Ninjas in Dead Reign...

You are on your own. The Army is MIA and our government is gone! There are no communications of any kind. Cities and towns have gone dark, and zombies fill the streets. The dead have risen and it would seem to be the end of the world. Help me, Mommy!

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tragichero83
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Ninjas in Dead Reign...

Unread post by tragichero83 »

I'm going to be running a Dead Reign campaign with one of my friends in the new future and he is dead set on one of his two characters being a ninja.

I'm just wondering what everyone's opinion is on the best way to integrate this. Should I have him be just be the Dedicated Martial Arts OCC from Ninjas & Superspies? Should I just let him take Ninjitsu as his hand to hand style and pick a Dead Reign OCC? Maybe at the cost of an additional secondary skill?

Thanks for the input/ideas!
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Re: Ninjas in Dead Reign...

Unread post by filo_clarke »

I would have him roll up the Criminal: Hit-Man/Assassin from Dead Reign, and then give him Hand to Hand Ninjitsu from the Rifts: Japan book. Guide his skill selection to better fit the concept of a Ninja, and voila!

Allowing him to take a Dedicated Martial Artist with an exclusive martial art form makes a totally overpowered character for Dead Reign. Many of the Martial Art Powers that he could select would tip the character from human into the superhuman category. At best, if you prevented him from selecting anything "mystical" from the Martial Art Powers and stuck with purely physical abilities, he would still be the greatest melee combatant in play. I would, personally, not like to run a game with such a character as a PC.

Of course that is just my opinion. There are probably people on these boards that would recommend that you allow him to roll up a Cat-Alien-Immortal-Megahero from a High Gravity world, APS Shadow and kewl kissentite katanas. It is your game, so feel free to run it as you like.
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Re: Ninjas in Dead Reign...

Unread post by say652 »

Give the guy a straight up ninja.
Mystic ninja. Or more setting fitting Tech ninja. Just swap the bionics for sdc equivalents from the heroes unlimited bionics section.
put some METAL in your zombie fighting GEAR. The ultra low ppe and stealth systems make sneaking around zombies a viable weapon in their destruction.
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Re: Ninjas in Dead Reign...

Unread post by filo_clarke »

say652 wrote:Give the guy a straight up ninja.
Mystic ninja. Or more setting fitting Tech ninja. Just swap the bionics for sdc equivalents from the heroes unlimited bionics section.
put some METAL in your zombie fighting GEAR. The ultra low ppe and stealth systems make sneaking around zombies a viable weapon in their destruction.


Actually, for once I agree with say652. The Mystic Ninja may be the best representation of the "traditional" ninja class, if that is what your player wants. Since it states explicitly in the O.C.C. description that they don't get any supernatural abilities in non magic-rich environments, then all they would receive are powers #3, 5, 6, & 7. The fact that they can't take any Electrical, Pilot: Related and Mechanical Related skills, and a limited selection of Medical, Military and Pilot Related skills, means he is significantly limited in exchange for these special abilities.

Since the Tech Ninja only gets a limited selection of cybernetic implants, and these would have to come from available sources in Dead Reign, he might have a pacemaker to help with a heart defect, deep-brain electronic implants to control his Parkinson's, cochlear implants in the skull to cure a hearing problem, a video camera eye that records directly to his smartphone or laptop, or a replacement prosthetic limb that he lost in an accident. If the GM is especially generous, he/she may consider Lasik Eye Surgery to be cybernetic surgery. Or he may have been on the clinical trial test for Ocumetics Bionic Lens,m although by name alone this may be considered a Bionic.

I'm not sure what bionics say652 is referring to, specifically, nor do I know what he means by "ultra low ppe and stealth systems" but maybe he can give some real-world examples to whet your player's appetite?
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Re: Ninjas in Dead Reign...

Unread post by say652 »

The physical training power category might also be fitting for a Kung fu type of ninja.
I would recommend at least partial bionic conversion but wouldn't rule out heavy war machine.
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Re: Ninjas in Dead Reign...

Unread post by tragichero83 »

The "mystic ninja" option intrigues me. What book are the two OOCs you're talking about in? Rifts: Japan? Cause I don't have that one. Haha. Not sure I want to buy it just so my player can play that kind of ninja either. :)

I think, unless another suggestion comes up, I might have him go with the Criminal: Hit-Man/Assassin survivor OCC and then use the Ninjitsu hand to hand. I know it was included in the old TMNT book (which I have) so I can use that version.

