Night Asp

Nefarious Nightime Ninja Assassin

Description:
Night Asp – Hero Designer</title> </head> <body> <font>Night Asp</font>
Player:

Val  Char   Cost
20  STR10
35  DEX75
20  CON20
15  BODY10
15  INT5
20  EGO20
10  PRE0
8  COM-1
 
9/29  PD5
9/29  ED5
12  SPD75
12  REC8
40  END0
35  STUN0
 
15”  RUN18
8”  SWIM6
23”  LEAP4
Characteristics Cost: 260

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
Powers Cost: 636

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 
Martial Arts Cost: 75

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 
Skills Cost: 138

Cost   Perk
5   Access 
Perks Cost: 5

Cost   Talent
8   Combat Archery 
32   Danger Sense (immediate vicinity, any danger, Function as a Sense) 12- 
18   Evasive 
14   Fearless 
2   Trackless Stride 
Talents Cost: 74

Total Character Cost: 1188

Base Points: 0
Experience Required: 1188
Total Experience Available: 0

Experience Unspent: 0

Bio:

Night Asp

San Marquis Jacethered