- One on One
- Group
- Dice
Still need to select weapon proficiencies (she already has a bunch, and needs to choose a bunch more), as well as complete the "Weapons and Gear" and "Who Is She?" tabs. But I think I've got all the math done?
These are placeholders -- I'd prefer an anthropomorphic fox in 80s clothes, or traditional Japanese clothes, or ninja costume, but I'm having difficulties finding one I like. Placeholder #1: "Fox Dance" by Wong Wai Seng (no link, I downloaded this years ago and only have the name)
Name: Kiseko Riyu
Alignment: Unprincipled with Scrupulous leanings
Nature/Demeanor: Chameleon/Conformist
Personality: Cautious, quiet, observant, resolute
Ethnic Background: Japanese
Species (Human, Mutant Animal, Yokai): Yokai (fox)
Age: Physically 19 (spirit may be a little bit older depending on how Purr figures how yokai work)
Sex: Female
Attributes:
I.Q. 16 (+2%/+1 to Perception)
M.E. 21 (+4 to Saving Throws vs. Insanity)
M.A. 11 (+0% to Charm/Intimidate)
P.S. 18 (+3 to S.D.C. damage)
P.P. 19 (+2 to Strike, Parry, Dodge)
P.E. 20 (+10% to Saving Throws vs. coma/death, +3 to Saving Throws vs. Magic, Pain, Poison)
P.B. 12 (+0% to Charm/Impress)
Spd 43 (30 miles/48 kilometers per hour, +4 to Initiative)
Physical Prowess Attribute (15 +1d4): 1
All other Attributes: 09, 10, 13, 14, 15, 18, 29 (I saw this with my own eyes!)
IQ 16=14 +2 (Fox)
ME 21=18 +3 (Fox)
MA 11=09 +2 (Ninjitsu)
PS 18=13 +1 (Ninjitsu) +1 (Climbing) +1 (Acrobatics) +2 (Gymnastics)
PP 19=16 +1 (Ninjitsu) +1 (Acrobatics) +1 (Gymnastics)
PE 20=15 +1 (Ninjitsu) +1 (Climbing) +1 (Acrobatics) +1 (Gymnastics) +1 (Running)
PB 12=10 +2 (Fox)
Spd 43=29 +4 (Fox) +4 (Ninjitsu) +6 (Running)
Fox attribute bonuses: +2 IQ, +3 ME, +2 PB, +4 Spd
Ninjitsu attribute bonuses: +2 MA, +1 PS, +1 PE, +1 PP, +4 Spd
Hit Points:
S.D.C.: 51 = 30 (size) +21 {+1d6 (Climbing) +1d6 (Acrobatics) +3d6 (Gymnastics) +1d6 (Running)}
Willpower: 7
Size Level: 6
Weight: No more than 75 pounds (haven't quite decided)
Height: 5 foot even
Human Features:
* Hands: Full
* Biped: Full
* Speech: Full
* Looks: Partial
Mutant Animal Powers? (Yes/No): Yes
Martial Arts System? (Yes/No): Yes
Natural Weapons (if any): teeth
Vestigial Disadvantages (if any): none
Level of Experience: 1
Combat Modifiers
Perception: +1
Initiative: +4
Actions per Round: 5 = 0+5 (Ninjitsu)
Strike: +3 = +0 +2 (P.P.) +1 (Ninjitsu)
Parry: +2 = +0 +2 (P.P.)
Dodge: +2 = +0 +2 (P.P.)
Roll with Punch: +8 = +0 +3 (Ninjitsu)+2 (Acrobatics) +3 (Gymnastics)
Damage: +3 = +0 +3 (P.S.)
