CYBER ONE
Tokai Ichiro
 
Cost

Characteristic

Value Roll Notes
5 STR 65 20- Lift 200 tons; 13d6; [2]

24 DEX 38 17- OCV: 13  DCV: 13
6 CON 13 12-  
0 BODY 10 11-  
3 INT 23 14- PER Roll 14-
20 EGO 20 13- ECV: 7
8 PRE 18 13- PRE Attack: 4d6
0 COM 10 11-  
0 PD 13   Total: 29 PD (16 rPD)
0 ED 3   Total: 19 ED (16 rED)
2 SPD 5   Total: 10 MD (0 rMD)
0 REC 16   Phases: 3, 5, 8, 10, 12
7 END 40   Running: 12" / 24"
0 STUN 50   Leaping: 13"
 

Cost

Powers

END

40 CyberTaijutsu: Multipower (60 point reserve) (60 Active Points) - Cybernetics (-¼), Components Are Extremely Difficult To Repair or Replace (-¼), Uses END Reserve (-0)
1u 1) Claws of the Climbing Tiger: Clinging at 65 STR (10 Active Points) 1
4u 2) Dance of the Six Stars: Killing Attack, Ranged 2d6 - Autofire x10 (+1) (60 Active Points) 0
1u 3) Grasp of the Serpent: Stretching 2" (10 Active Points) 1
1u 4) Mantle of Night: Invisibility to Sight Group (20 Active Points) - Requires a Stealth Roll (-½), Limit: Only Works in Darkness or Shadows (-½) 2
1u 5) Paths of the Cat: Invisibility to Hearing Group (10 Active Points) - Requires a Stealth Roll (-½) 1
1u 6) Veil of the Night Dragon: Invisibility to Danger Sense (20 Active Points) - Requires a Stealth Roll (-½) 2
     
7 Auxiliary Brain: INT +10 - Cybernetics (-¼), Components Are Extremely Difficult To Repair or Replace (-¼) 0
20 Composite Ceramic Plates: Armor 10 PD/10 ED - Cybernetics (-¼), Components Are Extremely Difficult To Repair or Replace (-¼) 0
8 CyberRunning: Running +6" - Cybernetics (-¼), Components Are Extremely Difficult To Repair or Replace (-¼) 1
40 CyberSpeed: DEX+20 - Cybernetics (-¼), Components Are Extremely Difficult To Repair or Replace (-¼) 0
33 CyberStrength: STR +50 - Cybernetics (-¼), Components Are Extremely Difficult To Repair or Replace (-¼), END from Endurance Reserve (-0) 5
27 Fusion Generator: Endurance Reserve 200 END 20 REC - Cybernetics (-¼), Components Are Extremely Difficult To Repair or Replace (-¼) 0
8 Imbedded Radio: Enhanced Senses: HRRP - Cybernetics (-¼), Components Are Extremely Difficult To Repair or Replace (-¼) 0
4 Of Two Minds: Mental Defense 10 - Cybernetics (-¼), Components Are Extremely Difficult To Repair or Replace (-¼) 0
13 Tactical Radar: Enhanced Senses: Radar, 360 Degree Arc of Perception - Cybernetics (-¼), Components Are Extremely Difficult To Repair or Replace (-¼), Costs 1/2 END (-¼), END from Endurance Reserve (-0) 0
 

Cost

Talents

12

Cybernetically-Enhanced Dodging: Combat Luck 6 PD/6 ED
 

Cost

Perquisites

6

Fringe Benefit: Head of Dark Pool Ninja Clan
Cost Martial Arts

29

Night Dragon Taijutsu
Maneuver OCV DCV Notes
Jaws of the Night Dragon +0 +1 75 STR vs Grabs, 15d6 Strike
Jein's Dragon Wing Fan +2 +2 Block, Abort
Kinuko's Puzzling Apprehension -1 -1 Grab Two Limbs, 75 STR to Hold On
Saigo's Body of Shadow -- +5 Dodge All Attacks, Abort
Sublime Fist of the Night Dragon +0 +2 15d6 Strike
Acrobatics 17-
Breakfall 17-
Weapon Familiarity: Common Martial Arts Weapons
Weapon Element: Use Art with Manrikigusari

