Shinobijutsu
By Kuseru
Entrance Requirements: No Alignment restrictions. Minimum attributes are I.Q. of 12, M.E. of 12, P.P. of 12 and Spd of 12.
Skill Cost: 8 Years (6 Years as a Secondary Martial Art Style).

Shinobijutsu is the Japanese martial art of stealth and strategy. The origins of the combative martial art of Shinobijutsu are shrouded in mystery through 1000 years of history. Mythological manifestations, taoist doctrine, and itinerent yamabushi all lay claim to the origin of the style. Unlike many martial arts, stealth, not combat is stressed. This style provides training in silent moving as well as Combative Theories (Heiho), Disguise (Henshojutsu), Escape and Concealment (Intonjutsu), Evasion Tactics (Gotonpo), Fortress design & penetration (Chiku Jo), Geography (Chi-mon), Hiding away (Onshinjutsu), Meteorology (Ten-Mon), Military tactics (Gunryaku Heiho), Stealthy Entering (Shinobi-Iri), and Strategy (Bo-Ryaku). Training is quite comprehensive, teaching a wide selection of skills rather than relying on any specific area of training.

Ten preparatory strategies (toiri) were employed before any hostilities were initiated. Katsura-otoko no jutsu, the first of these strategies was composed of a sole ninja agent cultivating a chitsumishi (collaborator) to support their role in enemy territory by providing a safe base of operations, and often support of a shinobi's cover identity. The second strategy is Joei no jutsu, dispatching a shinobi to the enemy's territory in the confusion of preparation for war. Women agents (kunoichi) were also used, this strategy was called kunoichi no jutsu. Finding dissident citizens to be used against the enemy was called Satobito no jutsu. Minomushi no jutsu was the strategy of finding and enticing enemy retainers to betray their own lord. Allowing false messages passed through enemy territory to be captured was the strategy of Hotarubi no jutsu. Yet another strategy, that of Fukuro-gaeshi no jutsu, was a for a ninja to pretend to betray their side and then convince the enemy that they were now working in the enemy's interests, only to betray them at a crucial point. Tensui no jutsu is a twist to the double cross where and enemy agent was first fed false information, then persuaded to switch sides. When an allied agent is captured, the strategy of Chikyu no jutsu was employed to convince the enemy that the agent has betrayed his own side, when in reality the agent is simply awaiting a chance to rejoin his own side. Last of the toiri strategies is Yamabiko no jutsu (mountain echo), another double agent method where the apparently disenfranchised agent seeks out the enemy to offer loyalty until a signal for some mission is received.

Concealment instruction is taught to help the practitioner conceal their identity while functioning effectively. Disguises and cover identities are developed by the practitioner to prevent detection as ninja (or shinobi). Historically seven traditional disguises were used, that of the Akindo (merchant), Hokashi (musician), Komuso (traveling priest), Ronin (wandering samurai), Shukke (Buddhist monk), Sarugaku (actor/entertainer), and Yamabushi (itinerant mountain priest). Disguises were achieved through the use of many different skills. Yomogami no jutsu is a technique of having four different disguises; two different names and two different personalities. Forgery was also a useful skill in both disguise and espionage, and called gisho-giin no jutsu. In addition to having multiple identities, special tools were constructed to aid the practitioner in their mission. These tools could range from small tools useful for a variety of tasks, to completely modified or constructed houses with security devices, concealed storage areas, and hidden passages to confuse an opponent and aid the practitioner.

Escape skills (Tonpo) were taught to allow the ninja to successfully get away after completing a mission. In addition to the basic skills of using weather, temporary blinding, deceptive lighting, concealment, and being able to move easily through terrain difficult to others, more advanced skills were taught. Chitonjutsu was the skill of using earth, fire, metal, water, and wood to aid in the escape. Certain tools and weapons were developed to assist in this process. Gotonpo (five escape skills) was an advanced version of chitonjutsu, broken down even further into five sub-categories; mokutonjutsu (wood techniques), katonjutsu (fire techniques), dotonjutsu (earth techniques), kintonjutsu (metal techniques), and suitonjutsu (water techniques). Evasion was accomplished through the use of nawanake jutsu, or escaping from rope bonds.

Five basic techniques were used for infiltrating an enemy's camp. Nyukyo no jutsu, was the technique of using proper timing to enter the camp. The second technique, monomi no jutsu, was used to discover weak places in the defenses of the target. Nyudaki no jutsu was the technique of taking advantage of psychological weaknesses in the target's guards. Similarly, yoji-gakure no jutsu was the technique whereby a guard was distracted by throwing something innocuous, like a tooth pick. Joei-on jutsu was the technique of eliminating sound, smell, and shadow to sneak past guards and dogs.

