bond.
A ninpo allowing you to control your opponent’s feelings.
Strategic Command
Any Strategy
Support -- 3
You may use this ninpo when anyone other than yourself attempts an Action Resolution.
On a successful Action Resolution of this ninpo’s skill, you may modify that character’s Achieve-
ment Value by +/-1.
A ninpo allowing you to support someone’s action.
Plot Restriction
Any Sorcery
Support -- 3
You may use this ninpo when your Attack Resolution has succeeded. On a successful Action Resolution
of this ninpo’s skill, your opponent, beginning the next round, cannot choose a Plot Value of 3 or higher. At the
end of each round, your opponent may attempt an Action Resolution using Will to negate.
By trapping your opponent’s body, you can prevent high-speed movement.
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Shinobigami
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Able-bodied *
--
Equip -- --
You have 2 extra Life Point slots. When taking damage, deduct Life Points from theseslots rst.
You have incredible vitality.
Talented *
--
Equip -- --
When choosing this ninpo, choose a corresponding skill. Even if that skill’s Category is
disabled, you can still use that skill.
You have burned a particular skill into your body’s memory.
Haze
--
Equip -- --
When choosing this ninpo, choose a status ailment. This status ailment will never affect
you.
Protection against a status ailment.
Vibrato
--
Equip -- --
When this character uses an Ougi, other characters suffer a -1 to their Insight Resolution.
Your Ougi becomes harder to defend against.
Unmovable
--
Equip -- --
When attempting an Action Resolution during battle, only a result of your (Plot Value - 1)
will result in a Fumble.
This ninpo is only available to jounin-ranked ninjas.
Jounin-ranked magic. It becomes harder for jounin ninja to fumble.
Akasagarbha, The Recepticle of Void
--
Equip -- --
When choosing this ninpo, choose the space between 2 Categories. Completely ll in each
square in the gap.
This ninpo is only available to jounin-ranked ninjas.
Jounin-ranked magic. Jounin ninja have a broader scope to their versatility.
Equip Ninpo
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Secret of Ninja Scroll 1 - Characters
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Clan Ninpo: Hasuba Ninja ArmySurprise Attack
Weapon Concealment
Support -- --
You may use this when you are the Scene Player of a Drama Scene. On a successful Ac-tion Resolution of this ninpo’s skill, you may deal 1 close combat damage to another character in
the scene. This ninpo cannot be used twice in the same scene against the same opponent.
Cut and tear at your opponent in normal society.
Spider of Darkness
Rope Use
Support 2 6
You may use this in battle instead of an attack. Choose a single character within this
ninpo’s range. On a successful Action Resolution of this ninpo’s skill, you may deal 1 rangedcombat damage. However, Category damaged by this attack is not disabled.
Cut and tear at your opponent using invisible threads, chain and sickle, etc.
Brutal Attack
Torture
Support -- 1
You may use this ninpo when you succeed on an Attack Resolution and your opponent
fails their Dodge Resolution. On a successful Action Resolution of this ninpo’s skill, expend a
ninja tool. You may deal 1 extra damage on the attack.
Hit them with a bone-breaking attack, using a ninja tool.
Sunder
Demolition
Support -- 2
You may use this ninpo when you have succeeded on an attack and have dealt damage. On
a successful Action Resolution of this ninpo’s skill, the target suffers a -2 to all Attack Resolutions
for the rest of the battle.
Destroy your opponent’s weapon.
MechaNinja
--
Equip -- --
You may now select any ninpo from any clan, even those outside of the Hasuba Ninja
Army and its sects (but not hiden ninpo or Enemy ninpo). However, the Assigned Skills for those
ninpo become Engineering and the Cost is raised by 1. If the Cost was --, it becomes 1.
Mechanize a part of your body.
Hadesology
--
Equip -- --
Whenever you attempt an Action Resolution, you may substitute skills as though the Tool
and Sorcery Categories were adjacent.
You understand the science behind the supernatural.
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Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Clan Ninpo: Kurama Shin ClanDrizzle
Ballistics
Attack 2 1
Ranged combat attack. Choose up to two targets within this ninpo’s range. If the attack issuccessful, you may deal 1 ranged combat damage to the targets.
A gun or shuriken attack that rains confusion on your foes.
Evening Calm
Shuriken
Attack 0 2
Close combat attack. When attacking an opponent on the same Plot Value as you, the
attacks do not occur simultaneously (unless both characters use Evening Calm). If the attack issuccessful, you may deal 1 close combat damage to the target.
An attack that is faster than your opponent by a fraction of a second.
Silhouette
Walking
Support -- 2
You may use this ninpo during the Plot phase before you have revealed your Plot. On a
successful Action Resolution of this ninpo’s skill, choose a character. You start the round ont he
same Plot Value as that character.
You follow your opponent as though you were their silhouette.
Heat Haze
Sword
Support -- 1
You may use this before your Attack Resolution. On a successful Action Resolution of this
ninpo’s skill, your opponent suffers a -2 to their Dodge Resolution.
A shimmering attack that is hard to see coming.
Bloody Determination
--
Equip -- --
You may use this when you succeed on an Attack Resolution and your opponent fails their
Dodge Resolution. Expend a single Life Point. You may deal 1 extra damage for the attack.
Attack your opponent, overcoming the limits of your own body.
End of the Beginning
--
Equip -- --
When you attack a character of a Plot Value higher than you, you deal 1 ranged damage in
addition to the attack’s normal effect.
Wait for your opponent’s attitude to display a weakness--then strike!