Thanks for the suggestions!
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Re: Ninjas in Dead Reign...

Unread post by filo_clarke »

say652 wrote:The physical training power category might also be fitting for a Kung fu type of ninja.
I would recommend at least partial bionic conversion but wouldn't rule out heavy war machine.


So, do you mean the Athletics: Fighting Competitor under the Survivor O.C.C., but with a prosthetic limb or two? Or perhaps somebody like Oscar Pistorius with Flex-Foot leg extensions? Interesting...

Is the "heavy war machine" perhaps someone with dysmelia or phocomelia, that is confined to an electric wheelchair, but someone has fitted weapons to it, like a mobile platform?

Wow, I am impressed that you would suggest playing such challenging characters. Very nicely done, say652, my opinion of you is changing radically.
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Re: Ninjas in Dead Reign...

Unread post by filo_clarke »

tragichero83 wrote:The "mystic ninja" option intrigues me. What book are the two OOCs you're talking about in? Rifts: Japan? Cause I don't have that one. Haha. Not sure I want to buy it just so my player can play that kind of ninja either. :)

I think, unless another suggestion comes up, I might have him go with the Criminal: Hit-Man/Assassin survivor OCC and then use the Ninjitsu hand to hand. I know it was included in the old TMNT book (which I have) so I can use that version.

Thanks for the suggestions!


Yes, all that is in Rifts: Japan. As is an updated version of Hand to Hand: Ninjitsu/Tai-Jutsu, which doesn't contain any martial art powers, and only a few specialized moves. It is no more powerful than Hand to Hand: Martial Arts or Assassin, but offers some different attacks and defenses, for a different sort of fighter. Sorry you don't have the book. :(
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Re: Ninjas in Dead Reign...

Unread post by say652 »

My zombie fighter of choice.

Experiment level:1.
Side effect:Breathe Without Air.

6 Minor Powers.
Night Stalking.
Adhesion.
Superhuman Strength.
Healing Factor.
Energy Expulsion:Light.
Extraordinary Speed.

High School level education.
Physical&Criminal skill programs +5%.
10 secondary skills.

Streetwise.
Pick locks.
Prowl.
Find contraband&Illegal Weapons.
Computer Hacking.
Boxing.
Acrobatics.
Gymnastics.
Wrestling.
Hand to Hand Martial Arts.
Computer Operation.
Computer programming.
Smimming.
Auto mechanics.
Land Navigation.
Athletics.
Wp:Shotgun.
Math basic.
American.
Literacy American.
Pilot:Auto mobile.
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Re: Ninjas in Dead Reign...

Unread post by filo_clarke »

say652 wrote:My zombie fighter of choice....


Hmm... Apart from the skills, I can't seem to find any of that in the Dead Reign books, or even Rifter articles. Could you provide page numbers?
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Re: Ninjas in Dead Reign...

Unread post by whassupman03 »

Hello...

I've read about ways to integrate ninjas into gaming, and I believe that they can be integrated into a modern-day Dead Reign campaign. Ninjas in my method of thought would use both conventional ninjutsu weapons, as well as modern firearms and other technologies as well. Please note that my inspiration comes from other forums for other games (And no conversions are intended; I would simply use Palladium resources to make my own inspired decisions.) but my agreement with certain posts leads me to my take on anti-zombie ninjas which would tend to use arts of distraction in their tactics, so I would arm them with small flash-bang grenades and other distracting tools to fool the zombies, while I would arm them with both conventional ninjutsu weapons, such as swords, staffs, and shuriken, as well as firearms of equal calibers. Pistols would be carried by the ninjas, as well as a light submachine gun that possesses commonality through ammunition and perhaps even magazines as the pistol. Even so, shuriken and other throwing weapons would include "trick" functionality, such as explosives, smoke, and other things. But that would be my take for now. Hopefully I'll be able to add more. Even so, please take care; thanks a bunch, and have a good day.

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Re: Ninjas in Dead Reign...

Unread post by Zer0 Kay »

say652 wrote:Give the guy a straight up ninja.
Mystic ninja. Or more setting fitting Tech ninja. Just swap the bionics for sdc equivalents from the heroes unlimited bionics section.
put some METAL in your zombie fighting GEAR. The ultra low ppe and stealth systems make sneaking around zombies a viable weapon in their destruction.