Espionage methods are taught to aid in gathering intelligence on opponents in order to counter their actions. Espionage activities are achieved through six tactics. Mugei-memei no jutsu ("no art, no name") was the tactic of maintaining a low profile and disguising themselves as something else ensured that the possibility of their discover is lessened. Detecting the strategy and goals of the opponent is the second tactic. Intelligence gathering is the third tactic used, especially useful when gathering information for an assassination was Kamigakure no jutsu, or using local temples and monasteries to learn about the target. Feeding false information to the enemy was also another tactic used, typically accomplished through yamabiko schicho no justu, or feeding enemy agents false information. Studying the opponent's tactics, favored forms of movement and engagement was another important tactic. Unpredictable tactics when engaging the enemy was the final tactic employed.

Eight infiltration tactics (chikairi no jutsu) were used to effect infiltration of enemy territory. The first tactic, ryakuhon no jutsu allowed the agent to slip into enemy territory by pretending friendship. Next is the tactic, geinyu no jutsu, where the moves of the opponent were studied and countered through internal dissension by means as demagoguery, haranguing malcontents, and setting fires. Another tactic using fire was katagatae no jutsu, or setting fire to an opponent's empty camp. Yoja no jutsu was the tactic of disguising the agent as some weak creature to penetrate the defenses of the enemy. Diversionary raids allowing an agent to slip into the enemy's camp was the tactic of suigetsu no jutsu (moon in the water). This infiltration tactic is similar to yamabikco no jutsu, except a whole team is involved instead of an individual agent. In ryohan no jutsu, the agent(s) captured an important official to use as a hostage against enemy action. Fukuro-gaeshi zen jutsu is the tactic of passing false information between the enemy leader and an allied relative by acting as the messenger.

Five agent infiltration approaches are used. The Earth (Chi) method involves a system of building an espionage apparatus through careful placement of reliable spies. The Water (Sui) method deals with manipulation which acts on the feelings and emotions of the opponent. In the Fire (Ka) method, aggressive ruses are used to turn the enemy's own personnel against them. With the Wind (Fu) method, identifying enemy agents in one's own territory is used to feed the enemy false information by manipulating the information the enemy agent receives. The Void (Ku) method is used when an agent is captured, then the agent attempts to stay alive until they can escape or return to their regular activities.

Military strategy is taught to further allow the practitioner to develop methods and means of entering enemy territory and countering their actions. Along with strategy, penetration techniques of strongholds and enemy controlled areas are taught. Special tools were also constructed to aid in these penetrations, from ropes and ladders to a variety of devices used to cross water. Psychological warfare techniques also furthered the uses of strategy and penetration. By manipulating opponent's through their emotions and desires, the practitioner has an increased range of options for performing their mission successfully. Training in strategy is used to ultimately develop the ability to predict the outcome of a conflict, focusing on three key areas, air, earth and man. Sattenjustu bases strategy on prevailing weather conditions through the use of meteorology. Sacchijutsu is strategy based on terrain, taking advantage of the natural features of the land. Satsujinjutsu, insight into man, allows the practitioner to quickly size up an opponent by observing their character. In dealing with people, five principle feelings or desires were manipulated. First among these is kisha, the sensual pleasures of seduction. Next is dosha, or angering one's opponent into do doing something rash. By acting overly soft-hearted or sympathetic to a person is called aisha. Lazy opponents fond of entertainment were tempted through rakusha. Last is the technique of kyosha, manipulating cowardly or meek people. In addition to stealthily employed communications, practitioners used smoke, fire, and rockets to pass signals and messages. Training also includes the making of drugs, medicines, poisons, explosives, blinding powders, rations and energy foods.

Deception training includes several methods. Kyonin no jutsu, the method of taking advantage of an opponent' s fears was one such method. Another method of deception was ametori no jutsu, where the common knowledge that birds don't fly on rainy nights is used to make something think that someone is imitating a bird flapping during a rainy night, thus distracting them from the real target of the mission. Distraction through the use of thrown objects, or commonplace animal noises was also another method of deception. Ennyu no jutsu was a method of deception used to sneak into a heavily guarded castle by drawing the attention of the castle's defenders to one entrance while entering through another. Hiding in a attic, ceiling or loft was called Chakuzen no jutsu. Hoka no jutsu was the method of setting fire to structures in an enemy stronghold.