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Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Clan Ninpo: Lost OnesSpiral Formation
Invisibility
Attack 0 1
Close combat attack. Choose any characters within this ninpo’s range; chosen charactersbecome the targets for this attack. If the attack is successful, you may deal 1 close combat damage
to the targets.
An attack like drawing a spiral that hits all nearby targets.
Scent of Spring
Olifaction
Attack 3 4
Ranged combat attack. All characters within this ninpo’s distance on a lower Plot Value
than you become the targets for this attack. If the attack is successful, you may deal 1 ranged com-bat damage OR move the target to the Fumble area. You may choose separately for each target.
Control all those downwind by producing an intoxicating scent from your body.
Wandering
Inltration
Support -- --
You may use this ninpo during a scene that you are not participating in. On a successful
Action Resolution of this ninpo’s skill, you may participate in the scene.
A skill that allows you to be at unexpected places at unexpected times.
Body Double
Ventriloquism
Support -- 4
You may use this ninpo when you have been chosen as the target of an attack and there
is another character on the same Plot Value as you. On a successful Action Resolution of this
ninpo’s skill, you may change the target of the attack to someone else on your same Plot Value.
By confusing the opponent, you can switch their target.
Ninpo Copy
Disguise
Support 2 4
You may use this ninpo during a Combat Scene when someone within this ninpo’s range
uses a support ninpo. On a successful Action Resolution of this ninpo’s skill, you may use that
support ninpo up to 2 times. The second time you use this will make you forget the copied ninpo.
Memorize your opponent’s ninpo and use it.
Shadow Duplicate
Multiplicity
Equip -- --
You may use this during the Plot phase before you have revealed your Plot Value. On a
successful Action Resolution of this ninpo’s skill, you may use 2 dice for Plot. After the revealing
of Plot, choose 1 to use as your Plot Value.
Use Plot twice, but choose the one you like.
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Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Clan Ninpo: Hirasaka AgencyPoison Cleansing
First Aid
Support 1 3
You may use this during a Combat Scene instead of an attack. On a successful ActionResolution of this ninpo’s skill, you may choose 1 character within this skill’s distance and cure 1
of that character’s status ailments.
Cure an ally’s status ailment.
Reticence
Investigation
Support -- --
You may use this when you have received information from any source. On a successful
Action Resolution of this ninpo’s skill, you may choose not to share information with anyone whoshares an Emotional Bond with you. Also, all Insight Resolutions targeting you receive -1.
Keeping closely guarded secrets.
Fascination
Seduction
Support 3 2
You may use this during a Combat Scene instead of an attack. Choose all characters
within this ninpo’s range that have a positive Emotional Bond towards you. Each target character,
until hit by you or you drop out of the battle, suffer -1 to all rolls. This cannot be negated.
Use a perfume to make opponents inattentive.
Marionette
Manipulation
Support -- 5
You may use this during a Combat Scene when a character with an Emotional Bond towards you
begins their turn. On a successful Action Resolution of this ninpo’s skill, you may control that charac-
ter’s actions, though you may not use their Ougi or ninja gear. If they take damage this turn, you do, too.
Freely control someone by invading their mind.
Social Battle
Rumourmongering
Support -- --
You may use this during a Drama Scene when you are the Scene Player. On a successful
Action Resolution of this ninpo’s skill, you may choose 1 character whose Location is known to
you. You may deal 1 group damage to that character.
Take someone out socially.
Shaken
--
Equip -- --
When you attack a character that knows your Secret, you deal 1 ranged combat damage in
addition to the attack’s normal effect.
Put a crack in your opponent’s weakness.
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Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Clan Ninpo: Otogi Private AcademyAmbush
Strategy
Attack 1 1
Group combat attack. The Dodge Resolution for this attack is modied by -2. If the attackis successful, you may deal 1 group combat damage to the target.
Ambush your foes with an attack they’ll never suspect.
Rations
Cooking
Support -- --
You may use this ninpo during a Drama Scene in which you are the Scene Player. On a
successful Action Resolution of this ninpo’s skill, you may choose any characters participating inthe scene. Those characters recover 1 Life Point.
The creation of a mysterious food that restores wounds.
Pursuit of Knowledge
Memory
Support -- --
You may use this ninpo during a Drama Scene in which you are the Scene Player. On
a successful Action Resolution of this ninpo’s skill, you may choose 1 of your chosen skills.
Change that skill to another, permanently.
Changing skills in the middle of the game.
Diversion
Encryption
Support -- 2
You may use this ninpo when someone attempts a Dodge Resolution. On a successful
Action Resolution of this ninpo’s skill, randomly choose another skill of the same Category as the
Dodge Resolution roll. The Dodge Resolution now uses that skill.
Randomly switch the Dodge Resolution skill.
Tactical Shock
Writing
Support -- --
You may use this during a Drama Scene in which you are the Scene Player and you have
just received a character’s Location. On a successful Action Resolution of this ninpo’s skill, you
may enter a Combat Scene with that character.
Go for the kill the instant you nd your target.
The Essentials of the Battleeld
Multiplicity
Equip -- --
When selecting this ninpo, select a battleeld. When in that battleeld, all rolls receive a
+1 modication. Also, all effects of that battleeld do not affect you.
Choose the battleeld you excel on.
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Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Type Range Cost
Assigned Skill:
Effect:
Clan Ninpo: Bloodline of OniBloody Vortex
Transformation
Attack 3 1
Close combat attack. If the attack is successful, you may deal 1 close combat damage tothe target.
Changing your blood or a part of your body to attack your foe.
