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Character Post: Master Ninja!


OddHat

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This character was created for Nexus' excellent Seeds of Change Universe thread. You might want to check it out; some cool stuff there. :)

 

MASTER NINJA!

Val Char Cost Roll Notes

30 STR 20 15- Lift 1600.0kg; 6d6 [3]

30 DEX 60 15- OCV: 10/DCV: 10

28 CON 36 15-

20 BODY 20 13-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV: 3

10 PRE 0 11- PRE Attack: 2d6

10 COM 0 11-

 

6/24 PD 0 Total: 6/24 PD (0/18 rPD)

6/24 ED 0 Total: 6/24 ED (0/18 rED)

6 SPD 20 Phases: 2, 4, 6, 8, 10, 12

12 REC 0

56 END 0

49 STUN 0 Total Characteristic Cost: 159

 

Movement: Running: 6"/12"

Gliding: 7"/14"

Leaping: 13"/26"

Swimming: 2"/4"

 

Cost Powers END

80 Amazing Ninja Army!: Multipower, 80-point reserve

8u 1) My Army of Loyal Ninjas!: Summon 16 100-point Ninjas!, Expanded Class of Beings Very Limited Group (Any type of Ninja!; +1/4), Devoted (+3/4) (80 Active Points) 8

8u 2) Begone My Ninja Friends!: Dispel Summon 26 1/2d6 (80 Active Points) 8

5u 3) Speak to Me My Ninja Brothers!: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x32) (50 Active Points)

5u 4) Obey Me My Ninja Slave!: Mind Control 12 1/2d6 (Only Ninjas or trained Martial Artists class of minds), Telepathic (+1/4) (79 Active Points); Limited Class Of Minds Only Ninjas or Trained Martial Artists (-1/2) 8

7u 5) I Am Your Daddy Ninja-Boy!: Major Transform 2d6 (Trained Martial Artist into Willing Ninja Slave), Penetrating (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (75 Active Points) 7

Notes: Healed by Psychic Surgery or Therapy

Real Ultimate Ninja Perks!

3 1) No One Knows The True Identity of Master Ninja!: Anonymity

30 2) My Loyal Ninjas Are Everywhere!: Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character), Organization Contact (x3) (30 Active Points) 11-

Notes: Hundreds of loyal Ninja Slaves now serve Master Ninja! Hey, is that the mailman? No! It's a Ninja!

55 3) I Call On My Ninja Brothers! : Follower

Notes: Yes, you will fear the vast army of ninjas! Up to 128 100 point Ninjas!

15 4) My Ninja Brothers Fill My Coffers With Gold, and Bonds, And Stocks: Money: Filthy Rich

Notes: You'd be insanely rich too if served by a vast cult of idiot Ninjas

80 5) Ninja HQ! Ninja Mobile! Ninja Plane! Ninja Island! Ninja Space Shuttle! Mecha-God_Ninja! More!: Vehicles & Bases

5 6) I Command the Real Ultimate Ninjas!: Reputation: Leader of the Real Ultimate Ninjas (The Martial World) 14-, +5/+5d6

Real Ultimate Ninja Powers!

12 1) Ha! Ninja Speed!: Combat Luck (6 PD/6 ED)

15 2) Ha! I Mock You With Ninja Mocking!: +3 with DCV

5 3) Ninjas See All!: Nightvision

25 4) You Can't Kill The Ninja Master!: Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

17 5) My Mind Is Full Of Ninjas!: Mental Defense (19 points total)

Notes: Controlling the mind of a complete lunatic is harder than it looks.

36 6) Way Cool Ninja Suit!: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); Only In Heroic Identity (-1/4)

Notes: Ninja Suit, may summon, change may be prevented by drugs or alcohol.

7 7) I Fear Nothing, For I Have Ninjas!: +15 PRE (15 Active Points); Limited Power Power loses about half of its effectiveness (Only to protect against PRE attacks; -1)

32 Groovy Ninja Powers!: Multipower, 40-point reserve, (40 Active Points); Only In Heroic Identity (-1/4)

3u 1) Ninjas Move Like Ghosts!: Desolidification (affected by Anything that can't be dodged) (40 Active Points); Cannot Pass Through Solid Objects (-1/2) 4

3u 2) You Can't Spot a Ninja!: Invisibility to Sight and Hearing Groups , No Fringe (35 Active Points) 3

1u 3) Ninja Leap!: Leaping +7" (13" forward, 6 1/2" upward) (Accurate), combat acceleration/deceleration (+1/4) (15 Active Points) 1

1u 4) Ninjas Can Climb Anything!: Clinging (45 STR) (15 Active Points)

1u 5) Ninjas Can Fly! Sort Of!: Gliding 7", Position Shift, combat acceleration/deceleration (+1/4) (15 Active Points)

37 Groovy Ninja Weapons!: Multipower, 56-point reserve, (56 Active Points); all slots Restrainable (-1/2)

Notes: Requires weapons, strip searching or entangling Master Ninja blocks MP. Individual weapons may be taken away, but he always has more.

