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Cyberninja
Cyberninja
Various
Cost Characteristic Value Roll Notes
3 STR 28 15- Lift: 1212.6kg; HTH: 5 1/2d6; END: [2]
12 DEX 29 15- OCV: 10  DCV: 10
2 CON 11 11-
0 BODY 10 11-
0 INT 18 13- PER Roll: 13-
2 EGO 11 11- ECV: 4; Mental Defense: 14
3 PRE 13 12- PRE Attack: 2 1/2d6
0 COM 10 11-
0 PD 6   Total: 11 PD (5 rPD)
4 ED 6   Total: 11 ED (5 rED)
16 SPD 4   Phases: 3, 6, 9, 12
0 REC 8   Running: 10" / 20"
1 END 24   Swimming: 2" / 4"
0 STUN 31   Leaping: 35 12" Forward / 17 1/2" Upward
 
Cyberninja | Summary
Real Name: Various Hair Color: Various
Concept: Mentalist/Martial Artist Eye Color: Various
Affiliation: The New Empire (I-shinkigen Koukoku) Height & Weight: Various / Various
Played By: NPC Nationality: Japanese
Created By: Neil Ma Place of Birth: Various
GM: NPC Date of Birth: Various
Cost Powers END
25 Cyber-Ninja Tricks: Multipower, 38-point reserve, all slots (all slots Draws from Endurance Reserve; +0) (38 Active Points); all slots Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2)
2u 1) Control Program Upload: Mind Control 7d6 (Machine class of minds) (35 Active Points); Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2), Variable Limitations (requires -1/2 worth of Limitations; No Range (-1/2) or Affected as Radio (-1/4) and Normal Range (-1/4); -1/4), Does Not Provide Mental Awareness (-1/4) 3
1u 2) Cyberjet Boosted Jump: Leaping +25" (35 1/2" forward, 17 1/2" upward) (25 Active Points); Increased Endurance Cost (x2 END; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-1/2), Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2) 4
2u 3) Cyber-Tanto: Killing Attack - Hand-To-Hand 2d6+1 (4d6 w/STR) (35 Active Points); Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2) 3
2u 4) Cyber-Toolkit: Succor Security Systems, Lockpicking, Electronics, or Systems Operation 6d6, (one at a time; +1/4) (37 Active Points); Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2) 4
2u 5) Data Download: Telepathy 7d6 (Machine class of minds) (35 Active Points); Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2), Does Not Provide Mental Awareness (-1/4), Variable Limitations (requires -1/2 worth of Limitations; No Range (-1/2) or Affected as Radio (-1/4) and Normal Range (-1/4); -1/4) 3
13 Wired Nervous System: Elemental Control, 40-point powers, (20 Active Points); all slots Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2)
12 1) Cyber-enhanced Reflexes: +15 DEX (45 Active Points); No Figured Characteristics (-1/2), Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2)
13 2) Feels Little Pain I: Energy Damage Reduction, 75% (40 Active Points); Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2) 0
13 3) Feels Little Pain II: Energy Damage Reduction, 75% (40 Active Points); Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2) 0
8 Computer-Brain Partial Overlap: Mental Defense (14 points total) (12 Active Points); Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2) 0
7 Cutting Edge Software: +2 with ECV (10 Active Points); Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2)
10 Cyber Computer: (Total: 16 Active Cost, 10 Real Cost) +8 INT (8 Active Points); Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2) (Real Cost: 5) plus Lightning Calculator (3 Active Points); Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2) (Real Cost: 2) plus Eidetic Memory (5 Active Points); Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2) (Real Cost: 3) 0
5 Cyber-Elastimetal Leg Enhancement I: Running +4" (10" total) (8 Active Points); Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2) 1
3 Cyber-Elastimetal Leg Enhancement I: Leaping +5" (35 1/2" forward, 17 1/2" upward) (5 Active Points); Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2) 1
10 Cyber-Elastimetal Musculature Enhancement: +15 STR (15 Active Points); Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2) 1
3 Cyber-Eye: Nightvision (5 Active Points); Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2) 0
20 Cyber-sensory Processor: (Total: 30 Active Cost, 20 Real Cost) Microscopic ( x100) with Sight Group (10 Active Points); Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2) (Real Cost: 7) plus Rapid ( x100) with Sight Group (10 Active Points); Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2) (Real Cost: 7) plus Discriminatory with Sight Group (10 Active Points); Cyberware Battlesuit, Components Are Very Difficult to Repair or Replace (-3/4) (Real Cost: 6) 0
10 Kevlar Suit: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2) 0
11 Power Supply: Endurance Reserve (70 END, 10 REC) (17 Active Points); Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2) 0
Cost Martial Arts
Maneuver Phase OCV DCV Notes
26 Silent Path Taijutsu
The First Path (Avoidance) 1/2 -- +5 Dodge, Affects All Attacks, Abort
The Second Path (Escape) 1/2 +0 +0 43 STR vs. Grabs
The Third Path (Interception) 1/2 +2 +2 Block, Abort
The Fourth Path (Removal) 1/2 -1 +1 Disarm; 38 STR to Disarm
The Fifth Path (Subdual) 1/2 -1 +1 2d6 NND
The Sixth Path (Conflict) 1/2 +1 +3 5 1/2d6 Strike
Weapon Element: Blades
Cost Skills
10 +1 Overall
3 Acrobatics 15-
3 Breakfall 15-
3 Climbing 15-
3 Computer Programming 13-
3 Concealment 13-
3 Electronics 13-
0 Everyman Skills
AK: various, Japan 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: Japanese (Idiomatic, native accent)
[Notes: Native Language]
PS: Espionage Agent 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
3 KS: Security Systems 13-
2 Language: English (fluent conversation)
3 Language: Computer Binary (completely fluent)
3 Lockpicking 15-
3 Mechanics 13-
1 New Empire Package
Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x8) (40 Active Points); Sense Affected As More Than One Sense Radio (-1/2), Cybernetics, Components Are Extremely Difficult to Repair or Replace (-1/2), Does Not Provide Mental Awareness (-1/4)
Hunted: Japanese Law Enforcement 8-
KS: Japanese History 11-
KS: The New Empire 11-
PS: Terrorist 11-
1 PS: Various 8-
3 Security Systems 13-
3 Shadowing 13-
3 Stealth 15-
3 Systems Operation 13-
3 Teamwork 15-
225+ Disadvantages
5 Physical Limitation: Short Life Span
20 Physical Limitation: Wirehead
20 Psychological Limitation: Believes in The New Empire, Right or Wrong
15 Psychological Limitation: Will Not Hesitate to Sacrifice Himself for the Mission
5 Vulnerability: 1 1/2 x STUN Electrical
10 Vulnerability: 2 x BODY Electrical
0 Experience Points
Cyberninja | Points Summary
Characteristics Cost: 43 Base Points: 225
Powers Cost: 172 Disadvantages: 75
Talents Cost: 0 Total Experience: 0
Perks Cost: 0 Spent Experience: 0
Martial Arts Cost: 26 Unspent Experience: 0
Skills Cost: 59 Total Points: 300
Background

