Tricksy Ninja

This Ninja character is more useful in infiltration than open combat. They are strenuously trained to be lethal opponents without the use of any weapons, so that they can act effectively while disguised as geisha, peasants or in situations where weapons absolutely cannot be smuggled in. This ninja thus has greater than average hand to hand prowess, and can be a formidible opponent if supplied with the usual ninja tools of deception. Note also that this character has a large number of FAM:-level skills, which while not very useful in combat situations, can rise to respectable levels if the character has the opportunity to take extra time over the skill or has tools to aid them.

 

CHA

VAL

COST

STR

15

+10

DEX

14

+12

CON

13

+6

BOD

11

+2

INT

13

+3

EGO

10

PRE

10

COM

10

PD

4

+1

ED

3

SPD

4

+16

REC

6

END

26

STUN

21

-5

Total cost

+45

OCV 5

DCV 5

ECV 3

 

Powers, skills, etc

6

FAM : Common melee, missile weapons and martial arts weapons

3

Languages: Japanese (native), Ninja codes and symbols (basic conversation, literate)

2

KS: ninjitsu

5

FAM: Concealment, FAM: Disguise, FAM: High Society, FAM: Lockpicking, FAM: Security systems (all 8-)

12

Acting, Climbing, Stealth, Sleight of hand (all 12-)

20

Martial Arts Multipower (20 point reserve, Taijitsu)

1

Block: +2 OCV, +2 DCV

1

Disarm: +2 OCV, +1 DCV

1

Eye gouge: 2d6 Flash (unranged, -1/2)

1

Dodge: +5 DCV

2

Fast Strike: +3d6 HA, +2 OCV (6d6 total)

1

Killing Strike: 1 d6 HKA (2d6 with STR)

1

Throwing skill: 1d6 RKA (requires appropriate objects to throw, -1/2)

1

Throttle: 1" Darkness vs hearing (only to cancel voice of victim, -2) +5 STR (for grab only -1)

55

Total powers cost

100

Total Character cost

Normal Equipment

Generally carried: 6 Shuriken (distributed about person)

Standard Samurai or Peasant outfit

Leather Armour (Torso locations) worn under clothing

Backpack

Tinder Box

Belt Pouch, small x 3

 

Any or all special items below .....

Cost

Item: power

2

Garrote: +10 STR. Only for choking attacks (-2), OAF (-1)

2

Smoke bombs: Images vs normal sight (only of smoke, -2), OAF (-1), 6 charges, each lasts 1 turn (-1/4)

2

Chilli-filled eggshells: 1d6 Flash. OAF (-1), 2 charges (-1 1/2), reduced by range (-1/4)

2

Pepper: Images vs tracking scent. OAF (-1), 1 use, lasts 1 minute (-1), requires concentration (1/2 DCV) and Gestures throughout (sprinkling over tracks, -1/2)

1

Breathing tube: Life support - breathe underwater. OAF (-1), only within 1 foot of surface (-2), requires concentration throughout (1/2 DCV, -1/2)\

2

Swingline: 10" swinging. OAF (-1), 1 recoverable charge (-1 1/4), full phase to use (-1/2), no noncombat multiple (-1/4)

2

Caltrops: 1 point HKA, autofire, triggered by crossing area where they are sprinkled, OAF (-1), 1 recoverable charge (-1 1/4), full phase to use (-1/2), can be swept away (-1/4)

2

Marbles: 1/2d6 running drain, 1 hex area effect, triggered by moving into area where they are dropped, OAF (-1), 1 recoverable charge (-1 1/4), Full phase to use (-1/2), can be swept away (-1/4)

2

Lockbreaker: +5 STR. Only for forcing locks (-2), OAF (-1)

1

Healing herbs: + 2d6 Healing. OAF (-1), 4 charges (-1 1/4), Full phase to use (-1/2), Gestures (take and eat, -1/4), Gradual effect (1 day, -3)

3

Assassin's fuligin outfit with padded shoes, etc: +3 to stealth rolls. OIF (-1/2), causes consternation in viewers (side effect, -1/2)

3

Nekote: +3 to climbing rolls. OIF (-1/2), Only where claws can dig in (-1/2)

 

Disadvantages +50

10

Watched (Ninja clan, more powerful, 11-, NCI, mildly punish)

15

Psychological limit : Obeys all orders from Clan superiors (common, total)

15

Distinctive features : Ninja suit (easily concealable, causes fear and loathing)

10

Reputation (8-) extreme: Ninja

 

 

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