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הרוצחים הבלתי נראים - קיקוטה

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הרוצחים הבלתי נראים - קיקוטה Empty הרוצחים הבלתי נראים - קיקוטה

הודעה  tarsos22 Tue Nov 09, 2010 10:27 am

הקיקוטה או בשמם האחר - שיקאקה

זו מין גרסת עבודה שנתנו לי ארז ועומר (שבטח ירשו ממישהו אחר ועשה שינויים... ) עם הערות ותיקונים שלי (בעברית ואנגלית).
זה מספיק למי שרוצה לשחק את זה...

The Kikota
INTRODUCTION: The feared assassins of the medieval Japan have an air of mystery about them. Warriors of the night, they carry an arsenal of tricks and techniques designed for infiltration, penetration, assassination and terror, part ot the brotherhood.
Kikota masters always attempt to finish their fights as quickly as possible. That can mean a devastating attack with bare hands or weapons, or just the throwing of shuriken to cover an escape. Remember that Kikota masters only care about the mission, killing is unimportant unless it becomes absolutely necessary.
appears that the talents of the kikota have few varieties, every kikota member there are few who come out more then the others:
• ghost master who control the ghosts of the dead
• Soul taker who keep the souls his sleeping gaze and they become a part of him
• Assassin who is the most common of them all…
here we are going to present only the assassin kikota.
All kikota are characterized with slim and strong body, they have long fingers with a line that crosses the hand.

REQUIRERIENTS: Str: 12, Dex: 16, Int: 11, Con 16.
Kikota counts as both race and profession.
Kikota cant take any other profession and cant be of any other race than human (and they are not really human…)
They can progress to lvl 15 only.
Than they have to kill the old master and can become masters – and than can lvl further until lvl 18 and become the Kikota master.
There is no higher kikota lvl.

SKILL BONUSES: one weapon proficiency specialize. נשק אחד, לא נשק קליעי ולא דו ידניalso .
לא רשאים להשתמש במגינים מכל סוג. שריון עור/אלפי בלבד. מאוד לא נפוץ בקרב קיקוטה.
THIEF SKILL BONUSES: +10% to Hide in Shadows, +15% to Move Silently, and +10% to Detect Noise, lock picking -5%
לא רשאי להפעיל מיומנויות גנב הבאות : כיוס, קריאת שפות.
In the thieving skills they have limits of maximum skill – מציאת/פירוק מלכודות 60%, פתיחת מנעולים 60%
SKILL PROGRESSION: only Kokota without Absolute hearing have the detecting noise thief ability, otherwise they just dont need it.
Each level they get additional 10 thieving points. Kikota tend to become most proficient in the skills of moving silently,hiding in shadows, detecting noise, and climbing walls. The open locks skill often comes in handy for getting to their victims.

WEAPON PROFICIENCIES: Initial 3. #levels 4.
Required: Ninjutsu or Martial arts. Must specialize until lvl 13.
Recommended: Ninja-to, blowpipe, chain, shuriken. Many of a Kikota’s weapons are used only to administer a fatal dose of poison to their victim.
Kokta assasins are not allowed to use poison until reaching lvl 5. all posion used by them are state of the art posons and most of them are undetectable – so the kokta masters limit the use of them.
Lvls 1-5 – no poison aloowed.
Lvl 5-8 – lethal poison only
Lvl 9-12 – lethal and pain posion
Lvl 13 and up – all kokta poison are allowed to use

NON-WEAPON PROFICIENCIES: initial 4. #levels 4. Groups : general, thief, fighter.
BONUS:
פה שיניתי – לא מכיר את רוב המיומנויות פה. מקובל עלי העקרון אבל לא המיומנויות.
LEVEL PROFICIENCY
1 fall
3 התחפשות
5 Light step
7 שימוש בחבל
9 All around sight
11 חוסן

Recommended: Blind Fighting, Disguise, Jumping, Survival, Animal Noise, Herbalism, Jumping, Ventriloquism.

EQUIPMENT: Kikota are known for the variety of special equipment they use to complete their missions. Typical examples include metal climbing claws, and special grenades filled with smoke powder, peeper, or flash powder. Even their sword scabbards oRen have multiple uses. Some are open at both ends for use as a blowpipe or breathing tube. The player is encouraged to be imaginative in the creation of special equipment, subject to the DM’s approval.

