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Yokyou Ninja
Yokyou Ninja
various
Cost Characteristic Value Roll Notes
3 STR 13/53 12- / 20- Lift: 151.6kg/38.8tons; HTH: 2 1/2d6/10 1/2d6; END: [1]
30 DEX 20 13- OCV: 7  DCV: 7
6 CON 13 12-
4 BODY 12 11-
3 INT 13 12- PER Roll: 14-/19-
28 EGO 24 14- ECV: 8; Mental Defense: 0
3 PRE 13 12- PRE Attack: 2 1/2d6
0 COM 10 11-
2 PD 5/13   Total: 5/13 PD (0/8 rPD)
2 ED 5/12   Total: 5/12 ED (0/7 rED)
10 SPD 4/6   Phases: 3, 6, 9, 12/2, 4, 6, 8, 10, 12
4 REC 8   Running: 6"/9" / 12"/18"
2 END 30   Swimming: 2"/6" / 4"/12"
0 STUN 26   Flight: 0"/4" / 0"/8"
 
Yokyou Ninja | Summary
Real Name: various Hair Color: various
Concept: Martial Artist Eye Color: various
Affiliation: Shinkou Ninja, Ichiban Height & Weight: 5' 11" (1.80 m) / 198 lbs (90.00 kg)
Played By: NPC Date of Birth: various
Created By: Neil M Place of Birth: various
Cost Powers END
14 Mystical Yokyou Artifacts: Multipower, 40-point reserve, (40 Active Points); Limited Power Power May Only Be Changed at Ninja Base (-1/2); all slots 2 Continuing Charges lasting 1 Minute each (-3/4), OIF (-1/2)
3u 1) Bunraku (Puppeteer): Mind Control 8d6 ( Human class of minds) (40 Active Points); OIF (-1/2)
2u 2) Hittori (Woodcutter) Mask: +40 STR (40 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
2u 3) Kyogen (Comedy) Mask: Entangle 1d6, 1 DEF, Takes No Damage From Attacks Physical (+1/4), Affects EGO Not STR (+1/4), Based On EGO Combat Value (Mental Defense applies; +1), Continuous (+1) (35 Active Points); OIF (-1/2)
3u 4) Oni (Demon) Mask: Killing Attack - Ranged 1d6-1, Penetrating (+1/2), Continuous (+1), Area Of Effect (40" Line; +1 1/2), x4 Length (+0) (40 Active Points); OIF (-1/2)
3u 5) Onna (Woman) Mask: Mental Illusions 8d6 ( Human class of minds) (40 Active Points); OIF (-1/2)
3u 6) Tengu (Raven) Mask: (Total: 40 Active Cost, 26 Real Cost) +2 SPD (20 Active Points); OIF (-1/2) (Real Cost: 13) plus +4 with DCV (20 Active Points); OIF (-1/2) (Real Cost: 9)
3u 7) Yuurei (Ghost) Mask: Desolidification (affected by Magic) (40 Active Points); OIF (-1/2)
12 Hidden Weapon Pool: Multipower, 25-point reserve, (25 Active Points); Limited Power Power May Only Be Changed at Ninja Base (-1/2); all slots IAF (-1/2)
2u 1) Ninja-to: Killing Attack - Hand-To-Hand 2d6-1 (2d6+1 / 3d6+1 w/STR) (25 Active Points); IAF (-1/2) 2
2u 2) Yari-Nage: (Total: 25 Active Cost, 16 Real Cost) Stretching 1" (5 Active Points); IAF (-1/2), no Noncombat Stretching (-1/4) (Real Cost: 3) plus Killing Attack - Hand-To-Hand 1d6+1 (2d6 / 2 1/2d6 w/STR) (20 Active Points); IAF (-1/2) (Real Cost: 13) 3
1u 3) Gunsen: (Total: 25 Active Cost, 12 Real Cost) Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), IAF (-1/2) (Real Cost: 10) plus Armor (2 PD/1 ED) (5 Active Points); Requires A DEX Roll (-3/4), Restrainable (-1/2), IAF (-1/2) (Real Cost: 2) 2
3 Ninja Ability Training: Elemental Control, 6-point powers
3 1) +2 PER with all Sense Groups (6 Active Points)
1 2) Night Eyes: +5 PER with Normal Sight (5 Active Points); Limited Power Only To Offset Darkness Penalties (-1)
6 3) +2 with All Combat (16 Active Points); Limited Power Only To Offset Penalties Due to the Environment (-1)
3 4) Superior Leaping: Flight 4" (8 Active Points); Limited Power Must Land Each Phase (-1/2) 1
4 5) Silent Running: Running +3" (6"/9" total), Invisible to Hearing Group (+1/4) (7 Active Points) 1
3 6) Superior Swimming: Swimming +4" (2"/6" total), Reduced Endurance (0 END; +1/2) (6 Active Points)
14 Ninja Armor: Armor (6 PD/6 ED) (18 Active Points); IIF (-1/4)
11 Shuriken: Killing Attack - Ranged 1d6, Autofire (3 shots; +1/4) (19 Active Points); IAF (-1/2), 6 Recoverable Charges (-1/4)
Cost Talents
6 Combat Luck (3 PD/3 ED)
Cost Martial Arts
Maneuver Phase OCV DCV Notes
Yokyou Taijutsu
Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove
Flying Grab 1/2 -2 -1 Grab Two Limbs, 33 STR / 73 STR for holding on; FMove
Martial Block 1/2 +2 +2 Block, Abort
Martial Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Martial Strike 1/2 +0 +2 6 1/2d6 / 14 1/2d6 Strike
Martial Throw 1/2 +0 +1 4 1/2d6 / 12 1/2d6 +v/5, Target Falls
Passing Strike 1/2 +1 +0 4 1/2d6 / 12 1/2d6 +v/5; FMove
Reversal var -1 -2 38 STR / 78 STR to Escape; Grab Two Limbs
+2 HTH Damage Class(es)
Weapon Element: Blades, Polearms and Spears, War Fan
Cost Skills
24 +3 with All Combat
7 Acting 14-
Everyman Skills
Acting 8-
Area Knowledge: Ran-no-Yama, Hokkaido, Japan 11-
Climbing 8-
Computer Programming 8-
Concealment 8-
Deduction 8-
Language: Japanese (idiomatic)
Paramedics 8-
Persuasion 8-
Professional Skill: Stage Entertainer 11-
Shadowing 8-
Stealth 8-
Transportation Familiarity: Small Motorized Ground Vehicles
3 Sleight Of Hand 13-
3 Teamwork 13-
Ninja Package (Cost: 32)
Acrobatics 13-
Breakfall 13-
Climbing 13-
Concealment 12-
Contortionist 13-
Disguise 12-
Distinctive Features: Modified Ninja Night Suit
KS: Taijutsu 8-
Language: Ninja Clan Codes and Symbols (Completely Fluent)
Lockpicking 13-
Monitored by the Shinkou Ninja Clan 11 or less
Security Systems 12-
Sleight Of Hand 13-
Stealth 13-
WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Garrote
175+ Disadvantages
10 Hunted: Ichiban 8- (Mo Pow, NCI, Watching)
20 Hunted: Japanese Law Enforcement 8- (Mo Pow, NCI, Harshly Punish)
10 Psychological Limitation: Enamored with Power of Yokyou Artifacts (Common, Moderate)
15 Psychological Limitation: Will Not Refuse a Mission (Common, Strong)
20 Psychological Limitation: Will Sacrifice Himself for the Mission (Common, Total)
5 Rivalry: Professional (Other Ninja Clans and Lin Kuei; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
20 Social Limitation: Subject to Orders (Very Frequently, Major)
Yokyou Ninja | Points Summary
Characteristics Cost: 97 Base Points: 175
Powers Cost: 98 Disadvantages: 100
Talents Cost: 6 Total Experience: 29
Perks Cost: 0 Spent Experience: 29
Martial Arts Cost: 45 Unspent Experience: 0
Skills Cost: 58 Total Points: 304
Background

