Night Asp
Nefarious Nightime Ninja Assassin
Description
Night Asp – Hero Designer</title> </head> <body> <font>Night Asp</font>Player:
| Val | Char | Cost |
| 20 | STR | 10 |
| 35 | DEX | 75 |
| 20 | CON | 20 |
| 15 | BODY | 10 |
| 15 | INT | 5 |
| 20 | EGO | 20 |
| 10 | PRE | 0 |
| 8 | COM | -1 |
| 9/29 | PD | 5 |
| 9/29 | ED | 5 |
| 12 | SPD | 75 |
| 12 | REC | 8 |
| 40 | END | 0 |
| 35 | STUN | 0 |
| 15” | RUN | 18 |
| 8” | SWIM | 6 |
| 23” | LEAP | 4 |
| Cost | Power | END |
| 200 | Ninja Tools: Multipower, 200-point reserve | |
| 5u | 1) Ninja Healing Serum: Healing BODY 4d6, Can Heal Limbs, Resurrection, Decreased Re-use Duration (1 Turn; +1 1/2) (162 Active Points); 4 Boostable Charges (-3/4), IIF Fragile (-1/2), Costs Endurance (-1/2), Gestures (-1/4) | 16 |
| 2u | 2) Poison Tag: Drain DEX 1d6+1, Area Of Effect (One Hex; +1/2), No Normal Defense ([Equally Common Defense]; +1/2), Ranged (+1/2), Line Of Sight (+1/2), Continuous (+1) (52 Active Points); 6 Boostable Charges (-1/2), Cannot Be Used With [Bounce] (-1/4), IIF (-1/4), Gestures (-1/4) | [6 bc] |
| 4u | 3) Ninja Smoke: (Total: 99 Active Cost, 38 Real Cost) Darkness to Sight Group 3” radius (30 Active Points); 4 Charges (-1), Gestures (-1/4) (Real Cost: 13) plus Teleportation 18”, No Relative Velocity, No Gravity Penalty (+1/2) (69 Active Points); 4 Charges (-1), no Noncombat movement (-1/4), Must Pass Through Intervening Space (-1/4), Gestures (-1/4) (Real Cost: 25) | [4] |
| 4m | 4) Shuriken: Killing Attack – Ranged 1d6, Autofire (5 shots; +1/2), 125 Charges (+3/4) (34 Active Points); Gestures (-1/4), No Knockback (-1/4), Range Based On Strength (-1/4) | [125] |
| 5m | 5) Seven-Man Katana: (Total: 80 Active Cost, 27 Real Cost) Killing Attack – Hand-To-Hand 3d6 (3 1/2d6 w/STR), Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (79 Active Points); OIF (-1/2), STR Min 12 (-1/2), Gestures (-1/4), No Knockback (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 26) plus +1 with any single attack with one specific weapon (Real Cost: 1) | 3 |
| 100 | Ninja Arrows: Multipower, 200-point reserve, (200 Active Points); all slots OIF (Arrangement, Requires Multiple Foci or functions at reduced effectiveness; -1/2), Gestures (Requires both hands; -1/2) | |
| 3u | 1) Air Cuncussion Arrows: Dispel Darkness 16d6, Area Of Effect (5” Radius; +1) (96 Active Points); 4 Charges (-1), Only Works Against Smoke, Mists, and Related Physical Darknesses (-1/2), OIF (Arrangement, Requires Multiple Foci or functions at reduced effectiveness; -1/2), Gestures (Requires both hands; -1/2) | [4] |
| 4u | 2) Blast Arrows: Energy Blast 20d6 (100 Active Points); 8 Charges (-1/2), OIF (Arrangement, Requires Multiple Foci or functions at reduced effectiveness; -1/2), Gestures (Requires both hands; -1/2) | [8] |
| 4u | 3) Assassination Arrow: Killing Attack – Ranged 6d6, 16 Charges (-0) (90 Active Points); OIF (Arrangement, Requires Multiple Foci or functions at reduced effectiveness; -1/2), Gestures (Requires both hands; -1/2) | [16] |
| 4u | 4) Explosive Arrow: Energy Blast 13d6, Explosion (+1/2) (97 Active Points); 8 Charges (-1/2), OIF (Arrangement, Requires Multiple Foci or functions at reduced effectiveness; -1/2), Gestures (Requires both hands; -1/2) | [8] |
| 3u | 5) Flare Arrow: Sight Group Flash 10d6, Area Of Effect (5” Radius; +1) (100 Active Points); 4 Charges (-1), OIF (Arrangement, Requires Multiple Foci or functions at reduced effectiveness; -1/2), Gestures (Requires both hands; -1/2) | [4] |
| 3u | 6) Shadow Glue Arrow: Entangle 6d6, 7 DEF, Takes No Damage From Attacks All Attacks (+1/2) (97 Active Points); 8 Charges (-1/2), Costs Endurance (-1/2), OIF (Arrangement, Requires Multiple Foci or functions at reduced effectiveness; -1/2), Gestures (Requires both hands; -1/2), Cannot Form Barriers (-1/4) | 10 |
| 2u | 7) Line Arrow: Stretching 20” (100 Active Points); 2 Recoverable Charges (-1), Only for Grabbing, Pulling, and Climbing (-1), OIF (Arrangement, Requires Multiple Foci or functions at reduced effectiveness; -1/2), Gestures (Requires both hands; -1/2) | [2 rc] |
