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Level Worldly Martial Artist) : Attributes

Raphael is a 32-year-old mutant turtle who goes by the aliases Nightwatcher and Hunter, with extensive combat training and skills in ninjutsu, hunting, tracking, and weaponry like sai and shurikens that allow him to operate as an anarchist vigilante. He has attributes like enhanced strength, speed and durability as well as abilities focused on survival, ambushing, and using traps.

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0% found this document useful (0 votes)
180 views4 pages

Level Worldly Martial Artist) : Attributes

Raphael is a 32-year-old mutant turtle who goes by the aliases Nightwatcher and Hunter, with extensive combat training and skills in ninjutsu, hunting, tracking, and weaponry like sai and shurikens that allow him to operate as an anarchist vigilante. He has attributes like enhanced strength, speed and durability as well as abilities focused on survival, ambushing, and using traps.

Uploaded by

Philip
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Name: Raphael

Aliases: Nightwatcher
Alignment: Anarchist (Selfish)
O.C.C.: Hunter/Vigilante (15th level Worldly Martial Artist)
Level: 9 XP: 69,961 | 94,961
Race: Mutant Turtle Sex: Male Age: 32
Eyes: Black Hair: None Height: 5' Weight: 170 lbs.
Appearance: A large, humanoid turtle.

Hit Points: 83 S.D.C.: 317 P.P.E.: 36 Chi: 42


I.Q.: 12 M.E.: 14 M.A.: 13 P.S.: 34
P.P.: 23 P.E.: 32 P.B.: 5 Speed: 37

ATTRIBUTES
+19 to Damage +4 to Strike, Parry, and Dodge
+34% vs. Coma/Death +9 vs. Magic and Poison
Carry 680 lbs. and lift 1,360 lbs. +1 to Initiative
Can run 740 yards/minute (79’/ATT; 25.2 MPH) Jump 79’ across & 75’ high

ABILITIES
Mutant Turtle Physiology
 Hands: Full
 Biped: Full
 Speed: Full
 Looks: None
 Natural Armor: A.R. 14
 Can hold breathe for 10 minutes
Survivor: 98%
 can replace Wilderness Survival, Land Navigation, Hunting, I.D. Plants & Fruits, Animal
Husbandry, and similar skills, if ability percentage is higher than skill(s), when dealing with
surviving the wilderness.
Ambusher: 97%
 can replace Prowl, Camouflage, or Tracking, if ability percentage is higher than skill(s) when
trying to get the drop an their quarry.
Hunter's Instinct: 87%
 can replace Surveillance Systems, Detect Ambush, Detect Concealment, & similar skills, if ability
percentage is higher than skill(s), when trying to go with their gut feelings or analyzing a situation.
Trapsmith: 97%
Hunter Abilities
 Blind Fighter – Rank 2: suffers only a -1 penalty when blinded in melee combat
 Disarm Expertise – Rank 2: +2 bonus to Disarm
 Dodge Bullets: +2 bonus to Dodge attacks from firearms
 Entangle Bonus: +3 to Entangle
 Freeform Climber
 Grace Under Pressure: receives no penalties, while under pressure/time limit
 Hardy – Rank 1: +4 bonus to S.D.C.
 Keen Wits – Rank 3: +4 bonus to Initiative
 Pain Tolerance – Rank 2: +3 bonus to save vs. Pain
 Quick Feet: can move at full speed, while using Prowl
SKILLS
Worldly Martial Artist
Language - English: Literacy - English:
Basic Mathematics: Hand-To-Hand: Ninjitsu
Escape Artist: 95% Demolitions: 98%
Demolitions Disposal: 98% Wilderness Survival: 95%
Athletics Body Building & Weight Lifting
Boxing Gymnastics
Swimming – Advanced: 98% Wrestling
Capoeira – Exercise Tai Chi – Exercise
Prowl: 98% Pick Locks: 95%
Pick Pockets: 90% Interrogation Techniques: 98%
Detect Ambush: 95% W.S. Sai
W.S. Paired Weapons – Sai W.M. Sai
W.M. Paired Weapons – Sai

Hunter/Vigilante
Find Contraband: 90% Intelligence: 88%
Streetwise: 78% Safe-Cracking: 56%
Concealment: 56% Radio – Basic: 90%
T.V./Video: 61%

