Player: GundamChief
Name: Vincent
Critter: Turtle
Background: Gatorland Ninja Operative/Independent Ninja
Size: 10
Weight: 191 lbs
Height: '4"2
Level: 1st
HP: 30
SDC: 95
Money: 300 Bucks
IQ: 12
ME: 15
MA: 29
PS: 31
PP: 29
PE: 30
PB: 24
SPD: 33 (22.5 mph). Can cover 1,980 feet in one minute, 495 feet per melee round, and 99 feet per action.
Hands: Full
Biped: Full
Speech: Full
Looks: None
Combat Skills
Escape Moves:Roll With Punch/Fall/Impact, Leap, Back Flip.
Attack Moves: Leap, Cartwheel.
Basic Defensive Moves:Dodge, Parry, Automatic Parry.
Advanced Defenses:Multiple Dodge, Combination Parry/Attack.
Hand Attacks:Punch (1D4), Knife Hand( 1D6), Palm Strike (1D6).
Basic Foot Attacks:Kick (2D4), Tripping/Leg Hooks, Snap Kick (1D8), Drop Kick (Combination Fall/Dodge/Kick), Roundhouse Kick (3D6), Axe Kick (2D8), Knee Strike (1D8).
Jumping Foot Attacks:Leap Kick (3D8)
Special Attacks:Death Blow, Leap Attack, Roll/Knock-down (SPECIAL! This is a knock-down attack that does no damage, standard Roll bonus applies.), Body Flip/Throw.
Holds/Locks:Arm Hold, Leg Hold, Body Hold, Neck Hold.
Weapon Katas:W.P. Ninja Sword (Sword): +6 to strike, +5 to parry, and +3 to strike when thrown. W.P. Kusari-Gama (Chain): +5 to strike, +3 to parry.
Modifiers to Attacks:Pull Punch, Knock-Out/Stun, Critical Strike,
Critical Strike: From Rear.
Combat Bonuses
Attacks per melee: 5
Strike: +8
Parry: +10
Dodge: +10
Damage: +16
Roll with Impact: +6
Pull Punch: +0
Save vs. Coma/Death: +30%
Save vs. Magic/Poison: +8
Maintain Balance: +0
Critical Strike: On natural 20, from behind
No Fear of Heights
Automatic Knock Out on natural 20
96% to gain Trust or to Intimidate
70% to Charm or Impress others.
Leap 4 feet high and 5 feet long. Can leap 6 feet high and 7.5 feet long with a running start. Power Leaping allows the character to leap 21.5 feet high and 38.5 feet long. Power leaping costs 4 actions.
Powers
Art of Stealth or Pi Mi Hsing Tung: This is the martial art equivalent to the skill of Prowl. Using stealth a character can move silently and out of sight of observers. So long as the character is in the dark and unsuspected, this is done automatically, without needing to roll the dice. If the character's area is subjected to inspection (for example, a guard tower turns a spotlight on the character) then the chance to remain undetected is 55% with + 3% per level. The character also learns Jung Hua, the art of melting into the water. This gives one the ability to silently move out of,
into, or through water. Base chance is 70% with a + 2% per level. Note that the character must have the Swimming Skill in order to use this ability while in deep water.
Art of Vanishing or Sun Shih K'an Chien Chih: From clear view, even in the middle of combat, the character has the ability to simply disappear! The way it works is resembles sleight of hand magic trick. The character distracts the observer and instantly falls to the ground, rolls to the side, or otherwise vanishes from sight. Chance of success at vanishing depends on conditions. In darkness (full night), with many objects to hide behind, the character has a 70% chance plus 1% per level, of success. However, there is a penalty of —30% in good light, and — 20% on clear, flat, featureless ground (Penalties are accumulative).
Falling Technique: The character learns the fine art of falling. Not just from a few feet, but from dozens of feet, and then from hundreds of feet. The character also learns to always land properly, automatically bouncing back to a two foot, one foot, or cross-legged stance. At "safe" distances of 50 feet (15.2m) or less, the character takes no damage. At "minimal damage" distances (60 to about 360ft) the character takes one (1) point of damage for every 50 feet of the fall. Even at very great distances, of 400ft (122m) to about 1200ft (366m) the character takes only one point for every 20ft (6.1m) of distance fallen.