Meteor Shower
Summoning
Attack 3 3
Ranged combat attack. All characters within this ninpo’s range become targets. If the
attack is successful, you may deal 1 ranged combat damage to the targets.
Summoning hail or meteors.
Vampirism
Necromancy
Support -- 1
You may use this ninpo when your attack has successfully dealt damage to an opponent.
On a successful Action Resolution of this ninpo’s skill, you regain 1 Life Point.
You steal your opponent’s vitality.
Enlightenment
Clairvoyance
Support -- 2
You may use this ninpo when everyone has decided their Plot. On a successful Action Resolu-
tion of this ninpo’s skill, choose 1 participating character and choose a number from 1-6. If you
correctly guess their Plot Value, they are inicted with the “Curse” status ailment.
Read your opponent’s mind and seal their magic.
Demonic Rebirth
Possession
Support -- 5
You may use this during a battle instead of an attack. Expend a Life Point. On a successful Action
Resolution of this ninpo’s skill, you may immediately begin a Drama Scene where you are the Scene
Player. However, this scene is a ashback in the past. When this scene ends, the battle continues.
You can recall important moments from the past in an instant.
Imperial Wrath
--
Equip -- --
When selecting this ninpo, choose a Category. When you have lost a Life Point from that
Category, you recieve a +1 modier to all rolls.
You’ve got a place that musn’t be touched, and when it’s violated, you become ferocious.
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Secret of Ninja Scroll 1 - Characters
1.08 Ougi
All ninjas have a powerful
and secret Ougi ability that must
be kept under wraps at all costs.
When making a character, you
may choose an Ougi technique
from the 7 different types.
An Ougi can be used once
per Drama Scene or once per
round of combat.
-Critical hit: This Ougi can
be used instead of an attack.
Choose 1 character that is 1
Plot Number away or less.
That character chooses 4
Skill Categories at random;
those Life Points are lost.
-Radial Attack: This Ougi can
be used instead of an attack.
Choose any characters 3 Plot
Numbers away or less. All
characters hit by this attack
suffer 2 points of damage.Those hit can choose which
Art Type/Skill Categories
suffer the damage.
-Perfect Success: This Ougi
can be used before you roll a
Resolution. You succeed onthe Resolution. This is not
a Special and if an Achieve-
ment Value is required, it is
treated as 10.
-Immortal Body: This Ougi
can be used any time you
take damage. You recover
Life Points equal to the roll
of 1d6 minus the # of timesthis Ougi has been used dur-
ing this game (to a minimum
of 0). In addition, any status
effects are also healed.
-Impenetrable Defense: This
Ougi can be used when anycharacter loses a Life Point.
The effect that causes the
Life Point loss is nullied.
-Resolution Meddling: This
Ougi may be used when
another character makes a
Skill Resolution. Turn one
die into a 1.
-Additional Ninpo: When this
Ougi is acquired, choose 2
Attack or Support Ninpo that
is available to your character.
These Ninpo are treated as
being acquired by your char-
acter. The Assigned Skills
for the Ninpo acquired by
this Ougi are the same as this
Ougi’s Hidden Skill. When
you use the Ninpo acquired
by this Ougi, any other char-
acters in the same Scene as
you can attempt an Insight
Check. On a success, those
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characters receive this Ougi’s
Information. From that
point on, those characters
can attempt an Ougi Break
against the Ninpo acquiredby this Ougi. When such an
Ougi Break is successful, the
effects of these Ninpo are
nullied.
Once you have chosen your
Ougi from the 7 types above,make a note on your character
sheet. Then, think about which
skill most closely ts your im-
age of your technique and write
it into the Hidden Skill line.
This Hidden Skill is now avail-
able to your character (so it’s
probably a good idea to choose
a skill you don’t already have).
You should keep this skill and
your Ougi a secret until you
absolutely need to use them. It
is essential to keep them secret.
Once you decide your Ougi’s
type and Hidden Skill, it’s time
to decide on its name. If you
cannot think of a suitably dra-
matic name, you can roll ran-
domly on the Ougi Name Chart
that will be released at a later
date.
1.09 Ninja Gear
Your character can take 2
items with you during each
Scenario. When you rst create
a character, the gear available to
you are:
-Hyourougan: When this is
ingested, recover 1 Life Point
or 1 status ailment.
-Jintsuugan: Use this when you
have rolled the dice in an Ac-
tion Resolution. Reroll.
-Tonkoufuu: Use this when
someone else has rolled an
Action Resolution. They
reroll.
Once you use an item, it is
gone for good.
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Secret of Ninja Scroll 1 - Characters
1.10 Emotions
This space will be used
during the game. During the
course of the game, your char-
acter will develop feelings to-
wards other characters that will
affect the outcome of the story.
You can do certain actions for
characters for whom you hold
feelings for. Please check 6.1
Drama Scenes for more infor-
mation.
1.11 Experience
This space will be used once
the game is completed. It re-
cords the achievements of your
character and how they have
advanced through their clan.
Please check 1.3.1 Rank and
9 Session End and Growth for
more information.
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2.01 Resolution Flow
When an Action Resolution
is performed, follow the steps
outlined, from 1 to 4.
2 - Action Resolution In Shinobigami, whenever a
character performs an action for
which the outcome is uncertain,an Action Resolution is used to
determine if the action is a suc-
cess or failure. Action Resolu-
tions can also be described as
skill checks or challenges.
During the game, ninjas
should be attempting to performa myriad of extraordinary feats.
