NINJA CRAZY O.C.C.
Role: Elite Ninja
PL 10 (166)
STRENGTH 3/5
STAMINA 4/5
AGILITY 5/6
FIGHTING 10
DEXTERITY 6
INTELLIGENCE 2
AWARENESS 3
PRESENCE 3
Skills:
Acrobatics 7 (+13)
Athletics 9 (+14)
Deception 5 (+8)
Expertise (Ninja) 9 (+11)
Insight 4 (+7)
Intimidation 2 (+5)
Investigation 3 (+6)
Perception 5 (+8)
Sleight of Hand 4 (+10, +12 Overall)
Stealth 6 (+12)
Treatment 2 (+4)
Advantages:
Accurate Attack, Agile Feint, Chokehold, Defensive Attack, Equipment 4 (Ninja Stuff), Improved Critical (Sword), Improved Initiative, Ranged Attack 4, Takedown
Powers:
"Mind-Over-Matter Conversion Process"
Enhanced Strength 2 [4]
Enhanced Stamina 1 [2]
Enhanced Agility 1 [2]
Enhanced Advantages 3: Diehard, Great Endurance, Improved Initiative [3]
"Elite Athletes"
Speed 1 (4 mph) [1]
Leaping 1 (15 feet) [1]
Regeneration 1 [1]
Enhanced Skills 2: Sleight of Hand 2 (+2) [1]
"Saving Throws"
Enhanced Will 2 (Flaws: Limited to vs. Psionics) [1]
Immunity 2 (Pain) [2]
"Enhanced Senses"
Senses 4 (Acute Scent, Tracking, Extended Vision 2) [4]
"Minor Psionic"
"Telepathy" Mind-Reading 6 Linked to Communication (Mental) (Flaws: Limited to Brief Messages) (15) -- [20]
- AE: "Astral Projection" Remote Sensing 8 (Vision) (Flaws: Physical Body is Defenseless) (8)
- AE: "Death Trance" Trance (1)
- AE: "Nightvision" Low-Light Vision (1)
- AE: "Alter Aura" Concealment 2 (Auras) (2)
- AE: "Telekinesis" Move Object 6 (12)
Equipment:
"Crazy Gear"
"Light Body Armor" Protection 3 (Extras: Impervious 5) (8)
"Mercenary Gear" Assorted Stuff 5 (5)
"Vibro Blade" Strength-Damage +2 (Extras: Penetrating 6) (8)
"Energy Rifle" Blast 10 (Feats: Range) (Extras: Multiattack) (31)
Offense:
Unarmed +10 (+5 Damage, DC 20)
Vibro Blade +10 (+7 Damage, DC 22)
Energy Rifle +10 (+10 Ranged Damage, DC 25)
Initiative +14
Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +5 (+8 Armor, +3 Impervious), Fortitude +6, Will +6 (+8 vs. Psionics)
Complications:
Responsibility (The Clan)
Responsibility (Crazy)- Crazies are named for the fact that the M.O.M. implants leave them slowly growing more insane with each passing bit of experience. After a while, they may become frenzied, phobic, overly-sensitive, or even catatonic. They are notoriously fidgety, annoying, glib and "comedic". Ninja Crazies are able to fend off these effects for a few days at a time thanks to a series of mental disciplines.
Total: Abilities: 72 / Skills: 56--28 / Advantages: 15 / Powers: 42 / Defenses: 9 (166)
-Because when I think "stealthy, silent assassins", I naturally think to combine it WITH THE CLASS THAT IS NAMED AFTER INSANITY. This is probably the dumbest combination of traits you could possibly imagine, and the silliest of
Rifts Japan's 900 Ninja O.C.C.s. These Crazies are typified by being SUPERIOR to Crazies around the board, as they have special disciplines that allow them to negate some of the craziness (you know, the POINT of the Crazies). They even have twice as many Psionic Powers! I have a feeling this is another Sketchpad Character, as Vince Martin created probably the best piece of Crazy Art in all the books- the little knobs are subtle, and he's wearing a decent suit of "Crab" armor, with a hooked weapon.
-Ninja Crazies are said to be sent out in pairs with Tech-Ninjas in order to steal things- their Psionic powers give them a big benefit. They are the "third rank", behind Ninja 'Borgs & Juicers. They are also eliminated if their insanity grows too out of control.
-A Ninja Crazy is over thirty points more expensive than a regular Crazy, packing most of the Ninja stuff on there as well.