Invisibility (Inpo) was achieved through several skills. The skill of uzura gakure no jutsu was to hide in small gaps between two larger objects, much like a quail hides. Other techniques included where and when to hide in grass and bushes, as well as in the shadows of garden stones, stone lanterns, and trees. Tanuki gakure no jutsu was the skill of hiding in a tree like a racoon, to seem like part of the tree. Hiding in water was the skill kitsune gakure no jutsu. The skill of hiding among a pile of lumber, charcoal bags, straw rice sacks, etc was called shiba gakure no jutsu. Using stillness and vegetation to break up one's shape were also skills taught for invisibility.

Stealthy movement was accomplished through several types of movement. Ko Ashi (small step) was used in shallow water or dry leaves to prevent noise. Moving sideways in tight passages and against the sides of buildings was Yoko Aruki (sideways walking). To walk on straw matting or wooden planks without noise is called Nuki Ashi (sweeping step). A small, tight, rolling step is used to negotiate loose gravel and rock surfaces without sound. The turning step is used for situations which require the practitioner to observe the area they are in continuously. For times when a lower profile is required, hands and knees crawling is used. When a prone profile is required, a belly crawl is used. Several techniques of falling or rolling quickly out of sight are also used in conjunction with all of the walking methods. Training is conducted in a variety of environments, teaching the student to move through without being detected through all kinds of terrain; water, grass, loose gravel, hillsides, carpeting. Deceiving the senses of the enemy is also taught. Sight is countered through the use of camouflage, disguise, concealment, and alteration of appearance to render detection or identification difficult. Methods of visual confusion include visual distraction, the contrast between light and darkness, and optical illusions used to divert an observer. While the sense of smell is weak in most humans, dogs can be used to overcome this, therefore training focuses on wind patterns, staying downwind, and disguising the practitioner's smell. Sounds can be used to deceive hearing. Since some noise cannot be avoided, a student learns to mask these sounds by other sounds. In addition, special walking techniques are taught to allow the practitioner to move silently through a variety of terrain. Balance and carefully controlled movements are also stressed to minimize noise resulting from movement. Blinding techniques and tools are also employed to reduce the ability of an opponent to see the practitioner.

Special Note: Taijutsu and Shinobijutsu are designed to work together. When a character has both, then all the bonuses, abilities, and powers of Shinobijutsu are used with the Attacks per Melee, in wielding weapons, weapon proficiencies, and Weapon Kata of Taijutsu. Any martial art powers and abilities from Taijutsu are used with Shinobijutsu.

Costume: Shinobi Shozoku: The ninja outfit consists of jacket, hakama (loose pants), hand gauntlets, sandals, tabi socks, double belt, leg ties, separate leg and arm pieces, and quilted groin and body protector. Numerous pockets are designed for concealing shuriken and other Ninja items. Also comes with a two-part hood. All of the clothing is relatively loose, with ties around the waist, wrists and ankles. (For just the clothing, A.R.: 8 and S.D.C: 15) For fighting operations on the battlefield there were chain mail jackets and leggings. Chain mail guards for the wrists, hands and neck along with a metal chin guard completed the armor. Armor triples the price of the outfit. (For chain mail armor additions, A.R. 13 and S.D.C. 59) The clothing is traditionally died one of several colors, depending on the environment in which the shinobi is working: the default color is off-black for night and utter blackness, brown for fields and forests, gray for stone and urban settings, and white for snow. True black is not available, the closest being a nearly black, dark red or dark indigo, dark brown or rust colored, due to the available dyes. For more theatrically inclined ninja, the following colors are available; blue for ninja which clumsy, incapable, or poor, red and/or orange for villainous ninja (especially ninja assassins), grey for neutral ninja, white for good ninja and evil ninja attempting to mend their ways, and no color or shinobi shozoku at all for powerful ninja. Reversible forms of shinobi shozoku may be made (or bought), with a second color or even a complete set of faux garb that can be used as a disguise (such as common bonge garb, priests's garb, etc.) when the garb is turned inside out. A second color on the reverse of the garb adds +50% to the listed cost; having a set of faux garb on the reverse doubles the cost of the shinobi shozoku.
Stance: Shizen no Kamae: This is the natural stance, where the hips and the shoulders are square to (facing) the opponent. The hands hang naturally and the feet are shoulder width apart. The knees and elbows are not locked; they are soft, slightly bent. The head is erect.
CHARACTER BONUSES
Add +1 to M.E.
Add +1 to P.P.
Add +4 to Spd.
COMBAT SKILLS
Attacks per Melee: 1
Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: Roll, Somersault
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Disarm.
Hand Attacks: Strike (punch).
Basic Foot Attacks: Kick Attack.
Jumping Foot Attacks: None.
Special Attacks: Roll/Knockdown.
Holds/Locks: None.
Weapon Kata: None.
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun, Knockout from Behind, Pull Punch.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select a total of THREE (3) Martial Art Powers from among Arts of Invisibility. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).
Languages: Japanese
Cultural: Camouflage, Disguise, Escape Artist, Fortress Design & Penetration (New!), Geography (New!), Meteorology (New!), Strategy, Tactics, and Use Ninja Equipment (New!).

