Okay, here's my first draft character sheet.  The numbers in parenthesis after your attributes are your equivelent attributes in a traditional d20 system game, and the numbers seperated by slashes indicate your character's abilities when she is solo (the first value) and when she is leading other ninjas (the second, lower value.)<br/><br/>The character sheet has two  "gimmick powers"   The first gimmick power is your ability to command ninjas, which reduces your character's power level, in exchange for enabling you to bring a group of minions along with you.  The second gimmick power is your fighting styles, which enable you to have the equivelent of six d20 feats that you can switch as a move action.<br/><br/><br/>Ninja Mistress  PL 10<br/><br/>Attributes:  (56 points total)<br/><br/>Strength: 3 (16), Stamina: 4 (18), Agility: 5 (20), Dexterity: 5 (20)<br/>Fighting: 10/6 (30/22), Intelligence: 0 (10), Awareness: 2 (14), Presence: 3 (16)<br/><br/>Powers:  (32 points)<br/><br/>Phasing: (6 points total)<br/>Insubstantial 4 (20 points), Linked to Invisibility (visual only) (4 points), linked to Flight 1 (concentration) (1 point), Feature (not a spirit) 1 points, Distracting (-6 points), Quirk: Vulnerable to gas and electricity (-3), Increased Action: Standard (-10 points)<br/><br/>As a standard action, the ninja may assume insubstantial form, becoming immune to all physical damage, and able to move freely through any physical object, as well as move in three dimensions at a rate of 60 feet per round as a standard action.  While incorporeal, all of the ninja's active defenses are halved.  She may resume corporeal form at any time as a free action, and is invisible to normal senses while insubstantial, though she creates a region of cold around herself while phasing.  While phasing, she still needs to breathe, and can be harmed by electricity as well.  She does not count as a spirit while incorporeal, and thus cannot be detected by the normal spirit finding techniques.<br/><br/><br/>Ninja Powers: (5 points total)<br/>Movement 1 (Wall Crawling) (2 points), Leaping 3 (Action Required: Standard) (1 points), Senses: Darkvision (2 points)<br/><br/>As a ninja, she has the ability to climb walls at a rate of 15 feet per round without need for an athletics check (though her defense is halved while climbing), leap 250 feet with a standard action to focus herself (meaning that a ninja can sustain an overland speed of 30 miles per hour), and see in the dark.<br/><br/><br/>Ninja Sensei: (13 points total)<br/>Enhanced Attribute: Fighting 4 (8 points), Enhanced Defense: Dodge 2 (2 points)<br/>Alternate Power: Enhanced Advantage: Sidekick 10 (1 point), Alternate Power: Enhanced Advantage: Minion 5 (x2) (1 point), Alternate Power: Enhanced Advantage: Minion 2 (x5) (1 point)<br/><br/>As a Ninja tutor, she has remarkable fighting ability, as well as a stable of students she can call at any time.  When she calls her students, her fighting ability diminishes, due to some mystical law of the universe that makes ninjas less effective in groups.  She can call either a single fully trained ninja, two competent minion ninjas, or five barely competent trainee ninjas.<br/><br/><br/>Fighting Styles: (9 points total)<br/>Ninjitsu: Improved Evasion, Improvised Weapon, Ultimate Unarmed Combat, Startle, Takedown, Activation (Move) (5 points)<br/>Akido: Defensive Attack, Fast Grab, Grabbing Finesse, Improved Grab, Improved Hold, Improved Trip, Activation (Move) (1 point)<br/>Iajutsu: All-Out Attack, Improved Critical (Katana) 2, Improved Aim, Power Attack, Quick Draw (1 point)<br/>Jujitsu: Accurate Attack, Close Attack 2, Defensive Attack, Improved Disarm, Ultimate Close Combat (Dagger) (1 point)<br/>Kung Fu: Close Attack, Improved Critical (nunchaku) 1, Improved Critical (quarterstaff) 1, Improved Sunder, Instant Up, Move-by Attack, Set-Up<br/><br/>The ninja has mastered five seperate fighting styles, each with their own unique advantages.  Switching between fighting styles is a move action, and if the ninja is suprised in combat, the ninja must spend a move action to assume fighting stance to gain the benefits of any fighting style.<br/><br/>Ninjitsu: Ninjitsu is the "default style", and focuses on wreaking havoc with minimal preparation.  While fighting with Ninjitsu, the Ninja enjoys a +5 bonus to dodge area damage, can use the unarmed combat skill with improvised weapons, receives a single free attack per round against a minion when her attack incapacitates a minion, may use the intimidation skill to feint, and may spend a hero point to score an automatic critical hit with an improvised weapon or unarmed attack.<br/><br/>Akido: Akido focuses on grappling, and is also a good defensive style.  