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| Homeland: Japan
Style: Yamishosen-Ryu Hair: Blue, Age: 28 |
Concept: Quiet, Honor, Integrity,
Assassin Signature: None |
Job: 2nd Command
Clan: Shadow |
| Str: 4
Dex: 5 Sta: 5 |
Cha: 5
Man: 4 App: 5 |
Per: 5
Int: 3 Wit: 4 |
| Techniques
Sword: 6 Punch: 2 Kick: 2 Block: 5 Grab: 1 Athletics: 6 Focus: 5 |
Glory -
Honor 5 Rank - Chi 5 Willpower 9 Health 20 Experience NA |
Rank (4)
Resources 1 (4) Sensei 4 Flaws: - Merits: - Ambidextry |
| Talents
Alertness: 5 Interrogate: 4 Indimidate: 2 Insight: 4 Streetwise: 4 Subterfuge: 5 |
Skills
Blindfight: 4 Drive: 2 Leadership: 4 Meditate: 2 Stealth: 5 Survival: 4 |
Knowledge
Arena: - Investigate: 3 Medicine: 2 Mysteries: 3 Style Lore: 3 |
| Maneuvers (Speed, Damage, Move): Katana +1, +3; Wakizashi +1, +2 (+4 Soak) | ||
| Sword Speed not Figured. Katana damage already added.
* = May not add Sword Spd Bonus
Shrouded Moon (1 Chi, 4, -, 6) Ninja becomes invisible; Attacker must win contest of Perception + Alertness vs. ninja’s Focus + Stealth to spot; If undetected, the ninja’s next action is at +1 Speed. Jump (8, -, 6), Accel. Jump (6, -, 8) Kipup Light Feet Lightning Stance (Stance) 100-Blade Slide "Yamigeki" (1 Will, 3, 13x3, 1) Murder Thrust "Shi-Kan-Sen" (3, 18, 1) "Death Wind-up Flash" *Ryu-Sho-Sen "Kage Sho Sen" (1 W, 1 C, 5, 18, 4) KB=Dam, KD Air, "Strike of the Soaring Shadow" Ryu-Tsui-Sen "Yamiten Sho Sen" (1 W, 6, 17, 6) Aerial, Overhead "Flying Strike of the Dark Heaven" Draw (no penalty for drawing sword) Sheath (7, -, 7) Playable with Jump (move 6), Sheath after Move Iai-Jutsu Drawing Strike (+2 to Sword speed from sheath, -2 speed next roud) Sword Defense (9, soak 17/11 other weapon/8 non-weapon, -) Deflecting Sword (7, 13, -) Passing Strike (1 Will, 5, 17, 9) Must be in range of Athletics Samurai Pass (1 Will, 4, 16, 9) Along path of travel, may designate one attack per each hex moved Basics: Jab Sword (7, 12, 7/Jump 6) Strong Sword (5, 14, 7/Jump 6) Fierce Sword (4, 16, 6/Jump 5) |
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| Combos (sword speed bonus not yet added)
Shrouded Moon (4) to Kage Sho Sen (7+1) to Strong Sword (9) Passing Strike (5) Jump Sheath (7/9) Shi Kan Sen (9) (Block and Sheath beforehand) Kage Sho Sen (5/7/9) Jump Sheath (7/9) Kage Sho Sen (11) Jump (8) Yamiten Sho Sen (8) Shi Kan Sen (7) Block (9) Samurai Pass (8) Samurai Pass (8) Sword Defense (9) Yamigeki (7) Shi Kan Sen (7) Draw Strong Sword (7) Sheath (7) Kage Sho Sen (11) |
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| Homeland: Japan
Style: Kage Kogatana Hair: Short Green Age: 36 |
Concept: Justicar
Signature: None |
Job: Enforcer
Clan: Shadow |
| Str: 5
Dex: 5 Sta: 5 |
Cha: 3
Man: 4 App: 4 |
Per: 4
Int: 4 Wit: 5 |
| Techniques
Sword: 5 Punch: 3 Kick: 3 Block: 4 Grab: 2 Athletics: 5 Focus: 6 |
Glory -
Honor 3 Rank - Chi 10 Willpower 8 Health 20 Experience NA |
Rank (3)
Resources 1 (3) Sensei 4 Flaws: - Merits: - |
| Talents
Alertness: 4 Interrogate: 3 Indimidate: 4 Insight: 3 Streetwise: 4 Subterfuge: 3 |
Skills
Blindfight: 3 Meditate: 3 Security: 5 Stealth: 5 Survival: 1 |
Knowledge
Investigate: 4 Medicine: 2 Mysteries: 3 Style Lore: 2 |