Physical: Prowl.
Temple: Meditation.
Weapon Proficiencies: None.
Philosophical Training: Ninpo: This is an eclectic combination between a code of honor and a spiritual path of seeking enlightenment. LThe ninja code of honor stresses four areas, motivation towards the mission, loyalty to the clan and ryu, improvisation through awareness, and disguising one's true nature. Motivation to the mission is stressed by accepting missions only from the ninja's chunin, considering the enemies of the employer as one's own enemies, never refusing or questioning a mission, failure not being an option in the mission, putting the mission before oneself, killing in a mission when necessary and avoiding killing when not necessary, escaping when captured, killing one's self when escape is impossible, resisting when suicide is impossible, and taking the life of a comrade rather than allowing them to be captured. Loyalty to the clan and ryu is achieved by never betraying the clan, putting the clan before oneself, not striking another member of the ryu, aiding a genin of the ryu, and not ever leaving the ryu, even to the point of killing ninja who do leave the ryu. Improvision through awareness is achieved by always observing other people and knowing one's surroundings with the thought that one is always being observed and being mentally and physically alert enough to make use of anything at hand. Disguising one's true nature is accomplished through maintaining disguises, never revealing one's true self, speaking in circumlocutions and obfuscation while in public, using code words and metaphors which jeopardize neither one's self or the mission. Due to the unique requirements of the ninja code of honor, the character does not have to have an alignment with a discipline of honor.
A ninja's path toward spiritual enlightenment stems from the mixing of Ekkyo (I Ching divination), Gogyo Sestsu (five elements of Taoism), In-yo (yin-yang) duality of Taoism (in-yo do, where the yin philosophy of yin-yang is stressed, but balanced with inner yang), Kyojutsu Tenkan Ho (the ability to 'interchange falsehood and actuality'), Mikkyo Buddhism, moral strength, naturism (studying and understanding the workings of nature), Onmyodo (divination and astrology), perseverance when facing overwhelming numbers, Seishin (purity of heart, taught to embody a sense of completeness), Shugendo (the mixing of Mikkyo Buddhism with Taosim and Shintoism), and sincerity. The ultimate goal of this spiritual path is to strive for peace, harmony and enlightenment in all things.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Fudo Ryu (4 Years), Fukushima Ryu (4 Years), Fuma Ryu (5 Years), Gyokko Ryu (6 Years), Gyokushin Ryu (7 Years), Koto Ryu (5 Years), Kukishinden Ryu (8 Years), Kumogakure Ryu (6 Years), Shinden Fudo Ryu (7 Years), Takagi Yoshin Ryu (5 Years), Togakure Ryu (7 Years).
LEVEL ADVANCEMENT BONUSES
1st: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, Critical Strike or Knockout/Stun from Behind.
2nd: +1 to Strike, +1 to Parry/Dodge
3rd: Select One (1) additional Martial Art Power from Arts of Invisibility.
4th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance
5th: Select One (1) additional Martial Art Power from Arts of Invisibility.
6th: +1 to Strike, Knockout/Stun on a Natural 19 or 20.
7th: +1 to Parry/Dodge, Critical Strike on a Natural 19 or 20.
8th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance
9th: Select One (1) additional Martial Art Power from Arts of Invisibility.
10th: +1 Attack per Melee, +2 to Somersault.
11th: +1 to Strike, +1 to Parry/Dodge
12th: +1 to Roll with Punch/Fall/Impact, Select One (1) additional Martial Art Power from Arts of Invisibility.
13th: +1 to Maintain Balance, Knockout/Stun on a Natural 18, 19, or 20.
14th: +2 to Somersault, Critical Strike on a Natural 18, 19, or 20.
15th: Select One (1) additional Martial Art Power from Arts of Invisibility.
Why Study Shinobijutsu?
Stealth and strategy are the mark of the shadow warrior
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