They may be trying to gure out
someone’s secret or break into a
compound riddled with security
systems. They may be trying
to convince others to join their
cause or unwittingly fall into
someone’s trap. This is when
an Action Resolution is used.
1) Skill Determination
The Master determines
the skill most suitable to the
challenge at hand. There are
often situations where the
skill will be determined by
the rules.
2) Skill Conrmation
Each player involved in
the Action Resolution con-
rms whether or not they
have the determined skill
circled on their character
sheet.
If a character has the skill
circled on their charactersheet, they will have a high
chance of success. If the
character does not have the
skill circled, they must use a
different skill instead. The
player then nds the closest
skill on the character sheet tothe determined skill: this is
the skill they will use. Using
the originial skill as a start-
ing point, count the number
of squares it takes to reach
the replacement skill. Each
white square inbetween
the Categories counts as 1
square, but a square that has
been lled in with black does
not count.
3) Target Number
Conrmation
The target number is the
number that a character is
trying to meet or exceed
when rolling dice; the higher
the number, the lower the
chances of success will be.
If, in 2) Skill Conrma-
tion, the character was deter-
mined to have the determined
skill circled, their target
number is 5. If, in 2) Skill
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Secret of Ninja Scroll 2 - Action Resolution
Conrmation, the character
was determined not to have
the skill circled, the target
number becomes 5 + the
number of squares counted tothe replacement skill.
4) Roll the Dice
Roll 2d6. If you meet or
exceed the number deter-
mined in step 3, you succeed
in the Action Resolution. Ifthe number rolls below the
target number, you have
failed.
Action Resolutions are always
handled in this manner.
There are 3 circumstances
that may alter the way that Ac-
tion Resolutions work, detailed
below.
2.02 Modifcations
2.03 Special Results
There are certain times when
the Action Resolution roll will
be modied. When attempt-ing an action that has a higher
chance of success, the roll will
receive a positive modication.
When attempting something
with a lower chance of success,
the roll will receive a negative
modication. When the roll has been modi-
ed, the roll, along with any
modications, must meet or
exceed the target number. On a
success, the sum of the roll plus
There are two special resultsthat can occur when rolling
dice: Fumbles and Specials.
or minus any modications is
called the Achievement Value.
Fumble: A Fumble represents
a time when a character has
failed in an unthinkable manner.
During a Resolution, a result on
a roll of 2d6 that is the same orlower of a set value is consid-
ered a Fumble. This set value
is called the Fumble Value.
Even if the Achievement Value
of a roll meets or exceeds your
target number, but is the same
or lower than the Fumble Value,that character has Fumbled.
During Drama Scenes and
during the Plot phase of a Battle
Scene, the Fumble Value is
2. At any other portion of a
Battle Scene, A character’s PlotNumber becomes their Fumble
Value.
If the Fumble has occured
during a Drama Scene, roll 1d6
to randomly determine a status
effect from the Fumble Chart.If the Fumble has occurred dur-
ing a Fight Scene, your char-
acter will automatically fail on
all rolls for the remainder of the
combat round.
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Special: A Special represents
a character succeeding spec-
tacularly in their endeavor. A
Special occurs during a Resolu-
tion when, on a roll of 2d6, bothdice show a 6 (a natural 12).
If your character rolls a
Special, you may recover either
1 Life Point or recover from 1
status ailment.
If the Master feels that the
replacement skill seems unnatu-
ral or ill-tting for any reason,
the Master may ask the player
to explain how they intend onusing the skill in the situation at
hand. The player must then ex-
plain how they intend on using
the skill for the Resolution.
If the player explains satis-
factorily, the Master should al-
low the skill to be used withoutfurther question. If the player is
unable to think of a way to use
the skill, they must use another
skill: if the subsequent skill is
further away from the chosen
skill, the resulting target number
will also be higher.
2.03 Master’s Decision When a character must
choose a replacement skill for
an Action Resolution, it is pos-
sible for a Master to call the
validity of the replacement skill
into question.
Fumble Chart
1 You feel a bit strange. For the rest of the cycle, all of your
Action Resolutions have a -1 modier.
2 Oh no! You lost 1 ninja tool.
3 You’ve spilt the information! The secret assigned to you for
this session is revealed to all characters.
4 You’ve let your guard down! The action fails and you lost 1
Life Point at random.
5 It was a trap! You’ve been caught up in your opponent’s plot
and suffer 1 random status effect.6 Phew! That was close. Nothing really happens.
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Secret of Ninja Scroll 3 - Session
3 - Session A single game of Shinobiga-
mi is called a session.
A session typically startswith the Master describing the
situation. The players listen to
the description and think about
how their characters would
react. A session moves along in
this fashion, bouncing between
the Master and each player.
A single session is broken
up into 3 parts: the Introduction
Phase, the Main Phase, and the
Climax Phase. For more infor-
mation on each phase, please
read each respective section.
3.01 Session Preparation
There are two kinds of prepa-
ration necessary for a game of
Shinobigami: the day before
and the day of the game.
Day Before: By the day
before the session, the Mastermust create the scenario. For
more information on scenarios,
please see section 10. The Mas-
ter must also decide what rank
the characters should be.
The players must create their
characters for the game. Itdoesn’t matter if the players
use characters from a previous
session, as long as they meet the
rank decided by the Master.
Day Of: The players gather
around a table headed by the
Master. The players should
have their character sheets
checked by the Master. Playersshould take care to handle their
character sheets in such a way
that they kept out of sight of the
other players.
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4 - Cycle Cycles are used in Shino-
bigami in order to ensure that
each player gets an equal partin each session. Basically, each
character gets 1 scene per cycle
in which they are the main char-
acter. The actions available to a
character may change depend-
ing on the phase of the game.