| Maneuvers (Speed, Damage, Move): Sword: Ninjato: +1 Speed, +2 Dam (+4 Soak) | ||
| Sword Speed not Figured. Ninjato damage already
added. * = May not add WP Spd
Ninjato Bonus Soak good vs Swords, Knives, and Polearms. Shrouded Moon (1 Chi, 4, -, 6) Ninja becomes invisible; Attacker must win contest of Perception + Alertness vs. ninja’s Focus + Stealth to spot; If undetected, the ninja’s next action is at +1 Speed. Jump (8, -, 5), Accelerated Jump (6, -, 7) Kipup Light Feet (+1 to all ground movement - Alredy Figured, 1 Will makes +3) 100-Blade Slice (1 Will, 3, 12x3, 1) Air Slice (1 Chi, Reach 2 Hexes, Speed per Basic, Damage +1, Move -1) Not with Jump Blade Sweep (3, 15, 4) KD Crouching Stab (4, 16, -) KD Air *Double Slash (3, 13x2 5) Crouching/Aerial only hit once Draw (no penalty for drawing) Passing Strike (1 Will, 5, 16, 8) Must be in range of Athletics Spinning Back Slash (4, 14, 7) Spinning Double Slash (1 Will, 4, 13x2, 9) Dodge FB *Vacuum Barage (2 Chi, 3, 12x6, -) Reach 6 Vacuum Cut (1 Chi, Speed per Basic, Dam +1, Move -2) Reach 6, May not play with Jump Energy Reflection (Chi = Attack, 6, -, -) 2+ Success on Wits Missile Reflection (8, -, 5) Sword Defense (9, 17/11 polearm or knife/9 other weapon/7 non-weapon, -) Handstand Kick (4, 12, 4) KD Aerial Knee Basher (4, 12, 1) Sustained Basic Attacks Jab Sword (7, 11, 6/J5) Jab (7, 7, 6/J5) Short (6, 8, 6/5) Strong Sword (5, 13, 6/J5) Strong (5, 9, 6/J5) Forward (5, 10, 5/4) Fierce Sword (4, 15, 5/J4) Fierce (4, 11, 5/J4) |
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| Combos
Strong Vacuum Cut (5) to Fierce Vacuum Cut (6) to Vacuum Barage (7) Jab Air Slice (7) to Strong Air Slice (7) to Blade Sweep (7) Jab Sword (7) to Strong Sword (7) to Strong Sword (9) Fierce Vacuum Cut (4) to Passing Strike (7) to Fierce Vacuum Cut (8) Vacuum Barage (3) to Strong Vacuum Cut (7) to Passing Strike (9) Block (9) to Spin Double Slash (8) to Double Slash (7) Energy Reflection (6) to Vacuum Barage (7) Missile Reflection (8) to Vacuum Barage (7) Sword Defense (9) to Crouching Stab (8) Fierce Punch (4) to DH Knee (7) to Handstand Kick (8) (dizzy) Block (9) to Knee Basher (8) to Jumping Forward Kick (9) |
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| Homeland: Hell/Yomi
Style: Hell's Gate |
Concept: Demon
Signature: Hand in claw posture, Purple Lightning |
Job: Retrieval
Personality: Hates all life |
| Str: 5
Dex: 5 Sta: 5 |
Cha: 4
Man: 5 App: 4 |
Per: 3
Int: 5 Wit: 4 |
| Techniques
Sword: 5 Punch: 2 Kick: 4 Block: 5 Grab: 2 Athletics: 5 Focus: 5 |
Glory 0
Honor 0 Rank 0 Chi 10 Willpower 9 Health 30 Experience NA |
From Hell 5
Resources (4) Sensei 4 Flaws: - Demon Weaknesses (1 pt) Merits: - 5pt Clarity (x2 dizzy threshold) |
| Talents
Alertness: 5 Interrogate: 2 Indimidate: 5 Insight: 1 Streetwise: 4 Subterfuge: 5 |
Skills
Blindfight: 1 Meditate: 5 Stealth: 3 Survival: 1 |
Knowledge
Investigate: 2 Medicine: 1 Mysteries: 4 |
| Maneuvers (Speed, Damage, Move) Mystic Wooden Katana +1, +3 | ||
| PK Channeling: Sword "Anonymity" (1
Chi, +2 damage, basic only)
