Okay! I stayed up later than I had intended, but I wasn't particularly tired until the past hour or half-hour anyway....... Here's a preliminary version of Kunai-Hime's sheet.
I haven't factored in your houserules yet in this version. Are we using Pathfinder as a base then for some stuff? I'm still considering whether or not to tweak a few skill, feat, and power choices, maybe throwing in one or two Power Loss drawbacks for an extra point or two to spend on saving throws or skill ranks. I had to drop several skill ranks and a few martial arts feats and alternate power Strikes to get her within the standard 150 points for PL 10. Appearance description will be added later.
[sblock=Kunai Hime]Kunai-Hime
Real name unknown, Ninja/Matter-Manipulator
Female Human, Medium Size, Age 16, Height 4'-9", Weight 107 lbs.
Speaks, reads, and writes Arabic, Cantonese, English, German, Italian, Korean, Japanese, Mandarin, Russian, and Spanish
Allegiances: Justice, Japan
Power Level 10, Power Points 150, Spent 150, Hero Points 1
Max Attack/Save Difficulty +2/-2, Max Defense/Toughness +2/-2
Strength 14 (+2), Dexterity 18 (+4), Constitution 14 (+2)
Intelligence 12 (+1), Wisdom 18 (+4), Charisma 10 (+0)
Base Attack +12
Grapple +14 (+12 Base, +2 Str)
Melee +12 (+12 Base)
Ranged +12 (+12 Base)
Initiative +12 (+4 Dex, +8 feat)
Speed 30 ft.
Defense 20/22 (+4 Base, +6/+8 Dodge), Flat-Footed 12
Toughness +2/+4/+6/+8 (+2 Con, +0/+2 feat, +0/+4 Force Field)
Fortitude +8 (+6 Base, +2 Con)
Reflex +10/+12 (+6 Base, +4 Dex, +0/+2 feat)
Will +8 (+4 Base, +4 Wis)
Nonlethal Damage: Bruised 0, Staggered No, Unconscious No
Lethal Damage: Injured 0, Disabled No, Dying No
Fatigue: Fatigued No, Exhausted No, Unconscious No
Attacks:
Unarmed Strike +12 melee for +2 damage (Toughness DC 17)
Kikenjutsu +12 melee for +8 damage (Will DC 23)
Taijutsu +12 melee for +8 damage (Toughness DC 23) and Paralyze (Will DC 18)
Kusarigamajutsu +12 melee (+10 ft. reach) for +6 damage (Toughness DC 21) or Split Attack
Kunaijutsu +12 melee for +4 damage (Toughness DC 19) with Autofire 3
Kunai Barrage +12 ranged for +8 damage (Toughness DC 23)
Shurikenjutsu +12 ranged for +4 damage (Toughness DC 19) with Autofire 3
Feats: Assessment, Blind-Fight, Defensive Roll 2, Diehard, Dodge 6, Elusive Target, Equipment 2, Evasion, Hide In Plain Sight, Improved Initiative 2, Improvised Tools, Move-By Action, Precise Shot, Quick Draw, Skill Mastery (Acrobatics, Disable Device, Search, Stealth), Sneak Attack, Stunning Attack, Track, Uncanny Dodge (Auditory), Well-Informed
Skills: Acrobatics +10 (6 ranks, +4 Dex), Bluff +5 (5 ranks, +0 Cha), Climb +10 (8 ranks, +2 Str), Computers +2 (1 rank, +1 Int), Concentration +10 (6 ranks, +4 Wis), Craft (Artistic) +5 (4 ranks, +1 Int), Disable Device +10 (9 ranks, +1 Int), Disguise +5 (5 ranks, +0 Cha), Drive +5 (1 rank, +4 Dex), Escape Artist +5 (1 rank, +4 Dex), Gather Information +5 (5 ranks, +0 Cha), Handle Animal +2 (2 ranks, +0 Cha), Investigate +5 (4 ranks, +1 Int), Knowledge (Art) +3 (2 ranks, +1 Int), Knowledge (Behavioral Sciences) +5 (4 ranks, +1 Int), Knowledge (Current Events) +3 (2 ranks, +1 Int), Knowledge (Life Sciences) +3 (2 ranks, +1 Int), Knowledge (Popular Culture) +3 (2 ranks, +1 Int), Knowledge (Streetwise) +3 (2 ranks, +1 Int), Knowledge (Tactics) +3 (2 ranks, +1 Int), Knowledge (Technology) +3 (2 ranks, +1 Int), Knowledge (Theology and Philosophy) +3 (2 ranks, +1 Int), Language 9 ranks, Medicine +5 (1 rank, +4 Wis), Notice +10 (6 ranks, +4 Wis), Search +10 (9 ranks, +1 Int), Sense Motive +10 (6 ranks, +4 Wis), Stealth +16/+21 (12 ranks, +4 Dex, +0/+5 equipment), Survival +5 (1 rank, +4 Wis), Swim +5 (3 ranks, +2 Str)
Equipment: Plain Outfit (EP 0, Medium), Laptop Computer (EP 1, Medium), Night Vision Goggles (EP 1, Small), Camo Clothing (EP 1, Medium, +5 Stealth in urban environments), Flash Goggles (EP 1, Tiny), Gas Mask (EP 1, Small), Rebreather (EP 1, Tiny), Smoke Grenades (EP 4, Small, Obscure 2 - Visual - 10 foot radius)
Current Load 25 lbs.
