Cyberninja
Cyberninja
 
Cost

Characteristic

Value Roll Notes
3 STR 28 15- Lift: 1212.6kg; Dice: HTH Damage 5 1/2d6 END [2]

Cyberninja

12 DEX 29 15- OCV 10 DCV 10
2 CON 11 11-
0 BODY 10 11-
0 INT 18 13- PER Roll 13-
2 EGO 11 11- ECV: 4
3 PRE 13 12- PRE Attack: 2 1/2d6
0 COM 10 11-
0 PD 6/11   6/11 PD (0/5 rPD)
4 ED 6/11   6/11 ED (0/5 rED)
16 SPD 4   Mental Defense: 14
0 REC 8   Phases: 3, 6, 9, 12
1 END 24   Running: 10" (20" NC)
0 STUN 31   Swimming: 2" (4" NC)
 

Cost

Powers

END

25 Cyber-Ninja Tricks: Multipower, 38-point reserve, all slots Draws from Endurance Reserve (+0) (38 Active Points); all slots Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2)
2u 1) Control Program Upload: Mind Control 7d6 ( Machine class of minds) (35 Active Points); Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2), Variable Limitations (No Range (-1/2) or Affected as Radio (-1/4) and Normal Range (-1/4)) (requires -1/2 worth of Limitations; ; -1/4), Does Not Provide Mental Awareness (-1/4) 3
1u 2) Cyberjet Boosted Jump: Leaping +25" (11 1/2"/36 1/2" forward, 5 1/2"/18" upward) (x8 Noncombat) (35 Active Points); Increased Endurance Cost (x2 END; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-1/2), Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2) 6
2u 3) Cyber-Tanto: Killing Attack - Hand-To-Hand 2d6+1 (4d6 w/STR) (35 Active Points); Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2) 3
2u 4) Cyber-Toolkit: Succor 6d6, Security Systems, Lockpicking, Electronics, or Systems Operation, one at a time (+1/4) (37 Active Points); Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2) 4
2u 5) Data Download: Telepathy 7d6 ( Machine class of minds) (35 Active Points); Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2), Variable Limitations (No Range (-1/2) or Affected as Radio (-1/4) and Normal Range (-1/4)) (requires -1/2 worth of Limitations; ; -1/4), Does Not Provide Mental Awareness (-1/4) 3
2u 6) Scan for Computer Interface: Mind Scan 7d6 ( Machine class of minds) (35 Active Points); Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2), Variable Limitations (No Range (-1/2) or Affected as Radio (-1/4) and Normal Range (-1/4)) (requires -1/2 worth of Limitations; ; -1/4), Does Not Provide Mental Awareness (-1/4) 3
13 Wired Nervous System: Elemental Control, 40-point powers, (20 Active Points); all slots Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2)
13 1) Feels Little Pain I: Energy Damage Reduction, 75% (40 Active Points); Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2)
13 2) Feels Little Pain II: Physical Damage Reduction, 75% (40 Active Points); Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2)
12 3) Cyber-enhanced Reflexes: +15 DEX (45 Active Points); No Figured Characteristics (-1/2), Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2)
8 Computer-Brain Partial Overlap: Mental Defense (14 points total) (12 Active Points); Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2)
4 Cutting Edge Software: Ego OCV +2 (6 Active Points); Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2)
10 Cyber Computer: (Total: 16 Active Cost, 10 Real Cost) +8 INT (8 Active Points); Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2) (Real Cost: 5) plus Eidetic Memory (5 Active Points); Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2) (Real Cost: 3) plus Lightning Calculator (3 Active Points); Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2) (Real Cost: 2)
5 Cyber-Elastimetal Leg Enhancement I: Running +4" (10" total) (8 Active Points); Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2) 1
4 Cyber-Elastimetal Leg Enhancement II: Leaping +6" (11 1/2"/36 1/2" forward, 5 1/2"/18" upward) (6 Active Points); Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2) 1
10 Cyber-Elastimetal Musculature Enhancement: +15 STR (15 Active Points); Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2) 1
3 Cyber-Eye: Nightvision (5 Active Points); Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2)
17 Cyber-sensory Processor: (Total: 25 Active Cost, 17 Real Cost) Analyze with Sight Group (5 Active Points); Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2) (Real Cost: 3) plus Microscopic (x100) with Sight Group (10 Active Points); Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2) (Real Cost: 7) plus Rapid (x100) with Sight Group (10 Active Points); Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2) (Real Cost: 7)
10 Kevlar Suit: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2)
11 Power Supply: Endurance Reserve (70 END, 10 REC) (17 Active Points); Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2)
 

