Occupational Template: Ninja
NINJA
150 points
Attributes: ST 11 [10]; DX 13 [60]; IQ 10 [0]; HT 11 [10].
Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP 11
[0]; Will 11 [5]; Per 11 [5]; FP 11 [0]; Basic Speed 7.00 [20]; Basic Move 7
[0].
Advantages: Combat Reflexes [15] and Style Familiarity
(Taijutsu) [1]. • 10 points in ninja abilities; put leftovers into special
skills or style techniques. • A further 30 points chosen from among additional
ninja abilities or ST +1 or +2 [10 or 20], DX +1 [20], IQ +1 [20], Basic
Speed +1 [20], Basic Move +1 to +3 [5/level], Will +1 to +4 [5/level], Per +1 to
+4 [5/level], Absolute Timing [2], Ambidexterity [5], Claim to Hospitality
(Clan) [5], Contacts [Varied], Danger Sense [15], Daredevil [15], Dual Ready
[1], Enhanced Dodge 1 [15], Enhanced Parry 1 (All) [10], Extra Attack 1 or
Extra Attack 1 (Multi-Strike, +20%) [25 or 30], Fit [5] or Very Fit [15],
Flexibility [5] or Double-Jointed [15], Forceful Chi 1-2 [15/level], High Manual Dexterity 1-3 [5/level], Inner Balance 1-2 [15/level], Luck
[15], Magic Resistance [2/level], Night Vision 1-5 [1/level], Ninja Talent 1-3
[5/level], Patron (Clan) [Varies], Perfect Balance [15], Resistant to Poison
(+3) [5], Striking ST 1 to 4 (Only on surprise attack, -60%) [2/level], Style
Familiarity (Kenjutsu, Kusarijutsu, Kyujutsu, Shurikenjutsu) [1/perk], Style
Perks [1/perk], or Trained by a Master [30].
Disadvantages: One -10-point disadvantage or two -5-point
disadvantages for the Pact limitation of the Chi power modifier, chosen from Disciplines
of Faith (Mysticism) [-10] or Vow [Varies]. • Secret (Ninja; Utter Rejection)
[-10] or both Status -1 [-5] and
Social Stigma (Second-Class Citizen) [-5]. • -30 points chosen from among Bloodlust
[-10*], Callous [-5], Duty (Clan; Extremely Hazardous; 12 or less) [-20], Enemies
[Varies], Fanaticism (Clan) [-15], Loner [-5*], No Sense of Humor [-10], Odious
Personal Habit (Inscrutable) [-5], Overconfidence [-5*], Paranoia [-10], Sense
of Duty (Adventuring Companions) [-5], Social Stigma (Minority Group) [-10], Stubbornness
[-5], Vow (Always complete the mission) [-10] or Vow (Own no more than what can
be carried) [-10], or Wealth (Struggling or Poor) [-10 or -15].
Primary Skills: Acrobatics (H) DX-1 [2]-12; Stealth (A) DX+1
[4]-14. • One of Thrown Weapon (Knife) or Thrown Weapon (Shuriken), both (E) DX+1
[2]-14; Bow or Throwing, both (A) DX [2]-13; or Blowpipe (H) DX-1 [2]-12. • Two
of Knife (E) DX+2 [4]-15; Axe/Mace, Jitte/Sai, Polearm, Shortsword, Spear,
Staff, or Tonfa, all (A) DX+1 [4]-14; or Kusari (H) DX [4]-13.
Secondary Skills: Climbing (A) DX-1 [1]-12;
Fast-Draw (any) (E) DX [1]-13; Holdout (A) IQ-1 [1]-9; Judo (H) DX-1 [2]-12; Karate
(H) DX-1 [2]-12; Meditation (H) Will-2 [1]-9; and Poisons (H) IQ-1 [2]-9.
Background Skills: Jumping (E) DX [1]-13, Karate Art
(H) DX-2 [1]-11, and Savoir-Faire (Dojo) (E) [1]-10. • 5 points spent improving
primary, secondary, or special skills, or adding any additional weapon skills
from those listed above, or Breath Control (H) HT-2 [1]-9; Garrote (E) DX [1]-13;
Escape (H) DX-1 [2]-12; Area Knowledge (any), First Aid, or Gesture, all (E) IQ
[1]-10; Forced Entry (E) DX [1]-13; Acting, Disguise, Lockpicking, Shadowing, Streetwise,
or Traps, all (A) IQ [2]-10; Artist (Calligraphy) (H) IQ-2 [1]-8; Lip Reading, Observation,
or Search, all (A) Per [2]-11; Mental Block (A) Will-1 [1]-10; Parry Missile
Weapons or Sleight of Hand, both (H) DX-2 [1]-11.
Special Skills: Blind
Fighting (VH) Per-1 [4]-10; Flying Leap (H) IQ [4]-10; Hypnotic Hands (H) IQ
[4]-10; Hypnotism (H) IQ [4]-10; Invisibility Art (VH) IQ-1 [4]-9; Light Walk
(H) DX [4]-13; Lizard Climb (H) DX [4]-13; Mental Strength (E) Will+2 [4]-13; Power
Blow (H) Will [4]-11; Precognitive Parry (H) IQ [4]-10; Pressure Points (H) IQ
[4]-10; Pressure Secrets (VH) IQ-1 [4]-9; Sensitivity (VH) Per-1 [4]-10; and Zen
Archery (VH) IQ-1 [4]-9.
* Multiplied for self-control number; see p.
B120.
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