Champions – Kugia

   Here we have an anime-style Mystic Ninja, built on a 75-point base – albeit with the one permissable slice of cheese (the attribute aid) to make Mystic Ninja a cut above all the relatively normal people.

Ketatamashy Kugia Kanatoko

 

Value Characteristic Points
14/20 STR 4
16/18 DEX 18
13/16 CON 6
13/16 BODY 6
13/19 INT 3
13/16 EGO 6
4/10 PRE -6
6/18 COM -2
4/7 PD 0
3/6 ED 0
5 SPD 24
8/11 REC 2
23/35 END -1
30/36 STUN 0
  Total 60

 

Points Powers END
3 Elemental Control: Basic Chakra Training (5-pt reserve); Basic Chakra Powers Only (-.5).  
a-3 Armor (4 PD/3 ED)  
b-9 END (Chakra) Reserve (160 END, 2 REC/turn)  
c-3 Running (+5″, 11″, NC: 22″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 19 2
d-3 Superleap (+10″, 14″, NC: 28″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 37 2
4 +6 CP to All Attributes Chakra Channels; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules.  
(6) 1d6 Aid (All attributes) (Fade/turn, Max. 6); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Zero & Persistent, +1; Always On: -½; Personal Only: -1; Increases maximums only, does not speed healing: -1; Aid to Defenses is halved per the standard rules. Aid to primary attributes does not affect secondary ones. 0
     
6 2d6 60-Point Available Equipment Allowance Aid (Fade/week, Max. 60); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×2, +¼; Increased END: ×10, -4; Only to GM-specified items: -2; Actual point total of equipment available limited by GM decision.: -2; Must actually locate gear, availability is not automatic.: -2; This allows a character to haul along 60 CP worth of customized gear. 30
     
36 Jitsu Multipower (90-pt reserve); Campaign Limitations on Available Powers (-.25), All Externally-Directed Powers require Gestures (-.25), Visible (all powers can be sensed by other Chakra users, -.25), student powers can only be activated after the first two phases of combat and master powers can only be activated after the first full turn of combat (-.5), and have another -.5 in Variable Limitations (-.25) to keep things interesting.
Most students will have activation checks as well.
 
     
  Student Techniques (30 points or Less)  
u-1 Hand-to-Hand Attack: Focused Strike (6d6, Total 10d6); Range: 0; Activation: 14-, -½ 2
u-1 Multiblow Technique: STR; Reduced END: Zero, +1; Autofire: 5 shots, ½; Activation: 14-, -½  
u-1 Shape Shift (Any Human Form) (Limited Group); Reduced END: Half, +¼; Requires Skill Roll (Disguise Skill): -½ 1
u-1 Spatial Awareness; Can be confused by too many targets, whirlwinds of leaves, etc.: -½  
u-1 Images: Shadow Clones (Hearing, Sight, 4″ radius); Range: 150; Observer PER Penalty: 0, +0; Only to makes multiple images of yourself: -1 3
u-1 Simulate Death; Takes a full turn to come out of the trance.: -1  
u-1 Darkness (Normal Sight, 3″ radius); Range: 0; No Range: -¼; Personal Immunity: +¼ 4
u-1 12″ Teleportation: Substitution Jitsu (Long Range 12″); Increased Range: ×1, +0; Long Range: 12″; Long Range (miles): 0.01; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0; Trigger (When about to be creamed): Set, +¼; Charges: +3, -1¼ 0
u-1 Enhanced Perception (all) (+10 to PER); Renders the user extremely vulnerable to sensory overloads: -½  
     
  Master Techniques (Up to 60 points)  
u-2 Weapons Master Attunement; Costs END: -½  
(11) +4 level w/All Combat; Costs END: -½  
(5) +4 DC for Martial Attacks; Costs END: -½  
     
45 Common Equipment  
(7) Concealed Ninja Armor (4 PD/2 ED); IIF: -¼  
     
(20) Equipment Multipower (40-pt reserve); -1/2 Variable Limitations: various OAF’s. GM-determined availablity and characteristics for gear (-.5).  
     