Other/Special:
Critical Strike on a Natural 20 (Ninjitsu)
Critical Strike from Behind (Ninjitsu)
+3 from Sniper (semi-auto or bolt-action rifle, bow, and crossbow)
Skills provided by "The Savior" for their children free of charge. =)
1. Native Language (includes literacy): English: 98% (100%) = 98% +2% I.Q.
2. Basic Mathematics: 82% = 80% + 2% I.Q. (+2%/level)
3. Detect Ambush:40% (+5%/level)+5% to Detect Ambush under Bodyguard program
4. Prowl:25% (+5%/level)+5% to Prowl (under Gymnastics)
5. First Aid: 52% = 50% +2% I.Q. (+5%/level)
6. Lore: Martial Arts: 42% = 40% +2% I.Q. (+5%/level)
7. One Ancient Weapon Proficiency of Choice. This starts with an additional +1 bonus!
Ninjas & Superspies O.C.C.: Operative Agent
Martial Art System? (Yes/No) Yes
Skill Programs (4): Espionage: Bodyguard/Assassin, Military: Armorer and Artillery, Technical, and Physical.
Bodyguard/Assassin Skill Program
Detect Ambush: 52% = 45% +2% I.Q.+10% program +5% Savior (+5%/level)
Detect Concealment: 47% = 30% +2% I.Q.+15% program (+5%/level)
Escape Artist: 37% = 30% +2% I.Q. +5% program (+5%/level)
Optic Systems: 57% = 50% +2% I.Q. +5% program (+5%/level)
Sniper: +2 to strike with semi-automatic rifle or bolt-action rifle skill; also bow and crossbow per GM (with an additional bonus of +1 to strike)
Surveillance Systems: 57% = 40% +2% I.Q. +10% program +5% prowl (+5%/level)
Tracking: 42% = 30% +2% I.Q. +10% program (+5%/level)
any 3 Weapon Proficiencies, with an additional bonus of +1 to strike for each. May be taken from military skills as well as the normal W.P.
Military: Armor and Artillery Skill Program
Armorer: 62% = 55% +2% I.Q. +5% program (+5%/level)
Land Navigation: 62% = 40% +2% I.Q. +20% program (+5%/level)
Pilot Tank: 67% = 50% +2% I.Q. +15% program (+4%/level)
Pilot Automobile: 98% (102%) = 90% +2% I.Q. + 10% program (+3%/level) automatic; 94% = 82% +2% I.Q. +10% program (+4%/level) manual
Offensive Driving: 42% = 30% +2% I.Q. +10% program (+5%/level)
Pilot Professional Race Car: 72% = 60% +2% I.Q. +10% program (+5%/level)
Pilot Truck: 72% = 60% +2% I.Q. +10% program (+4%/level) (automatic or manual)
Pilot Freight Hauler: 42% +2% I.Q. +10% program (+3%/level)
any 4 Military W.P.
Basic: Technical Skill Program
Research: 52% = 40% +2% I.Q. +10% program (+5%/level) (adds +5% to Law, Impersonation, and History)
Art: 47% = 40% +2% I.Q. +5% program (+4%/level)
Lore: Magic: 37% = 25% +2% I.Q. +5% program +5% Mythology (+5/level)
Lore: Demons & Monsters: 37% = 25% +2% I.Q. +5% program +5% Mythology (+5%/level)
Mythology: 37% = 30% +2% I.Q. +5% program (+5%/level) (adds +5% to Lore: Magic and Lore: Demons & Monsters)
Basic: Physical Skills Program
Climbing: 77% = 50% +2% I.Q. +15% Acrobatics +10% Gymnastics (+8%/level) (+1 P.S., +1 P.E., +1d6 S.D.C.)
Swimming: 52% = 50% +2% I.Q. (+8%/level)
Sense of Balance: 62% = 60% +2% I.Q. (+5%/level)
Walk Tightrope or High Wire: 62% = 60% +2% I.Q. (+5%/level)
Climb Rope: 87% = 80% +2% I.Q. +5% Gymnastics (+2%/level)
Climbing:40% (+4%/level)(or adds +15% to Climb skill)
Back Flip:60% (+5%/level)+5% to Back Flip under Gymnastics
Prowl:30% (+5%/level)(or adds +10% to Prowl skill, under Gymnastics)
+2 Roll with Punch/Fall, +1 to P.S., +1 to P.P., +1 to P.E., +1d6 to S.D.C.