SPECIAL BENEFITS: Kikota possess several special talents that help them complete their deadly assignments.
30% חסינות להקסמה/הרדמה
15% חסינות לאשליות
עמידות גבוהה לרעלים (כמו גמדים)
ראיית לילה מעולה (כמו חתול – לא זיוונות) לטווח 30 מ'

SPECIAL HINDRANCES: As mentioned previously, a Kikota must maintain a secret identity known only to other brotherhood members. Should this identity be discovered, all law-enforcement officers in the area will begin a massive manhunt for the Kikota, stopping only when the Kikota is captured, dead, or runs too far to follow. The Kikota is then dismissed from his brotherhood, and his fellow brotherhood members will conduct their own manhunt to preserve their secrets.


Kikota Thaco Table :
level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
20 20 18 18 16 16 14 14 12 12 10 10 9 9 8 8 7 7

WEALTH OPTIONS: none.  all goes to the guild unless required to maintain a "backup story"
RACES: discussed before.
KIKOTA ABILITIES: note: not all kikota character poses all those abilities.
Throw % to see pure blood, every 25% give an ability.99-00 gives all 5.
Roll d6 to see which are thoes abilities, if the roll is 6 the player can choose his ability.
1- Sleeping gaze – by looking inside eyes of friend or foe the character can make him fall asleep, it’s so hard to resist the kikota gaze, characters with low intelligence or low HD will have low chances to be saved:
Opp int.+wis Save
modifier HD below Kikota HD over kikota +to save
1-8 -3 1 0 +1 +2
9-14 -2 2 -1 +2 +3
15-18 -1 3 -2 +3 +4
19-25 0 4 -3 +4 +5
26-30 +1 5 -4 +5 +6
31-36 +2 6 -5 +6 +7
37+ +3 7 -6
If below wis+int 15 unable to resist 7+ not able to use
Kikota above lvl 12 can make any two HD/Levels lower opponent fall asleep without a save.
The sleep lasts 1d4 rounds per kikota lvl.
Sleeping gaze can be used 3 times per 24 hours.
2-Invisibility – kikota can make them self invisible to eye at will, this works just like the elven cloak but with some limits, the character can be invisible only for one round per level, they can be detected by other kikota and can use this ability only once every 12 hours. It requires no effort from the kikota so he is fully able to fight during this time.
3-Mirror image –kikota can make another image of themselves that can move around but not speak, this image is an illusion so if it’s touched it will vanish, and duration is 1 round/level if not at combat than 1 hour per lvl. twice/day. Can be detected by other kikota for intelligence check.
4-Absolute hearing – can hear every sound in the area, they are trained to disregard voices they don’t want to hear so they can sleep at night. The kikota hearing can get up to 150 feet, at rate of 10 feet per level.
5-Fast movement – can avoid attack at his directions at will. Including range attacks. increases AC by 2 per 3 lvls.
Can also use it to perform attack on enemies, attack that made like that is acted as a surprise 5% per lvl. 5 times per 24 hours.
Camouflage – each kikota member have some kind of a camouflage hobby, some kind of an artist, painter, sculpture act... this gets them the ability to blend in society without notice.
Those kikota get specialized in 2 nw- proficencies – זיוף, הערכה
מקבלים את המיומנות זיוף כבונוס בדרגה 3, מקבלים את הערכה בדרגה 5, מומחה בזיוף בדרגה 9 ומומחה בהערכה בדרגה 11.

Most importan – cant combine skills while in combat. Can use one at a time.

EXPERIENCE & LEVEL IMPROVEMENTS
Kikota use the thiefs saving throws to complete the information for level advancement. If a Kikota uses a weapon with which he isn’t proficient, a 3 attack roll penalty is incurred.
XP as fighter. HD d6.