Actions such as consulting with
friends or looking around and
other easily performed actions
can occur without restriction.
What constitutes a character’s
main action is explained fully
in the Main Phase and Climax
Phase sections.
To begin a cycle, play usu-
ally starts from the player on
the Master’s left, with each
player their turn in order. Each
player’s turn is called a Scene,
and the player who is starringin the Scene is called the Scene
Player. Once the Scene Player’s
turn is nished, play then moves
to the next player on their left.
If the Master or players so wish,
they may change the order in
which players take their turns.Once all players have had a
Scene, that cycle is over and a
new cycle begins.
4.01 Master Scenes
4.02 Completed Actions
The Master may interrupt the
player’s scenes with a Mas-
ter Scene. During the Master
Scene it is the Master’s turn;
the Master becomes the Scene
Player.
During a Master Scene, NPCs
important to the scenario may
make actions. Other situations
for which there are no specic
rules may occur with the Mas-
ter’s discretion.
When a player completes
their Scene, place a die on the
illustrated portion of the char-
acter sheet. This shows thatthe player has completed their
action for the cycle. A charac-
ter sheet without a die on the
illustrated portion of the char-
acter sheet, on the other hand,
shows that the character has yet
to complete their Scene. Thisway it is easy to see which play-
ers have yet to complete their
actions. Once a cycle begins
anew, please remove all dice
from the illustrated portions of
the character sheets.
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Secret of Ninja Scroll 5 - Introduction Phase
5 - Introduction Phase The Introduction Phase is the
phase where the players explain
how and why they are wrappedup in the event occuring in the
scenario. The Introduction
Phase is nished after the rst
cycle.
The Master explains the
background of the event to
each player and hands out each
player’s Secret and Mission.
The Mission is the directive
that each player must strive to
complete by the end of the ses-
sion. If the player is successful
in completeing their Mission,
they receive extra experience
points at the end of the session.
If they fail, they forfeit those
points.
The Secret must be kept hid-
den by each player at all costs
throughout the session. Youmust not and cannot voluntarily
show the Secret to any other
character until forced to do so.
The Secret is usually tied to the
Mission in some way. Showing
your Secret willingly to some-
one else is against the NinjaCode and is expressly forbid-
den.
The Master is to write the
Secret and Mission on the hand-
out in each respective portion.
The Secret portion of the hand-
out is to be folded over and
placed face-down on the table
as to remain unseen by the other
players. Each player’s Scene in the
Introduction Phase should ex-
plain how or why their character
is involved in the scenario. A
short introduction to the charac-
ter and their Mission is usually
enough to make an interestingIntroduction Scene. Once every
player has had their Introduc-
tion Phase Scene, the cycle ends
and the Main Phase begins.
5.01 People Chart
As players debut in their
Introduction Scenes, the other
players should write the Scene
Player’s name into the People
Chart on the character sheet.
The players should also write
the names of NPCs that appear
if the Master designates them ashaving a Secret.
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Secret of Ninja Scroll 6 - Main Phase
choosing.
Once the atmosphere has
been sketched out, the Scene
Player then decides which
characters will populate theScene. Extras can be pulled
into any Scene with no limita-
tion, but player and non-player
characters must have the con-
sent of their respective players
or Master before participating.
choosing. Once the atmosphere has
been sketched out, the Scene
Player then decides which
characters will populate the
Scene. Extras can be pulled
into any Scene with no limita-
tion, but player and non-player
characters must have the con-
sent of their respective players
or Master before participating.
Next, the Scene Player chooses
a suitable time and location for
the scene.
Once the time, location and
cast has been decided, the Scene
Player directs the scene. At this
time, the participating players
may trade Information (other
than Secrets) or ninja gear
freely.
At the end of the Scene, The
Scene Player chooses between
Life Point recovery, receiv-
ing Information, or forming an
Emotional Bond. The player
then selects the skill that most
closely applies to the current
scene.
Once the Scene Player has
chosen their goal and their skill,a Resolution using the skill is
performed. The type of Reso-
lution that occurs depends on
the Scene Player’s choice; Life
Point recovery becomes a Re-
covery Resolution, information
becomes an Information Reso-lution, and the emotional bond
becomes an Emotion Resolu-
tion. On a successful Resolu-
tion, the effect of the chosen
Resolution occurs. These ef-
fects are detailed here.
6.01.1 Recovery Resolution
6.01.2 Information Resolution
On a successful Recovery
Resolution, the Scene Player
may recover a single Life Point
they lost previously in the Ses-
sion.
There are 2 kinds of Infor-
mation obtainable in a Drama
Scene: Secrets and Locations.
On a successful Information
Resolution, the Scene Player
chooses a single player, then de-
cides between the player’s Se-cret or Location. If the charac-
ter chosen is an NPC, the Scene
Player then receives the infor-
mation from the Master; if not,
the Scene Player receives the
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information from the character’s
player. The player receiving the
Information then checks off the
appropriate box in the People
Chart on the character sheetnext to the character’s name.
Some characters may have
more than 1 Secret. In that
case, after a character’s Secret
is revealed to another character,
the character must declare that
they have Secrets remaining.6.01.3 Emotion Resolution
On a successful Emotion
Resolution, the Scene Player
another character participating
in the same Scene.
