0% found this document useful (0 votes)
167 views3 pages

Attributes: Mutant Turtle Physiology

Donatello is a 32-year-old mutant turtle who is a 15th level martial artist and analytical genius. He has high intelligence, mechanical and engineering skills, and martial arts abilities, especially with staff fighting. His equipment includes a high-tech bo staff, shurikens, smoke bombs, and other weapons to aid his martial skills.

Uploaded by

Philip
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
167 views3 pages

Attributes: Mutant Turtle Physiology

Donatello is a 32-year-old mutant turtle who is a 15th level martial artist and analytical genius. He has high intelligence, mechanical and engineering skills, and martial arts abilities, especially with staff fighting. His equipment includes a high-tech bo staff, shurikens, smoke bombs, and other weapons to aid his martial skills.

Uploaded by

Philip
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
You are on page 1/ 3

Name: Donatello

Alignment: Scrupulous (Good)


O.C.C.: Hardware: Analytical Genius (15th level Worldly Martial Artist)
Level: 9 XP: 72,001 | 96,001
Race: Mutant Turtle Sex: Male Age: 32
Eyes: Black Hair: None Height: 5'5" Weight: 165 lbs.
Appearance: A large, humanoid turtle.

Hit Points: 79 S.D.C.: 182 P.P.E.: 24 Chi: 31


I.Q.: 20 M.E.: 16 M.A.: 14 P.S.: 22
P.P.: 19 P.E.: 21 P.B.: 9 Speed: 30

ATTRIBUTES
+6% to Skills +1 to save. Psionics and Insanity
+7 to Damage +2 to Strike, Parry, and Dodge
+3 to save vs. Magic and Poison +12% to save vs. Coma/Death
Carry 440 lbs. and Lift 880 lbs. Run 600 yards/min. (90'/ATT; 20.5 MPH)
Jump 63.5’ high & 69’ across +1 to Initiative

ABILITIES
Mutant Turtle Physiology
 Hands: Full | Biped: Full | Speed: Full | Looks: None
 Natural Armor: A.R. 14
 can hold breathe for 10 minutes
 Animal Psionics
 Natural Mechanical Genius
Analyze & Operate Devices: 98%
Build/Modify Armor: 98%
Communications: Electronic Countermeasures: 88%
* = already added

SKILLS
Worldly Martial Artist Skills
Language – English: 98% Literacy – English: 98%
Basic Mathematics: 98% Hand-To-Hand: Ninjitsu
Running Climbing: 98%
Military Etiquette: 98% Radio – Basic: 98%
W.P. Semi-Automatic & Automatic Rifle Basic Electronics: 98%
Basic Mechanics: 98% Demolitions: 98%
Demolitions Disposal: 98% Underwater Demolitions: 98%
Computer Operation Mathematics – Advanced: 98%
Chemistry: 98% Chemistry – Analytical: 98%
Physics: 98% Astrophysics: 98%
Radio – Scrambler: 98% T.V./Video: 98%
Radio – Satellite Relay: 98% W.S. Staff
W.M. Staff

Hardware: Analytical Genius Skills


Electrical Engineer: 96% Mechanical Engineer: 91%
Weapons Engineer: 86% Robot Mechanics: 96%
Robot Electronics: 96% Read Sensory Equipment: 101%
Computer Programming: 91% Computer Repair: 86%
Art – Blueprints & Schematics: 96% Anthropology: 81%
Biology: 91% Paramedic: 101%
Intelligence: 84% Research: 121%
Pick Locks: 96% Streetwise: 72%
Computer Hacking: 91% Prowl: 91%
Safecracking: 72%

Secondary Skills
Carpentry: 98% Photography: 98%
Automotive Mechanics: 98% Pilot – Automobile: 98%
History – Popular Fiction: 78% Videography/Filmmaking: 61%
W.P. Paired Weapons – Swords W.P. Paired Weapons – Knives
W.P. Paired Weapons – Chained Weapons W.P. Paired Weapons – Sword & Knife
Aircraft Mechanics: 75% Telephone Networks: 90%
Surveillance Systems: 85% Armorer (Field): 90%
Body Building & Weight Lifting Dancing: 76%
Cooking: 81% Sewing: 66%
Recognize Weapon Quality: 51% Pilot – Motorcycles: 70%
Pilot – Tracked & Construction Vehicles: 50%