More to the setting? None of those are "more setting fitting" the closest ninja to setting fitting would be one from TMNT/AtB.
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Re: Ninjas in Dead Reign...

Unread post by SittingBull »

Ninja would work or fail depending on if the zombies see life energy; unless the ninja is really resourceful or has some ppe draining trick.
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Re: Ninjas in Dead Reign...

Unread post by filo_clarke »

SittingBull wrote:Ninja would work or fail depending on if the zombies see life energy; unless the ninja is really resourceful or has some ppe draining trick.


Actually, I like the concept of Ninja as a Dead Reign character. Some of my players always want to be a "specialist" of some kind, and tweaking the Hit-Man/Assassin into a Ninja might just fit the bill. Hand to Hand Ninjitsu would offer some combat moves that are outside the ordinary, like Cartwheel and Backflip. W.P. Paired gives a good boost to fighting, and training him in a mix of modern and ancient weapons would be very beneficial. Good stealth skills, combined with disguise and impersonation could come in handy when dealing with other humans, but might also be able to pass oneself off as a zombie to fool the undead (remember that they can't see auras in daylight, and are thus limited by their normal senses).

Yeah, I see definite potential here.

That being said, I think Ninja is completely implausible as a character choice, but sometimes the "cool" factor wins out over logic. :wink:
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Re: Ninjas in Dead Reign...

Unread post by SittingBull »

Zombies can see life energy up to 1,200 feet during the daytime and don't forget they can sense life energy at a minimum of 25'. (Page 24/25 of the main Dead Reign book.)
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Re: Ninjas in Dead Reign...

Unread post by filo_clarke »

SittingBull wrote:Zombies can see life energy up to 1,200 feet during the daytime and don't forget they can sense life energy at a minimum of 25'. (Page 24/25 of the main Dead Reign book.)


To be honest, I forgot that the vision was that far in daylight. Still, the other skills can still make it a decent character against the dead.
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Re: Ninjas in Dead Reign...

Unread post by SittingBull »

Yeah, almost a fifth of a mile during the daytime is hard to keep in mind; one might say mind-boggling.
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Re: Ninjas in Dead Reign...

Unread post by filo_clarke »

That is so weird. I have been operating under the belief that bright sunlight prevented zombies from seeing auras, but after pouring over the book, I can't find any source for that opinion. I have no idea where I got that opinion from. My Dead Reign games are about to change dramatically.
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Re: Ninjas in Dead Reign...

Unread post by say652 »

After much thought, I present... Tobias Backyard ninja.
Mutant level: 1
Anarchist alignment.

Traits(4): ambidextrous, double jointed, small retractable climbing claws, Natural talent: Hand to hand: Martial Arts and Boxing.

No powers or psionics or magic abilities.

High school level education.
Physical & Criminal programs.
Hand to hand:Martial arts,
7 secondary skills.
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Re: Ninjas in Dead Reign...

Unread post by SittingBull »

filo_clarke wrote:That is so weird. I have been operating under the belief that bright sunlight prevented zombies from seeing auras, but after pouring over the book, I can't find any source for that opinion. I have no idea where I got that opinion from. My Dead Reign games are about to change dramatically.


I wouldnt change something that fundamental in the middle of a game. Just go with it as it is. Would be unfair to the players to change something like that, without some kind of reason for the change, in game.
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Re: Ninjas in Dead Reign...

Unread post by Zer0 Kay »

filo_clarke wrote:That is so weird. I have been operating under the belief that bright sunlight prevented zombies from seeing auras, but after pouring over the book, I can't find any source for that opinion. I have no idea where I got that opinion from. My Dead Reign games are about to change dramatically.


According to the book they have a reduced range in sunlight and a couple times greater at night. There doesn't seem to be anything given for varying degrees of sunlight. But if sunlight does make it harder then it is only logical that on an overcast day not so much obfuscation and in sunlight beaming directly into their face with a person in between near invisibility. So then my question would be, would other bright lights count as well? If a horde of zombies came into an alley and at the other end were several of the large search light type setups, used to shine up into the sky to attract attention to events in most larger cities, would the zombies be able to see the people waiting with various means of dismemberment? In other words does STRONG artificial light work or is it a vampires only effected by sunlight type of thing?
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Re: Ninjas in Dead Reign...

