Mystic Ninja

   Per a request, here’s a template for creating “Naruto-Style” Mystic “Ninja” for Champions. While it doesn’t cover every power in the series, it should suffice for making most students. If you want unique powers you must – of course – build them yourselves.

.
Mystic Ninja

.

Value Characteristic Points
7/13 STR -3
13/15 DEX 9
15/18 CON 10
15/18 BODY 10
10/16 INT 0
8/11 EGO -4
10/16 PRE 0
8/20 COM -1
3/6 PD 0
3/6 ED 0
3 SPD 7
6/9 REC 0
20/32 END -5
30/36 STUN 0
  Total 23

.

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-3 END (Chakra) Reserve (80 END, 2 REC/turn)  
c-3 Running (+5″, 21″, NC: 42″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 11 2
d-3 Superleap (+10″, 13″, NC: 26″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 22 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
66 Aid Enhancements  
(4) +3 BODY; Doesn’t Affect Figured: -½  
(6) +12 COM  
(4) +3 CON; Doesn’t Affect Figured: -½  
(4) +2 DEX; Doesn’t Affect Figured: -½  
(3) +3 ED  
(6) +3 EGO  
(6) +12 END  
(6) +6 INT  
(3) +3 PD  
(6) +6 PRE  
(6) +3 REC  
(6) +6 STR 1
(6) +6 STUN  
   
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
   
  Items to Prune to desired abilities:  
   
24 Jitsu Multipower (60-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 Clinging (Foot Adhesion Technique) (Clinging STR +0); Must make an Ego roll to maintain if distracted.: -½  
u-1 Force Field (Chakra Shield/Universal Parry) (15 PD/15 ED); Activation (Per attack.): 14-, -½ 3
u-1 Hand-to-Hand Attack: Focused Strike (6d6, Total 8½d6); 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 Images (Hypnotic Illusions) (Normal Sight, 4″ radius); Range: 75; Observer PER Penalty: 0, +0; Selective Target: +¼; Must maintain line of sight to sustain.: -½ 1
u-1 Need Not Breathe; Must be Activated, Cannot be maintained for more than 10 minutes.: -½  
u-1 Missile Deflection (Arrows, None, OCV 5); Deflect Attacks: Normal, +0; Deflection Bonus: 0; OCV: 5; Costs END: -½  
u-1 Telekinesis (STR 20); Range: 150; Manipulation: Coarse, +0; Requires Medium of Choice – Shadows, Bugs, Plants, Etc – to work: -½ 3
u-1 Tunneling (2″ through DEF 5); Tunnels: Not Left Behind, +10; Extra Time: full phase, -½ 1
u-1 Force Wall (Erect Solid Barrier) (8 PD/4 ED); Range: 150; Width: 6″, +0; Requires medium of choice to manipulate – shadow, earth, etc.: -½ 3
u-1 Growth-2 (×4 mass, ×1½ height); Mass: 0 kg/0.00 lbs; Height: 0 cm/0″; Extra STR: 10; Knockback Reduction: -2; Extra BODY: 2; Extra STUN: 2; DCV Penalty: -1; PER Penalty: +1; Increased END: ×2, -½ 2
u-1 Stretching (2″, NC: 4); Non-Combat Multiplier: ×2, +0; Increased END: ×2, -½ 2
u-1 Superleap (+20″, 23″, NC: 46″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 45; Extra Time: full phase, -½ 4
u-1 Running (+10″, 21″, NC: 168″); Non-Combat Multiplier: ×8, +10; Non-Combat (MPH): 89; Concentrate: Throughout & ½ DCV, -½ 3
u-1 Swimming (+10″, 12″, NC: 24″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 22; Concentrate: Throughout & ½ DCV, -½ 2
u-1 Spatial Awareness; Can be confused by too many targets, whirlwinds of leaves, etc.: -½  
u-1 Tracking Scent; User is vulnerable to sensory overloads: -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 6d6 Energy Blast: Elemental Strike; Range: 150; Versus: ED; Extra Time: full phase, -½ 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: -½ 3
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  
u-1 Superleap: Hurling Spin (+11″, 14″, NC: 28″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 25; Damage Shield: +½; Usable Against Others: ×1 mass, 1; Reduced END: Half, +¼; Concentrate: Throughout & ½ DCV, -½ 1
u-1 Ice Mirror Jitsu; Only usable near water sources: -½  
(3) Change Environment: Ice Mirrors, -2 to opponents combat rolls. (2″ rad.); Effect: Fixed, +0; Increased END: ×2, -½; Only usable near water sources: -½ 2
(5) +2 level w/All Combat; Costs END: -½; Only usable near water sources: -½  
   