NON WEAPON PROFICIENCIES
ALERTNESS 1 slot, Wis +1
A character with this proficiency is able to instinctively notice and recognize signs of a disturbance in the immediate vicinity, reducing by 1 in 6 the character’s chance of being surprised when ever he makes a successful proficiency check.
ANIMAL NOISE 1 slot, Wis -1
A character with this proficiency is capable of imitating noises made by various animals. A successful proficiency check means that only magic can distinguish the noise from that of the actual animal being imitated. A failed die roll means that the sound varies from the correct noise in some slight way.
If the die roll fails, this does not mean that all creatures hearing the noise know that the sound is fake. While creatures and humanoids that are very familiar with the noise know this automatically, other creatures or characters in earshot may require Wisdom checks to determine if they detect the fake.
Kikota often use this ability for communication on the job, almost as a variant dialect of thieves cant.

BREAKFALL 1 Slot, Lex -2
A character can fall without taking any damage, for a distance of 5’ per level of experience he has attained. To do so, he must not be wearing metal armor except ninja mail and must be able to make periodic contact with a vertical surface in order to slow his fall. If he falls further than the allowed distance, he suffers normal damage.
CONTORTION 2 slots, Dex -2
A character who has studied Contortion have achieved the ultimate flexibility. They can fit their bodies into spaces as small as four cubic feet or through holes as tiny as 12 ” in diameter. This maneuver can also be used to slip out of bonds or shackles with a 90% chance of success. One turn of concentration is required before attempting a feat, and one turn of rest is required aftenvard.
GENJUTSU 1 Slot, Int -3
Genjutsu (the art of illusion)is the Kikota’s skill in setting up images and illusions using props and other devices. For example, a Kikota might set up a lot of dummies and light some fake campfires to make a besieging army look larger than it really is. These illusions are relatively crude and take a long time to set up or change. A successful proficiency roll does not mean these props will fool everyone, each sentient being seeing such “ illusions ” is required to make a saving throw vs, spells or believe them to be what they seem to be.
HOLD BREATH 1 Slot, Con -5
A character can hold his breath for a number of rounds equal to his level.
NOROSHIJUTSU 1 Slot, Int -1
This is the skill of using signal-fires to communicate with his allies.
PILOTING, HANG GLIDER 2 Slots, Wis -3
A character with this proficiency has the ability to successfully guide a hang glider to the ground without damage. Reroll for guests ofwind, tricky maneuvers, etc.

SLEEP OF ESCAPE 1 Slot, Con -5
“ *HOLD BREATH REQUIRED ”* ” This ability allows the Kikota to reduce his heartbeat and rate of
respiration, so that he appears to be dead. However, his senses are still active on some level, and he will “ awaken ” when he is safe once more. This ability is often used to escape from prison cells, hence it’s name.
Need to succed in both – hold brate AND sleep of escape.

WEAPON PROFICIENCIES
DANCE OF THE SIX STARS 2 Slots, Weapon kata, possible only for those specialized in shurken.
This is a rapid-fire shuriken-throwing ability used not only by the Kikota, but by some practitioners of Shurikenjutsu as well. The Kikota hides a number of shuriken on his person, anywhere from his feet to his head. (The usual number is nine, which has special significance for the Kikota.) Then in an emergency, he can pull them out and begin throwing them extremely quickly. In order to avoid presenting a stationary target and to build up momentum for his throws, the Kikota will be spinning, moving and ducking as he reaches to grasp the shuriken and throw them. A highly-trained practitioner’s moves are so fluid that they often seem like a sort Of “ dance, ” hence this maneuver’s name.
In game terms, a first level Kikota could throw three in one round, a fifth level Kikota could throw six in one round, and a tenth level Kikota could throw nine in one round.

NINJUTSU-KOPPO
This is the unarmed combat art of Kikota characters. It is commonly employed as a last resort, however, since Kikotas prefer to fight with weapons.
The art is usually used to get an opponent out of the way so the Kikota can pass by or escape. Throws and nerve strikes are more effective for this purpose than regular kicks and punches.
Name: Ninjutsu
# of At.: 2/1 until lvl 7
Lvls 8-13 5/2
Lvls 14 and up 3/1.
If specialized – one more.
Damage: ld6+3
AC: 7
Principle Attack: Hand