Cost

Skills

10

+1 Overall

10

+2 with Hand-to-Hand Combat

3

Acting 13-

3

Bugging 14-

3

Computer Programming 14-

3

Concealment 14-

3

Cryptography 14-

10

Defense Maneuver IV

3

Electronics 14-

0

Everyman Skills
Acting 8-
Area Knowledge: Tokyo, Japan 11-
Climbing 8-
Computer Programming 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language Skill: Japanese (idiomatic)
Paramedic 8-
Persuasion 8-
Professional Skill: Ninja 11-
Shadowing 8-
Stealth 8-
Transport Familiarity: Small Ground Vehicles
3 Knowledge Skill: Contracts 14-
3 Knowledge Skill: Enemies of the Dark Pool Ninja Clan 14-
3 Lockpicking 14-
3 Mechanics 14-
3 Mimicry 13-
3 Security Systems 14-
3 Stealth 17-
3 Systems Operation 14-
3 Trading 13-
250+ Disadvantages
15 Distinctive Feature: Obvious Cyborg
20 Hunted: Japanese Superheroes, 8-
5 Physical Limitation: Permanently Altered By Intrusive Cybernetics
20 Psychological Limitation: Insists on Perfection
15 Psychological Limitation: Looks Out for Himself First
15 Psychological Limitation: Mercenary Mentality
15 Psychological Limitation: Will Not Murder
5 Rivalry: Other Ninja Clans (Professional)
10 Social Limitation: Killjoy
10 Vulnerability: Affected by Mental Attacks to Machine Minds
0 Experience Points
 
Characteristics Cost 75 Base Points 250
Powers Cost 209 Disadvantages 130
Talents Cost 12 Experience Points 0
Perks Cost 6 Total Points 406
Martial Arts Cost 29
Skills Cost 75
Total Cost 406
 
Concept Cyborg Hair Colour None
Nationality Japanese Eye Colour Brown
Place of Birth Tokyo, Japan Height 1.8m
Date of Birth June 27, 1935 Weight 150kg
 
Background

Tokai Ichiro was born to a poor family. His father worked long hours at an automobile factory; his mother did the same at a tea house. They earned enough to put their only son through college. When he graduated with a degree in engineering and vowed that he would not be poor.

When his father died of a heart attack, Ichiro opened a box that his father had kept hidden in a closet. That was when he learned of his ancestry. He had always assumed that his family, like many others had made the transition from poor, hardworking farmers to poor, hardworking industrial laborers during the Meiji rein. Instead, his family's history was very different than the norm. They were descended from ninja. Specifically, he was the direct descendent of the master of the Tokai ninja clan of southern Japan.

Having acrued a small fortune, Ichiro left his job at Oshiro Electronics and began researching. Within a few years, he had found several descendents of Tokai clan families of which twenty six were both physically fit and psychologically willing to renew the clan. Many of the new clan, which called themselves Fuchi-no-Kuroi (Dark Pool), had some knowledge in technology. So the clan naturally gravitated towards technological espionage. They immediately began training themselves and their children in the dark art of taijutsu; some knowledge had been passed on through the generations of Tokai families, other knowledge recovered from scrolls within the box Ichiro's father hid.

The driving force, Tokai Ichiro, assumed the position of ninja master. He guided the clan by taking contracts and ensuring their completion, but soon he found that his lifestyle had taken a toll on his body. Battle damage weakened his limbs while emphysema and diabetes degraded his internal organs.

Slowly, he stole or purchased bionic parts to replace his organic limbs and organs. As technology progressed, so too were the limits of the parts expanded. Today, he is the powerful cyberninja, Cyber One.

Personality

Money has kept the Dark Pool Ninja Clan alive and thriving. Tokai Ichiro ensures that this lifeline keeps coming in. At the same time, he feels himself indispensible for Dark Pool and hence places a large amount of importance on his own survival and freedom.

Quote
"The question is not whether we can get the data for you, its how much you are willing to pay for it."
Powers
Because of cybernetics the ninja master is stronger and faster than he ever was as a natural human. Cyber One has an array of cybernetic equipment that enhances his taijutsu skills and a mini-fusion generator to power it all.
Appearance

Ichiro would otherwise be an old man by now, but he has periodically rejuvenated his limbs and organs by replacement with cybernetic parts. Most of his body is metallic and appears robotic. With a shaven head and age-lined face, only his head appears human.

 

UBER MENU