In my Wandering Heroes of Ogre Gate campaign I introduced a group called The Ninja of the Fire Pearl. Here are some new techniques and items from my notes related to that organization. I also include stat blocks at the end as well.
NINJA OF THE FIRE PEARL (FROM CAMPAIGN NOTES)
About ten years ago in the Eastern Archipelagos a fisherman named Shendo found a bed of fire pearl oysters. These legendary creatures were credited with helping men forge Celestial Pearl Armor. To Shendo’s amazement, the legends were true. He found by placing a suit of armor into the oyster, within a week it was coated in the fire pearl shell found on many ancient suits throughout the Eastern Archipelagos. He brought three sets of armor to the local Daimyo, Noburu no Parumizu. He overheard a conversation he was never meant to hear and discovered that Noburu intended to use the fire pearl bed to procure allies and outfit them with invincible armor, to overthrow the shogun. He fled, and carved name of the location into his son’s hands so that they would look like mere palm lines. The characters read Yagi no Shima (Goat Island), which is the location of the pearl bed.

When Shendo refused to tell the Daimyo the location of the pearl bed, he killed him and sold his entire family into slavery. His son was among the slaves sent to Yun Hu in Li Fan. Several of his sisters managed to escape.
Ten years later Daimyo Noburu captured Haruna, one of Shendo’s escaped sisters. They tortured her and threatened to kill her two sons if she didn’t tell the whereabouts of the pearl bed. While she didn’t know it, she did confess that the location had been cut into the palms of Shendo’s son. Daimyo Noburu immediately sent his ninjas to Yun Hu, to work with Master Zhao Yi (see TIGER CLAN and MASTER ZHAO YI in OGRE GATE INN AND THE STRANGE LAND OF LI FAN, 60 and 141) to help locate the slave.
The ninjas he sent were devoted entirely to finding the fire pearl bed. Two hundred in number they were trained to use deception and stealth to steal and kill. They are also highly knowledgeable investigators.
SECT MANUALS, OBJECTS AND TECHNIQUES
Celestial Pearl Armor
This armor shimmers like mother of pearl. It gives a +3 bonus to Hardiness; absorbs 1 wound from bladed weapons and is vulnerable to mighty weapons. Movement Penalty: None; Stealth Penalty: -1
Shoe Knife
This blade fits in the tip of a shoe where it is concealed until triggered. It does 1d10 damage and imposes a -2 on the Parry of the target. It can be used as a free action to attack when an opponent counters one of your techniques.
Shuriken
These are small dart-like weapons. They have an accuracy of +1 and do Speed+0d10 Damage.
Bo-Hiya
These are similar to Fire Lances and also require divine powder to use. They fire an explosive projective that does 3d10 Open Damage to all in a 30 foot radius.
Blinding Smoke
This thick red smoke clouds a 30 by 30 area, creating Lights out conditions. It also burns the eyes of victims. Roll 2d10 against Hardiness. On a success those exposed continue to suffer as if in lights out conditions for 2 rounds.
NEW KUNG FU TECHNIQUES
BURROWING STRIKE
Discipline: Waijia
Skill: Survival (any) TN 6
Type: Normal
Qi: 4
You burrow into the ground, then strike from below your enemies where they least expect it.
Make a Survival skill roll against TN 6. If you succeed then you burrow under the ground at your normal movement rate.
While under the ground you are difficult to detect. It takes two consecutive, successful Detect rolls to sense something is amiss and recognize your presence.
Cathartic: You can perform the burrow as a free action, allowing you to attack in the same round.
DEFLECTION OF VENGEANCE
Discipline: Qinggong
Skill: Melee against Attack Roll
Type: Counter
Qi: 3
You maneuver your sword so quickly that it appears to be in multiple places at once, intercepting and returning projectiles aimed at you.
Make a bladed melee skill roll against the attack roll of any projectile about to hit you. On a success, you deflect the projectile, rendering the attack harmless.
