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 |
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|
4 |
FAM : Common Melee weapons, Common Missile weapons |
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|
6 |
Basic combat training: +2 levels with strike, parry or dodge |
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|
1 |
FAM: KS: ninjitsu (8-) |
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|
2 |
Languages: Japanese (native, literate), Ninja codes and symbols (basic conversation) |
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|
9 |
Climbing, Concealment, Stealth (all 11-) |
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|
3 |
One skill, One PS or KS and one FAM, or three FAM from: |
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|
24 |
Total powers cost |
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|
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 |