3u 1) Any Blunt Ninja Weapon: Hand-To-Hand Attack +9d6, Reduced Endurance (1/2 END; +1/4) (56 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2) 2

4u 2) Any Sharp or Pointy Ninja Weapon: Killing Attack - Hand-To-Hand 3d6 (5d6 w/STR), Reduced Endurance (1/2 END; +1/4) (56 Active Points); Restrainable (-1/2) 2

3u 3) Any Thrown Ninja Weapon: Killing Attack - Ranged 3d6, Reduced Endurance (1/2 END; +1/4) (56 Active Points); Restrainable (-1/2), Range Based On Strength (-1/4) 2

4 Choke Hold -2 +0 Grab One Limb; 4d6 NND

4 Block +2 +2 Block, Abort

4 Dodge -- +5 Dodge, Affects All Attacks, Abort

3 Takedown +1 +1 10d6 Strike; Target Falls

4 Knife Hand -2 +0 HKA 2 1/2d6

4 Reversal -1 -2 65 STR to Escape; Grab Two Limbs

1 Weapon Element: Blades

1 Weapon Element: Chain & Rope Weapons

1 Weapon Element: Fist-Loads

1 Weapon Element: Karate Weapons

1 Weapon Element: Polearms

1 Weapon Element: Staffs

1 Weapon Element: War Fan

16 +4 HTH Damage Class(es)

 

Skills

3 Acrobatics 15-

3 Breakfall 15-

2 WF: Common Martial Arts Melee Weapons

2 WF: Common Melee Weapons

1 WF: Off Hand

12 +4 with Martial Maneuvers

0 Language: English (idiomatic; literate) (5 Active Points)

3 Language: Japanese (fluent conversation; literate)

2 PS: Pizza Delivery Boy and High Shool Student 11-

3 TF: Large Motorized Ground Vehicles (Cars), Skateboarding, Two-Wheeled Muscle-Powered Ground Vehicles

3 Scholar

1 1) KS: Manga and Anime (2 Active Points) 11-

2 2) KS: Ninjas! (3 Active Points) 12-

2 3) KS: Ninjutsu (3 Active Points) 12-

 

Total Powers & Skill Cost: 591

Total Cost: 750

 

600+ Disadvantages

15 Dependent NPC: Mom and Dad, Doug and Wendy Muddlethorp 8- (Normal; Unaware of character's adventuring career/Secret ID)

5 Distinctive Features: Twitchy Skinny Hyperactive Babbling Sugar Junky (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Groups Of Teen Fan Boys)

15 Enraged: Frustrated, Questioned, Surprised, Insulted, Bored (Very Common), go 8-, recover 14-

20 Hunted: Yakuza and Triads / Japanese and Chinese Crime Familys 8- (Mo Pow, NCI, Harshly Punish)

15 Hunted: Supers Who Take The Ninja Threat Seriously 8- (Mo Pow, NCI, Mildly Punish)

10 Reputation: Insane Master Ninja, 8- (Extreme)

5 Rivalry: Professional (All Martial Artists, Especially Supers; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

5 Social Limitation: Annoying Teen Idiot (Frequently, Minor, Not Limiting In Some Cultures (Not as much of a problem in school or as Master Ninja))

20 Psychological Limitation: Ninjas Can Do Anything! Overconfidence and Impulsiveness. (Very Common, Strong)

10 Psychological Limitation: Desperate To Be Seen As Important and Taken Seriously (Common, Moderate)

15 Psychological Limitation: Deep Love Of All Things Ninja (Common, Strong)

15 Psychological Limitation: Almost No Empathy, Huge Geek (Very Common, Moderate)

 

Total Disadvantage Points: 750

 

Background/History: NINJAS! AHHHHHHH!!! Tim Muddlethorp was an ordinary kid and he loved ninjas because ninjas were totally sweet and ninjas can do anything and one day he found a ninja toy in his Ninja Funkies Breakfast Cereal and he choked on it but he didn’t die instead he turned into a ninja and so now he has all sorts of sweet ninja powers and he’s the Ninja Master and he Rules He Rules He Rules!!!!!!! AHHHHHHH!!!!!