Both the Scene Player and
the player chosen roll 1d6 and
consult the Emotion Chart,
deciding their characters’ Emo-
Emotion Chart
1 Sympathy (+) Doubt (-)
2 Friendship (+) Anger (-)
3 Affection (+) Jealousy (-)
4 Loyalty (+) Contempt (-)
5 Admiration (+) Inferiority Complex (-)
6 Fanatacism (+) Murderous Intent (-)
tional Bond to each other. On
each die result, there is both a
positive and a negative possibil-
ity. Each player may choose
between these as they see t.Once the Emotional Bond has
been determined, it is written in
the People Chart on the charac-
ter sheet.
Characters that share an
Emotional Bond are able to
make use of Information Shar-ing, Battle Bursts, and Emo-
tional Modiers.
6.01.3.1 Information Sharing
If a character towards whom
your character has an Emotional
Bond receives Information,
your character may automati-
cally access that information.
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Secret of Ninja Scroll 6 - Main Phase
However, you cannot receive
information that was given to
that character through an Emo-
tional Bond: you must have the
Emotional Bond towards a char-acter who received the Informa-
tion directly.
You may never share your
own Secret.
6.01.3.2 Battle Burst
When a character towardswhom you hold an Emotional
Bond enters combat, you may
choose to have your character
burst into that combat uninvit-
ed. Please see 6.02.11 for more
information on Battle Bursts.
6.01.3.3 EmoMod
When a character towards
whom you hold an Emotional
Bond attempts an Action Reso-
lution, you may use your Emo-tional Bond to affect a modica-
tion to the roll. This is known
as Emotional Modication, or
EmoMod.
If your character has a posi-
tive Emotional Bond towards
the character, you may give a
+1 bonus to the roll; if negative,
you may give a -1 penalty to the
roll. Your character must be in
the same scene in order to use
an EmoMod.
EmoMods may be used once
per cycle for Drama Scenes
and once per round for Combat
Scenes.
6.01.4 Other Players
Players other than the Scene
Player, whose characters are
participating in the Scene, maytrade ninja gear and Information
between each other. You may
never reveal your Secret.
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6.02 Combat Scene 6.02.1 Battlefeld
Combat Scenes are scenes
depicting a ght between char-
acters.
In order to initiate a Combat
Scene, the Scene Player must
choose a character whose Loca-
tion they have checked off in
their Person Chart. This is the
character with which battle shall
be joined.
During this battle, any char-
acters that have an Emotional
Bond toward either character
may enter the scene and join
battle at any time. Please see
6.02.11 for more information on
Battle Bursts.
The Scene Player may choose
a battleeld at the start of battle.
If so, 1d6 is rolled and the
Battleeld Chart is consulted.
The combat must occur at the
battleeld indicated and each
battleeld has its own special
set of rules.
Like the Scene Chart for
Drama Scenes, each result of
the Battleeld Chart is designed
to be a framework around
which interesting scenes can be
constructed.
Battlefeld Chart
1 An even eld. No effect.
2 In water; a beach, a river, an area ooded with blood. During
this battle, all Dodge Checks suffer a -2 modication.
3 A high place; city skyline, treetops, a sheer cliff. During this
battle, characters that Fumble lose 1 Life Point at random.
4 Bad weather; wind, hail, rain of missiles, etc. During this
battle, the distance on all ninpo are raised by 1.
5 A crowd; a throng of people, a classroom, trafc jam. During
this battle, a Fumble occurs on a character’s Plot Number +1
6 Extreme location; space, deep sea, craggy rocks. At the end ofthe round, the Game Master rolls 1d6. Any character on the
Plot Number equal to the number that is rolled loses 1 Life
Point. Any characters that drop out of the scene must roll a
1d6. They then suffer the status ailment from the table that
corresponds to that roll.
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Secret of Ninja Scroll 6 - Main Phase
6.02.2 The Flow of Battle
6.02.3 Plot Instead of cycles, Combat
Scenes are divided into rounds.
Combat Scenes proceed in
the following manner:
1) Plot
2) Attack Resolution
3) End of the Round
During a Combat Scene that
occurs during the Main Phase,
anytime a character is dealt 1
Life Point or more damage by
another character’s attack or
action, the damaged character
is dropped from the Scene. As
characters drop from the Scene,
the last character remaining is
declared the winner. If no char-
acters are left, then combat ends
with no winner. The winner is
entitled to receive the spoils of
Each player taking part in the
battle must take a 6-sided die
in their hand, secretly choose a
number between 1-6, and place
that number face up under their
palm. This action is called Plot
and the hidden number chosen
by each player is called the Plot
Number. Once all participat-
ing players have chosen a Plot
Number, they simultaneously
reveal their Plot Number.
Attacks and actions are then
carried out proceeding from the
character with the highest Plot
Number down.
The rules for Action Reso-
lution change as soon as the
Mundain
00
Ghost Walk
11
Shadow Run
22
Neuro Speed
33
Sonic Speed
44
Bullet Speed
55
Light Speed
66
F.T.L.
77
Preparing the some minis or counters and the Battle Sheetfound in the back of the book would be handy for combat.When Plot Numbers are declared, simply place your mini orcounter on the column in which your Plot Number is written.
battle; please see 6.02.12 for
more information.
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6.02.3.2 Simultaneous Actions
6.02.4 Attacking
If more than one character
share a Plot Number, their at-
tacks occure simultaneously.
For the sake of convenience,
the actions are handled rst for
the player closest to the Master,
but in reality these actions areoccuring at the same time.
For example, take for in-
stance characters A and B sitting
on the same Plot Number. To
make things simple, A takes his
actions rst, landing an attack
on B, who Fumbles his defense.Once the action is nished, B
takes his actions as though A’s
attack’s hadn’t yet happened.