  Minor Items: 1-20 Active Points.  
u-1 Binoculars: Telescopic Sense (Sight, +10 to PER)  
u-1 +1 Poison Darts: Killing Attack (RKA); Range: 100; No Normal Defense (Alien metabolism, Unable to Administer (GMO), Antidote): +1; Active Points: 20; NND that does Body: +1; Continuous: +1; Charges: +4, -½; Clips: 4 0
u-1 1d6 Knife: Killing Attack (HTH) (Total 2d6); Range: 0 1
u-1 Tent: Change Environment (Dry and Comfortable) (2″ rad.); Effect: Fixed, +0; Charges: 1, +½; Continuing Charges: 1 Day, -7 lev; Recoverable Charges: -2 lev; OAF: -1 0
u-1 Wrist Grapnel and LIne: Swinging (+12″, NC: 24″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 45; Reduced END: Half, +¼ 1
     
  Notable Items: 21-40 Active Points.  
u-1 1d6+1 Light Shuriken, Killing Attack (RKA); Range: 200; Autofire: 5 shots, ½; Charges: 32, +½; Clips: 4 0
u-2 2d6 Stimulant: Aid to all physical attributes (Fade/hour, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Charges: +32, +¼; Generic Limitation (Can’t heal damaged attributes: These drop back to initial levels): -½ 0
u-1 2d6 First Aid Kit: Aid to all damaged powers and attributes (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Restore Only Lost Characteristics and Powers: -½; Charges: 12, -¼ 0
u-1 Flares: Change Environment/Brightly Lit (32″ rad.); Effect: Fixed, +0; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev 0
u-2 2d6 Flash Pellets (Normal Sight); Range: 200; Area Effect (Radius): 2″ radius, +1; Charges: 12, -¼ 0
u-2 2d6 Knockout Drops: Energy Blast; Range: 200; Versus: ED; No Normal Defense (vrs not ingesting or being injected with it, alien metabolism.): +1; Continuous: +1; Charges: +12, +1; Continuing Charges: 1 Hour, -5 lev; Extra Time: full phase, -½ 0
u-1 Smoke Grenades: Darkness (Normal Sight, 1″ radius); Range: 135; Area Effect (Radius): 8″ radius, +1; Increased Area: ×8, +¾; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev 0
u-2 Irritating Smoke Grenade: Change Environment (16″ rad.); Effect: Fixed, +0; Charges: 8, +½; Continuing Charges: 5 Minutes, -4 lev; While tear gas inflicts a -2 penalty on all rolls on characters with eyes and without life support, it really isn’t all that effective in superheroic settings. 0
u-1 2d6+1 Large Sword: Killing Attack (HTH) (Total 3½d6); Range: 0 3
78 Total Powers  

 

Points Skills, Talents, Perks Roll
3 Acrobatics 13-
3 Breakfall 13-
3 Stealth 13-
3 Survival 11-
     
  Basic Combat Training:  
8 +1 level w/All Combat  
5 Defensive Block (OCV +1, DCV +3)  
4 Fast Strike (OCV +2, DCV +0, 10d6)  
3 Martial Throw (OCV +0, DCV +1, 8d6+v/5)  
32 Total Skills, Talents, Perks  

 

75+ Disadvantages
20 Psychological Limitation: Ninja Code (Very Common, Strong)
15 Fear of Crowds (Common, Strong)
15 Reputation: Village (14-)
5 Watched: Village Elders (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Mild, -5
10 Distinctive Features: Anime Costumes; Concealability: Concealable, 10; Reaction: Noticed and Recognizable, +0
10 Hunted: Enemy Ninja (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
75 Total Disadvantages

 

COSTS: Char.    Powers    Total Total    Disadv.    Base    Exp.
  60 + 110 = 170 170 = 75 + 75 + 20

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 5 0 15/8 11/5 3, 5, 8, 10, 12
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