| 14 |
Mystical Yokyou Artifacts:
Multipower, 40-point reserve, (40 Active Points); Limited Power Power May Only Be Changed at Ninja Base (-1/2); all slots 2 Continuing Charges lasting 1 Minute each (-3/4), OIF (-1/2)
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| 3u |
1)
Bunraku (Puppeteer):
Mind Control 8d6 ( Human class of minds) (40 Active Points); OIF (-1/2)
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| 2u |
2)
Hittori (Woodcutter) Mask:
+40 STR (40 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
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| 2u |
3)
Kyogen (Comedy) Mask:
Entangle 1d6, 1 DEF, Takes No Damage From Attacks Physical (+1/4), Affects EGO Not STR (+1/4), Based On EGO Combat Value (Mental Defense applies; +1), Continuous (+1) (35 Active Points); OIF (-1/2)
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| 3u |
4)
Oni (Demon) Mask:
Killing Attack - Ranged 1d6-1, Penetrating (+1/2), Continuous (+1), Area Of Effect (40" Line; +1 1/2), x4 Length (+0) (40 Active Points); OIF (-1/2)
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| 3u |
5)
Onna (Woman) Mask:
Mental Illusions 8d6 ( Human class of minds) (40 Active Points); OIF (-1/2)
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| 3u |
6)
Tengu (Raven) Mask:
(Total: 40 Active Cost, 26 Real Cost) +2 SPD (20 Active Points); OIF (-1/2) (Real Cost: 13) plus +4 with DCV (20 Active Points); OIF (-1/2) (Real Cost: 9)
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| 3u |
7)
Yuurei (Ghost) Mask:
Desolidification (affected by Magic) (40 Active Points); OIF (-1/2)
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| 12 |
Hidden Weapon Pool:
Multipower, 25-point reserve, (25 Active Points); Limited Power Power May Only Be Changed at Ninja Base (-1/2); all slots IAF (-1/2)
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| 2u |
1)
Ninja-to:
Killing Attack - Hand-To-Hand 2d6-1 (2d6+1 / 3d6+1 w/STR) (25 Active Points); IAF (-1/2)
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2 |
| 2u |
2)
Yari-Nage:
(Total: 25 Active Cost, 16 Real Cost) Stretching 1" (5 Active Points); IAF (-1/2), no Noncombat Stretching (-1/4) (Real Cost: 3) plus Killing Attack - Hand-To-Hand 1d6+1 (2d6 / 2 1/2d6 w/STR) (20 Active Points); IAF (-1/2) (Real Cost: 13)
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3 |
| 1u |
3)
Gunsen:
(Total: 25 Active Cost, 12 Real Cost) Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), IAF (-1/2) (Real Cost: 10) plus Armor (2 PD/1 ED) (5 Active Points); Requires A DEX Roll (-3/4), Restrainable (-1/2), IAF (-1/2) (Real Cost: 2)
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2 |
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| 3 |
Ninja Ability Training:
Elemental Control, 6-point powers
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| 3 |
1)
+2 PER with all Sense Groups (6 Active Points)
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| 1 |
2)
Night Eyes:
+5 PER with Normal Sight (5 Active Points); Limited Power Only To Offset Darkness Penalties (-1)
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| 6 |
3)
+2 with All Combat (16 Active Points); Limited Power Only To Offset Penalties Due to the Environment (-1)
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| 3 |
4)
Superior Leaping:
Flight 4" (8 Active Points); Limited Power Must Land Each Phase (-1/2)
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1 |
| 4 |
5)
Silent Running:
Running +3" (6"/9" total), Invisible to Hearing Group (+1/4) (7 Active Points)
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1 |
| 3 |
6)
Superior Swimming:
Swimming +4" (2"/6" total), Reduced Endurance (0 END; +1/2) (6 Active Points)
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| 14 |
Ninja Armor:
Armor (6 PD/6 ED) (18 Active Points); IIF (-1/4)
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| 11 |
Shuriken:
Killing Attack - Ranged 1d6, Autofire (3 shots; +1/4) (19 Active Points); IAF (-1/2), 6 Recoverable Charges (-1/4)
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|
|
Maneuver |
Phase |
OCV |
DCV |
Notes |
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Yokyou Taijutsu |
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Flying Dodge |
1/2 |
-- |
+4 |
Dodge All Attacks, Abort; FMove |
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Flying Grab |
1/2 |
-2 |
-1 |
Grab Two Limbs, 33 STR / 73 STR for holding on; FMove |
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Martial Block |
1/2 |
+2 |
+2 |
Block, Abort |
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Martial Dodge |
1/2 |
-- |
+5 |
Dodge, Affects All Attacks, Abort |
|
Martial Strike |
1/2 |
+0 |
+2 |
6 1/2d6 / 14 1/2d6 Strike |
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Martial Throw |
1/2 |
+0 |
+1 |
4 1/2d6 / 12 1/2d6 +v/5, Target Falls |
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Passing Strike |
1/2 |
+1 |
+0 |
4 1/2d6 / 12 1/2d6 +v/5; FMove |
|
Reversal |
var |
-1 |
-2 |
38 STR / 78 STR to Escape; Grab Two Limbs |
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+2 HTH Damage Class(es) |
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Weapon Element: Blades, Polearms and Spears, War Fan |
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24
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+3 with All Combat |
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7
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Acting 14- |
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Everyman Skills |
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Acting 8-
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Area Knowledge: Ran-no-Yama, Hokkaido, Japan 11-
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Climbing 8-
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Computer Programming 8-
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Concealment 8-
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Deduction 8-
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Language: Japanese (idiomatic)
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Paramedics 8-
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Persuasion 8-
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Professional Skill: Stage Entertainer 11-
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Shadowing 8-
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Stealth 8-
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Transportation Familiarity: Small Motorized Ground Vehicles
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3
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Sleight Of Hand 13- |
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3
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Teamwork 13- |
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Ninja Package (Cost: 32) |
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Acrobatics 13-
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Breakfall 13-
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Climbing 13-
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Concealment 12-
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Contortionist 13-
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Disguise 12-
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Distinctive Features: Modified Ninja Night Suit
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KS: Taijutsu 8-
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Language: Ninja Clan Codes and Symbols (Completely Fluent)
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Lockpicking 13-
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Monitored by the Shinkou Ninja Clan 11 or less
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Security Systems 12-
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Sleight Of Hand 13-
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Stealth 13-
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WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Garrote
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| 10 |
Hunted: Ichiban 8- (Mo Pow, NCI, Watching)
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| 20 |
Hunted: Japanese Law Enforcement 8- (Mo Pow, NCI, Harshly Punish)
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| 10 |
Psychological Limitation: Enamored with Power of Yokyou Artifacts (Common, Moderate)
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| 15 |
Psychological Limitation: Will Not Refuse a Mission (Common, Strong)
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| 20 |
Psychological Limitation: Will Sacrifice Himself for the Mission (Common, Total)
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| 5 |
Rivalry: Professional (Other Ninja Clans and Lin Kuei; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
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| 20 |
Social Limitation: Subject to Orders (Very Frequently, Major)
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