Light Load 58, Medium Load 116, Heavy Load 175
Maximum Load 350, Push/Drag 875
Complications: Reputation (she has a bad reputation for her thievery and execution of reckless or murderous heroes and villains), Temper (she has a foul temper and lashes out whenever certain words or actions provoke her)
Drawbacks: None
Powers:
1. Materialize Carapace (Force Field 4, Descriptors: Metal Mutant Psionic Transmutation, Effect: Defense, Action: Free, Range: Personal, Duration: Concentration, Cost: 2, Flaw: Duration, gets +4 Toughness)
2. Materialize Barrier (Shield 2, Descriptors: Metal Mutant Psionic Transmutation, Effect: Defense, Action: Free, Range: Personal, Duration: Sustained, Cost: 1, Flaw: Unreliable, gets +2 Defense as a dodge bonus, 50% chance of failure for the power)
3. Chameleonic Pattern (Concealment 2, Descriptors: Mutant Psionic Transmutation, Effect: Sensory, Action: Free, Range: Personal, Duration: Sustained, Cost: 1, Flaw: Blending, Flaw: Partial, gains partial concealment against normal vision except when moving more than 30 feet per round, DC 20 Notice check with an acute sense up to 30 feet away to notice her presence or DC 30 if she holds still, DC +20 to pinpoint her location)
4a. Armed Diversion (Deflect 8, Descriptors: Metal Physical, Effect: Defense, Action: Standard, Range: Touch, Duration: Instant, Cost: 14, Power Feat: Alternate Power 6, may block slow projectiles such as arrows and thrown weapons using power rank as the attack bonus, cumulative -2 penalty to block each attack beyond the first in each round)
-----4b. Kikenjutsu (Strike 8, Descriptors: Mental Physical, Effect: Attack/Mental, Action: Full, Range: Touch, Duration: Instant, Cost: 8, Saving Throw: Will, Extra: Alternate Save, Flaw: Action, melee attack for +8 damage)
-----4c. Taijutsu (Strike 6, Descriptors: Bludgeoning Physical, Effect: Attack, Action: Full, Range: Touch, Duration: Instant, Cost: 4, Saving Throw: Toughness, Power Feat: Mighty, Extra: Linked to Paralyze, Flaw: Action, melee attack for +6 damage plus Strength bonus) with Pressure-Point Strike (Paralyze 8, Descriptors: Biological Physical, Effect: Attack, Action: Full, Range: Touch, Duration: Instant/Lasting, Cost: 4, Saving Throw: Will, Extra: Linked to Strike, Flaw: Action, Flaw: Unreliable, melee attack to slow or paralyze target, new save each round at a cumulative +1 bonus to end the effect, 50% chance of failure for the power)
-----4d. Kusarigamajutsu (Strike 4, Descriptors: Bludgeoning Metal Mutant Physical Psionic Slashing Transmutation, Effect: Attack, Action: Standard, Range: Touch, Duration: Instant, Cost: 8, Saving Throw: Toughness, Power Feat: Extended Reach 2, Power Feat: Mighty, Power Feat: Split Attack, melee attack for +4 damage plus Strength bonus within normal reach +10 feet, may split ranks to attack 2 targets)
-----4e. Kunaijutsu (Strike 4, Descriptors: Metal Mutant Physical Piercing Psionic Transmutation, Effect: Attack, Action: Standard, Range: Touch, Duration: Instant, Cost: 8, Saving Throw: Toughness, Extra: Autofire 3, Flaw: Fades, Flaw: Unreliable, melee attack for +4 damage, +1 damage per point of attack roll over target's Defense up to a maximum of +4 to damage, loses 1 power point after each use between rest periods, only 5 uses between rest periods)
-----4f. Kunai Barrage (Blast 8, Descriptors: Metal Mutant Physical Piercing Psionic Transmutation, Effect: Attack, Action: Standard, Range: Ranged, Duration: Instant, Cost: 8, Saving Throw: Toughness, Flaw: Unreliable, ranged attack for +8 damage, only 5 uses between rest periods)
-----4g. Shurikenjutsu (Blast 4, Descriptors: Metal Mutant Physical Piercing Psionic Transmutation, Effect: Attack, Action: Standard, Range: Ranged, Duration: Instant, Cost: 8, Saving Throw: Toughness, Extra: Autofire 3, Flaw: Distracting, Flaw: Fades, Flaw: Unreliable, ranged attack for +4 damage, +1 damage per point of attack roll over target's Defense up to a maximum of +4 to damage, she loses dodge bonuses on any round it is used, loses 1 power point after each use between rest periods, only 5 uses between rest periods)
Kunai-Hime - Sneak/Assassin