Tamashiwara: Otherwise known as the "Art of Breaking." This is the Ninjas & Superspies version of board breaking. Characters practice breaking wood, bricks, stones, ice and, eventually, glass, and they use their fists, feet, elbows, knees and even foreheads. Although this technique allows for just one attack per melee round, the damage from that attack can be awesome. In this kind of attack the A.R. and S.D.C. of the object are irrelevant because the martial artist is really breaking the Chi of the object. What is important is the character's roll to Strike. This is done with the character's usual bonus to Strike, and, to be successful, the roll must be 14 or better. If the roll is successful, then the target object isbroken or has a hole in it. This means the martial artist can punch a hole in a door, split a 2 by 4 in half, shatter a lock and so on. If the roll is under 5, it is a complete miss, and the character does no damage whatsoever. If the roll is between 5 and 13, then the Tamashiwara practitioner does full normal damage from the blow (plus damage bonuses), but the martial artist also takes half that damage. A roll of 14 or higher means successfully punching or kicking another human being inflicting double damage (plus damage bonus) directly to hit points (not S.D.C.).
Advanced Vision: This character can see double the usual distance and detail of normal human vision.
Beastly Strength: A level of physical power that allows the character to carry 100 times their PS attribute and lift 200 times their PS attribute (Can carry 3,100 lbs, and lift 6,200 lbs).
APPRENTICSHIP: Ninja Operative
Main Skill
Hand to Hand: Ninjitsu.
Core Skills
Language: English: 88%, +1% per level.
Literacy: English: 40%, +5% per level.
Languages: Japanese: 50%, +3% per level.
Acrobatics – Sense of Balance: 60%, +5% per level. Walk Tightrop or Highwire: 60%, +3% per level. Climb Rope: 80%, +2% per level. Backflip: 60%, +5% per level.
W.P. Archery: +1 to strike, 2 shots per melee round.
Climbing: 55%/45%, +5% per level.
Swimming: 50%, +5% per level.
W.P. Targeting: +1 to strike.
W.P. Sword: +1 to strike.
W.P. Grappling Hook: No bonus.
W.P. Rope: +1 to strike, +1 to entangle, and +1 to disarm.
W.P. Knife: +1 to parry, and +1 to Strike when Thrown.
W.P. Chain: +1 to strike.
Philosophical Training: Bushido: 80%, +2% per level.
Military
Recognize Weapon Quality: 25%, +5% per level.
Camouflage: 20%, +5% per level.
WP: Axe: No bonus
Pilot
Boat: Paddle types/Canoe/Kayak: 50%, +5% per level.
Primary Skills
Wilderness Survival: 30%, +5% per level.
Demolitions: 60%, +3% per level.
Demolitions Disposal: 60%, +3% per level.
Forced March
Military Etiquette: 35%, +5% per level.
Trap/Mine Detection: 20%, +5% per level.
Find Contraband: 26%, +4% per level.
Kick Boxing
Boxing
Streetwise: 20%, +4% per level.
Pick Locks: 30%, +5% per level.
Pick Pockets: 25%, +5% per level.
W.P.: Paired Weapons
W.P.: Staff: +1 to strike.
W.P.: Blunt: +1 to strike and parry.
Secondary skillsCook: 35%, +5% per level.
Running
Athletics (general)
Body Building
First Aid: 45%, +5% per level.
Equipment: A set of basic traveling clothing/everyday wear, one custom ninja suit, Ninja-to (2D4), Kusari-Gama (1D10 Chain, 1D8 Sickle), Hankyu (Archery) [This is the folding ninja bow] Range: 250 feet (76m), Damage: 2D4, Shuriken (Targeting) Damage: 1D4 (30), Ninja Climbing Claws; hands and feet (Shuko/Ashiko) , as well as a Ninja emergency Kit which is fully detailed below.
Ninja Emergency Kit: This is an assortment of items that a Ninja might need in case of trouble. Ninjas will keep several of these kits hidden in various places. Included in a small cloth bag would be a Kyoketsu-Shogi, 6 Shuriken, 12 Caltrops, a 3ft towel, a small cooking pot, paper and pencil, matches, first-aid kit (bandages, disinfectant, small scissors, painkiller), lock picks, spare clothing, and an eggshell filled with blinding powder. Enough rice, soybean curd and tea would be included for 7 days of tight rations.
Relatives & Connections: If a Gatorland Ninja Operative, the character has contacts with the Gatorland ninja organization, Cardania's Scouts, Rodent Cartel, and other rogue elements on the Eastern Seaboard. Independent Ninja often only have contact with their sensei and/or the sensei's other students, and with a few rogues or locals from their homeland.
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