| 4u | 8) Poison Powder Arrow: Drain STR 10d6 (100 Active Points); 8 Charges (-1/2), OIF (Arrangement, Requires Multiple Foci or functions at reduced effectiveness; -1/2), Gestures (Requires both hands; -1/2) | [8] |
| 4u | 9) Smoke Arrow: Darkness to Sight Group 10” radius (100 Active Points); OIF (Arrangement, Requires Multiple Foci or functions at reduced effectiveness; -1/2), Gestures (Requires both hands; -1/2), 4 Continuing Charges lasting 1 Minute each (-1/4) | [4 cc] |
| 24 | Summon 8 1-point Ninjas, Delayed Effect (+1/4), Slavishly Devoted (+1) (36 Active Points); Arrives Under Own Power (-1/2) | 4 |
| 25 | Ninja Vanish: Invisibility to Sight Group and Danger Sense , No Fringe, Costs END Only To Activate (+1/4) (44 Active Points); Gestures (Complex; -1/2), Incantations (-1/4) | 3 |
| 37 | Shinobi Shozoku: Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points); OIF (Arrangement; -3/4), Real Armor (-1/4) | 0 |
| 45 | Ninja Training: Invisibility to Hearing, Smell/Taste and Mental Groups , No Fringe, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (67 Active Points); Always On (-1/2) | 0 |
| 16 | Mental Defense (20 points total) | 0 |
| 56 | Leaping +15” (23” forward, 11 1/2” upward) (Accurate, x4 Noncombat), rapid Noncombat movement (+1/4), No Gravity Penalty (+1/2), Reduced Endurance (0 END; +1/2) (56 Active Points) | |
| 65 | Replacement Technique: Teleportation 10”, No Relative Velocity, Position Shift, Armor Piercing (+1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), No Gravity Penalty (+1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Trigger can expire (it has a time limit); +3/4) (114 Active Points); Activation Roll 12- (-3/4) | 11 |
| 17 | Wall Walking: Clinging (40 STR) | 0 |
| Cost | Martial Arts Maneuver |
| 8 | +2 HTH Damage Class(es) |
| 8 | +2 Ranged Damage Class(es) |
| 12 | Weapon Element: Blades, Blowguns, Bows, Chain & Rope Weapons, Crossbows, Empty Hand, Fist-Loads, Garrote, Karate Weapons, Ninja Weapons, Thrown Knives, Axes, and Darts, Thrown Rocks |
| 5 | Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +4 DC to Disarm |
| 4 | Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +6 DC |
| 5 | Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +2 DC +v/5, Target Falls |
| 5 | Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike +2 DC , +1 Segment |
| 3 | Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike +2 DC |
| 4 | Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 |
| 4 | Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND ; Target Falls |
| 5 | Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 2d6 , Disable |
| 4 | Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm |
| 4 | Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 4 | Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 8d6 Strike, Must Follow Block |
| Cost | Skill |
| 3 | Acrobatics 16- |
| 3 | Acting 11- |
| 3 | Breakfall 16- |
| 3 | Climbing 16- |
| 16 | +2 with All Combat |
| 3 | Concealment 12- |
| 3 | Contortionist 16- |
| 10 | Defense Maneuver I-IV |
| 3 | Disguise 12- |
| 3 | Fast Draw 16- |
| 2 | Forgery (Documents) 12- |
| 3 | High Society 11- |
| 3 | Interrogation 11- |
| 3 | Lipreading 12- |
| 3 | Lockpicking 16- |
| 3 | Mimicry 12- |
| 2 | Navigation (Land) 12- |
| 13 | Poisoning 17- |
| 13 | Power 21- |
| 5 | Rapid Attack (HTH) |
| 3 | Riding 16- |
| 3 | Shadowing 12- |
| 3 | Sleight Of Hand 16- |
| 3 | Stealth 16- |
| 3 | Streetwise 11- |
| 3 | Tactics 12- |
| 3 | Teamwork 16- |
| 3 | Tracking 12- |
| 14 | WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Blowguns, Fukimi-Bari, Garrote, Homemade Weapons, Metsubishi, Off Hand, Staffs, Thrown Chain & Rope Weapons |
| Cost | Perk |
| 5 | Access |
| Cost | Talent |
| 8 | Combat Archery |
| 32 | Danger Sense (immediate vicinity, any danger, Function as a Sense) 12- |
| 18 | Evasive |
| 14 | Fearless |
| 2 | Trackless Stride |
Total Character Cost: 1188
Base Points: 0
Experience Required: 1188
Total Experience Available: 0
Experience Unspent: 0