  Master Tehniques (Up to 60 points)  
u-2 Summon (Select Creature Type) (1 88-point creatures); Range: 0; Summon: Limited Group, +¼; Summoners must negotiate with creatures in advance.: -½ 6
u-2 Telekinesis (STR 30); Range: 280; Manipulation: Coarse, +0; Reduced END: Half, +¼; Requires Medium of Choice – Shadows, Bugs, Plants, Etc – to work: -½ 2
u-2 15″ Teleportation (Long Range 960″); Increased Range: ×64, +30; Long Range: 960″; Long Range (miles): 1.19; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0; Increased END: ×2, -½ 6
u-2 30″ Teleportation (Long Range 30″); Increased Range: ×1, +0; Long Range: 30″; Long Range (miles): 0.04; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0; Increased END: ×2, -½ 12
u-2 6d6 Entangle (DEF 6); Range: 300; Requires Medium of Choice – Shadows, Bugs, Plants, Etc – to work: -½ 6
u-1 4d6 Healing (Stun and Body as Rolled); May not heal more than half of any wounds taken: -½ 2
u-2 4d6 Killing Attack (HTH) (Total 4½d6); Range: 0; Extra Time: full phase, -½ 6
u-1 Hand-to-Hand Attack (14d6, Total 16½d6); Range: 0; Extra Time: full phase, -½ 4
u-1 Invisibility (Hearing, Sight); Broken if user moves at more than half speed: -½ 3
u-2 Force Wall (16 PD/8 ED); Range: 300; Width: 12″, +0; Requires Medium of Choice – Shadows, Bugs, Plants, Etc – to work: -½ 6
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  
u-2 2d6 Killing Attack (RKA): Elemental Blast; Range: 300; Area Effect (Cone): 6″ long, +1; Either Double Endurance or requires a large amount of the element used nearby. Select the element when this is taken.: -½ 6
u-1 Find Weakness; Attack Type: All, +20; Extra Time: full phase, -½ 14-
u-2 2d6 Drain: Poison Touch (Select Drain) (Return/5 min.); Range: 0; Charges: 12, +½; Extra Time: full phase, -½; Continuing Charges: 1 Minute, -3 lev; Continuous: +1; Affects: Single Power, +0 0
u-2 Duplication: Shadow Clones (4 50-point forms); Increased END: ×2, -½; Clones are substantially weaker than the original character  
u-2 Elemental Needle Assault  
(14) 1d6 Killing Attack (RKA); Range: 205; Autofire: 10 shots, ¾; Penetrating: +½; Reduced END: Half, +½; Extra Time: full phase, -½ 2
(8) +10 level w/Single Attack  
u-2 Mystical Seal Mastery (Select Type)  
(11) 1d6 Transform: Seal Mastery (Select Type) (Major, Limited Class); Range: 0; Cumulative: +½; No Range: -½; Autofire: 5 shots, ½ 3
(6) +9 level w/Single Attack; Only to determine the number of hits: -½  
u-1 Desolidification; Extra Time: full phase, -½ 4
   
50 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 1d6 Light Bow/Crossbow: Killing Attack (RKA); Range: 95; Charges: 12, +¼; Clips: 4 0
u-1 Lockpicking Kit: Lockpicking 17-
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 1½d6); 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): 27; 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 4d6 Bolos: Entangle (DEF 4); Range: 200; Charges: +8, -½ 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-1 2d6 Heavy Bow/Crossbow: Killing Attack (RKA); Range: 150; Charges: +8, +0; Clips: 4 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 3d6); Range: 0 3
106 Total Powers  

.

Points Skills, Talents, Perks Roll
3 Acrobatics 12-
3 Breakfall 12-
3 Stealth 12-
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, 8½d6)  
3 Martial Throw (OCV +0, DCV +1, 6½d6+v/5)  
32 Total Skills, Talents, Perks  

.

75+ Disadvantages
20 Psychological Limitation: Ninja Code (Very 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
60 Total Disadvantages

.

COSTS: Char.   Powers   Total Total   Disadv.   Base
  23 + 138 = 161 135 = 60 + 75

.

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 4 0 14/8 11/5 4, 8, 12

   Using this template is pretty simple: every Ninja gets the “Basic Chakra Training Elemental Control” (including that very cheesy attribute boost that puts them well above normal people) and the “Available Equipment Allowance”. They can also take up to anoher 15 points worth of Disadvantages. After that, you open up the “Jitsu Multipower” and start deleting the things you don’t want and specifying the effects of the generic powers (such as Elemental Blast) that you do want. In general, most starting ninja will have a selection of the student techniques and – if they’re exceptionally talented – an advanced technique or two. They’ll be able to use two student techniques at a time OR one master technique. After you’re done there, open up the “Common Equipment” and delete anything that either (1) you wouldn’t carry, or (2) that the GM says isn’t being issued for this mission.

   Now, check to see how many points you’ve got left – if you’re still in the hole, keep deleting things – and spend them upgrading your basic attributes (Sadly, all except Speed are subject to Normal Characteristic Maximums), increasing other abilities (the base elemental control armor cannot be enhanced, running is limited to 15″ before the use of powers, superleap is limited to 18″ before the use of powers, and the Chakra Channels blessing is already so cheesy that it CANNOT be further enhanced), buying specialized unique powers, picking up some extra skills or martial arts techniques, or – for master ninja or taijitsu specialists – buying extra damage classes for your martial arts techniques. Unique techniques are subject to some restrictions: as a rule, the healing power listed is the most powerful one available and very few powers continue on their own for long. Mental Powers – Telepathy, Ego Attack, Mind Scan, Mind Control, Etc – are not normally available. neither are most enhanced senses, extra-dimensional movement, flight, most kinds of Life support, Multiform requires special permission from the game master, as does Regeneration, Shrinking, skills as Powers, Dispel and Suppress, Transfer, Clairsentience, and Transforms). Note that the restrictions on the special powers will force most fight scenes to be fought with basic martial arts for the first few phases, with student-level techniques for the next few, and only then may master level techniques be brought into play. Buying some special martial arts techniques is probably a very good idea.

   Note that this is a heroic level template – a 75 point base and up to 75 points worth of disadvantages. This does not limit what you can get with experience later on.

Leave a comment

This site uses Akismet to reduce spam. Learn how your comment data is processed.