Secondary Skills
Tailing: 98% Tracking: 98%
W.P. Paired Weapons: Knives W.P. Paired Weapons: Swords
Skateboarding: 98% Skiing: 98%
Snowboarding: 98% Pilot – Airships & Balloons: 98%
Pilot – Motorcycle: 88% W.P. Automatic Pistol (8th Level)
Pilot – Automobile: 68% Ambidexterity – Full
Free Running/Parkour Cooking: 70%
Dancing: 70% Fishing: 60%
W.P. Automatic & Semi-Automatic Rifle (4th Level) W.P. Revolver (1st Level)
W.P. Shotgun (1st Level) W.P. Paired Weapons - Chained Weapons

Sub-Skills
W.P. Sword W.P. Archery & Targeting
Language Japanese: 98% Literacy: Japanese: 98%
Philosophy – Bushido Climbing: 98%
Swimming: 98% Acrobatics
W.P. Knife W.P. Staff
W.P. Chained Weapons W.P. Blunt
Sense of Balance: 98% Walk Tightrope: 95%
Climb Rope: 98% Back Flip: 98%
Parallel Bars & Rings: 98%

COMBAT
Hand-To-Hand: Ninjitsu
# of ATT: 7
Initiative: +1 Strike: +6 Hold: +5 Leap Attack: +8
Parry: +13 Parry/Attack: +4 Dodge: +9 Multiple Dodge: +4
Damage: +23 Grappling: +2 Disarm: +2 Maintain Balance: +4
Entangle: +3 Back Flip/Cartwheel: +4 Roll w/Punch/Fall/Impact: +29
Special Attacks/Notes:
 Automatic Knock Out/Stun on natural 20
 Critical Strike on natural 18+
 Knock Out/Stun on natural 19+
 Death Blow on natural 19+
 Sai Master
 +4 ATT
 +5 to Initiative
 +7 to Strike & Parry
 +1 to Throw
 +5 to Damage
 Can fight while prone without penalties
 Multiple Parry
 Crush/Squeeze: 1d6 (must also save vs. Pain)
 Body Block/Tackle: 1d4, lose Initiative & 1 ATT
 Body Flip/Throw: 1d6, lose Initiative & 1 ATT
 Karate-style Kick: 2d6
 Arm Hold
 Neck Hold
 Leg Hold
 Body Hold
 Pi Mi Hsing Tung (Art of Stealth): can move out of sight silently automatically. If area is
inspected, can remain hidden at 95%. 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%.
 Wrist Hardening
 Chagi (Kick Practice): +2 to Strike w/Kicks & +1 to Kick Damage
 Hsing Tsia (Art of Evasion): can stay perfectly behind an opponent, without being seen, even if
they turn around at 75%
 Sun Shih K'an Chien Chih (Art of Vanishing): can disappear from sight, through distraction, at
81%, 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.
 Vibrating Palm: can concentrate on one item held in hand or touched, doing 1 S.D.C. damage the
first round, and doubling the damage each additional round (e.g. 2, 4, 8, 16, and etc.), so long as
they aren't interrupted. Can take 20 S.D.C. or 8 H.P. worth of damage, before losing concentration.
 Stone Ox
 Demon Wrestling

Combat Bonuses:
+3 to Strike w/Kicks, +1 to Damage w/Kicks, +2 to Dodge on Skateboard/Skis/Snowboards, +1 to Roll
w/Impact and Fall on Skateboard/Skis/Snowboards, +2 to Strike w/Illegal Wrestling move, +20% to
Conceal Illegal Wrestling Move, +300 feet to range of Ancient Missile Weapons, +6 to Strike w/Ancient
Missile Weapons, +1 to Parry w/Ancient Missile Weapons, +6 ATT w /Ancient Missile Weapons, +4 to
Strike/Parry w/Blunt Weapons, +3 to Strike/Parry w/Chained Weapons, +4 to Strike w/Knives, +5 to Parry
w/Knives, +4 to Strike w/thrown Knives, +5 to Strike/Parry w/Staves, +5 to Strike/Parry w/Swords, +5 to
Aimed Shots w/Automatic Pistols, +3 to Burst Shots w/Automatic Pistols, and +2 to Shooting Wild
w/Automatic Pistols, +4 to Aimed Shots w/Revolver

WEAPONS
Sai (2)
 Weight: 1 lbs. | Strike: +4 | Parry: +5 | Damage: 1d6
 Strike w/Thrown: +10 | Parry w/Thrown: +1 | Range: 400 feet
 can Entangle weapons (Parry w/half bonuses)
 can attempt weapon break with weapons entangled, does 1d4 damage + P.S. per attempt (1 ATT)
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
Cash: $370 Savings: $20,000
Basic Lock Pick Set

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:


+9 vs. Poison, +9 vs. Magic, +34% vs. Coma/Death, +4 vs. pain, +1 vs. Disorientation

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