 

Tim currently continues to live his normal life with his folks, who believe that the huge numbers of Ninja that they see around the house from time to time are Tim’s annoying friends from the Society for Creative Ninjitsu. However, Tim also maintains several secret bases through his army of loyal ninjas. He has played both the hero and villain, more or less at random, and has deeply annoyed organized crime figures in Asia through his completely inept attempts to muscle in on their turf and/or “protect” people from them. Worse, his Ninjas have managed to form a strange sort of organized crime network of their own, alternately running prostitution and gambling operations and battling actual crime families. Add to this Ninja Burger, the Ninjaworld Theme Park, Club Ninja, and other failed business ventures. His network of Ninja contacts has grown shockingly large, and the ninjas themselves are almost always far saner and more competent than Tim, though they remain absolutely devoted to him.

 

Personality/Motivation: Twitching teen ninja geek. Tim has no idea how or why his powers work, all he knows is that his Ninjas are everywhere, and that it is totally sweet! Tim is slightly less sane than a very insane thing locked in a small room and fed entirely on a diet of coca-cola and methamphetamines.

 

Quote: You Will Fear Master Ninja! Ninja Chop!

 

Powers/Tactics: Tim’s near death experience unhinged him completely, unlocking subconscious abilities of ectoplasmic projection, reality alteration, and telepathy. Were he to actually understand and control his powers, he would be one of Earth’s most powerful supers. As things stand, Tim can create vast numbers of Ninjas, who are then fully alive and able to function as independent beings. The Ninjas often have access to knowledge that is not possessed by Tim; this knowledge is drawn from the collective unconscious. Tim himself has the heightened physical abilities he believes to be appropriate to a Master Ninja, can conjure Ninja Weapons at will, and has gained a large number of skills from the minds and memories of actual martial artists. Tim also believes himself to be able to dominate and control martial artists of all kinds, and bizarrely is often able to do just that.

 

Tim will normally send his ninja armies against the foe; as the ninjas are only 100 point characters, this rarely goes well. Tim himself will attempt to strike from surprise, which with his invisibility and genuine Martial Arts skill is often much more effective than people would expect.

 

Tim can not die as Master Ninja unless his brain is completely destroyed; intact, it will rebuild his body.

 

Campaign Use: You would seriously consider using him? OK, think Foxbat, but with Ninjas.

 

Appearance: Skinny geeky teen with terribly bad skin. As Master Ninja, he is dressed like a Ninja.

 

Character by Robert Dorf, 2005.

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Re: Character Post: Master Ninja!

Master Ninja's Generic Ninjas

Val Char Cost
15 STR 5
14 DEX 12
13 CON 6
10 BODY 0
13 INT 3
10 EGO 0
15 PRE 5
16 COM 3
3/6 PD 0
3/6 ED 0
3 SPD 6
6 REC 0
26 END 0
25 STUN 0
6" RUN 0
2" SWIM 0
3" LEAP 0
Characteristics Cost: 40

Cost Power END
6 Wicked Cool Ninja Armor: Armor (3 PD/3 ED) (9 Active Points); OIF (Ninja Suit!; -1/2) 0
11 Awesome Ninja Weapons: Multipower, 22-point reserve, (22 Active Points); all slots OAF (-1)
1u 1) Ninja Stick!: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 0
1u 2) Ninja Sword!: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1) 0
1u 3) Ninja Stars!: Killing Attack - Ranged 1d6, 8 Recoverable Charges (+0), Autofire (5 shots; +1/2) (22 Active Points); OAF (-1) [8 rc]
Powers Cost: 20

Cost Martial Arts Maneuver
4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 3d6 / 0d6 Strike; Target Falls
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
1 Weapon Element: Blades
1 Weapon Element: Karate Weapons
Martial Arts Cost: 13

Cost Skill
3 Acrobatics 12-
3 Breakfall 12-
2 KS: Ninjutsu 11-
2 WF: Common Martial Arts Melee Weapons
2 WF: Common Melee Weapons
6 +2 with Martial Maneuvers
0 Language: Japanese (idiomatic; literate) (5 Active Points)
2 Language: English (fluent conversation)
2 KS or PS: One Skill or Knowledge Master Ninja may find useful 11-
3 One Skill, Pick on creation
3 Teamwork 12-
Skills Cost: 28

Val Disadvantages
25 Psychological Limitation: Absolute Devotion To Master Ninja (Very Common, Total)
15 Psychological Limitation: Never Questions Own History or Nature (Uncommon, Total)
Disadvantage Points: 40
Cost Summary:Base Points:100Disadvantage Points: 40Total Experience Available: 0Total Character Cost: 101Height: 1.76 mHair: BrownWeight: 74.00 kgEyes: BrownAppearance: Ninja! Hot Babe or Cool Guy ninja mostly. Always Japanese.Personality: We Obey Master Ninja! Ninja Work Make Fun! Hai!Quote:(silent, in a cool Ninja kind of way)Background: Ninja! These newly created ninja have vague memories of training and andventure based on Tim's favorite Ninja movies.Powers/Tactics: Attack! Dodge! Block! Attack! HAI!Campaign Use: Minions of Master Ninja. Follower and Contact ninja may use disads to purchase additional skills and perks that Tim might find useful, summoned Ninja just have the basic skill set.
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Re: Character Post: Master Ninja!

