Itachi
Oki Takase
 
Cost

Characteristic

Value Roll Notes
5 STR 15 12- Lift: 200.0kg; Dice: HTH Damage 3d6 END [1]

Itachi

39 DEX 23 14- OCV 8 DCV 8
16 CON 18 13-
0 BODY 10 11-
8 INT 18 13- PER Roll 13-
10 EGO 15 12- ECV: 5
10 PRE 20 13- PRE Attack: 4d6
4 COM 18 13-
5 PD 8/24   8/24 PD (0/16 rPD)
4 ED 8/24   8/24 ED (0/16 rED)
17 SPD 5   Mental Defense: 5
2 REC 8   Phases: 3, 5, 8, 10, 12
2 END 40   Running: 7" (14" NC)
3 STUN 30   Swimming: 2" (4" NC)
 

Cost

Powers

END

37 Technoninja Weapons: Multipower, 75-point reserve, (75 Active Points); all slots OAF (-1)
2u 1) Armor-Weakening Nano-Capsules: Drain BODY 4d6, Range Based On STR (+1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (70 Active Points); OAF (-1), 6 Charges (-3/4), Only Works on Technological Armors (-1/4) [6]
3u 2) Compressed Air Blaster: Energy Blast 8d6+1 (vs. PD), Double Knockback (+3/4) (73 Active Points); OAF (-1), 8 Charges (-1/2) [8]
3u 3) EMP Shuriken: Dispel 12d6+1, any electronic power one at a time (+1/4), Autofire (3 shots; +1/4), Cumulative (+1/2) (74 Active Points); OAF (-1), Range Based On Strength (-1/4), 12 Charges (-1/4) [12]
1u 4) Force Blade: Hand-To-Hand Attack +4d6, Continuous (+1) (40 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), 2 clips of 1 Continuing Charge lasting 5 Minutes (-1/4) [1 cc]
2u 5) Ghostlighter Pistol: Energy Blast 10d6 (vs. ED), Affects Desolidified Any form of Desolidification (+1/2) (75 Active Points); OAF (-1), Activation Roll 13-, Burnout (-1/2), 8 Boostable Charges (-1/4), No Knockback (-1/4), Beam (-1/4) [8 bc]
3u 6) Gravity Globes: Entangle 4d6, 4 DEF, Indirect (Any origin, any direction; +3/4) (70 Active Points); OAF (-1), Limited Range (30") (-1/4), 8 Boostable Charges (-1/4) [8 bc]
2u 7) Nanopoison Patch: Drain 3d6+1, CON and STR simultaneously (+1/2), Cumulative (38 points; +3/4) (74 Active Points); 4 Charges (-1), OAF (-1) [4]
2u 8) Nanotoxin Patch: Drain 3d6+1, DEX and SPD simultaneously (+1/2), Cumulative (38 points; +3/4) (74 Active Points); 4 Charges (-1), OAF (-1) [4]
3u 9) Seeking Shuriken: Killing Attack - Ranged 1 1/2d6 (vs. PD), No Normal Defense ([Standard]; Hardened Resistant Defenses, Lack of Weakness, or Combat Luck; +1), Does BODY (+1) (75 Active Points); OAF (-1), 12 Charges (-1/4), Range Based On Strength (-1/4) [12]
27 Sunset Dynamo Armor: (Total: 44 Active Cost, 27 Real Cost) Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Activation Roll 15- (-1/4) (Real Cost: 14) plus Force Field (5 PD/5 ED/5 Mental Defense/5 Power Defense), 4 clips of 1 Continuing Fuel Charge lasting 20 Minutes (Increased Reloading Time; +0) (20 Active Points); OIF (-1/2) (Real Cost: 13) [1 cc]
4 Polarized Goggles: Sight Group Flash Defense (9 points) (9 Active Points); OAF (-1) 0
12 Rocketskates: Flight 12" (24 Active Points); Only in Contact with a Relatively Smooth, Flat Surface (-1/2), OIF (-1/2) 2
5 Compressed Air Jump Jets: Leaping +8" (5"/13" forward, 2 1/2"/6 1/2" upward) (8 Active Points); OIF (-1/2) 1
2 Fast on Her Feet: Running +1" (7" total) 1
2 Good Jumper: Leaping +2" (5"/13" forward, 2 1/2"/6 1/2" upward) 1
 

Cost

Talents

3

Lightning Reflexes: +2 DEX to act first with All Actions

6

Combat Luck (3 PD/3 ED)

Cost

Martial Arts
Maneuver Phase OCV DCV Notes
55 Ninjutsu (Mitsugo Taijutsu)
+4 HTH Damage Class(es)
Atemi Punch 1/2 -1 +1 4d6 NND
Block 1/2 +2 +2 Block, Abort
Breaking Throw 1/2 -2 -2 Grab One Limb; HKA 1d6 +1 , Disable; Target Falls
Choke Hold 1/2 -2 +0 Grab One Limb; 4d6 NND
Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Kick 1/2 -2 +1 11d6 Strike
Punch 1/2 +0 +2 9d6 Strike
Takeaway 1/2 +0 +0 Grab Weapon, 45 STR to take weapon away
Weapon Element: Blades, Chain & Rope Weapons, Karate Weapons, Staffs

Cost

Skills

8

+1 with All Combat

10

+1 Overall

10

+2 with DCV

10

The Comets Team Package

Contact: Dr. Johanna Weinhardt (Contact has useful Skills or resources) 11-

Fringe Benefit: The Comets Team Member

The Comets Communicator: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Flashed as Hearing Group, Not Mental Group (-1/4), IIF (-1/4), Does Not Provide Mental Awareness (-1/4)
[Notes: These communicators have sophisticated transmission technology and are not blocked by equipment blocking radio frequencies (although the team members must still be able to hear to use them effectively). They are also very quiet; the Comets don't even have to speak out loud for them to work.]