Unread post by filo_clarke »

say652 wrote:After much thought, I present... Tobias Backyard ninja.
Mutant level: 1
Anarchist alignment.

Traits(4): ambidextrous, double jointed, small retractable climbing claws, Natural talent: Hand to hand: Martial Arts and Boxing.

No powers or psionics or magic abilities.

High school level education.
Physical & Criminal programs.
Hand to hand:Martial arts,
7 secondary skills.


Okay, good... I like what you are doing. But how about not making him a mutant at all? Ambidexterity, as a skill, was introduced in Rifter #49, and Contortionism in Rifter #19 (not exactly Double Jointed, but close). I am interested in what this character does/did before the dead arose. With the High School education level, and the Physical and Criminal programs, what sort of person is/was this? I think this could be a definitely awesome character build; minus all of the mutant stuff, and a little backstory, of course.
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Re: Ninjas in Dead Reign...

Unread post by say652 »

I kept the Mutant, it fits maybe a gen 1 with latent powers perhaps will become active in children or grandchildren.

If the powers ever become active...
3:Minors.
Superhuman strength.
Radar.
Healing Factor.
5:Minor psionics.
Telepathy.
Telekinesis.
Tk. Punch.
Summon inner strength.
Night vision.

Tobias(never toby,ever) was a typical suburb kid until his 10th birthday, his family fled america.
So alone a ward of the state and angry. He teained and watched every martial arts movie he could find, by fourteen he was fighting blackbelts, by sixteen he was winning.
When the world went crazy, nineteen years old a a self proclaimed ninja and very experienced in the seedier side of acquisitions...
He was very prepared.


Equipment I'll leave up to you.
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Re: Ninjas in Dead Reign...

Unread post by filo_clarke »

Interesting. :-) So, ignoring the mutant aspect, let me request some clarification: With a name like Tobias, can I assume some kind of northern European ancestry? What were his parents fleeing, that they left behind a 10-yo child? As a foster child, what kind of environment did he grow up in? (loving household? cold, stern parents? state institution? frequent changes of family?). If he was training in a variety of Martial Arts, what sort of competitions was he involved in? In his more criminal aspects, what kind of crimes did he commit? (petty theft for basic needs? burglaries for items to fence? assault/robbery/murder for money?)

As I said, the Backyard Ninja is proving to be a neat character concept, without all the mutant stuff that is.
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Re: Ninjas in Dead Reign...

Unread post by say652 »

Part of his nastyness comes from his mutant trauts. He will lose 2 attacks and some great bonuses if you drop them.
Compromise, I will return the climbing claws, still got the receipt.
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Re: Ninjas in Dead Reign...

Unread post by say652 »

I will post both, the heroes unlimited version and the non powered version. The traits I will reduce to 2 for the nonpowered version.
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Re: Ninjas in Dead Reign...

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Tobias The Ninja.
Mutant level:1.
"Im not here to talk".

Iq:11. Me:32. Ma:16. Superhuman Ps:41. Pp:34. Pe:23. Pb:21. Spd:15.

Hp:35. Sdc:89.
Isp:78. Ppe:2.

7'3" height. 450lbs. Brown eyes. Shaved head. Covered in scars and tattoos. Dark tan.

Mutant Traits:Ambidextrous,Double Jointed,ExtraLarge Hands,Natural Talents:Pilates&Body Sculptor,Stocky,Unusually Large.

4:physical psionic powers,Latent Psionic. Bio-Regenerate, Summon inner strength, TK Punch, Tk Leap.

3:Blackvault minor powers. Chain Attacks, Fracture, Piercing Blows.

Highschool Education.
Physical&Criminal skill programs.
Pilates.
Parkour.
Body Sculptor.
Aerobics.
Streetwise.
Pick Locks.
Prowl.
Cardsharp.
Palming.
American.
Literacy:American.
Pilot:Automobile.
Math:Basic.

Secondary skills.
Martial Arts.
Impact Zone.
Climbing.
Swim.
Land navigation.
Wilderness Survival.
AutoMechanics.
First Aid.

+6:Initiative.
6:Attacks.
+11:Strike.
+9:Parry.
+8:Dodge.
+7:Roll with impact.
+3:Pull Punch.
Critical Hit Range:16-17:Double Damage,17-20:Triple Damage.
+32sdc Punches.
+26sdc Melee.
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Re: Ninjas in Dead Reign...