 

Reminds me of Kung Fu Elvis, but since that too is a New Post-Modern Absurdity courtesy of OddHat, no surprise there.

 

Good job, as usual.

 

Thanks, glad you liked him. :)

 

An earlier version of this was one of the foes that Kung-Fu Elvis defeated in the Tournament of the Dragon. Runner-up status went to Shiboyama (Fat Montain). Best quote from that game, by Kung-Fu Elvis' Player: "Ahm a Grand Mystic Poo-bah!" :)

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  • 3 years later...

Re: Character Post: Master Ninja!

 

Here is Oddhat's Ninja Master! In ALL HIS Glory for you (minus the very funny back ground story):

 

[b]Master Ninja! - Tim Muddlethorp[/b]



[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]

30    STR     20   30      15-       HTH Damage 6d6  END [3]

30    DEX     60   30      15-       OCV 10 DCV 10

28    CON     36   28      15-

20    BODY    20   20      13-

13    INT     3   13      12-       PER Roll 12-

10    EGO     0   10      11-       ECV: 3

10    PRE     0   10      11-       PRE Attack: 2d6

10    COM     0   10      11-

6    PD      0   6/24             6/24 PD (0/18 rPD)

6    ED      0   6/24             6/24 ED (0/18 rED)

6    SPD     20   6                 Phases:  2, 4, 6, 8, 10, 12

12    REC     0   12

56    END     0   56

49    STUN    0   49

6    RUN      0   6"                END [1]

2    SWIM     0   2"                END [1]

13    LEAP     0   13"                13" forward, 6 1/2" upward



[b]CHA Cost: 159[/b]



[b][u]Cost[/u]   [u]POWERS[/u][/b]

80     [b][i]Amazing Ninja Army![/i][/b]: Multipower, 80-point reserve - END=

8u     1)  [b][i]My Army of Loyal Ninjas![/i][/b]: Summon 16 100-point Ninjas!, Expanded Class of Beings Very Limited Group (Any type of Ninja!; +1/4), Devoted (+3/4) (80 Active Points) - END=8

8u     2)  [b][i]Begone My Ninja Friends![/i][/b]: Dispel Summon 26 1/2d6 (80 Active Points) - END=8

5u     3)  [b][i]Speak to Me My Ninja Brothers![/i][/b]: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x32) (50 Active Points) - END=0

5u     4)  [b][i]Obey Me My Ninja Slave![/i][/b]: Mind Control 12 1/2d6 (Only Ninjas or trained Martial Artists class of minds), Telepathic (+1/4) (79 Active Points); Limited Class Of Minds Only Ninjas or Trained Martial Artists (-1/2) - END=8

7u     5)  [b][i]I Am Your Daddy Ninja-Boy![/i][/b]: Major Transform 2d6 (Trained Martial Artist into Willing Ninja Slave), Penetrating (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (75 Active Points) [Notes: Healed by Psychic Surgery or Therapy] - END=7

    Real Ultimate Ninja Perks! - END=

3     1)  [b][i]No One Knows The True Identity of Master Ninja![/i][/b]: Anonymity - END=

30     2)  [b][i]My Loyal Ninjas Are Everywhere![/i][/b]: Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character), Organization Contact (x3) (30 Active Points) 11- [Notes: Hundreds of loyal Ninja Slaves now serve Master Ninja! Hey, is that the mailman? No! It's a Ninja!] - END=

55     3)  [b][i]I Call On My Ninja Brothers! [/i][/b]: Follower [Notes: Yes, you will fear the vast army of ninjas! Up to 128 100 point Ninjas!] - END=

15     4)  [b][i]My Ninja Brothers Fill My Coffers With Gold, and Bonds, And Stocks[/i][/b]: Money:  Filthy Rich [Notes: You'd be insanely rich too if served by a vast cult of idiot Ninjas] - END=

80     5)  [b][i]Ninja HQ! Ninja Mobile! Ninja Plane! Ninja Island! Ninja Space Shuttle! Mecha-God_Ninja! More![/i][/b]: Vehicles & Bases - END=

5     6)  [b][i]I Command the Real Ultimate Ninjas![/i][/b]: Reputation:  Leader of the Real Ultimate Ninjas (The Martial World) 14-, +5/+5d6 - END=