Once all characters on a Plot
Number nish their actions, the
A character may make a
single attack every round on
their turn.
To make an attack, the at-tacking character chooses an
attack Ninpo from their Ninpo
List and selects a suitable op-
ponent. The opponent must be
within the range described by
the Ninpo, which is the differ-
ence between the attacking anddefending characters’ Plot Num-
bers. As long as the distance is
within the Ninpo’s range, the
attack can occur.
The player that initiated the
attack then uses an Action Reso-
lution based on the assignedskill of the Ninpo chosen. This
is called the Attack Resolution.
If the Attack Resolution is a
success, the attacking charac-
ter has a chance to damage the
opponent. The type of damage
dealt will be described in theNinpo text. If the Attack Reso-
lution fails, the attack misses
completely.
Once the attack succeeds, the
opponent must make an Action
character with the highest Plot
Number takes their turn and
return to normal at the end of
combat. During combat, the
Fumble Value of Action Resolu-tions is equal to a character’s
current Plot Number. This
means that anytime a character
rolls equal to or less than their
Plot Number during combat
has Fumbled: they automati-
cally fail any subsequent ActionResolutions for that round.
In other words, the higher the
Plot Number is, the sooner a
character acts, but the easier it
is to Fumble.
consequences of the attacks take
effect. In this example, if both
characters A and B land their
attacks, both characters would
take damage and fall out of thebattle.
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Secret of Ninja Scroll 6 - Main Phase
Resolution based on the same
skill as the Attack Resolution;
this is called the Dodge Resolu-
tion. If the Dodge Resolution
is successful, the attack has noeffect, but if it fails, the oppo-
nent takes the damage or effect
detailed in the Ninpo descrip-
tion text.
6.02.5.1 Close Combat
6.02.5.2 Ranged Combat
6.02.5.3 Group Combat
Close Combat damage isdirect damage typically dealt by
skills such as Brawl or Sword.
A character that takes a single
point of Close Clombat damage
randomly chooses a Category
by rolling 1d6 and marks off
the Life Point box at the top ofthe column with an X. If the
Category that is randomly cho-
sen already has the Life Point
crossed out, the player may
choose which Category receives
the damage.
If a Close Combat Ninpo suc-ceeds with a Special roll, you
may do damage equal to a roll
of 1d6. The attacking player
may randomly decide which
Categories take this damage, but
if any rolls result in a Category
that already has damage, thedefending character may choose
which Category takes the dam-
age.
Ranged Combat damage is
typically dealt by shuriken,
blowdarts, guns and other at-
tacks from a distance. A char-
acter that receives a point of
Ranged Combat damage gets
to choose which Category takes
the damage. Cross off the Life
Point box at the top of the Cat-
egory’s column on the character
sheet.
If the attacking character’s
Ranged Combat Ninpo suc-
ceeds on the Attack Resolution
with a Special roll, they may do
1d6 damage to the opponent.
The opponent chooses which
Categories are damaged.
Group Combat damage is
typically damage dealt by using
groups of underlings, such as
thugs, familiars, or marionettes
to ght indirectly. A character
that receives a point of of Group
Combat damage rolls 1d6 and
consults the Status Ailment
Chart to determine which status
ailment they are aficted with.
If the attacking character rolls
a Special on a Group Combat
Ninpo Attack Resolution, they
may choose which status effect
to inict upon the opponent.
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6.02.6 Special Dodges 6.02.7 Damage
The target of an attack may,
no matter what the assigned
skill of a Ninpo is, use the Es-
cape skill in the Dodge Resolu-
tion. If this Dodge Resolution
succeeds, the attack has no
effect and the targeted character
drops out of combat.
When a Category takes dam-
age, its Life Point box is crossed
out and it becomes disabled: all
skills within the Category are
unusuable until the Life Point is
recovered.
Status Ailment Chart
1 Disabled: You are unable to use any ninja tools. At the end
of every cycle, you may attempt an Action Resolution using
karakurijutsu. On a successful roll, this status ailment is cured.
2 Paralyzed: Choose one of your character’s skills at random;
that skill may no longer be used. At the end of every cycle,
you may attempt an Action Resolution using shintaisojutsu.On a successful roll, this status ailment is cured.
3 Serious Injury: On your next turn, choose a random Skill
Category; this Skill Category takes 1 Life Point of damage. At
the end of every cycle, you may attempt an Action Resolution
using seizenjutsu. On a successful roll, this status ailment is
cured.
4 Missing: After this battle conludes, you may no longer par-
ticipate during the Main Phase. At the end of every cycle, you
may attempt an Action Resolution using keizairyoku. On a
successful roll, this status ailment is cured.
5 Amnesia: Choose an Emotion connection at random; this con-
nection may not be used. At the end of every cycle, you may
attempt an Action Resolution using kiokujutsu. On a success-ful roll, this status ailment is cured.
6 Curse: Choose a ninpo at random; this ninpo cannot be used.
At the end of every cycle, you may attempt an Action Resolu-
tion using jujutsu. On a successful roll, this status ailment is
cured.
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Secret of Ninja Scroll 6 - Main Phase
6.02.8 End of the Round
Once all players taking part
in the combat have taken their
turns, the round has ended. If
a player so chooses, they may
elect to forfeit and have their
character from combat. Once
one of the two following con-
ditions has been met, combat
ends:
There are 1 or less combat-•
ants left in the battle
A number of rounds equal•
to the number of combatants
has concluded
If neither of these conditions
are met, combat resumes once
more from the Plot stage of the
Combat Scene.