Unread post by say652 »

Tobias.
Backyard Ninja level:1.

Iq:11. Me:28. Ma:13. Ps:28. Pp:30. Pe:21. Pb:18. Spd:15.

Hp:30. Sdc:52.
Ppe:7.

Same Appearance.

Skils&Education same.

+5:Initiative.
4:Attacks.
+5:Roll.
+3:Pull punch.
+8:Strike.
+8:Parry.
+8:Dodge.
+13:Damage Melee.
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Re: Ninjas in Dead Reign...

Unread post by filo_clarke »

say652 wrote:Tobias.
Backyard Ninja level:1.

Iq:11. Me:28. Ma:13. Ps:28. Pp:30. Pe:21. Pb:18. Spd:15.

Hp:30. Sdc:52.
Ppe:7.

Same Appearance.

Skils&Education same.

+5:Initiative.
4:Attacks.
+5:Roll.
+3:Pull punch.
+8:Strike.
+8:Parry.
+8:Dodge.
+13:Damage Melee.


Now we're talking, though the attributes are ridiculously high (3 above 20, and one at 30; the dice were REALLY kind to you). At 7'3, 450 lbs does he suffer from acromegaly or gigantism? That's pretty cool. Plus I don't know what the skills "Pilates", "Parkour", and "Impact Zone" are? Wait... wait, a 7'3", 450 lb man doing parkour? I'm not sure that would work... Pilates is a weird choice, but maybe it helps with his arthritis so I can see it, but parkour? That guy is going to break a leg, or crush a disc in his spine pretty quickly.

But anyway, what about his background? According to wikipedia, Andre the Giant was 6'3" and 240 lbs by the age of 12, was Tobias troubled by the same sort of problem? You say he was abandoned by his parents at age 10, did his size have anything to do with why he couldn't flee with them? Were his health problems concerning to foster families, worsening his living conditions?

Good stuff on the whole, just a few wrinkles to iron out...
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Re: Ninjas in Dead Reign...

Unread post by say652 »

The high m.e. was why he focused on his strength and balance.
The skills are in the blackvault as well.

I feel the mutant trait bonuses should be added, he is after all a 450lb guy that moves on par with an Olympic level gymnast.
And the whole giant baby thibg makes total sense.

Add in the trait bonuses and make him a mutant.
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Re: Ninjas in Dead Reign...

Unread post by filo_clarke »

But since Dead Reign doesn't have mutant powers, then his "mutation" looks like it is some kind of pituitary disorder, like the Greak Khali, or Andre the Giant. Both of whom were/are tremendously strong, but suffer from a lack of mobility and problems like arthritis and heart/cardiovascular issues. I'm a little worried that the first time he tries parkour, his leg(s) will be crushed under his own weight.

What were his parents fleeing? Where did they go?
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Re: Ninjas in Dead Reign...

Unread post by say652 »

Since in the mutant power category, mutations triggered by experiment is an option.

Gave the giant baby a mutation juice box and bounced.
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Re: Ninjas in Dead Reign...

Unread post by SittingBull »

Well this thread had changed topics, later.
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Re: Ninjas in Dead Reign...

Unread post by filo_clarke »

I agree. I was hoping for an example of a "practical ninja" that wasn't bound to the feudal Japanese model. That is not what has been presented here.
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Re: Ninjas in Dead Reign...

Unread post by Zer0 Kay »

filo_clarke wrote:I agree. I was hoping for an example of a "practical ninja" that wasn't bound to the feudal Japanese model. That is not what has been presented here.


You want in game... Make a hit man/assassin and call it a ninja. Out of game, better ninja but not as unbalancing as a Rifts Mystic Ninja and Tech Ninja or an actual Ninjas and Superspies martial artist with Ninjitsu then make a regular person and give them Ninjitsu from TMNT
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Re: Ninjas in Dead Reign...

Unread post by say652 »

Technically, according to the definition of the wprd, any combat trained nonNoble is a Ninja.
Js.
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Re: Ninjas in Dead Reign...

Unread post by Zer0 Kay »

忍者 is not a peasant.
You sure your not thinking of the ashigaru? They were peasant soldiers.
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Re: Ninjas in Dead Reign...

