| Cost | Name | | Everyman Skills | | 0 | 1) Acting 8- | | 0 | 2) Conversation 8- | | 0 | 3) Language: English (idiomatic) (4 Active Points) | | 0 | 4) Paramedics 8- | | 0 | 5) Persuasion 8- | | 0 | 6) TF: Everyman, Small Motorized Ground Vehicles | | | | Ninja Training | | 6 | 1) +3 with Blades | | 3 | 2) +1 with Climbing, Lockpicking & Security Systems | | 3 | 3) Acrobatics 12- | | 3 | 4) Breakfall 12- | | 2 | 5) CK: Vibora Bay 11- | | 3 | 6) Climbing 12- | | 3 | 7) Concealment 11- | | 3 | 8) Deduction 11- | | 3 | 9) Ki Focus 12- | | 2 | 10) KS: Ninjutsu 11- | | 2 | 11) Language: Ninja Clan Codes and Symbols (Fluent Conversation) | | 3 | 12) Lockpicking 12- | | 0 | 13) PS: Ninja (Everyman) 11- | | 3 | 14) Security Systems 11- | | 5 | 15) Shadowing 12- | | 5 | 16) Stealth 13- | | 4 | 17) WF: Common Martial Arts Melee Weapons, Common Melee Weapons | | 53 | Total Skills Cost | | Cost | Name | | 1 | Megan Thomson: False Identity | | Resource Pools | | 0 | 1) Equipment Points: 20 | | 0 | 2) Vehicle/Base Points: 10 | | 0 | 3) Follower/Contact Points: 10 | | 1 | Total Perks Cost | | | | | | Cost | Name | | 6 | Combat Luck (3 PD/3 ED) | | 6 | Total Talents Cost | | Cost | Maneuver | | Martial Arts: Ninjutsu | | 4 | 1) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort | | 5 | 2) Kick: 1/2 Phase, -2 OCV, +1 DCV, 6 1/2d6 Strike | | 4 | 3) Punch: 1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 Strike | | 1 | 4) Weapon Element: Blades | | 14 | Total Martial Arts Cost | | | | Cost | Power | END | | Advanced Ninjitsu | | | 3 | 1) Dark's Soft Whisper: Darkness to Hearing Group 2" radius (10 Active Points); Only to cover sound of one attack and its results (-1), No Range (-1/2), Requires A Ki Focus Roll (-1/2) | 1 | | 3 | 2) Friend of Darkness: Nightvision (5 Active Points); Requires A Ki Focus Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) | 1 | | | | | Combat Gear | | | 4 | 1) Armored Shinobi Shozoku (Costume): Armor (4 PD/4 ED) (12 Active Points); Hit Locations Shoulders to Thighs (9-14) (-1), Half Mass (-1/2), OIHID (-1/4), Real Armor (-1/4), Visible (-1/4) | 0 | | 15 | 2) Ninja-To: Multipower, 45-point reserve, (45 Active Points); all slots OAF (-1), STR Minimum 8 (-1/2), Required Hands One-And-A-Half-Handed (-1/4), Real Weapon (-1/4) | 0 | | 1u | 2a) Blade: HKA 1 1/2d6, +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2) (44 Active Points) | 0 | | 1u | 2b) Back of Blade/Hilt Strike: HA +5d6, Reduced Endurance (0 END; +1/2) (45 Active Points); Hand-To-Hand Attack (-1/2) | 0 | | | | | 20 | Psychic: Elemental Control, 50-point powers, (25 Active Points); all slots Visible (-1/4) | | | 8 | 1) Psychic Battle Aura: (Total: 51 AC, 17 RC) +5 CON (10 AP); Increased END Cost (x3 END; -1), No Figured Chars (-1/2), Costs END (-1/2) (RC: 3) plus +7 STR (7 AP); Increased END Cost (x3 END; -1), No Figured Chars (-1/2) (RC: 3) plus Hand-To-Hand Attack +4d6 (20 AP); Increased END Cost (x3 END; -1), Hand-To-Hand Attack (-1/2) (RC: 7) plus Lightning Reflexes: +9 DEX to act first with All Actions (14 AP); Increased END Cost (x3 END; -1), Costs END (-1/2) (RC: 5)Notes: Visible (Glowing Aura) | 15 | | 3 | 2) Spirit Vision: Precognitive Clairsentience (Sight And Hearing Groups) (50 Active Points); No Conscious Control (-2), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), Precognition Only (-1), Blackout (-1/2), No Range (-1/2), Sense Affected As Mental Sense (-1/4), Visible (glowing eyes; -1/4) | 5 | | 11 | 3) Sense Danger: (Total: 50 Active Cost, 23 Real Cost) Danger Sense (immediate vicinity, any danger) (30 Active Points); Costs Endurance (-1/2), Sense Affected as Mental Sense (-1/4), Visible (glowing eyes; -1/4) 11- (Real Cost: 15) plus Combat Sense (Discriminatory) (20 Active Points); Costs Endurance (-1/2), Linked (Danger Sense; -1/2), Sense Affected as Mental Sense (-1/4), Visible (glowing eyes; -1/4) 11- (Real Cost: 8) | 5 | | | | | 5 | Luck 2d6, Everyhero Ability | 0 | | 74 | Total Powers Cost | | | | | | Cost | Equipment | END | | Contacts/Followers Pool (10 Pool); | | | Equipment Pool (20 Pool); | | | 2 | 1) Climbing Spikes: +2 with Climbing (4 Active Points); OAF (-1); | | | 2 | 2) Quality Lockpicks: +2 with Lockpicking (4 Active Points); OAF (-1); | | | 2 | 3) Security Countermeasures: +2 with Security Systems (4 Active Points); OAF (-1); | | | 1 | 4) Digital Micro-Camera: Eidetic Memory, 1 Continuing Charge lasting 6 Hours (Batteries; +0) (5 Active Points); Normal Sight Only (-1 1/2), OAF (-1); | | | 1 | 5) Digital Micro-Recorder: Eidetic Memory, 1 Continuing Charge lasting 6 Hours (Batteries; +0) (5 Active Points); Normal Hearing Only (-1 1/2), OAF (-1); | | | 4 | 6) Miniature Parabolic Microphone: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1); | 0 | | 4 | 7) Binoculars: +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1); | 0 | | 5 | 8) Whisper Radio: Radio Perception/Transmission (Radio Group), Concealed (-2 with Radio Perception/Transmission PER Rolls) (12 Active Points); OAF (-1), Sense Affected As More Than One Sense Hearing (-1/2); | 0 | | Vehicle/Base Pool (10 Pool); | | | 11 | | | |