- One on One
- Group
- Dice
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: +2 = +1 +1 (Awareness)
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 for a total of +2 at character start.
- Knife (second time taken, total of +3)
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.
- Forked (+2)
- Black Powder (+2)
- Pistol (+2)
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 4Military W.P.~~ Per GM, can be replaced with any Ancient or Modern W.P.
- Paired Weapons
- Rope/Grappling Hook (second time taken, total of +2)
- Short Sword (second time taken, total of +2)
- Shotgun (+1)
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)
Awareness: Adds +1 to Perception rolls (+1 every three levels after first)
Locksmith: 27% = 25% +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 +1
W.P. Knife +3 (specialty)
W.P. Rope/Grappling Hook +2 (user cannot Parry with this W.P.!)
W.P. Spear +1
W.P. Staff +1
W.P. Short Sword +2
W.P. Targeting +1 (thrown weapons)
W.P. Paired Weapons
W.P. Forked +2
W.P. Black Powder +2 (antique firearms)
W.P. Pistol +2
W.P. Shotgun +1
Skills desired in the future?
Electronics
Swimming Advanced
Hojo-Jutsu
Read Sensory Equipment
Imitate Voice
Wilderness Survival
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. 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 +1
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.
- Two long knives in belt sheaths at either hip
- Bow/20 arrows (and carrying case with shoulder strap)
- Rope with grappling hook (kept in backpack)
- Short sword in sheath (on back under backpack?)
- Three shuriken (please? one doesn't seem enough, with shuriken), with case or pouch of some kind to keep them safe
She would like to have, someday if not at game start:
- Late 1700s-era pistol, handful (6-8?) of balls, container of powder and other loading paraphernalia
Gear:
Casual clothing (t-shirt, jeans, denim jacket, sturdy belt, good socks, comfortable walking/hiking boots)
Wristwatch
Wallet
Folding pocketknife
Multi-tool/knife (i.e. Swiss army knife)
Pocket comb
Half-dozen bobby pins clipped to a bit of paper
Cigarette lighter
School-type backpack, dark gray waterproof canvas with leather on the bottom (Jansport or similar)
Black ninja outfit (as described in martial arts tab)
Zip-up gray hoodie
4x6-inch spiral-bound notebook, college-ruled
Two 8.5x11-inch hardcover sketchbooks
Zip-up pencil case containing:
- one mechanical pencil
- two no. 2 pencils
- box of four art pencils (black/gray)
- box of 8 Crayola colored pencils
- two pens (blue ink)
- extra lead for mechanical pencil
- small pencil sharpener with attached cup to catch shavings
- two large art-quality erasers
- half-dozen safety pins fastened to each other in a chain
First-aid kit (with 10/10 uses remaining)
Two votive candles (white, unscented) in glass holders (clear, plain), wrapped separately in tissue paper, plus a small box of matches, all three then wrapped together in whichever outfit she's not currently wearing, so that they won't clink against each other or anything else.
Mini tool kit (small claw hammer, small Phillips-head screwdriver, small flathead screwdriver, needlenose pliers with wirecutter, small assortment of wires, nails, screws)
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.
1.
2.
3.
5 Good Things Your Fellow Teammates Know About Your Character!
1. Likes to sit by herself beside a water feature (fountain, river, pool, pond, or whatever is available at our family's house). Sometimes she's meditating, sometimes thinking, occasionally napping (and it might be hard for someone else to tell which it is), but she almost never seems to mind being interrupted. If no water feature is available (sinks and bathtubs don't count), then she'll light a candle and set it in front of her instead. She may also be drawing in her sketchbook at these times.
2. Loyal to a fault, to Inari, her fox-family, and her adopted family, in that order.
3. Enjoys driving, no matter the vehicle, though she's fondest of the fast ones.
4.
5.
3 Maybe-not-so-good Things Your Fellow Teammates Know About Your Character!
1. Frequently hides what she's thinking, especially if she thinks it's likely to go against the group's opinion. More likely to speak up if she thinks the group's opinion is dangerous (to the group or other allies) or very, very wrong.
2.
3.
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