Leap 4 feet high and 5 feet long, plus 2 feet/level of experience
Fearless of heightsSense of Balance:50% (+5%/level)+5% to Sense of Balance under Acrobatics
Climb Rope:70% (+2%/level)+5% to Climb Rope under Acrobatics
Climbing:20% (+6%/level)(or adds +10% to Climb skill)
Back Flip: 77% = 70% +2% I.Q. +5% Acrobatics (+8%/level)
Prowl: 47% = 30% +2% I.Q. +5% Savior +10% Acrobatics (+5%/level)
+3 Roll with Punch/Fall, +2 P.S., +1 P.P., +1 P.E., +3d6 S.D.C.
Leap 4 feet high and 4 feet long, plus 2 feet/level of experience
Characters with Leap Attack can use these distances in a strike.
Secondary Skills
Running: +1 P.E., +4d4 Speed, +1d6 S.D.C.
Automotive Mechanics: 42% = 40% +2% I.Q. (+3%/level)
Pilot Boats: Motor type: 52% = 50% +2% I.Q. (+4%/level)
Board Games: 32% = 30% +2% I.Q. (+5%/level)
Martial Art Skills (all Language/Literacy, Philosophical, Survival, and Domestic Skills)
Lore: Martial Arts Ninjitsu: 52% = 50% +2% I.Q. (+5%/level)
Philosophical Training: Bushido: 82% = 80% +2% I.Q. (+2%/level)
W.P. Bow +1
W.P. Blowgun +1 (consider this added to the game)
W.P. Chain +1
W.P. Claws +1 (consider this added to the game)
W.P. Crossbow
W.P. Knife +1
W.P. Rope/Grappling Hook +1 (User cannot Parry with this W.P.!)
W.P. Spear +1
W.P. Staff +1
W.P. Sword +1
W.P. Targeting +1 (Thrown Weapons)
Skills desired in the future?
Hojo-Jutsu
Imitate Voice
Wilderness Survival
Locksmith
Swimming Advanced
Read Sensory Equipment
Languages (if and when the need is discovered)
Please include your character's BIO-E total and individual costs.
Total BIO-E: 65 (Fox)
- 15 BIO-E to Size: from 3 to 6 (should get her to 5 feet tall, since foxes are "Long," which is my goal for her height). Might drop to size 5 if I need the BIO-E for something else.
- 10 BIO-E for full hands
- 10 BIO-E for full biped (might drop to partial if I need the BIO-E)
- 10 BIO-E for full speech
- 5 BIO-E for Looks: Partial ("furry humanoid with a fox's head, long tail, lean muscular body, and short legs")
- 5 BIO-E for Advanced Vision
- 5 BIO-E for Advanced Hearing
- 5 BIO-E for Advanced Smell
Name of system: Ninjitsu
Costume: Black ninja outfit including tabi (split-toed, lightly soled
socks), leggings, pants, jacket, gloves and hood. White or camouflage
outfits are also available.
Stance: Low, wide legged, side stance, with most of the body centered
over the back leg, forward leg resting lightly on the ball of the foot.
Forward hand is held out and open, the rear hand is pulled back and
out at waist level.
CHARACTER BONUSES:
Add 2 to M.A.
Add 1 to P.S.
Add 1 to P.E.
Add 1 to P.P.
Add 4 to Spd.
COMBAT SKILLS:
Attacks per Melee:25
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: Strike (Punch), Knife Hand, Palm Strike.
Basic Foot Attacks: Kick Attack, Tripping/Leg Hooks, Snap Kick, Drop Kick (Combination Fall/Dodge/Kick).
Jumping Foot Attacks: Jump Kick.
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 (Pick Two): W.P. Ninja Sword, W.P. Knife, W.P. Kusari-Gama, W.P. Kyoketsu-Shoge, W.P. Manriki-Gusari, or W.P. Staff (Shikomi-Zue: Hidden Blade Staff)
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear.