Ebisu Industries was a maker of household appliances in the 1930s. As the war progressed, Ebisu was also contracted to produce radio components and small gearworks necessary for mechanized transport and aircraft. Because of his strong support for the Imperial expansion, Ebisu Minoru was persecuted at the war crimes trials at the end of the war. He was able to transfer the company to his nephew, however. And under Horiuchi Akihiro, Ebisu Industries was reborn as Issan Electronics.

Issan has since then been one of the major financial backers of New Empire, although the transfer of funds is secret through complex bookkeeping. More recently, Issan has provided electronic equipment to New Empire.

In the early 1990s, secret laboratories around Japan funded by Issan have experimented in cybernetic augmentation of the human nervous system. Discoveries have been kept secret and used to create Cyberninja for New Empire.

Personality

The cream of the crop of the New Empire Agents are selected to be cybernetically enhanced. The Cyberninja are dedicated to the goals of New Empire. Because of the effects of neurological cybernetic enhancement, they are all addicted to stimulation of their central nervous system by minute levels of electrical current.

Quote

"I choose to become stronger to aid the Cause in the prime of my life."

Powers

Bushido Agents selected for the expensive cybernetic enhancement first undergo training in Silent Path Taijutsu and then have their major nerves wired. This creates extremely fine neurological enhancement including central nervous system enhancement and peripheral enhancement to muscle. Furthermore, pain sensations are dampened allowing them to take more damage. At high levels of usage, however, peripheral enhancement causes damage to themselves.

While they are good combatants, Cyberninja are excellent espionage agents specializing in technological espionage. Furthermore, they have secure wireless communications systems that allow them to work together well.

Appearance

Much the same as the more normal New Empire Agents, the Cyberninja appear in many respects to be typical Japanese citizens. But appearances hide much. Careful close inspection may reveal to the discerning eye a hint of electronics imbedded within them. On missions, they often wear black/gray/white urban camouflage ninja outfits.