SPECIAL RIANEUVERS LOCK

INCAPACITATOR 1 Slot, INT-1, (hard/soft)
By gripping the opponent and twisting the joints, the character can render one finger, arm or leg useless for 24 hours and cause double normal damage. A successful to hit roll must be made and the victim is allowed a saving throw vs, paralyzation. If the saving throw is failed, the appropriate limb is rendered useless. If the saving throw is made, the attack fails. An unsuccessful attack (either a failed to hit or a successful saving throw) has no effect on the attacker other than the waste of an attack and the lack of damage done. This maneuver is particularly useful to prevent opponents from escaping or making attacks.
Cant be used on opponents higher in lvl than kikota and not vs non-humanoid or metalic armored opponent.
STRIKE:
IRON FIST 1 Slot, N/A, (hard)
Through various toughening exercises, the character has hardened his hands so much so that they feel like steel. The character does ld10 points of damage on each attack, if his principal body part used is the hands. If the principal body part is not the hands, the character does ld10 points of damage on one attack per melee round.
For each successful attack – the kikota takes 1 point of damage to himself.
Cant do double damage.
THROW
FALL 1 Slot, N/A, (hard/soft)
The first maneuver any student of this style learns is how to fall correctly. He learns to fall and roll, taking the impact of the fall on the safest areas of his body. Once learned this maneuver is constantly in effect. Thereafter
he suffers only ½ the normal amount of damage from any fall.
VITAL AREA
PAIN TOUCH 1 Slot, INT-1, (soft)
Simply by pressing his finger against specific points on the body, the character causes great pain in his victim. This can be done in place of a normal attack. It causes no damage, but if the to hit roll is successful, the victim feels as if he is on fire. Thereafter, he will be -2 on his chance to hit and +2 on his chance of being hit. The effect lasts for 1-3 rounds. There is no adverse effect on the victim if the to hit roll is failed.
Cant be used vs armored enemy or non-humanoid.
STUNNING TOUCH 1 Slot, INT-2, (soft)
With a light slap of his fingers in the correct place, the character can stun and daze his opponent. This can be done in place of a normal attack and causes no damage. A normal to hit roll must be made. If successful, the victim is allowed a saving throw vs, paralyzation. If this is failed, the victim is stunned for 1-4 rounds, unable to take any action. However, if the save is made or the hit roll failed, the attack has no effect.
Cant be used vs armored enemy or non-humanoid.

DISCIPLINES (Proficiencies Both Weapon and NonWeapon)
ALL-AROUND SIGHT 2 Slots, N/A
The character’s training makes him more attuned to his immediate surroundings. He is able to detect opponents on all sides of him provided they are not invisible. The character can never be struck from behind or suffer a penalty from back attacks. This maneuver is constantly in effect.
BLIND FIGHTING 2 Slots, N/A
Under his master’s guidance, the character has trained for long periods while wearing a blindfold or in darkened rooms. This has given the character the ability to detect his foes with his other senses. The character suffers only a -1 penalty when fighting in darkness, when blinded, or when faced by invisible opponents. However, any of these in combination with a silence spell renders the character effectively blind again. This maneuver is constantly in effect .
LIGHT STEP 1 Slot, Det -3
The martial artist possessing this ability is able to walk with a feather-light step. When moving at one-half his normal movement rate, the martial artist is able to walk with the effect of a pass without trace spell
(PHB Pg. 201).
PRONE FIGHTING 1 Slot, Dex -1
Prepared for any circumstance, the character is able to fight effectively even when lying on the ground, this special maneuver is constant-it applies any time the character is knocked from his feet. The only limitation is that the character can perform no other special maneuver(except Instant Stand) when prone.
LEAP 1 Slot, Str
The character is able to perform extraordinary feats of springing and leaping by channeling his inner power, mentally making himself as light as a feather. From a standing start the character can spring four feet into the air and three feet forward plus one foot for each level of the character. He can also flip in mid-air to automatically change his facing. Such springs do not take an entire melee round, costing instead only one attack allowed during the round. Thus a character could flip over an opponent, land behind him, and execute an attack from the rear with his next melee attack. From a running start, the character can spring eight feet upward and ten feet forward plus one foot for each level of the character. The character must have at least 10 feet of running space for springing. In both cases, the character must make a normal to hit roll to see if he lands safely. If the roll is made, the leap or spring is successful. If the roll is failed, the character makes the leap but falls to the ground upon landing.


