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.
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Powers, skills, etc
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6
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FAM : Common melee, missile weapons and martial arts
weapons
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3
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Languages: Japanese (native), Ninja codes and symbols
(basic conversation, literate)
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2
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KS: ninjitsu
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5
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FAM: Concealment, FAM: Disguise, FAM: High Society, FAM:
Lockpicking, FAM: Security systems (all 8-)
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12
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Acting, Climbing, Stealth, Sleight of hand (all 12-)
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20
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Martial Arts Multipower (20 point reserve, Taijitsu)
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1
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Block: +2 OCV, +2 DCV
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1
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Disarm: +2 OCV, +1 DCV
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1
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Eye gouge: 2d6 Flash (unranged, -1/2)
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1
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Dodge: +5 DCV
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2
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Fast Strike: +3d6 HA, +2 OCV (6d6 total)
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1
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Killing Strike: 1 d6 HKA (2d6 with STR)
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1
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Throwing skill: 1d6 RKA (requires appropriate objects to
throw, -1/2)
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1
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Throttle: 1" Darkness vs hearing (only to cancel voice of
victim, -2) +5 STR (for grab only -1)
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55
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Total powers cost
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100
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Total Character cost
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Any or all special items below .....
Cost
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Item: power
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2
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Garrote: +10 STR. Only for choking attacks (-2), OAF
(-1)
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2
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Smoke bombs: Images vs normal sight (only of smoke, -2),
OAF (-1), 6 charges, each lasts 1 turn (-1/4)
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2
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Chilli-filled eggshells: 1d6 Flash. OAF (-1), 2 charges
(-1 1/2), reduced by range (-1/4)
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2
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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)
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1
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Breathing tube: Life support - breathe underwater. OAF
(-1), only within 1 foot of surface (-2), requires
concentration throughout (1/2 DCV, -1/2)\
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2
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Swingline: 10" swinging. OAF (-1), 1 recoverable charge
(-1 1/4), full phase to use (-1/2), no noncombat multiple
(-1/4)
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2
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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)
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2
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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)
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2
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Lockbreaker: +5 STR. Only for forcing locks (-2), OAF
(-1)
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1
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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)
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3
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Assassin's fuligin outfit with padded shoes, etc: +3 to
stealth rolls. OIF (-1/2), causes consternation in viewers
(side effect, -1/2)
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3
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Nekote: +3 to climbing rolls. OIF (-1/2), Only where
claws can dig in (-1/2)
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