Generic Ninja

Use this Character to represent the standard Ninja genin, as well as the "house spies" maintained by many Daimyo.

CHA

VAL

COST

STR

13

+6

DEX

11

+3

CON

11

+2

BOD

11

+2

INT

10

EGO

10

PRE

14

+4

COM

10

PD

3

ED

2

SPD

3

+9

REC

5

END

20

-1

STUN

24

Total cost

+25

OCV 4 (±2)

DCV 4 (±2)

ECV 3

 

Powers, Skills, etc

4

FAM : Common Melee weapons, Common Missile weapons

6

Basic combat training: +2 levels with strike, parry or dodge

1

FAM: KS: ninjitsu (8-)

2

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

9

Climbing, Concealment, Stealth (all 11-)

3

One skill, One PS or KS and one FAM, or three FAM from:

Contortionist

Conversation

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

24

Total powers cost

50

Total character cost

Normal Equipment

Armour: Hachi, 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 (1/2 d6)

Hankyu (half bow, 1d6)

Quiver with 20 arrows

Spare bowstring

Sandals

Belt and pouches

Tinderbox

Waterskin (1 pint)

Small lantern

Flasks of oil (3)

Walking staff

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

None needed, but the ones below are appropriate:

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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