    Real Ultimate Ninja Powers! - END=

12     1)  [b][i]Ha! Ninja Speed![/i][/b]: Combat Luck (6 PD/6 ED) - END=

15     2)  [b][i]Ha! I Mock You With Ninja Mocking![/i][/b]: +3 with DCV - END=

5     3)  [b][i]Ninjas See All![/i][/b]: Nightvision - END=0

25     4)  [b][i]You Can't Kill The Ninja Master![/i][/b]: Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) - END=0

17     5)  [b][i]My Mind Is Full Of Ninjas![/i][/b]: Mental Defense (19 points total) [Notes: Controlling the mind of a complete lunatic is harder than it looks.] - END=0

36     6)  [b][i]Way Cool Ninja Suit![/i][/b]: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); Only In Heroic Identity (-1/4) [Notes: Ninja Suit, may summon, change may be prevented by drugs or alcohol.] - END=0

7     7)  [b][i]I Fear Nothing, For I Have Ninjas![/i][/b]: +15 PRE (15 Active Points); Limited Power Power loses about half of its effectiveness (Only to protect against PRE attacks; -1) - END=

32     [b][i]Groovy Ninja Powers![/i][/b]: Multipower, 40-point reserve,  (40 Active Points); Only In Heroic Identity (-1/4) - END=

3u     1)  [b][i]Ninjas Move Like Ghosts![/i][/b]: Desolidification  (affected by Anything that can't be dodged) (40 Active Points); Cannot Pass Through Solid Objects (-1/2) - END=4

3u     2)  [b][i]You Can't Spot a Ninja![/i][/b]: Invisibility to Sight and Hearing Groups , No Fringe (35 Active Points) - END=3

1u     3)  [b][i]Ninja Leap![/i][/b]: Leaping +7" (13" forward, 6 1/2" upward) (Accurate), combat acceleration/deceleration (+1/4) (15 Active Points) - END=1

1u     4)  [b][i]Ninjas Can Climb Anything![/i][/b]: Clinging (45 STR) (15 Active Points) - END=0

1u     5)  [b][i]Ninjas Can Fly! Sort Of![/i][/b]: Gliding 7", Position Shift, combat acceleration/deceleration (+1/4) (15 Active Points) - END=0

37     [b][i]Groovy Ninja Weapons![/i][/b]: Multipower, 56-point reserve,  (56 Active Points); all slots Restrainable (-1/2) [Notes: Requires weapons, strip searching or entangling Master Ninja blocks MP. Individual weapons may be taken away, but he always has more.] - END=

3u     1)  [b][i]Any Blunt Ninja Weapon[/i][/b]: Hand-To-Hand Attack +9d6, Reduced Endurance (1/2 END; +1/4) (56 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2) - END=2

4u     2)  [b][i]Any Sharp or Pointy Ninja Weapon[/i][/b]: Killing Attack - Hand-To-Hand 3d6 (5d6 w/STR), Reduced Endurance (1/2 END; +1/4) (56 Active Points); Restrainable (-1/2) - END=2

3u     3)  [b][i]Any Thrown Ninja Weapon[/i][/b]: Killing Attack - Ranged 3d6, Reduced Endurance (1/2 END; +1/4) (56 Active Points); Restrainable (-1/2), Range Based On Strength (-1/4) - END=2



[b]POWERS Cost: 506[/b]



[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]

4      Choke Hold:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND

4      Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4      Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

3      Takedown:  1/2 Phase, +1 OCV, +1 DCV, 10d6 Strike; Target Falls

4      Knife Hand:  1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6

4      Reversal:  var Phase, -1 OCV, -2 DCV, 65 STR to Escape; Grab Two Limbs

1      Weapon Element:  Blades

1      Weapon Element:  Chain & Rope Weapons

1      Weapon Element:  Fist-Loads

1      Weapon Element:  Karate Weapons

1      Weapon Element:  Polearms

1      Weapon Element:  Staffs

1      Weapon Element:  War Fan

16      +4 HTH Damage Class(es)



[b]MARTIAL ARTS Cost: 46[/b]



[b][u]Cost[/u]   [u]SKILLS[/u][/b]

3      Acrobatics 15-

3      Breakfall 15-

2      WF:  Common Martial Arts Melee Weapons

2      WF:  Common Melee Weapons

1      WF:  Off Hand

12      +4 with Martial Maneuvers

0      Language:  English (idiomatic; literate) (5 Active Points)

3      Language:  Japanese (fluent conversation; literate)

2      PS: Pizza Delivery Boy and High Shool Student 11-

3      TF:  Large Motorized Ground Vehicles (Cars), Skateboarding, Two-Wheeled Muscle-Powered Ground Vehicles

3      Scholar

1      1)  KS: Manga and Anime (2 Active Points) 11-

2      2)  KS: Ninjas! (3 Active Points) 12-

2      3)  KS: Ninjutsu (3 Active Points) 12-



[b]SKILLS Cost: 39[/b]