NINJA WEAPONS

DAMAGE SPEED
WEAPON COST WGHT SIZE TYPE FACTOR S-M L
Bisento 12 gp 15 M B/P 6 ld6 ld8
Bo staff -- 4 L B 4 ld6 ld6
$ Fukumi-bari 1 sp 5 P 1 50% to poison
Kakae ozutsu 50 gp 15 L P 17 ld20
Kawanga 5 cp 10 S B/P 6 ld3 ld2
Kumade 10 sp 15 S B/P 6 ld4 ld3
$ *Kusarigama 7 gp 30 S 6
Scythe P ld8 ld12
Chain B ld4+1 ld4
Special B Entanglement
*Kyoketsu shoge 4 gp 10 S 6
Scythe P ld8 ld12
Rope B Entanglement
Metsubushi 5 gp 2 L P 5 1d2 ld2
Ninja-to 10 gp 3 S P/S 2 ld8 ld12
Sageo 8 sp neg M B 5 ld6 ld6
Shikomi-zuen 14 gp 7 M B/P 5
Staff ld6 ld8
Sword ld8 ld12
Shinobi-zue 10 gp L 6
Staff B 4 ld6 ld6
Flail B 6 ld8 2d4
Suriken 3 sp 1 S P 2
Dart ld6 ld4
Star ld4 ld3
Whistler ld4 ld3
Tetsu-bishi 2 sp 2/10 S P 1 ld4 ld6

Cant specialize in weapons marked with *.
Weapons marked with $ require 2 slots to profficency.
Bisento: The bisento is most like a spear with a scimitar attached to the tip. Unlike a normal spear, it may both thrust and cut.
Bo Staff: This is the basic quarterstaff.
Fukumi-bari: Some ninja were able to spit poisoned needles called fukumi-bari out of their mouths at their enemies. They could even do this without injuring themselves. A ninja may spit two needles per melee round up to 15 feet. A maximum of five needles may be held in the mouth at one time. If a needle hits, there is a 50% chance that it poisoned the target; otherwise, there is no effect.
Kawanga: The kawanga is both a tool and a weapon. It is a length of rope with a grappling hook at one end and a weight at the other. It can be used for climbing or as a weapon, by swinging the hook or the weight at the opponent. In addition, the rope can be used to entangle an opponent. This type of weapon is popular with ninjas since it has several uses and is easily concealed.
Kumade: The kumade is a dual purpose tool. It is a long wooden shaft with a rake-head fitted at one end. It can be used for climbing by setting the rake prongs in a crack, ledge, or sill and climbing up the pole. It can also be used as a weapon. Since it has multiple uses and can be carried without arousing suspicion, it is a common item for ninjas to use.
Kusarigama: This weapon looks like a scythe with a chain attached to the base of the weapon. The chain is used as a flail. The weapon may be used in four different attack modes:
Scythe: One-handed, using the scythe blade.
Flail: On-handed, as a flail.Combination: The weapon is held two-handed and gives two attacks each round without penalty, one attack as a scythe and one as a flail.Special: The chain may be used to entangle the enemy’s weapon. This is made as a flail attack, but at -4 to hit.
Kyoketsu shoge: This is a one-handed weapon that looks like the kusarigamawith a chain replaced by a piece of rope. It may be used as a scythe. It may be thrown as a hand axe. The rope may be used to entangle the enemy’s hands (it uses speed and the enemy’s reflexes against him).
Metsubushi: This is a blowpipe. It fires poison darts called fukiya silently, at a rate of one every other melee round. The darts cause ld613 points of damage and a poison attack. The maximum range is 30 feet.
Ninja-to: This is the ninja’s short sword. It is not generally a particularly fine sword and should usually be treated as an ordinary sword.
Sageo: This is the belt or cord used to wear the sword’s scabbard. It is a long cord that can also be used as a rope or garrote.
Shikomi-zue: The shikomi-zue is basically a sword staff, a staff with a concealed sword blade that may be quickly extended.
Shinobi zue: This is a staff with a concealed flail. It is used in two attack modes, with one attack as a staff and one attack as a flail. The flail attack does not have to be used if the ninja wishes to keep the flail secret. Both attacks may be used in one melee round with no penalties.
Suriken: The shuriken is the ninja’s main throwing weapon. Normally nine of these are carried, for nine is considered to be a lucky number. Shuriken are often stuck into the ground with the blades up to deter pursuit. Placed in the ground this way, they are very hard to see.There are three basic kinds of shuriken; each kind counts as a separate choice of ninja weapon. General properties of all shuriken are described below, followed by details on each type.
All Shuriken: One may be thrown each melee round for every two levels of the ninja has attained. This multiple throw may be made without penalty. Shuriken are easily concealed under robes and by clothing. Concealed shuriken may, however, be reached as easily as unconcealed shuriken and used without penalty. Shuriken have an extra penalty of -1 on attack when they face shields. All shuriken have a maximum range of 30 feet.
Dart Shuriken: These shuriken resemble long nails. They attack as a +2 dagger. When they are used against chain, the chain is considered to give protection equal to leather. the shuriken slips between the links of the chain and is slowed only by the padding underneath, which is also treated as leather the shuriken does ld6 points of damage against a man-sized target.