Cost

Martial Arts
Maneuver Phase OCV DCV Notes
Silent Path Taijutsu
The First Path (Avoidance) 1/2 -- +5 Dodge, Affects All Attacks, Abort
The Second Path (Escape) 1/2 +0 +0 43 STR vs. Grabs
The Third Path (Interception) 1/2 +1 +3 Block, Abort
The Fourth Path (Removal) 1/2 -1 +1 Disarm; 38 STR to Disarm
The Fifth Path (Subdual) 1/2 -1 +1 2d6 NND
The Sixth Path (Conflict) 1/2 +1 +3 5 1/2d6 Strike
Weapon Element: Blades

Cost

Skills

10

+1 Overall

3

Acrobatics 15-

3

Breakfall 15-

3

Stealth 15-

3

Climbing 15-

3

Computer Programming 13-

3

Concealment 13-

3

Electronics 13-

Everyman Skills

AK: various, Japan 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: Japanese (idiomatic) (4 Active Points)

PS: Espionage Agent 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Custom Adder, Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]

3

KS: Security Systems 13-

2

Language: English (fluent conversation)

3

Language: Computer Binary (completely fluent)

3

Lockpicking 15-

3

Mechanics 13-

New Empire Package

Secure Wireless Communications: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x8) (40 Active Points); Sense Affected As More Than One Sense Radio (-1/2), Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2), Does Not Provide Mental Awareness (-1/4)

Contact

Hunted: Japanese Law Enforcement 8- (Mo Pow, NCI, Harshly Punish)

KS: Japanese History 11-

KS: The New Empire 11-

PS: Terrorist 11-

1

PS: various 8-

3

Security Systems 13-

3

Shadowing 13-

3

Systems Operation 13-

3

Teamwork 15-
225+ Disadvantages

5

Physical Limitation: Short Life Span (Infrequently, Slightly Impairing)

20

Physical Limitation: Wirehead (All the Time, Greatly Impairing)

20

Psychological Limitation: Believes in The New Empire, Right or Wrong (Common, Total)

15

Psychological Limitation: Will Not Hesitate to Sacrifice Himself for the Mission (Common, Strong)

5

Vulnerability: 1 1/2 x STUN Electrical (Uncommon)

10

Vulnerability: 2 x BODY Electrical (Uncommon)
5 Experience Points
 
Characteristics Cost 43 Base Points 225
Powers Cost 169 Disadvantages 75
Talents Cost 0 Experience Points 5
Perks Cost 0 Total Points 305
Martial Arts Cost 27
Skills Cost 66
Total Cost 305
 
Concept Mentalist/Martial Artist Hair Colour various
Nationality Japanese Eye Colour various
Place of Birth various Height 1.80 m/5' 11"
Date of Birth Various Weight 68.00 kg/150 lbs
 
Background

Ebisu Industries was a maker of household appliances in the 1930s. As the war progressed, Ebisu was also contracted to produce radio components and small gearworks necessary for mechanized transport and aircraft. Because of his strong support for the Imperial expansion, Ebisu Minoru was persecuted at the war crimes trials at the end of the war. He was able to transfer the company to his nephew, however. And under Horiuchi Akihiro, Ebisu Industries was reborn as Issan Electronics.

Issan has since then been one of the major financial backers of New Empire, although the transfer of funds is secret through complex bookkeeping. More recently, Issan has provided electronic equipment to New Empire.

In the early 1990s, secret laboratories around Japan funded by Issan have experimented in cybernetic augmentation of the human nervous system. Discoveries have been kept secret and used to create Cyberninja for New Empire.

Personality
The cream of the crop of the New Empire Agents are selected to be cybernetically enhanced. The Cyberninja are dedicated to the goals of New Empire. Because of the effects of neurological cybernetic enhancement, they are all addicted to stimulation of their central nervous system by minute levels of electrical current.
Quote
"I choose to become stronger to aid the Cause in the prime of my life."
Powers

Bushido Agents selected for the expensive cybernetic enhancement first undergo training in Silent Path Taijutsu and then have their major nerves wired. This creates extremely fine neurological enhancement including central nervous system enhancement and peripheral enhancement to muscle. Furthermore, pain sensations are dampened allowing them to take more damage. At high levels of usage, however, peripheral enhancement causes damage to themselves.

While they are good combatants, Cyberninja are excellent espionage agents specializing in technological espionage. Furthermore, they have secure wireless communications systems that allow them to work together well.

Appearance

Much the same as the more normal New Empire Agents, the Cyberninja appear in many respects to be typical Japanese citizens. But appearances hide much. Careful close inspection may reveal to the discerning eye a hint of electronics imbedded within them. On missions, they often wear black/gray/white urban camouflage ninja outfits.