[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]

15     Dependent NPC:  Mom and Dad, Doug and Wendy Muddlethorp 8- (Normal; Unaware of character's adventuring career/Secret ID)

5     Distinctive Features:  Twitchy Skinny Hyperactive Babbling Sugar Junky (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Groups Of Teen Fan Boys)

15     Enraged:  Frustrated, Questioned, Surprised, Insulted, Bored (Very Common), go 8-, recover 14-

20     Hunted:  Yakuza and Triads / Japanese and Chinese Crime Familys 8- (Mo Pow, NCI, Harshly Punish)

15     Hunted:  Supers Who Take The Ninja Threat Seriously 8- (Mo Pow, NCI, Mildly Punish)

10     Reputation:  Insane Master Ninja, 8- (Extreme)

5     Rivalry:  Professional (All Martial Artists, Especially Supers; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

5     Social Limitation:  Annoying Teen Idiot (Frequently, Minor, Not Limiting In Some Cultures (Not as much of a problem in school or as Master Ninja))

20     Psychological Limitation:  Ninjas Can Do Anything! Overconfidence and Impulsiveness. (Very Common, Strong)

10     Psychological Limitation:  Desperate To Be Seen As Important and Taken Seriously (Common, Moderate)

15     Psychological Limitation:  Deep Love Of All Things Ninja (Common, Strong)

15     Psychological Limitation:  Almost No Empathy, Huge Geek (Very Common, Moderate)



[b]DISADVANTAGES Points: 150[/b]



Base Pts: 600

Exp Required: 0

Total Exp Available: 0

Exp Unspent: 0

Total Character Cost: 750







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Re: Character Post: Master Ninja!

 

Fixed formatting in first post.

 

Glad people still remember him. :)

 

MASTER NINJA!

Val Char Cost Roll Notes

30 STR 20 15- Lift 1600.0kg; 6d6 [3]

30 DEX 60 15- OCV: 10/DCV: 10

28 CON 36 15-

20 BODY 20 13-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV: 3

10 PRE 0 11- PRE Attack: 2d6

10 COM 0 11-

 

6/24 PD 0 Total: 6/24 PD (0/18 rPD)

6/24 ED 0 Total: 6/24 ED (0/18 rED)

6 SPD 20 Phases: 2, 4, 6, 8, 10, 12

12 REC 0

56 END 0

49 STUN 0 Total Characteristic Cost: 159

 

Movement: Running: 6"/12"

Gliding: 7"/14"

Leaping: 13"/26"

Swimming: 2"/4"

 

Cost Powers END

80 Amazing Ninja Army!: Multipower, 80-point reserve

8u 1) My Army of Loyal Ninjas!: Summon 16 100-point Ninjas!, Expanded Class of Beings Very Limited Group (Any type of Ninja!; +1/4), Devoted (+3/4) (80 Active Points) 8

8u 2) Begone My Ninja Friends!: Dispel Summon 26 1/2d6 (80 Active Points) 8

5u 3) Speak to Me My Ninja Brothers!: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x32) (50 Active Points)

5u 4) Obey Me My Ninja Slave!: Mind Control 12 1/2d6 (Only Ninjas or trained Martial Artists class of minds), Telepathic (+1/4) (79 Active Points); Limited Class Of Minds Only Ninjas or Trained Martial Artists (-1/2) 8

7u 5) I Am Your Daddy Ninja-Boy!: Major Transform 2d6 (Trained Martial Artist into Willing Ninja Slave), Penetrating (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (75 Active Points) 7

Notes: Healed by Psychic Surgery or Therapy

Real Ultimate Ninja Perks!

3 1) No One Knows The True Identity of Master Ninja!: Anonymity

30 2) My Loyal Ninjas Are Everywhere!: Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character), Organization Contact (x3) (30 Active Points) 11-

Notes: Hundreds of loyal Ninja Slaves now serve Master Ninja! Hey, is that the mailman? No! It's a Ninja!

55 3) I Call On My Ninja Brothers! : Follower

Notes: Yes, you will fear the vast army of ninjas! Up to 128 100 point Ninjas!