When fighting with Akido, the ninja can take up to a -5 penalty on attacks to gain up to a +5 bonus to defenses, can grapple in addition to dealing unarmed combat damage with unarmed attacks, determines the success of grabs via dexterity instead of strength, is not vulnerable while grabbing and needs only one limb to grab, and grabbed opponents suffer a -5 penalty to escape the ninja's grabs.  Additionally, you suffer no penalty to trip opponents.<br/><br/>Iajutsu: Iajutsu is a sword combat style that focuses on dealing overwhelming damage.  When fighting with Iajustu, drawing weapons is a free action, the ninja may take up to a -5 penalty on her active defenses for an equal bonus to her attacks, or up to a -5 penalty on her attacks for an equal bonus to her damage, gains a +10 bonus on melee attacks (or a +5 bonus on ranged attacks) when spending a standard action to aim, and scores a critical hit with a Katana on a roll of 16-20.<br/><br/>Jujitsu: Jujitsu is an armed combat style that focuses on efficient and defensive combat.  When fighting with Jujitsu, the ninja gains a +2 bonus on all close combat attacks, may take up to a -5 penalty on attack rolls for an equal bonus to her active defenses, or up to a -5 penalty on her damage for an equal bonus to her attacks, suffers no penalty to disarm attempts, and may spend a hero point to score an automatic critical hit with a dagger. Jujitsu is incompatable with Katanas, Nunchaku, Quarterstaves, and Chains except when fighting alongside other ninjas.<br/><br/>Kung Fu: Kung Fu focuses on flamboyant and agressive combat, both armed and unarmed.  When fighting with Kung Fu, the ninja gains a +1 bonus to all close combat attacks, scores a critical hit with nunchaku on an 18-20, scores a critical hit with a quarterstaff on a roll of 19-20, suffers no penalty to sunder attacks, can stand up from prone as a free action, can take standard actions during move actions, and can transfer the benefits of a successful feint or trick (such as having an opponent strike an electrical junction box) to an ally.  Kung Fu is incompatable with Katanas and Chains except when fighting alongside other ninjas.<br/><br/><br/>Advantages: (18 points total)<br/>Close Attack 3: The ninja is extremely skilled at any form of close combat.<br/>Equipment 10: The ninja has an incredible arsenal of gear, allowing her to benefit from 50 equipment points.<br/>Ranged Attack 4: Ninjas are given extensive firearms and archery training, making them incredibly accurate with any weapon.<br/>Uncanny Dodge: The ninja can always apply her full defense when caught off guard.<br/><br/>Skills: Acrobatics 6 (+11), Athletics 5 (+8), Close Combat (Unarmed) 4 (+17), Deception 6 (+9), Expertise: Ninja Lore 8 (+8), Intimidation 11 (+14), Perception 2 (+4),  Ranged Combat (Shurikens) 4 (+15), Sleight of Hand 2 (+7), Stealth 7 (+12), Technology 6 (+6), Treatment 1 (+1) (31 points total)<br/><br/><br/><br/>Equipment:<br/><br/><br/>Ninja Arsenal:   (26 equipment points)<br/><br/>Flash Bombs: Flash bombs can be thrown up to 400 feet, and cause all within 30 feet to need to make a DC 14 fortitude save.  On one cumulative degree of failure, the target suffers a -2 penalty to attack and perception checks, on two degrees, the target suffers a -5 penalty to attack and perception checks, on three cumulative degrees of failure, or if a minion fails the save, the target is blinded.   (16 equipment points)<br/><br/>Blowpipe: The blowpipe is a stealthy ninja weapon that fires a rather large dart coated with a paralytic toxin.  It has a short range of 30 feet, a medium range of 75 feet, and long range of 150 feet.  A target struck by a blowpipe dart must make a DC 16 fortitude save. On a single degree of failure, the target's speed is halved, and the target suffers a -2 penalty on all checks, on two cumulative degrees of failure, the target suffers a -5 penalty on all checks, and cannot move.  On three or more cumulative degrees of failure, the target is paralyzed. (1 equipment point)<br/><br/>Chain: The chain provides a flexible, tactical weapon that provides benefits to tripping and disarming enemies, as well as having a reach of 15 feet.  (1 equipment point)<br/><br/>Katana: The Katana is an iconic ninja weapon, capable of causing massive damage, particularly with Iajutsu. (1 equipment point)<br/><br/>Masterwork Bolos: Bolos can be thrown up to 500 feet, and wrap around the extremities of the target.  A target struck by bolos must make a DC 15 dodge check.  On a failure, the target's defense and speed are halved.  On two degrees of failure, the target cannot move or defend itself.  