Summon Rage "Lightning" (2 Will, 1 Chi, +2 Spd, Roll three dice. The successes are added to strength for the next three turns. One extra Will may be spent for an automatic success. Only on the turn that this is used, stamina is increased by the same number of successes. *Double Slash (3, 14x2, 4) *Rising Blade (purple lightning effect) (1 Will, 5, 19, 3) KD aerial, aerial, KB grd One Flying Overhead Slash (1 Will, 4, 14x2, 7) Aerial, OH Overhead Lightning Slash (1 Will, 2 Chi, 4, 16x2, 7) Aerial, OH Shock Treatment "Revised" (2 Chi, 4, 13, -) Kd, KB 1 One-Handed Slam (Suplex) (5, 9, 1) KD Basic Attacks Jab Sword (7, 12, 5) Jab (7, 6, 5) Short (6, 9, 5) Strong Sword (5, 14, 5) Strong (5, 8, 5) Forward (5, 11, 4) Fierce Sword (4, 16, 4) Fierce (4, 10, 4) |
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| Combos (note PK Channeling needn't be specified
in combos so below mention is only guideline)
Flying OH Slash (4) Jab Sword (9) Rising Blade (9) OH Lightning Slash (4) PK Strong Sword (7) Fierce Sword (8) Jab Sword (7) to PK Strong Sword (7) to Shock Treatment (8) PK Jab Sword (7) to Forward Kick (7) to Double Slash (7) Block (9) Fierce Sword (8) Fierce Sword (8) Block (9) to Summon Rage (10) Double Slash (7) Summon Rage (6) to OH Lightning Slash (6) to Rising Blade (9) |
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| Homeland: Japan
Style: Oogami-Ryu Sword Style Age: 40, Hair: Topknot Ponytail |
Concept: Assassin
Signature: Dead target |
Job: Leader
Clan: Shadow Ninja |
| Str: 6
Dex: 5 Sta: 6 |
Cha: 5
Man: 5 App: 3 |
Per: 4
Int: 5 Wit: 4 |
| Techniques
Sword: 5 Punch: 4 Kick: 4 Block: 4 Grab: 4 Athletics: 5 (+1 on ground) Focus: 5 |
Glory 1
Honor 1 Rank - Chi 6 Willpower 9 Health 20 Experience NA |
Rank 1 (5)
Resources (4) Sensei 4 Flaws: - Merits: - |
| Talents
Alertness: 5 Interrogate: 3 Indimidate: 5 Insight: 5 Streetwise: 5 Subterfuge: 5 |
Skills
Blindfight: 4 Drive: 2 Leadership: 5 Stealth: 6 Survival: 2 |
Knowledge
Investigate: 4 Medicine: 3 Mysteries: 3 Style Lore: 3 |
| Maneuvers (Speed, Damage, Move): Katana +1 Speed (not figured), Dam +3 | ||
| Jump (8, -, 5)
Accelerated Jump (6, -, 7) Kipup Shrouded Moon (1 Chi, 4, -, 5) Lightfeet (spend 1 Will to add +3 movement to ground Athletics) Shikan-ken (6, 11, 6) KD aerial, STR test for KB 1 Boshi-ken (4, 12, 6) -1 to victim's move next turn Shuto (4, 13/14, 4) higher damage vs no armor, ignores Toughskin Garotte (3/4 in hex, 10, 1) sustained hold, no soak without neck armor Neck Choke (4, 13, 1) Sust. Flying Thrust Kick (1 W, 5, 16, 3) KD aerial, Aerial, KB 1 vs ground Draw Sakki Wolf Charge (1 W, 5, 18, 8) KB 1 or 2 if dizzy Murder Thrust (3, 19, 1) Zero Gatotsu (1 W, 1 Chi, 4, 21, -) Ignores armor, KD Aerial Move (8, -, 9) Basic Attacks Jab Sword (7, 13, 6/J5) Jab (7, 9, 6/J5) Short (6, 10, 6/J5) Strong Sword (5, 15, 6/J5) Strong (5, 11, 6/J5) Forward (5, 12, 5/J4) Fierce Sword (4, 17, 5/J4) Fierce (4, 13, 5/J4) |
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| Combos
Move (8) to Shrouded Moon (6) to Garotte (7/8) +1 if SM successful Move (8) to Shrouded Moon (6) to Murder Thrust (7) +1 if SM successful Shrouded Moon (4) to Shrouded Moon (6+1) to Zero Gatotsu (8+1) Jump (8) to Shrouded Moon (6) to Wolf Charge (9+1) Jump (8) to Move (10) to Neck Choke (8) Block (9) to Flying Thrust Kick (9) to Shuto (8) dizzy |
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