In the ancient days, the Emperor had a favorite troupe of entertainers whom he trusted much more than even his personal guards. At his order, an artificer was ordered to create several sets of masks and puppets that would allow his favorite troupe to both entertain him and serve as his bodyguards.

With the rise of the Shogunate and the resignation of the Imperial family to figurehead status, the artifacts became lost. Recently, Danryokusei found a large chest beneath the flooring of the building that was purchased as the new Shumon House of Kyoto. There were a number of bundles wrapped in silk and bound with a seal that was clearly of a magical nature.

In exchange for their help, the evil sorceror, Mister Chaos, unsealed the bundles for Ichiban. And Number One offered the masks and puppets to the Shinkou Ninja after the death of their clan leader at the hands of Blindside. For this, Number One demanded that the Shinkou work as part of Ichiban.

Personality

These are the most dedicated of the Shinkou. They are serious about their job as assassins despite their cover as entertainers. In some ways this makes them doubly dangerous.

Quote

"We are here to keep you entertained, in our own way."

Powers

Yokyou are mystic ninja chosen from the ranks of the Shinkou. These elite ninja are taught meditation techniques that attune their ki to entertainment artifacts that magically enhance them in a variety of ways.

Appearance

The Yokyou Ninja wear typical black ninja garb with the exception that most of them wear a traditional Japanese entertainment mask (used in Noh, Kabuki, or Kyogen), those that do not wear a mask bear a half-size human puppet on their fronts.