SKILLS INCLUDED IN TRAINING:
Martial Art Powers: Select a total of 2 Powers from the Arts of Invisibility, and a total of two (2) more skills from among Body Hardening Exercises, Martial Art Techniques, or Special Katas. If desired, any number of Powers can be traded one-for-one for any Basic Skill Programs (excluding physical).
Languages: Japanese
Physical: Acrobatics, Archery, Climbing, Swimming, W.P. Shuriken, W.P. Fukiya (Blow Gun), W.P. Fukimi-Bari (Mouth Darts), W.P. Kawanga (Rope/Grapple). W.P. Knife, W.P. Kusari-Gama, W.P. Kyoketsu-Shoge, W.P. Manriki-Gusari, W.P. Nekode (Cat
Claws), W.P. Shikomi-Zue (Hidden Blade Staff).
Philosophical Training: Bushido
**Note from Purr: these are the "translated" Ninjitsu Weapon Proficiencies.
W.P. Bow +1
W.P. Crossbow +1
W.P. Blowgun +1 (consider this added to the game)
W.P. Chain +1
W.P. Claws +1 (consider this added to the game)
W.P. Knife +1
W.P. Rope/Grappling Hook +1 (User cannot Parry with this W.P.!)
W.P. Spear +1
W.P. Staff +1
W.P. Sword +1
W.P. Targeting +1 (Thrown Weapons)
LEVEL ADVANCEMENT BONUSES
1st + 3 to Roll with Punch/Fall/Impact, + 1 to Strike, Critical Strike on Natural 20, Critical Strike or Knockout from Behind (like a sneak attack -- opponent must not know you're there).
2nd +1 to Parry/Dodge, +2 to Roll/Knock-Down.
3rd +1 Attack per Melee, + 1 to Leap (Add 4ft to Leap Distance).
4th +1 to Strike, +2 to Back Flip/Cartwheel.
5th Select One (1) Additional Martial Art Skill.
6th +1 Attack per Melee, + 2 to Roll/Knock-Down.
7th Knock-Out/Stun on natural 19 or 20, + 2 to Leap (Add 4ft to Leap Distance).
8th Critical Strike on Natural 18 or better, Death Blow on a roll of natural 20.
9th +1 to Parry/Dodge, + 1 to Backflip/Cartwheel.
10th + 1 to Leap (Add 4ft to Leap Distance), + 2 to Damage.
llth +1 Attack per Melee, Select One (1) Additional Martial Art Power from Invisibility, Body Hardening, or Martial Art Techniques, or Special Katas.
12th + 2 to Roll with Punch/Fall/Impact.
13th Death Blow on roll of 19 or 20, +1 to Roll/Knockdown.
14th + 2 to Back Flip/Cartwheel, + 2 to Damage.
15th +2 to Roll with Punch/Fall/Impact, Add One (1) Zenjorike Power.
Weapons
One basic weapon of choice in each of the Ancient Weapon Proficiencies you have chosen within reason. Two if Paired Weapons is known and desired. (No firearms at this time but bows and crossbows are allowed with 20 arrows or bolts). You must be able to carry all of these items on your person.
Gear:
Two sets of clothing (one casual/traveling, one of choice within reason).
Hardbound portable notebook.
4 pens and markers.
Large quality satchel with shoulder strap.
First Aid Kit (with 10/10 uses remaining).
Wristwatch.
Wallet or purse.
Miscellaneous personal items (not to exceed $25 each in 198X money which is almost $100 in today's money). Other items might be provided upon request with Game Master approval.
Cash on hand (in 1980s dollars): $2,000 in 198X money (almost $8,000 in today's money).
List 3 serious goals your character wishes to accomplish.
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2.
3.
5 Good Things Your Fellow Teammates Know About Your Character!
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2.
3.
4.
5.
3 Maybe-not-so-good Things Your Fellow Teammates Know About Your Character!
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3.
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