15 4) My Ninja Brothers Fill My Coffers With Gold, and Bonds, And Stocks: Money: Filthy Rich

Notes: You'd be insanely rich too if served by a vast cult of idiot Ninjas

80 5) Ninja HQ! Ninja Mobile! Ninja Plane! Ninja Island! Ninja Space Shuttle! Mecha-God_Ninja! More!: Vehicles & Bases

5 6) I Command the Real Ultimate Ninjas!: Reputation: Leader of the Real Ultimate Ninjas (The Martial World) 14-, +5/+5d6

Real Ultimate Ninja Powers!

12 1) Ha! Ninja Speed!: Combat Luck (6 PD/6 ED)

15 2) Ha! I Mock You With Ninja Mocking!: +3 with DCV

5 3) Ninjas See All!: Nightvision

25 4) You Can't Kill The Ninja Master!: Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

17 5) My Mind Is Full Of Ninjas!: Mental Defense (19 points total)

Notes: Controlling the mind of a complete lunatic is harder than it looks.

36 6) Way Cool Ninja Suit!: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); Only In Heroic Identity (-1/4)

Notes: Ninja Suit, may summon, change may be prevented by drugs or alcohol.

7 7) I Fear Nothing, For I Have Ninjas!: +15 PRE (15 Active Points); Limited Power Power loses about half of its effectiveness (Only to protect against PRE attacks; -1)

32 Groovy Ninja Powers!: Multipower, 40-point reserve, (40 Active Points); Only In Heroic Identity (-1/4)

3u 1) Ninjas Move Like Ghosts!: Desolidification (affected by Anything that can't be dodged) (40 Active Points); Cannot Pass Through Solid Objects (-1/2) 4

3u 2) You Can't Spot a Ninja!: Invisibility to Sight and Hearing Groups , No Fringe (35 Active Points) 3

1u 3) Ninja Leap!: Leaping +7" (13" forward, 6 1/2" upward) (Accurate), combat acceleration/deceleration (+1/4) (15 Active Points) 1

1u 4) Ninjas Can Climb Anything!: Clinging (45 STR) (15 Active Points)

1u 5) Ninjas Can Fly! Sort Of!: Gliding 7", Position Shift, combat acceleration/deceleration (+1/4) (15 Active Points)

37 Groovy Ninja Weapons!: Multipower, 56-point reserve, (56 Active Points); all slots Restrainable (-1/2)

Notes: Requires weapons, strip searching or entangling Master Ninja blocks MP. Individual weapons may be taken away, but he always has more.

3u 1) Any Blunt Ninja Weapon: Hand-To-Hand Attack +9d6, Reduced Endurance (1/2 END; +1/4) (56 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2) 2

4u 2) Any Sharp or Pointy Ninja Weapon: Killing Attack - Hand-To-Hand 3d6 (5d6 w/STR), Reduced Endurance (1/2 END; +1/4) (56 Active Points); Restrainable (-1/2) 2

3u 3) Any Thrown Ninja Weapon: Killing Attack - Ranged 3d6, Reduced Endurance (1/2 END; +1/4) (56 Active Points); Restrainable (-1/2), Range Based On Strength (-1/4) 2

4 Choke Hold -2 +0 Grab One Limb; 4d6 NND

4 Block +2 +2 Block, Abort

4 Dodge -- +5 Dodge, Affects All Attacks, Abort

3 Takedown +1 +1 10d6 Strike; Target Falls

4 Knife Hand -2 +0 HKA 2 1/2d6

4 Reversal -1 -2 65 STR to Escape; Grab Two Limbs

1 Weapon Element: Blades

1 Weapon Element: Chain & Rope Weapons

1 Weapon Element: Fist-Loads

1 Weapon Element: Karate Weapons

1 Weapon Element: Polearms

1 Weapon Element: Staffs

1 Weapon Element: War Fan

16 +4 HTH Damage Class(es)

 

Skills

3 Acrobatics 15-

3 Breakfall 15-

2 WF: Common Martial Arts Melee Weapons

2 WF: Common Melee Weapons

1 WF: Off Hand

12 +4 with Martial Maneuvers

0 Language: English (idiomatic; literate) (5 Active Points)

3 Language: Japanese (fluent conversation; literate)

2 PS: Pizza Delivery Boy and High Shool Student 11-

3 TF: Large Motorized Ground Vehicles (Cars), Skateboarding, Two-Wheeled Muscle-Powered Ground Vehicles

3 Scholar

1 1) KS: Manga and Anime (2 Active Points) 11-

2 2) KS: Ninjas! (3 Active Points) 12-

2 3) KS: Ninjutsu (3 Active Points) 12-

 

Total Powers & Skill Cost: 591

Total Cost: 750

 

600+ Disadvantages

15 Dependent NPC: Mom and Dad, Doug and Wendy Muddlethorp 8- (Normal; Unaware of character's adventuring career/Secret ID)

