Generic Ninja

This character sheet represents the best of the ninja families' operatives - highly trained or very experienced warriors, adept in stealth and combat. Despite their formidible prowess, ninja tend not to have as many levels as overt warrior-types, so they prefer to avoid combat where possible, or rely on dirty tricks to tip the balance in their favour.

 

CHA

VAL

COST

STR

13

+6

DEX

15

+15

CON

13

+6

BOD

12

+4

INT

14

+4

EGO

11

+2

PRE

14

+4

COM

10

PD

3

ED

3

SPD

3

+5

REC

6

END

24

-1

STUN

27

Total cost

+45

OCV 5

DCV 5

ECV 4

Powers, skills, etc

9

FAM : Common melee weapons, Common misile weapons, common martial arts weapons, Garrote, Blowgun, Fumiki Bari

16

Taijitsu Multipower (16 point reserve)

1

Block, +2 OCV, +2 DCV

1

Dodge, +6 DCV

1

Fast Strike, +2d6 HA, +2 OCV

1

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

1

Throttle, 1" Darkness vs hearing (only to cancel voice of victim, -2),+1d6 HA (for grab only)

1

FAM: KS: ninjitsu (8-)

3

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

3

+1 with PER rolls

12

Acrobatics, Breakfall, Climbing, Concealment, Stealth (all 13-)

6

 

 

 

 

 

 

Two or three from

Contortionist

Conversation

Combat skill levels

Demolitions

Disguise

Iajutsu

KS: Cartography

KS: Dancing

KS: Singing

High Society

Lockpicking

Meteorology

PS: Healer

Paramedic

Riding

Seduction

Sleight of Hand

Security Systems

Survival

Tracking

Weaponsmith

55

Total powers cost

100

Total Character cost

Normal Equipment

Armour: Hachi, Happuri, Kote and Do (only if expecting open combat) DEF 6 on locations 3-5, DEF 4 on locations 6-7, 10-13

Ninja-to (1 d6 HKA, +1 stun mod)

Dagger or Sai (+1 OCV, 1/2 d6)

Hankyu (half bow, 1d6)

Quiver with 20 arrows

Woolen cloak

Geta

Backpack

Spare bowstring

Belt and pouches

Tinderbox

Waterskin (1 pint)

Small lantern

Sharpening stone

 

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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