Star Shuriken: these are the standard star-shaped shuriken of legend. The many blades on the shuriken give it a much greater chance to hit than a dagger. It does a basic ld4 points of damage against man-sized targets, the same as a dagger.
Whistler Shuriken: These Shuriken are a further modification of the star shuriken. They are shaped as a star shuriken, but with a hole in the center. The hole causes a loud whistling sound when the shuriken is hurled. Because of this startling noise, all within the target area save vs fear with +2 on their die roll. Do not give the +2 if they are surprised or did not expect the noise. For combat purposes, treat whistler shuriken the same as star shuriken. The hole changes the weight of the shuriken enough to make mastery of this weapon count separately from the star shuriken. The hole may also be of use when employed as a nail puller.
Tetsu-bishi: These are caltrops. They may be poisoned. They were commonly left on the ground, in a pattern the ninja knew, over his ground of retreat. These may be sold in shops. Plants can be found that look like natural tetsu-bishi. These have no cost. There is a 15% chance for each day spent searching that ld6 of these may be found. These cause the same damage as regular tetsu-bishi made entirely of metal.

NINJA GIMMICKS
TOOL COST
Ashiko 3 gp
Doka 8 cp
Face-Shield 8 cp
Ippon-Sugi Nobori 5 gp
Kama ikada 5 sp
Kunai 5 sp
Mizugumo 2 sp
Mizuzutsu 2 sp
Musubinawa 1 gp
Nage teppo 20 gp
Nekade 3 gp
Neru-kawa ito 10 gp
Ninja Boots 8 gp
Ninja Cloth., Stand 48 gp
Ninja Emerg. Kit 60 gp
Ninja Hang Glider 150 gp
Ninja Mail Armor 75 gp
Osaku 1 cp
Sandals 3 gp
Saya none
Shikoro 5 sp
Shinobi kai 1 sp
Shinobi kumade 2 gp
Tabi 16 cp
Tablets 10 gp
Tatami nomi 5 sp
Tsuba 2 gp
Tsuba-giri 1 sp
Ukigusa 2 sp