Unread post by jedi078 »

I agree with those people who have stated to make a hit man/assassin and select skills that a ninja would have. To use something from another game system in Dead Reign would introduce a fair amount of imbalance.
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Re: Ninjas in Dead Reign...

Unread post by say652 »

say652 wrote:Tobias The Ninja.
Mutant level:1.
"Im not here to talk".

Iq:11. Me:32. Ma:16. Superhuman Ps:41. Pp:34. Pe:23. Pb:21. Spd:15.

Hp:35. Sdc:89.
Isp:78. Ppe:2.

7'3" height. 450lbs. Brown eyes. Shaved head. Covered in scars and tattoos. Dark tan.

Mutant Traits:Ambidextrous,Double Jointed,ExtraLarge Hands,Natural Talents:Pilates&Body Sculptor,Stocky,Unusually Large.

4:physical psionic powers,Latent Psionic. Bio-Regenerate, Summon inner strength, TK Punch, Tk Leap.

3:Blackvault minor powers. Chain Attacks, Fracture, Piercing Blows.

Highschool Education.
Physical&Criminal skill programs.
Pilates.
Parkour.
Body Sculptor.
Aerobics.
Streetwise.
Pick Locks.
Prowl.
Cardsharp.
Palming.
American.
Literacy:American.
Pilot:Automobile.
Math:Basic.

Secondary skills.
Martial Arts.
Impact Zone.
Climbing.
Swim.
Land navigation.
Wilderness Survival.
AutoMechanics.
First Aid.

+6:Initiative.
6:Attacks.
+11:Strike.
+9:Parry.
+8:Dodge.
+7:Roll with impact.
+3:Pull Punch.
Critical Hit Range:16-17:Double Damage,17-20:Triple Damage.
+32sdc Punches.
+26sdc Melee.


Gonna keep this one, is it possible to detect the "zombie" virus in living carriers??
Tobias shall be a zombie trojan horse in one of my future adventures.
Also any suggestions on what type of zombie to make him??
I am thinking Half living or Thinker.
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Re: Ninjas in Dead Reign...

Unread post by SittingBull »

Sadly you can tell that isn't a dead reign character because he has too many skills (and is a mutant).
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Re: Ninjas in Dead Reign...

Unread post by say652 »

True, but adding dr zombies into lets say Rifts where they are crazy powerful or heroes unlimited wpuld be extremely fun. And your character doesn't have to suck to fight zombies :)
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Re: Ninjas in Dead Reign...

Unread post by SittingBull »

Zombies in rifts would be pointless. People have tech OR magic, both hand zombies find (zombies biggest defense if their AR).
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Re: Ninjas in Dead Reign...

Unread post by say652 »

Mdc, supernatural strength, immune to energy and keep the ar I believe.

Not all that pountless.
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Re: Ninjas in Dead Reign...

Unread post by SittingBull »

immune to energy is just stupid.
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Re: Ninjas in Dead Reign...

Unread post by SittingBull »

Also, if they are MDC then they have no AR.
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Re: Ninjas in Dead Reign...

Unread post by say652 »

Its in the dr corebook.

I feel facing an undead horde with mediocre characters is stupid.
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Re: Ninjas in Dead Reign...

Unread post by SittingBull »

Ok where did the mediocore characters part come from?
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Re: Ninjas in Dead Reign...

Unread post by jedi078 »

say652 wrote:I feel facing an undead horde with mediocre characters is stupid.

There are no mediocre characters, but there are overpowered characters. As it is, your ninja is way too overpowered for a traditional Dead Reign game. Now if your making the character for the N&SS setting where a Zombie outbreak occurs the character would be ok. If your GM is/was going to allow overpowered characters then again the character would be ok.

Anyhow, to me part of the reason I like the Dead Reign setting is because there are no super powers, magic, or psionics present.
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Re: Ninjas in Dead Reign...

Unread post by Zer0 Kay »

SittingBull wrote:Zombies in rifts would be pointless. People have tech OR magic, both hand zombies find (zombies biggest defense if their AR).

And yet Chaos Earth: Resurrection will be exactly that.
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Re: Ninjas in Dead Reign...

Unread post by Zer0 Kay »

SittingBull wrote:Also, if they are MDC then they have no AR.


Untrue, SOME few things that are MDC have AR. I think that is usually to represent bypassing the armor to hit the squishy inside. The zombies would be natural AR to represent the difficulty hitting something that matters.
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