The antiheroine known only by the alias of Kunai-Hime is a frequent prowler of the Japanese islands, and occasional foe to villains, heroes, and rich tycoons the world over. Kunai-Hime spends most of her time spying on people to learn where villains, heroes, and valuables are coming and going, and the rest of her time is spent hunting down those three targets. Kunai-Hime slays any heroes that she considers too reckless and dangerous to the common people, but her primary targets are supervillains that kill innocents or steal objects of great value. Once she has dispatched a supervillain, or finds that she cannot overcome them, Kunai-Hime escapes with whatever items of value she can carry, to sell off later on the black market or at pawn shops and importers around the world. On occasion, she will assist superheroes or innocents in need, but is always wary of people who may seek to capture her for executing her own, strict form of justice.
A Japanese teenager, Kunai-Hime was trained in the martial arts of karate and ninjutsu since her early childhood and resented her family's rural, backwards lifestyle. However, she experienced a life-changing crisis when her family was killed by a freak accident, the stray energy burst from a supervillain who was fleeing a few superheroes. The blast was meant as a distraction, and yet the villain had killed her family for such a minor reason without any thought. Kunai-Hime survived only by the sudden awakening of her own mutant gift, a psychic talent for limited matter manipulation. She converted the air around her into a dense shield of carbon fiber, purely on impulse, and then lost consciousness from the strain.
Kunai-Hime abandoned the crater that was once her family's house in the country, and wandered through the city nearby until she could come to terms with what had happened. She gradually developed some control over her power, which had been inaccessable at first, and Kunai-Hime slowly learned what she could do. All the while, she had to steal to survive, and had been presumed dead in the same explosion that disintegrated her family. After nearly two years, Kunai-Hime mastered the basics of her power and decided what she would do. Choosing an alias that suited her abilities and goals, Kunai-Hime set out to avenge her family and other victims of supervillains, but also to strike down the supposed heroes who had so recklessly put her family in danger. Within months, the supervillain was dead, and so were the small team of Japanese superheroes that had chased him, all slain by Kunai-Hime's vengeful knives. Her ninjutsu is strong.
The powers of Kunai-Hime are fairly minor and straining, allowing her to psychically alter matter on and around her in a brief, limited fashion. Kunai-Hime is primarily limited to manipulating her own outer flesh, turning it to a diamond-like carbon-fiber carapace, forming blades of high-grade steel along her arms and legs, and launching barrages of steel or carbon-fiber darts. The more refined and durable her creations, the more effort it takes and the more it strains her psyche, so Kunai-Hime usually limits herself to average and good-quality steel blades and darts. Hardening her flesh and materializing a thin armor out of the air can protect Kunai-Hime sometimes, but she cannot convert her whole body, and thus receives only limited protection from this defense. She wears stolen black spy gear.
Kunai-Hime's power only creates temporary changes in matter, and they revert back to normal within seconds or less, although she can maintain a creation for several seconds longer with great concentration and effort. She has not been able to create other materials as of yet, and is still a fledgeling mutant. Kunai-Hime has, however, learned to change the surface of her flesh and clothing into different colors and patterns at will, with only moderate concentration and effort, lending her a chameleon quality that is her only long-lasting matter manipulation. She has quickly grown familiar with the technologies and trappings of cities, having never cared for country life.[/sblock]
Y'know, Voda, according to Ultimate Power, if you make an attack power Sustained or Concentration in duration, it continues to deal damage to the stricken victim on each round that the power is maintained. That might fit for your pilum or phlya or whatever the lance is called. Maybe just include a 1-point power drawback like Power Loss or something that would limit it to just one round of continual damage, or just until the weapon has been removed? Not sure, up to WD as to what would work with that thematic element.