KS: The Hacking World (INT-based) 13-

KS: High Technology (INT-based) 13-

KS: The Espionage World (INT-based) 13-

PS: Criminal (INT-based) 13-

Reputation: Incredibly Skilled Operatives (Amongst Hackers and High-Tech Thieves) 11-, +2/+2d6

TF: The Comets' 18-Wheeler

Hunted: Interpol 8- (Mo Pow, NCI, Harshly Punish)

Rivalry: Professional (Other Hackers and Spies; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

3

Computer Programming 13-

3

Electronics 13-

0

Everyman Skills

AK: Tokyo 11-

Climbing 8-

Concealment 8-

Deduction 8-

Language: Japanese (idiomatic)

Paramedics 8-

PS: Job 11-

Shadowing 8-

Stealth 8-

TF: Small Ground Vehicles (Everyman)

3

Fast Draw (Ranged Weapons) 14-

37

Ninja Package

Acrobatics 14-

Breakfall 14-

Bugging 13-

Climbing 14-

Concealment 13-

Contortionist 14-

Demolitions 13-

Disguise 13-

Fast Draw (Melee Weapons) 14-

Lockpicking 14-

KS: Mitsugo Taijutsu 8-

Language: Ninja Clan Codes and Symbols (Completely Fluent)

Security Systems 13-

Sleight Of Hand 14-

Stealth 14-

WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Blowguns, Fukimi-Bari, Garrote

Monitored by the Fuchi-no-Kuroi (Dark Pool) Ninja Clan 11 or less

3

PS: Hacker (INT-based) 13-

3

Seduction 13-

3

Shadowing 13-

3

Streetwise 13-
200+ Disadvantages

20

Hunted: Ichiban Corporation 8- (Mo Pow, NCI, Harshly Punish)

20

Hunted: The New Empire 8- (Mo Pow, NCI, Harshly Punish)

20

Hunted: National Police Agency (Japan) 11- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)

5

Monitored: Deadlock 11- (As Pow, Watching)

5

Physical Limitation: Tone Deaf (Infrequently, Slightly Impairing)

15

Psychological Limitation: Greedy (Common, Strong)

20

Psychological Limitation: Loves Deadlock (Common, Total)

15

Psychological Limitation: Thrill Seeker (Common, Strong)

10

Psychological Limitation: Vain About Her Looks (Common, Moderate)

5

Rivalry: Professional (Other Ninjas; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15

Social Limitation: Secret Identity: Oki Takase (Frequently, Major)
45 Experience Points
 
Characteristics Cost 125 Base Points 200
Powers Cost 110 Disadvantages 150
Talents Cost 9 Experience Points 45
Perks Cost 0 Total Points 395
Martial Arts Cost 55
Skills Cost 96
Total Cost 395
 
Concept Martial Artist/Weapon Master Hair Colour Black
Nationality Japanese Eye Colour Brown
Place of Birth Tokyo, Japan Height 1.77 m/5' 10"
Date of Birth February 10, 1980 Weight 50.00 kg/110 lbs
 
Background

Oki Takase's mother was a ninja (or kunoichi) in the Fuchi-no-Kuroi (Dark Pool) clan. Assigned to gather information about the Nigerian embassy in Japan, she seduced the ambassador's top aid and, eventually, had Oki as a result. Oki was raised from birth to be a ninja, to promote the needs of the clan. She excelled at it. She was one of the finest, most skillful ninjas in Cyber-One's stable.

She found it all boring.

Oki's life as a ninja seemed too stifling to her, too regimented. She found herself taking more risks to entertain herself, purposely leaving herself exposed in such a way as to add to the challenge.

And then she met Deadlock. The calculating, anarchistic cyber warrior appealed to her. By rights, she should have opposed him during their first encounter; his mission complicated her own. But instead, she found herself drawn to him. Within days, she had left her clan behind and gone into action as one of the Comets, calling herself Itachi.

Created by Rob Rogers

Personality
Oki is fun-loving, a risk-taker, and a flirt. Vain and self-involved, she is nonetheless in love with Deadlock. Oki is not a particularly deep individual. She thinks little about the Fuchi-no-Kuroi clan these days, nor about her mother, still part of the clan, who Oki put in a very awkward position with her abandonment of the clan and her mission.

For whatever reason, Cyber-One has decided not to have Oki killed for having left the clan. He might intend to call in a favor someday.

Itachi loves Deadlock, but flirts occasionally with the other men on the Comets. She and Ojo do not get along very well privately, but work together quite well professionally. Itachi's activities have put her on the bad side of the New Empire and the Ichiban Corporation.
Quote
Do we have to turn all of him over to the client? Or can I keep a piece as a souvenir? Which hand did he draw the mouse with?
Powers

Itachi augments her considerable skills as a ninja with a variety of technological tools. Some of these--such as her EMP shuriken--came from her time with the Fuchi-no-Kuroi clan. Others are pieces she has picked up on various missions or bought with her profits. She's always on the lookout for more toys, particularly for more weapons.

Appearance

Itachi's kinky hair dangles to her shoulders. She wears an orange and blue jumpsuit sparkling with her high-tech devices. She is slender and beautiful, her features a delicate mix of her Nigerian and Japanese ancestry. Out of costume, she likes to wear a variety of eye-catching outfits, leaning mostly toward "geek chic."

Art by Ben Langdon