If all characters drop out of
a Combat Scene, there are no
winners.
6.02.9 Direction Mods
Any player that is not partici-
pating in a Combat Scene may,
once per round per player, con-
trol the conditions of the battle-
eld.. This is called a Direction
Modication.
A Direction Modication
can give a positive or nega-
tive modier of 1 to an Action
Resolution by any character in
the Combat Scene. The player
that wishes to use a Direction
Modication must describe
what happens during the combat
6.02.10 Ninpo Use
6.02.11 Battle Burst
Characters participating in a
Combat Scene may use support
Ninpo at the time specied in
the description text. However,
a support Ninpo may only be
used once per round.
In addition, attack and sup-
port Ninpo have a Cost listed
in their entry. The total com-bined Cost of attack and support
Ninpo may not exceed a char-
acter’s Plot Number for the cur-
rent round. A character may use
any number of support Ninpo as
long as the Plot Number is not
exceeded.
Characters that choose to en-
gage in an ongoing battle must
follow the following rules.
A character that decides to
participate in a battle from the
beginning must declare so by
the time Plot is declared, and
must declare their Plot Number
at the same time as all other
characters, as usual. A player
that chooses to burst into a
scene in progress must do so
before the nal character of
the round takes their turn. The
bursting character must enter
combat on a Plot Number of 1
and may not use attack Ninpo
this round.
that justies the modication.
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6.02.12 Spoils of Battle
6.02.12.1 Information
6.02.12.2 Emotion
6.02.12.3 Prize
The winner of a battle may
choose a single losing partici-
pant and decide which of the
following spoils to take for
themselves.
The winner may choose to
learn either the loser’s Location
or the loser’s Secret.
The winner may set or
change the Emotional Bond
they have toward the loser.
They then may set or change the
loser’s Emotional Bond toward
the winner.
If the loser is holding a Prize,
the winner may chose to take
the Prize for themselves.
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Secret of Ninja Scroll 7 - Climax Phase
7 - Climax Phase The Climax Phase is the
nal battle that concludes the
scenario. This phase is handledsimilarly to an extended Mas-
ter Scene. The Master decides
what conditions will bring about
the Climax Phase when writing
the scenario.
All players participate in the
Climax Phase. Other than the
rules for dropping out, death
and Flashbacks, the rules are the
same as a Combat Scene.
7.01 Dropping out
7.02 Flashback
7.03 Death
Characters do not drop out
of the Climax Phase merely by
taking damage. A character will
not drop out until all remaining
Life Points are lost.
Each character may take ad-vantage of the Flashback once
per game to receive a bonus to
either an Action Resolution or
gain extra damage on an attack.
To receive a bonus to an Ac-
tion Resolution, the player must
reveal their Secret to everyonebefore the Action Resolution
occurs. They must then direct
a short ashback scene relating
to the Secret. After this short
revelatory scene, the player will
During the Climax Phase, a
character drops out as soon as
their Life Points are completely
lost. This is not character death,though a player may choose
to have their character die
permanantly. If so, you may
choose 1 of the following ac-
tions for the dying character to
perform at the moment they die.
Keep in mind that dead charac-
ters may never return or be used
in another session.
Attack: You may use a•
single attack Ninpo and as
many support Ninpo as you
like; The cost for support
Ninpo becomes 0.
Information Sharing: You•
may share any information
with 1 character.
then receive a +3 modier to
their next Action Resolution.
To receive a bonus to an
attack’s damage, the character
must rst succeed on an AttackResolution and their opponent
must fail a Dodge Resolution.
The attacking player must then
direct a short ashback scene
relating to the Secret. After
this short revelatory scene, their
damage will do 1 extra point ofdamage.
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8 - Ougi Players may use an Ougi
at any time according to the
description of their Ougi’s type.An Ougi may be used once per
cycle during Drama Scenes and
once per round during Combat
Scenes.
When an Ougi for the rst
time, the Ougi’s name and ef -
fect is declared and the effect
happens automatically.
Once the Ougi takes effect,
all characters participating in
the same scene may roll an Ac-
tion Resolution based on Analy-
sis. This is called the Insight
Resolution.
If the Insight Resolution is
successful, the player using
the Ougi must share their Ougi
Information with the player that
succeeded on the Insight Reso-
lution. The Ougi Informationis part of a character’s Informa-
tion, meaning that characters
with Emotional Bonds towards
the character receiving this In-
formation are privy to it as well.
A player may not choose to
learn another character’s Ougiafter succeeding on an Infor-
mation Resolution, however.
When the Ougi Information is
received, check off the box in
the People Chart on the charac-
ter sheet.
If a character chooses to use
their Hidden Skill, the other
characters participating in the
Scene may attempt an InsightResolution as though they had
used their Ougi.
If a character uses their
Ougi, and another character
in the same Scene knows that
Ougi’s Information, then once
the Ougi’s name and effect isdeclared, an Ougi Break may be
attempted.
An Ougi Break is an Ac-
tion Resolution that completely
negates the effect of an Ougi.
In order to use an Ougi Break,
the opposing character must be
participating in the same Scene.
A character that does not have
an Ougi’s Information cannot
attempt an Ougi Break.
To use an Ougi Break, the
opposing character uses the
Ougi’s Hidden Skill in an Ac-
tion Resolution. If it succeeds,
the Ougi has no effect.
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10 - Scenario In order to play Shinobigami,
the Master must prepare a sce-
nario. A scenario consists of anentire session’s worth of story,
NPC data and character data.