Ashiko: These are climbing claws strapped onto the ninja’s feet; they are the companions of the nekade. They can become weapons when the wearer uses a kick attack. They provide +5% to the climb walls bility.
Doka: A’clay container designed to hold a burning coal for lighting fuses or warming the Ninja’s hands. This pot will keep a coal burning within for roughly five hours before the heat within is insufficient to light a fuse.
Face Shield: A gauze mesh designed to fit inside the Ninja’s usual headcovering. This mesh protects the user’s eyes from the effects of gas or blinding powders. However it also reduces all perception skills by 10%.
Ippon-Sugi Nobori: A special tool used ONLY for climbing trees and telephone poles. A short length of spike-studded wood with ropes attached to each end. This is used much like a lumberjack’s or lineman’s leather climbing belt. Add 25% to climbing skill.
Kama ikada: This is a small, straw, foldable, and portable one-man raft that can be carried concealed under one’s costume.
Kunai: This is a thin, spatula-shaped knife which is used to bore or dig holes. Ninja were able to dig holes very quickly. Some were reported to dig faster than a mole.
Mizugumo: These are also called water-feet. They are used in pairs. They are basically rafts designed to go on each foot.
Mizuzutsu: This is a snorkel.
Musubinawa: This is a light, 20-foot-long concealable rope that can hold up to three time body weight.
Nage teppo: These are small grenades made by filling empty eggshells. Treat these as an alchemist’s flash pellets.
Nekade: These are also called cat’s claws. They are constructed similar to brass knuckles. The knuckles look like tiny claws and are worn on the inside of the hand. They are of some small benefit in hand-to-hand fighting. While they are worn, the ninja may neither use Ninjutsu nor attack open-handed. They add 5% to the climb walls skill.
Neru-kawa ito: This is a thick, laminated leather non-magical shield of special value to a ninja. It is a modification of the regular wooden shield. Its value to the ninja varies, depending on what the ninja does while using the shield and whether or not he has mastery of the shield.
Ninja boots: Although tabi socks (below) are fine for indoor use, extended outdoor activity, especially in rough country, requires more durable footwear. The boots come in the standard colors, lace up to the knee, and have a thick rubber sole.
Ninja Clothing, Standard: Available in standard colors. consists of jacket, pants, hand gauntlets, 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.
Ninja Emergency Kit: This is an assortment of items that a Ninja might need in case of trouble. Ninjas will keep several of these kits hidden in various places. Included in a small cloth bag would be a Kyoketsu-shodi, 6 shuriken, 12 tetsubishi, a 3 ft towel, a small cooking pot, rice paper, pen and ink, tinderbox, bandages, small scissors, lockpicks, spare clothing and nagge teppo. Plus enough rice, soybean curd and tea would be included for 7 days of tight rations.
Ninja Hang Glider: Called Hito Washi, it comes in a small bundle of rods and cloth, weighing about 25 pounds. When assembled, it allows the character to drop from great heights, even from mountain tops without damage.
Ninja Mail Armor: One of the few forms of chain-mesh armor found in the Orient. Ninja Mail is designed to be light-weight and maneuverable, allowing freedom of movement (no penalty to thieving abilities) as well as protection from damage. Worn underneath the Ninja’s clothing, Ninja mail armor provides the same protection as chain mail, but encumbers as leather.
Osaku: This is a lockpick

Reversible Clothing: The standard garb of the Ninja, designed for ease of movement and camouflage. It is common for the Ninja’s clothing to be reversible, being a different color on each side. Each set of clothing may be of two of the standard color schemes.
Sandal: The sandals of the ninja were specially designed. The sole of the sandal could be removed and changed. There were two types of soles used. One gave good traction, and the other allowed a more silent step. Each type of sole costs one gold piece to make per pair.
Saya: This is the scabbard of the ninja-to. It is longer than the sword, so it is often used to hide powders which might then be blown at the enemy. It is also usable as a snorkel.
Shikoro: This is a pointed saw that cuts through wood and metal.
Shinobi kai: This is a bamboo tube that can be used to conceal a flail.
Shinobi kumade: This is a concealable and collapsible l0-foot-long climbing pole.
Tabi: These are the split-towed shoes favored by the ninja. They provide +5% to move silently.
Tablets: A ninja is able to prepare condensed pellets of food and /or poison. The food and/or poison is obtained as normal and is then modified.
Tatami nomi: This is used to chisel out locks.
Tsuba: This is the hilt guard of the ninja-to. The price and time listed is the modification cost and time required to modify the hilt guard on a standard short sword of 10 gp cost. The tsuba was oversized so that when the ninja-to was sheathed it could be used as a first step up on something. The long sageo was then used to recover the sword.
Tsuba-giri: This is a lever used to spring doors and cut locks.
Ukigusa: This is a flotation device.
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הודעה  tarsos22 Tue Nov 09, 2010 10:27 am

זה הולך להיות הפוסט הכי ארוך בפרום - לנצח

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הודעה  tarsos22 Tue Nov 09, 2010 10:28 am

אני אפילו לא טורח לקרוא את זה.
ארז תבדוק אם משהו התחרבש בהעברה כי אני לא הולך לעשות את זה


נערך לאחרונה על-ידי tarsos22 בתאריך Tue Nov 09, 2010 10:29 am, סך-הכל נערך פעם אחת
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הודעה  tarsos22 Tue Nov 09, 2010 10:29 am

אני ממש ממש ממש ממש ממש ממש ממש ממש ממש לא מקבל את הביקורת של גיא!!!!!!!!!!!!
הקיקוטה לא נלקח משום מקום! כולו עבודה שלי ושל ארז, אני יעלה לפורום עוד class שיצרתי אולי אני אפילו אשחק אותו או שמישהו אחר ירצה, בכל מקרה הקיקוטה הוא פרי של שעות של מחשבה

MelvinDelvin
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הודעה  tarsos22 Tue Nov 09, 2010 10:29 am

ארז אמר שזה לא שלכם !!!

