C HIPP ZANUF FWhen he was younger, Chipp Zanuff peddled biochemical drugs and addictive steroids on the streets of America. Though business was good, he eventually drew the attention of the mafia; Chipp would have been killed, if not for the intervention of a ninja named Tsuyoshi. Tsuyoshi took Chipp under his wing, caring for the boy, setting him on the right path and teaching him ninjutsu until the day Tsuyoshi was assassinated. Though Chipp at first sought vengeance, he eventually learned that things were far more complex, and he ended up sparing the life of his master’s killer to foster a greater peace. Chipp has vowed to protect those in need, even becoming president of his own country and aiding other nations before the Great Collide occurred. Now, Chipp struggles to find his footing in the new world, while trying to make a difference where he can. CHECKSRoll 3d10and take the highest result for checks involving politics, checks involving the knowledge of biochemical drugs and their sale, checks involving Japan or Japanese culture, and checks involving knowledge of crime and the streets.Roll 2d10 and take the highest result for attack checks made with your arm blades, ki attacks, or ninja weaponry, defense checks to dodge or avoid, checks involving stealth, checks involving sheer speed, checks of agility or acrobatics, and checks to physically deceive or use sleight of hand.Roll 1d10 for anything else.XPWhen you run into problems because you didn’t really think things through first, gain 1 XP.When you learn from a failure and use it to improve, gain 3 XP.When someone you’ve given a second chance goes on to do something great, gain 5 XP.YOU BEGIN WITHTsuyoshi-style Ninjutsu: You have trained in the ways of the ninja, making you incredibly quick and incredibly dangerous. You have automatic Haste status, and can run straight up or along walls and surfaces that shouldn’t support your weight (such as water) as long as you maintain your momentum. You may automatically succeed on checks that directly depend on physical speed (such as outrunning someone); when you do, roll 1d10. On a 1-5, shut that aspect of this ability down.LEVEL UP CHOICESAlpha Blade: You rush forward, seeming to disappear; all you leave in your wake is a trail where your arm blades met the air. You move forward 20 feet, dealing damage to any enemies that came within 5 feet of your path. You are immune to floor spikes, isolated fires, caltrops, and other environmental hazards or rough terrain during this movement. If you roll a 6 or higher on an attack check with Alpha Blade, shut it down.Beta Blade: You uppercut an enemy into the air with one of your arm blades. When you deal damage with Beta Blade, you can render the foe airborne until the start of their turn (leaving them vulnerable to attacks that capitalize on it), and you may push the target back 5 feet. If you roll a 6 or higher on an attack check with Beta Blade, shut it down.Flash Hider: You are a ninja, an expert trained in the methods of Tsuyoshi. You may automatically succeed on any checks related to sneaking, hiding, or general stealth. When you use this ability, roll 1d10; on a 1-5, shut this ability down.Gamma Blade: You seem to rush forward, but what you actually send ahead is a duplicate made of blue ki. You can send your clone up to 30 feet to strike a target; whoever it comes into contact with is dealt damage as a regular attack, and is mystically sealed in place, unable to move from their current spot until the start of your next turn. Your ki clones can set off sensors and act as distractions, but never last more than 10 seconds, and do not have enough physical presence to move objects or exert force.Illusion Haze Slash: Your opponent goes to attack you, but you are no longer there; all they find are billowing leaves, and your blade at their throat. When you fully defend against an attack from up to 15 feet away, you may immediately counter-attack and land within 5 feet of the target in whichever direction you prefer. If you roll a 6 or higher on the counter-attack, shut this ability down.Pure Palm: You strike your opponent with a burning palm, gaining a +2 on attack checks against enemies weak to Fire. You may follow up with a flaming low kick and a heel drop; if you do, you also inflict Burning status on the target. If you use the follow up and roll a 6 or higher on the attack check, shut this ability down.Shurikens: You are skilled at throwing small shurikens when they’re least expected. You can throw a shuriken as a side action, but only if it’s the only side action you take this turn. An attack with a shruiken deals 1 guaranteed damage, which cannot be lowered or raised by any means.Star Cutting Wolf Fang:One of your ultimate techniques, you steadily lift an enemy into the air with a blindingly fast series of slashes and illusionary maneuvers before forcing them back to the ground with a powerful, electrical palm strike. This deals +2 damage against enemies weak to Electricity, and inflicts System Shock. Treat the enemy’s defense as though it were 2 lower against this, and the next attack to hit the same target (by anyone). Shut this ability down after use.Tsuyoshi-Style Camouflage: You have mastered a technique that turns you Invisible, which you can use as a side action. You are invisible for up to an hour, or until you deal damage or are dealt damage. Shut this ability off after use.Tsuyoshi-Style Transportation:You vanish into thin air, reappearing somewhere else entirely. You can teleport up to 30 feet to any location you can physically see as a side action.