Monday, January 09, 2006

Naruto Ninja Template

Just 'cause.

Ninja
571 Points + value of village/clan as Patron
You are a ninja, a spy, saboteur, and assassin for your clan or village.

Attributes: ST 12 [20]; DX 14 [80]; IQ 10 [0]; HT 12 [20]

Secondary Characteristics:
Dmg 1d-1/1d+2; BL 29 lbs; HP 14 [4]; Will 12 [10]; Per 14 [20]; FP 15 [9]; Basic Speed 10 [10]; Basic Move 10 [0]

Advantages:
Brachiator [5]; Catfall [10]; Combat Reflexes [15]; Enhanced Move 1 (Ground Speed 20) [20]; Very Fit [15]; Patron (clan or village) [variable]; Perfect Balance [15]; Ninja Rank 0 (Academy student or Genin) [0]; Social Regard: Ninja (Feared) +2 [10], Super Climbing 4 [12]; Super Jump 2 [20]; Trained By A Master [30];
Plus 50 points from Acute Senses [2/level], Allies [variable], Ambidexterity [5], Arm ST [12 or 16/level], Arm DX [3, 5, or 8/level], Breath-Holding [2/level], Danger Sense [15], Daredevil [15], Eidetic Memory [5] or Photographic Memory [10], Extra Attack [25/level], Favor [variable], Fearlessness [2/level], Flexibility [5] or Double-jointed [15], Gizmos [5/level], Hard to Kill [2/level], Hard to Subdue [2/level], High Manual Dexterity [5/level], High Pain Threshold [10], Indomitable [15], Intuition [15], Less Sleep [2/level], Lifiting ST [3/level], Mimicry [10], Night Vision [1/level], Peripheral Vision [ 15], Rapid Healing [5] or Very Rapid Healing [15], Recovery [10], Reduced Consumption [2/level], Resistant (poisons) [15/level], Sensitive Touch [10], Single-Minded [5], Social Chameleon [5], Striking ST [5/level], Talent: Outdoorsman [10/level], Talent: Smooth Operator [15/level], Unfazeable [15], Versatile [5], Visulization [10], Weapon Master [variable]
Plus 100 points from Energy Reserve [3/level], Taijutsu Power [5/level] and Taijutsu advantages, Genjutsu Power [5/level] and Genjutsu advantages, or Ninjutsu Power [10/level] and Ninjutsu advantages.

Disadvantages: Code of Honor (Ninja's) [-15] and Duty (village or clan, almost all the time) [-15]
or Secret (Does not follow Ninja Code of Honor) [-10] and Duty (village or clan, almost all the time) [-15]
or Reputation (Does not follow Ninja Code of Honor, variable application, variable recognition) and Enemy (former village, variable power, variable appearance), together totalling -35;
Plus -50 points chosen from Bad Temper [-10]*, Bloodlust [-10]*, Bully [-10]*, Callous [-5], Chummy [-5], Dependents [variable], Enemies [variable], Fanaticism [-15] or Extreme Fanaticism [-15], Flashbacks [variable], Guilt Complex [-5], Intolerance (other ninja villages/clans) [variable], Loner [-5]*, Nightmares [-5]*, Obsession [-5]* or [-10]*, On The Edge [-15]*, Overconfidence [-5]*, Paranoia [-10], Reputation [variable], Sadism [-15]*, Selfish [-5]*, Selfless [-5]*, Sense of Duty [variable], Trademark [variable], Unnatural Features [variable], Vow [variable], Workaholic [-5]

Primary Skills: Acrobatics (H) DX+1 [8]-15; Camouflage (E) IQ+3 [8]-13; Climbing (A) DX+2 [8] -16; Escape (H) DX+1 [8] -15; Fast Draw (knife) (E) DX+3 [8] -17; Filch (A) DX+2 [8] -16; Gesture (E) IQ+3 [8] -13; Holdout (A) DX+2 [8] -16; Invisibility Art (VH) IQ [8] -10; Jumping (E) DX+3 [8] -17; Karate (H) DX+1 [8] -15; Knife (E) DX+3 [8] -17; Lockpicking (A) IQ+2 [8] -12; Parry Missile Weapons (H) DX+1 [8] -15; Pickpocket (H) DX+1 [8] -14; Running (A) HT+2 [8] -14; Search (A) Per+2 [8] -16; Stealth (A) DX+2 [8] -16; Thrown Weapon (Knife) (E) DX+3 [8] -17; Thrown Weapon (Shuriken) (E) DX+3 [8] -17;

Secondary Skills: Choose four skills from: Acting, Armory (Melee Weapons), Disguise, Explosives (Demolition), Fast-Talk, Leadership, Navigation, Shadowing, Smuggling, Streetwise, or Traps, all (A) IQ+1 [4] -11;
Area Knowledge (any) or First Aid, both (E) IQ+2 [4] -12;
Autohypnosis or Power Blow, both (H) Will [4] -12;
Blind Fighting (VH) Per-1 [4] -13;
Body Control (VH) HT-1 [4] -11;
Body Language, Observation, Survival, or Tracking, all (A) Per+1 [4] -15;
Breaking Blow, Cryptography, Diplomacy, Flying Leap, Forgery, Hypnotism, Intelligence Analysis, Mimicry, Naturalist, Poisons, Pressure Points, Strategy, or Tactics, all (H) IQ [4] -10;
Breath Control or Kiai, both (H) HT [4] -12;
Detect Lies or Esoteric Medicine, both (H) Per [4] -14;
Garrote, Innate Attack, or Knot-Tying, all (E) DX+2 [4] -16;
Hiking (A) HT+1 [4] -13;
Immovable Stance, Light Walk, Sleight of Hand, or Throwing Art, all (H) DX [4] -14;
Interrogation (A) IQ+1 [4] -11;
Intimidation or Mind Block, both (A) Will+1 [4] -13;
Judo (H) DX [4] -14;
Mental Strength (E) Will+2 [4] -14;
Scrounging (E) Per+2 [4] -16;
Swimming (E) HT +2 [4] -14;
Throwing (A) DX+1 [4] -15;