הוא אמר שירשתם את זה והעברתם את זה שינויים קלים !

תסגרו על הסיפור הרשמי ביניכם - ואז תודיעו לנו מה נסגר

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הודעה  tarsos22 Tue Nov 09, 2010 10:30 am

זהו פרי דמיונו של עומר עם ליטושים קלים שלי

Bane Bone Dust
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הודעה  tarsos22 Tue Nov 09, 2010 10:30 am

ארז.... קצת מאוחר לאלתר פה..... בחייך....

תודו שלקחתם את זה מאיזה מקום ושדרגתם קצת

פאדג' ספיט-פייר
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הודעה  tarsos22 Tue Nov 09, 2010 10:31 am

ארז....


באמת התפתלות לא אלגנטית...

ככה לצמצם את עומר החוצה

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הודעה  tarsos22 Tue Nov 09, 2010 10:32 am

חארות!
בעקבות זה שסיימתי את כל הספרים של סיפורי האוטורי החלטנו אני וארז שחייבים לבנות דמות כזו, את הקיקוטה בגרסת AD&D וככה ישבתי על התכונות, ארז עזר כי חייבים פרספקטיבה שונה כדי ליצור משהו מתון שאפשר לשחק איתו שלא יהיה יוצא מגדר הרגיל ומוגזם וכמובן ליטושים של ה-DM או בעברית שה"מ לרמה שהוא מוכן שתעבור בהרפתקה שלו...
אתם אומנם לא זוכרים אבל רצינו להיכנס שנינו קיקוטה, אחים, אבל הדרישות כל כך גבוהות לדמות כך שלא היה לי הטלות מספיק טובות.
אז הזכויות שמורות לנו, חלק מהמיומנויות נלקחו מהנינג'ה של המזרח, דמות שכבר קיימת כי הן דומות משום מה, כל היכולות המיוחדות הן פרי דמיוננו על סמך הספר

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הודעה  tarsos22 Tue Nov 09, 2010 10:32 am

אגב - יש לי בבית את הספרים בעברית !

מומלץ מאוד לכל מי שרוצה.

יגאל - לא בשבילך. זה בשביל אנשים קוראים.

אהההה....

גם איתי פטור

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הודעה  tarsos22 Tue Nov 09, 2010 10:33 am

תראו מי מדבר??

חצוף

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הודעה  tarsos22 Tue Nov 09, 2010 10:33 am

אין לי מה להגיד, רק לייק על ההודעה האחרונה של גיא

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הודעה  GodZila Wed Nov 10, 2010 11:50 pm

שמתם לב !!!

הוא אומר - חצוף !

אבל את הספרים - הוא לא קורא Laughing Laughing lol!
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הודעה  tarsos22 Thu Nov 11, 2010 12:33 am

אתם לא עונים... כמה טובים הספרים? גיא אם הספרים טובים תביא אותם לבדיקה מתישו
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הודעה  GodZila Thu Nov 11, 2010 1:05 am

איתך - כמו ספריה - תחזיר קודמים - תקבל חדשים
וגם האח שך - שיחזיר את החוברות של הD&D המקורי !!!

זה לא אני אושפזתי ב"מאיר" !!! אני עוד זוכר Wink
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הודעה  tarsos22 Thu Nov 11, 2010 2:58 pm

אני לא יודע על מה אתה מדבר.... איזה ספרים לקחנו ולא החזרנו
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הודעה  troynightstar Thu Nov 11, 2010 8:06 pm

אהה, אני יודע על מה הוא מדבר עמית.
בסדר בסדר, אני אמצא את הספרים.
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הודעה  MelvinDelvin Thu Nov 11, 2010 8:14 pm

לשמור על הנושא הרלוונטי, הספרים שלכם לא מעניינים את הביצים של הקיקוטה, כבודו במקומו
ועניינכם בנושא אחר...
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