Sub-Skills
Language – Japanese: 98% Literacy – Japanese: 98%
W.P. Staff W.P. Archery & Targeting
Philosophy – Bushido: 98% Swimming: 98%
Acrobatics W.P. Knife
W.P. Sword W.P. Chain
W.P. Blunt Locksmith: 60%
Cryptography: 36% Pilot – Airships & Balloons: 86%
Sense of Balance: 98% Walk Tightrope: 98%
Climb Rope: 98% Back Flip: 98%

COMBAT
Hand-To-Hand: Ninjitsu
# of ATT: 5
Initiative: +1 Strike: +4 Leap Attack: +4 Parry: +6
Parry/Attack: +2 Dodge: +4 Multiple Dodge: +2 Damage: +11
Back Flip/Cartwheel: +4 Roll w/Punch/Fall/Impact: +14
Special Attacks/Notes: Critical Strike from behind/surprise, Critical Strike on Natural 18, Knock Out/Stun
on Natural 19, Death Blow on Natural 19, Holds
 Quarterstaff Master: +4 ATT
 +5 to Initiative
 +7 to Strike & Parry
 +1 to Throw
 +5 to Damage
 can use one-handed without penalties, as well as fight while prone
 Multiple Parry
 Pi Mi Hsing Tung (Art of Stealth): can move out of sight silently automatically. If area is
inspected, can remain hidden at 80%. Also able to move into and out of water silently at 98%.
 Inpo (Art of Hiding): can remain hidden, while remaining perfectly still, and if area is inspected,
can remain undetected at 88%.
 Sun Shih K'an Chien Chih (Art of Vanishing): can disappear from sight, through distraction, at
85%, if a dimly-lit area or an area with plenty of objects to hide. (-30% in brightly lit area and
-20% if in a flat level area with nothing to hide behind/in.
 Stone Ox: +2 to P.E*. and +25 to S.D.C.*
 Dam Sum Sing: +1 to P.S. and P.E.*, +10 to S.D.C.*
 Kanshu (Iron Hand): +1 to P.S. *, +2 to Hand Damage*, +5 to S.D.C. *
 Hsing Tsia (Art of Evasion): can stay perfectly behind an opponent, without being seen, even if
they turn around at 60%
 Inton Jutsu (Art of Escape): can slip out of any bonds, handcuffs, and etc. by dislocating bones in
1d6 rounds. Can also escape holds in one ATT and locks in one round.
 Karate-style Kick Attack: 2d6

Combat Bonuses:
+2 to Damage w/Punches, +5 to Strike/Parry w/Staves, +4 to Strike w/Knives, +4 to Strike w/thrown
Knives, +5 to Parry w/Knives, +5 to Strike/Parry w/Swords, +3 to Strike/Parry w/Chained Weapons, +4 to
Strike w/Polearms, +5 to Parry w/Polearms, +4 to Strike w/thrown Polearms, +300 feet to range of thrown
weapons/bows/slings, +4 to Strike/Parry w/Blunt Weapons, +6 to Strike w/Ancient Missile Weapons, +1 to
Parry w/Ancient Missile Weapons, +6 ATT w/Ancient Missile Weapons

WEAPONS
Modified Metal Bo Staff
 +1 to Strike*, +2 to Parry*, and +4 to Damage*
 Strike: +6 | Parry: +7 | Damage: 2d6+4 | Weight: 5 lbs.
 Built-In Receiver/Transmitter: 1 mile range
 Built-In Bug Detector: 15' range
 Built-In Dosimeter: 20' range
 Built-In LED Flashlight/Torch: 20' range
 Hidden Compartment w/Superior Lock Pick Set
Kawanga
 Strike: +3 | Parry: +3 | Damage: 1d8 | Weight: 30 lbs. | Range: 100 feet
 can act as a grappling hook (100 feet chain)
Shurikens (10)
 Strike: +6 | Parry w/Thrown: +1 | Damage: 1d4 | Range: 400 feet | Weight: 1/5 lbs. each
Mini Smoke Bombs (10)
 Fills a 10' area with thick grey smoke, that lasts one round. Those within receive a -8 penalty to
Strike, Parry, & Dodge.
Flash Bombs (5)
 all within 12' are momentarily blinded, and lose initiative
* = already added

EQUIPMENT
Money: $70 Savings Account: $125,035

SAVING THROWS
Disease: 14 Harmful Drugs: 15 Insanity: 12
Magic – Ritual: 16 Magic – Spell: 12 Poison – Lethal: 14
Poison – Non-Lethal: 16 Psionics: 15

Saving Throw Bonuses:


+1 vs. Psionics, +1 vs. Insanity, +3 vs. Poison, +3 vs. Magic, +12% vs. Coma/Death

You might also like