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