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DC Heroes RPG – Stock ninja stats


Power Level:
Game system: DC Heroes Role-Playing Game

Context

This is a semi-technical article for the DC Heroes RPG.

Ninja have been a staple of action-adventure fiction in all its media since the 1970s, so it seems safe not to declare this a fad.



Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

Generic ninja foes vary significantly in power – some are deadly night assassins, other are disposable mooks in pajamas. There usually is a correlation between number and powers.

As was observed by the now-cliché “inverse ninja power law”, a horde of ninja will feature individually weak opponents, whereas 1 or 2 ninja are usually genuinely dangerous – and small groups lie somewhere in-between.

The following profiles are thus presented in order of competence :


Disposable ninja mook

In terms of competence these are essentially street thugs with additional training and better melee weapons. They can threaten ordinary NPCs, but cinematic or heroic fighters will mow through them. This is the default power level for large numbers of ninja.

Dex: 03 Str: 02 Bod: 03 Motivation: Ninja
Int: 02 Wil: 02 Min: 02 Occupation: Ninja
Inf: 02 Aur: 02 Spi: 02 Resources {or Wealth}: 003
Init: 009 HP: 000

Skills:
Acrobatics (Climbing): 03, Martial Artist: 03, Thief (Stealth): 03, Weaponry (Ninja weapons): 03

Advantages:
Familiarity (Ninja lore), possibly a Language

Connections:
Their ninja clan (Low)

Drawbacks:
Usually none

Equipment:
Generic ninja melee weapon [BODY 04, EV 04] – usually a sword, but might be a pair of kama (hand sickles), a one-metre long weighted chain, a pair of sai, a pair of butterfly swords or somesuch.

A horde of Hand ninja in Japan


Ninja footsoldier

Competent, well-trained fighters, prowlers and athletes. They will be able to engage and defeat even armed police and soldiers, though they will take casualties from gunfire. Footsoldiers are not going to threaten master fighters and superhumans under most circumstances, though. This is the default power level for a small commando or hit team of ninja.

Dex: 03 Str: 02 Bod: 03 Motivation: Ninja
Int: 03 Wil: 02 Min: 03 Occupation: Ninja
Inf: 02 Aur: 02 Spi: 03 Resources {or Wealth}: 003
Init: 010 HP: 000

Powers:
Ultra-vision: 02

Bonuses and Limitations:
Ultra-vision is Night Vision Only (-1) and a Skilled Power

Skills:
Acrobatics (Athletics, Climbing): 04, Martial Artist: 04, Thief (Stealth): 04, Weaponry (Ninja weapons): 04

Advantages:
Familiarity (Ninja lore), possibly a Language

Connections:
Their ninja clan (Low)

Drawbacks:
Usually none

Equipment:

  • Generic ninja melee weapon [BODY 04, EV 04 (05 w/Martial artist)] – usually a sword, but might be a pair of kama (hand sickles), a one-metre long weighted chain, a pair of sai or a pair of butterfly swords. More exotic weapons are possible but those are the recurrent ones.
  • Plus one among these three :
    • Medium-powered bow [BODY 04, Projectile weapon: 03, Ammo: 01, Limitation : Low Penetration]
    • Enough shuriken [BODY 01, EV 02, Note : thrown weapons]
    • Kusari-gama [BODY 04, EV 04 (05 w/Martial artist), Extra limb: 04, Stretching: 01]. A long weighted chain with a kama at one hand. The Extra Limb (the chain) is principally used to Wrestle, Grapple or Disarm.

Hand ninja vs. Wolverine


Ninja hitperson

An operative working alone (more rarely in pair) and capable of inflicting significant damage. Heroes will almost certainly be able to take on a ninja hitman, but conventional security is probably going to be outclassed by the dreaded power of ninjutsu .

A character at this level of expertise is normally a “named” character rather than a generic extra – but ninja have a silent, faceless, nameless quality to them. ”He’s a ninja” can explain almost any power level without raising an eyebrow.

Dex: 04 Str: 03 Bod: 04 Motivation: Ninja
Int: 04 Wil: 03 Min: 04 Occupation: Ninja
Inf: 02 Aur: 02 Spi: 03 Resources {or Wealth}: 004
Init: 012 HP: 010

Powers:
Ultra-vision: 03

Bonuses and Limitations:
Ultra-vision is Night Vision Only (-1) and a Skilled Power

Skills:
Acrobatics: 05, Martial Artist: 04, Military science (Camouflage): 05, Thief (Security systems, stealth): 05, Weaponry (Ninja weapons): 05

Advantages:
Familiarity (Ninja lore), Iron Nerves, possibly a Language

Connections:
Their ninja clan (Low)

Drawbacks:
MIA toward the Ninja Code (whatever that is)

Equipment:

  • Generic ninja melee weapon [BODY 04, EV 04 (05 w/Martial artist)] – usually a sword, but might be a pair of kama (hand sickles), a one-metre long weighted chain, a pair of sai or a pair of butterfly swords. More exotic weapons are possible but those are the recurrent ones.
  • SILENT CHAINMAIL [BODY 04, Blunting: 04, Skin armour: 01, Limitations: Only effective vs. blades and arrows, Partial coverage (-3CS Trick Shot to bypass)]. Light, tightly-assembled chainmail hidden under clothing.
  • Enough shuriken [BODY 01, EV 02, Note : thrown weapons]
  • Flash-smoke mini-grenade (x2) [BODY 01, Flash: 02, Fog: 04, Bonus: Flash and Fog are Combined, Drawback: Grenade Drawback]
  • Climbing claws on hand and feet [BODY 04, Prehensile Feet Advantage]
  • Plus one among these three :
    • Medium-powered bow [BODY 04, Projectile weapon: 03, Ammo: 01, Bow Advantage (effective EV is 04, effective Ranged is 06), Limitation : Low Penetration]
    • Kusari-gama [BODY 04, EV 04 (05 w/Martial artist), Extra limb: 04, Stretching: 01]. A long weighted chain with a kama at one hand. The Extra Limb (the chain) is principally used to Wrestle, Grapple or Disarm.
    • Blowgun [BODY 01, Poison touch: 05, Range: 03, Ammo: 01, Thief (Stealth): 04, Drawback: Long Reload Time, Limitations: Range requires blowing in the tube, Thief only to muffle the shot, Poison touch cannot penetrate any sort of armour (or natural RV 7+ against piercing attacks)]

Asano Nitobe in the original Manhunter comic


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