Degrees of failure on consecutive bolo attacks are cumulative. (1 equipment point)<br/><br/>Masterwork Shurikens: Ninja shurikens are capable of being thrown in massive numbers to cause impressive damage, or suppress large numbers of foes, taking a -1 penalty for each target, and taking a penalty equal to the number of targets.  Shurikens can be thrown up to 400 feet. (1 equipment point)<br/><br/>Nunchaku: The nunchaku is a practical weapon when engaging large numbers of foes, or for dealing agressive amounts of damage against targets against which lethal force isn't appropriate.  Each additional target struck by a nunchaku in a single attack inflicts a -1 penalty on the attack roll, rolling seperately for each target. (1 equipment point)<br/><br/>Poisoned Dagger: Ninjas often carry daggers coated with an agressive and lethal toxin, resisted by the target's stamina.  Honorable ninjas generally reserve the fatal toxin solely for targets who can survive it, using the poison to soften them up for other attacks. (1 equipment point)<br/><br/>Quarterstaff: Quarterstaves are generally good defensive weapons, enabling the user to spend a standard action to apply a parry defense of 10 to anyone within range, applicable against ranged attacks as well.  A quarterstaff has a range of 10 feet.<br/><br/>Rocket Launcher: As a last resort, the prepared ninja carries an anti-tank rocket launcher, rated to damage Titans.  The rocket launcher requires a standard action to reload after each shot, and typically is not stored loaded.<br/><br/>Sai: The Sai is a blunt, dagger like weapon, typically wielded in pairs.  It is excellent for disarming enemies using the hooked attachments on the sides.  (1 equipment point)<br/><br/>Smoke Bombs: Smoke bombs can be thrown up to 400 feet, and cover a 15 foot radius in thick smoke that blocks all visual senses for 2 rounds. (1 equipment point)<br/><br/><br/>Ninja Costume: The ninja costume provides basic armor, as well as thermal stealth.  Additionally, it provides perfect concealment from normal vision so long as the wearer remains still in dark environments. (Protection 3, Thermal Concealment, Passive Visual Concealment (darkness only) (8 equipment points)<br/><br/><br/>Utility Belt:<br/><br/>Glider: A glider enables the user to travel 250 feet per round by gliding, as long as the user can make a DC 13 athletics check to successfully take off. (1 equipment point)<br/><br/>Jamming Unit: The jamming unit induces a complete radio blackout in a 1 mile radius, blocking radio transmissions, telephone calls, and imposing a radar blackout.  Activating the jamming unit requires a DC 15 technology check. (10 equipment points)<br/><br/>Ninja Rope: Ninja rope is kept tied in remarkably space saving knots, and is highly suitable for binding.  An individual bound with ninja rope must make a DC 18 strength check or a DC 18 sleight of hand check to escape.  These DCs increase by 10 if the ninja has sufficient time to fully bind the target. (1 equipment point)<br/><br/>Universal Translator: The universal translator is a device capable of translating any spoken language, as well as visually translating any written language. (1 equipment point)<br/><br/>X-Ray Glasses: X-ray glasses enable the user to see through any barrier that doesn't block X-rays, imposing a -1 penalty on perception checks for each foot of material looked through (1 equipment point)<br/><br/><br/>Fertility Totem: The Ninja's fertility totem provides her protection from pregnancy.  (1 equipment point)<br/><br/><br/>Attacks:<br/>Unarmed: +17/+13 melee (Damage 3)<br/>Grab: +13/+9 melee (Grab Check +3, +5 when using akido)<br/>Chain: +15/+11 melee (Damage 5, Reach 15 feet, no penalty to disarm, no penalty to trip, not vulnerable while grabbing.)<br/>Katana: +13/+9 melee (Damage 7, critical 18-20, lethal)<br/>Nunchaku: +13/+9 melee (Damage 6, critical 19-20)<br/>Poisoned Dagger: +13/+9 melee (Damage 4, lethal, progressive weaken (Stamina) 5)<br/>Quarterstaff: +13/+9 melee (Damage 6, reach 10 feet, can deal damage 3 to two targets, as standard action, can provide an active defense of 10 to a target within reach.)<br/>Sai: +13/+9 melee (Damage 4, Critical 19-20, can deal damage 2 to two targets, no penalty to disarm attacks)<br/>Shurikens: +15 ranged multiattack (damage 4, critical 19-20, lethal)<br/>Blowpipe: +9 ranged attack (Damage -2, Affliction 6)<br/>Bolos: +11 ranged attack (Damage DC 15 dodge save)<br/>Rocket Launcher: +9 ranged attack (Damage 11, Burst Damage 6)<br/><br/>Defenses: (13 points total)<br/>Parry: 13/9 (3)<br/>Dodge: 10/8 (3)<br/>Fortitude: 6 (2)<br/>Will: 7 (5)<br/>Toughness: 7<br/><br/><br/>Attributes: 56  Powers: 32  Advantages: 18  Skills: 31  Defenses: 13