5 Distinctive Features: Twitchy Skinny Hyperactive Babbling Sugar Junky (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Groups Of Teen Fan Boys)

15 Enraged: Frustrated, Questioned, Surprised, Insulted, Bored (Very Common), go 8-, recover 14-

20 Hunted: Yakuza and Triads / Japanese and Chinese Crime Familys 8- (Mo Pow, NCI, Harshly Punish)

15 Hunted: Supers Who Take The Ninja Threat Seriously 8- (Mo Pow, NCI, Mildly Punish)

10 Reputation: Insane Master Ninja, 8- (Extreme)

5 Rivalry: Professional (All Martial Artists, Especially Supers; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

5 Social Limitation: Annoying Teen Idiot (Frequently, Minor, Not Limiting In Some Cultures (Not as much of a problem in school or as Master Ninja))

20 Psychological Limitation: Ninjas Can Do Anything! Overconfidence and Impulsiveness. (Very Common, Strong)

10 Psychological Limitation: Desperate To Be Seen As Important and Taken Seriously (Common, Moderate)

15 Psychological Limitation: Deep Love Of All Things Ninja (Common, Strong)

15 Psychological Limitation: Almost No Empathy, Huge Geek (Very Common, Moderate)

 

Total Disadvantage Points: 750

 

Background/History: NINJAS! AHHHHHHH!!! Tim Muddlethorp was an ordinary kid and he loved ninjas because ninjas were totally sweet and ninjas can do anything and one day he found a ninja toy in his Ninja Funkies Breakfast Cereal and he choked on it but he didn’t die instead he turned into a ninja and so now he has all sorts of sweet ninja powers and he’s the Ninja Master and he Rules He Rules He Rules!!!!!!! AHHHHHHH!!!!!

 

Tim currently continues to live his normal life with his folks, who believe that the huge numbers of Ninja that they see around the house from time to time are Tim’s annoying friends from the Society for Creative Ninjitsu. However, Tim also maintains several secret bases through his army of loyal ninjas. He has played both the hero and villain, more or less at random, and has deeply annoyed organized crime figures in Asia through his completely inept attempts to muscle in on their turf and/or “protect” people from them. Worse, his Ninjas have managed to form a strange sort of organized crime network of their own, alternately running prostitution and gambling operations and battling actual crime families. Add to this Ninja Burger, the Ninjaworld Theme Park, Club Ninja, and other failed business ventures. His network of Ninja contacts has grown shockingly large, and the ninjas themselves are almost always far saner and more competent than Tim, though they remain absolutely devoted to him.

 

Personality/Motivation: Twitching teen ninja geek. Tim has no idea how or why his powers work, all he knows is that his Ninjas are everywhere, and that it is totally sweet! Tim is slightly less sane than a very insane thing locked in a small room and fed entirely on a diet of coca-cola and methamphetamines.

 

Quote: You Will Fear Master Ninja! Ninja Chop!

 

Powers/Tactics: Tim’s near death experience unhinged him completely, unlocking subconscious abilities of ectoplasmic projection, reality alteration, and telepathy. Were he to actually understand and control his powers, he would be one of Earth’s most powerful supers. As things stand, Tim can create vast numbers of Ninjas, who are then fully alive and able to function as independent beings. The Ninjas often have access to knowledge that is not possessed by Tim; this knowledge is drawn from the collective unconscious. Tim himself has the heightened physical abilities he believes to be appropriate to a Master Ninja, can conjure Ninja Weapons at will, and has gained a large number of skills from the minds and memories of actual martial artists. Tim also believes himself to be able to dominate and control martial artists of all kinds, and bizarrely is often able to do just that.

 

Tim will normally send his ninja armies against the foe; as the ninjas are only 100 point characters, this rarely goes well. Tim himself will attempt to strike from surprise, which with his invisibility and genuine Martial Arts skill is often much more effective than people would expect.

 

Tim can not die as Master Ninja unless his brain is completely destroyed; intact, it will rebuild his body.

 

Campaign Use: You would seriously consider using him? OK, think Foxbat, but with Ninjas.

 

Appearance: Skinny geeky teen with terribly bad skin. As Master Ninja, he is dressed like a Ninja.

 

Character by Robert Dorf, 2005.

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Re: Character Post: Master Ninja!

 

So, definitely not Lee van Cleef, then . . . Anyone else remember that old TV show?

 

Speaking as someone who has actually studied ninjutsu (the Bujinkan is headed up by Dr Masaaki Hatsumi, 35th Grandmaster) this is a bonkers character, but in a good way.

 

This guy has some serious issues.

 

Respect, Oddhat.

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