100 points

You're a silent killer. You might be a ninja, a government agent, a hired hit man, or a dangerous nutcase with an agenda. Whatever your motivations, you've chosen the martial arts as your tool. Unarmed combat is valuable for taking out targets that would never let a weapon get near, while "traditional" weapons - bows, knives, etc. - are quieter and less random than firearms or explosives. The trick is to get close enough . . . and you're an expert at that.

Attributes: ST 10 [0]; DX 12 [40]; IQ 12 [40]; HT 10 [0]. Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 12 [0]; Per 12 [0]; FP 10 [0]; Basic Speed 5.50

Advantages: 20 points chosen from among DX +1 [20], IQ +1 [20], Per +1 to +4 [5/level], Acute Senses (any) 1-5 [2/level], Alternate Identity (Illegal) [15] or Zeroed [10], Cultural Familiarity [1/culture], Danger Sense [15], Honest Face

[1], Night Vision 1-9 [1/level], Perfect Balance [15], Peripheral Vision [15], Style Familiarity (any) [1/style], or Style Perks [1/perk].

Perks: Style Familiarity (own style) [1]. Disadvantages: -20 points chosen from among Duty (Agency, clan, or guild; Extremely Hazardous; 12 or less) [-15] or (15 or less) [-20], Greed [-15*], Intolerance (Nation or other large group) [-5], Obsession (Assassinate a particular target) [-5*], Secret (Professional assassin) [-20], Sense of Duty (Clan or guild) [-5], or Social Stigma (Criminal Record) [-5]. • Another -20 points chosen from among Bloodlust [-10*], Callous [-5] or Low Empathy [-20], Code of Honor ("Stay bought") [-5], Light Sleeper [-5], Loner [-5*], Nightmares [-5*], No Sense of Humor [-10], Paranoia [-10], or Trademark [-5, -10, or -15].

Primary Skills: Either Disguise (A) IQ+2 [8]-14 or Stealth (A) DX+2 [8]-14. • Also spend 20 points in the skills and techniques of a combat style (see Chapter 5). Secondary Skills: Pick four of Forced Entry (E) DX+1 [2]-13; Climbing (A) DX [2]-12; Camouflage or Savoir-Faire (Servant), both (E) IQ+1 [2]-13; Acting, Electronics Operation (Security), Fast-Talk, Holdout, Lockpicking, Shadowing, or Traps, all (A) IQ [2]-12; or Poisons (H) IQ-1 [2]-11.

Background Skills: Choose three of Area Knowledge (any) or Savoir-Faire (Mafia), both (E) IQ [1]-12; or Armoury (Melee Weapons or Missile Weapons), Explosives (Demolition or Fireworks), or Streetwise, all (A) IQ-1 [1]-11.

* Multiplied for self-control number; see p. B120. Lens

Cinematic (+100 points): Add 80 points chosen from among Blunt Claws [3], Combat Reflexes [15], Cultural Adaptability [10], Damage Resistance 1-2 (Partial, Hands, -40%; Tough Skin, -40%) [1-2], Enhanced Time Sense [45], Extra Attack 1 or 2 (Multi-Strike, +20%) [30 or 60], Forceful Chi 1-4 [15/level], Gizmos (Only for style, -20%) [4/level], Heroic Archer [20], Innate Attack [Varies], Social Chameleon [5], Striker (Crushing) [5], Trained by a Master [30], or Weapon Master [20-45]. You must take either Trained by a Master or Weapon Master!

• Add 20 points in your style's cinematic skills (and prerequisites); Invisibility Art, Light Walk, and Lizard Climb are useful for stalking victims.


Customization Notes

Styles: Ninja should know Taijutsu (pp. 202-203) and at least one of Kenjutsu (pp. 173-175), Kusarijutsu (p. 179), Kyujutsu (pp. 179-180), or Shurikenjutsu (pp. 195-197); those in B-movies often practice Kobujutsu (p. 178). Dagger Fighting (p. 155) or Shortsword Fighting (p. 195) would serve realistic assassins well in any pre-modern setting. Modern government agents are typically taught a form of Military Hand-to-Hand (pp. 182-185). Cinematic killers occasionally eschew weapons for aggressive styles, such as Bando (pp. 151-152) and Muay Thai (pp. 185-186), or those with lethal pressure-point attacks, like Chin Na (p. 154), Hwa Rang Do (pp. 163-164), and Kalaripayit (pp. 168-169).

Style Lenses: Traditional ninja need no lens. "Military" makes sense for a modern government agent, while "Street" suits a mob hit man or suspense-movie nutcase.

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