On a total success, you may choose a target to redirect the projectile at. Apply your deflect roll to that target's relevant defense to determine if they are hit.
Cathartic: You may use this to intercept a projectile aimed at another person within your movement range.
FLURY OF STARS
Discipline: Waijia
Skill: Light Melee against Evade
Type:
Qi: 4
You throw a cloud of shuriken in a swirl around you, hitting up to thirty targets.
Make a Light Melee skill roll against the Evade of up to thirty targets around you. On a success you do normal damage to each.
Cathartic: This does 1 Extra wound to each target.
SWIFT SLICING CHARGE
Discipline: Qinggong
Skill: Melee against Parry
Type: Normal
Qi: 6
Blade in hand, you stand still, then suddenly appear on the other side of the fray, a trail of corpses bleeding in your wake. Your sword drips blood.
Make a bladed melee skill roll against the Parry of all targets in a 25 foot-wide area before you that begins at yourself and extends 20ft per rank of Qinggong. If successful you do normal damage, and regardless of whether you succeed or not you are moved to the opposite end of the area.
Cathartic: As above except you do 6 Extra wounds to each target you successfully strike.
NINJA OF THE FIRE PEARL AND SAMURAI STAT BLOCKS
SAMURAI
Defenses
Hardiness 7 or 10 with Pearl Armor, Evade 3, Parry 8, Stealth 6, Wits 6, Resolve 6
Key Skills
Grapple: 2d10, Throw: 2d10, Arm Strike: 2d10, Leg Strike: 2d10, Light Melee: 3d10, Medium Melee: 3d10, Heavy Melee: 2d10, Small Ranged: 2d10, Speed: 2d10, Muscle: 2d10, Meditation: 3d10, Athletics 1d10, Detect: 2d10
Qi: 6
Max Wounds: 13
Weapon: Katana (d10 Damage)
Armor: Celestial Pearl Armor (+3 Hardiness, absorbs 1 wound from bladed weapons)
Combat Technique: Medium Melee-Counter
Key Techniques (Waijia 2, Qinggong 1, Neigong 1): Double Thrust, Swift Slicing Charge, Slashing Blade, Spearing Blade, Iron Spirit Resistance (Counter)
SENIOR NINJA
Defenses
Hardiness 3, Evade 9, Parry 3, Stealth 10, Wits 6, Resolve 6
Key Skills
Grapple: 2d10, Throw: 2d10, Arm Strike: 2d10, Leg Strike: 2d10, Light Melee: 3d10, Medium Melee: 1d10, Heavy Melee: 0d10, Small Ranged: 2d10, Speed: 3d10, Muscle: 1d10, Meditation: 3d10, Athletics 3d10, Detect: 3d10
Qi: 4
Max Wounds: 9
Weapon: Katana (2d10 Damage), Shuriken (3d10 Damage), Shoe Knife (2d10 Damage)
Combat Technique: Light Melee-From the Shadows, Blind Swordsman
Key Techniques (Waijia 1, Qinggong 2, Dianxue 1): Burrowing Strike, Crawling the Tiger, Flurry of Stars, Great Stride, Leap of the Swan, Swift Stride, Spinning Back Kick (counter)
JUNIOR NINJA
Defenses
Hardiness 3, Evade 6, Parry 3, Stealth 9, Wits 6, Resolve 6
Key Skills
Grapple: 1d10, Throw: 1d10, Arm Strike: 1d10, Leg Strike: 1d10, Light Melee: 1d10, Medium Melee: 0d10, Heavy Melee: 0d10, Small Ranged: 1d10, Speed: 2d10, Muscle: 1d10, Meditation: 1d10, Athletics 1d10, Detect: 1d10
Qi: 1
Max Wounds: 3
Weapon: Shuriken (2d10 Damage), Blinding Powder
Combat Technique: Light Melee-From the Shadows, Blind Swordsman
Key Techniques (Waijia 1, Qinggong 2, Dianxue 1): Crawling Tiger, Spinning Back Kick (Counter)