Cost |
Name |
3 |
AK: Chinatown 12- |
3 |
Acrobatics 16- |
3 |
Breakfall 16- |
3 |
Bugging 12- |
3 |
CK: San Francisco 12- |
3 |
Climbing 16- |
3 |
Concealment 12- |
3 |
Contortionist 16- |
3 |
Demolitions 12- |
3 |
Disguise 12- |
3 |
Fast Draw 16- |
3 |
KS: Martial Arts World 12- |
3 |
KS: Mon 12- |
3 |
KS: Ninjutsu 12- |
2 |
Language: Ninja Clan Codes and Symbols (fluent conversation) |
3 |
Lockpicking 16- |
3 |
Paramedics 12- |
3 |
Security Systems 12- |
3 |
Sleight Of Hand 16- |
3 |
Stealth 16- |
6 |
Survival (Temperate/Subtropical, Desert, Urban) 12- |
3 |
Tracking 12- |
2 |
WF: Common Martial Arts Melee Weapons |
2 |
WF: Common Melee Weapons |
1 |
WF: Off Hand |
4 |
Weaponsmith (Arrows, Bolts, And Darts, Bows, Swords And Daggers) 12- |
77 |
Total Skills Cost |
Cost |
Name |
22 |
Danger Sense (self only, out of combat, sense) 12- |
15 |
Combat Sense 12- |
37 |
Total Talents Cost |
|
|
Cost |
Power |
END |
60 |
Ninja Weapons: Multipower, 120-point reserve, all slots OAF (-1) | |
2u |
1) Flash Bombs: Sight Group Flash 10d6, Personal Immunity (+1/4) (62 Active Points); OAF (-1), 9 Charges (-1/2) | [9] |
3u |
2)
Garrote: Energy Blast 4d6, No Normal Defense (Rigid throat protection; +1), Continuous (+1) (60 Active Points); OAF (-1) | 6 |
1u |
3) Ninja-to Sheath: Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) plus +1 with HTH Combat (5 Active Points); OAF (-1), Real Weapon (-1/4) | 2 |
4u |
4) Ninja-to: Killing Attack - Hand-To-Hand 4d6, Reduced Endurance (0 END; +1/2), +2 Increased STUN Multiplier (+1/2) (120 Active Points); OAF (-1), STR Minimum (-1/2), Real Weapon (-1/4) | 0 |
2u |
5) Shurikin: Killing Attack - Ranged 1 1/2d6, Autofire (3 shots; +1/4), Armor Piercing (+1/2), Invisible Power Effects (Fully Invisible; +1) (69 Active Points); OAF (-1), 9 Charges (-1/2), Range Based On Strength (-1/4) | [9] |
25 |
Ch'i Toughness: Damage Resistance (25 PD/25 ED) | 0 |
10 |
Ch'i Climbing: Clinging (normal STR) | 0 |
7 |
Attack Avoidance: Missile Deflection (Bullets & Shrapnel); OAF (Ninja-to; -1) | 0 |
114 |
Total Powers Cost |
Cost |
Maneuver |
|
Ninjutsu (Taijutsu) |
4 |
1) Atemi Punch: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND |
4 |
2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
5 |
3) Breaking Throw: 1/2 Phase, -2 OCV, -2 DCV, Grab One Limb; HKA 0 1/2d6 , Disable; Target Falls |
4 |
4) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND |
4 |
5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
5 |
6) Kick: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike |
4 |
7) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 |
4 |
8) Punch: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike |
4 |
9) Reversal: var Phase, -1 OCV, -2 DCV, 50 STR to Escape; Grab Two Limbs |
3 |
10) Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, 7d6 Strike; You Fall, Target Falls |
5 |
11) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 45 STR to take weapon away |
3 |
12) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 7d6 Strike; Target Falls |
3 |
13) Throw: 1/2 Phase, +0 OCV, +1 DCV, 7d6 +v/5, Target Falls |
1 |
14) Weapon Element: Blades |
1 |
15) Weapon Element: Chain & Rope Weapons |
1 |
16) Weapon Element: Ninja Weapons |
1 |
17) Weapon Element: Karate Weapons |
1 |
18) Weapon Element: Polearms |
1 |
19) Weapon Element: Staffs |
1 |
20) Weapon Element: War Fan |
59 |
Total Martial Arts Cost |
|