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ATTRIBUTES
+1 to save vs. Psionics and Insanity 65% Trust/Intimidate
55% Charm/Impress +15 to Damage
+10 to Strike, parry, and Dodge +32% to save vs. Coma/Death
+8 to save vs. Poison & Magic Carry 3,000 lbs. and lift 6,000 lbs.
Can run 1,200 yards/minute (45’/ATT; 40.9 MPH) Jump 45’ across/high
+3 to Initiative
ABILITIES
Mutant Turtle Physiology
Hands: Full | Biped: Full | Speed: Full | Looks: None
Natural Armor: A.R. 14 and 60 S.D.C.
Can hold breathe for 10 minutes
Parkour: 97%
replaces any physical/athletic skills like Acrobatics, Gymnastics, Tumbling, and similar skills, if
ability is higher than skill percentage
Stunting: can gain bonuses to combat, depending on feats used to increase abilties, granting
stackable bonuses per -10% penalty taken:
+1 to Strike, Parry, Dodge, Disarm, or Entangle
+4 to Damage
reducing target's Armor Rating by -1
Physical Training Abilities
Signature Move – Nunchaku Double-Butt Head Strike (12x day)
Esoteric Strike: can injure invulnerable opponents
Stunning Attack: opponent must save vs. Stun (14), or be stunned for remainder of
the round, and the next.
requires a called shot to the head of the opponent (if humanoid; does x2 damage to
Hit Points)
Signature Move – The Ninja Tickle (12x day)
Esoteric Strike: can affect invulnerable opponents
Stunning Attack: opponent must save vs. Stun (14), or suffer laughing fit for
remainder of the round, losing 2 ATT, and suffers -8 penalty to any combat
rolls/Perception Checks.
Disarm Expertise – Rank 2: +2 bonus to Dsiarm
Initiative Bonus – Rank 2: +3 bonus to Initiative
Indefatigable – Rank 1: tires at 1/4 normal rate
Pain Tolerance – Rank 2: +2 bonus to save vs. Pain
Parkour Master: penalties for Parkour Stunting are halved.
Second Wind – Rank 2: can rest for a round after combat, regaining 2d6+10 S.D.C. (2x day,
requires 6 hours between uses).
Sucker Punch: can perform a Called Shot against a surprised/blinded/unaware opponent, but must
be the first attack, and only costs 1 ATT
SKILLS
Worldly Martial Artist
Language – English: 98% Literacy - English: 98%
Basic Mathematics: 98% Hand-To-Hand: Ninjitsu
Athletics Body Building & Weight Lifting
Boxing Gymnastics
Detect Ambush: 98% Detect Concealment: 98%
Pick Locks: 98% Wilderness Survival: 98%
Escape Artist: 98% Disguise: 98%
Concealment: 98% Forgery: 90%
Tracking: 98% Pick Pockets: 98%
Capoeira – Exercise Ambidexterity – Full
Climbing: 98% W.S. Nunchaku
W.M. Nunchaku W.S. Paired Weapons – Nunchaku
W.M. Paired Weapons – Nunchaku
Secondary Skills
W.P. Paired Weapons – Chained Weapons Cooking: 98%
Brewing – Basic: 98% Dancing: 98%
Prowl: 98% Tailing: 98%
History – Pop Culture: 98% Skateboarding: 98%
First Aid: 98% Pilot – Motorcycle: 92%
Pilot – Airships & Balloons: 70%
Sub-Skills
W.P. Chained Weapons W.P. Archery & Targeting
Language – Japanese: 98% Literacy – Japanese: 98%
Philosophy – Bushido: 98% Swimming: 98%
Acrobatics W.P. Knife
W.P. Staff W.P. Sword
W.P. Blunt Weapons W.P. Paired Weapons – Knives
Sense of Balance: 98% Work Parallel Bars & Rings: 98%
Climb Rope: 98% Back Flip: 98%
Walk Tightrope: 98%
COMBAT
Hand-To-Hand: Ninjitsu
# of ATT: 12
Initiative: +11 Strike: +15 Hold: +10 Leap Attack: +4
Body Flip/Throw: +12 Disarm: +6 Parry: +28 Parry/Attack: +10
Dodge: +18 Multiple Dodge: +10 Automatic Dodge: +12 Damage: +19
Pull Punch: +9 Maintain Balance: +1 Back Flip/Cartwheel: +14
Automatic Back Flip: +11 Roll w/Punch/Fall/Impact: +23
Special Attacks/Notes: Critical Strike from behind, Critical Strike on Natural 18, Knock Out/Stun on
Natural 19, Death Blow on Natural 19, Leap Attack, Critical body Flip/Throw, Neck Hold, Arm Hold
Nunchaku Master: +4 ATT
+5 to Initiative
+7 to Strike & Parry
+1 to Throw
+5 to Damage
Can fight while prone without penalties
Multiple Parry
Restrained Punch: 1d6
Full-strength Punch: 2d6
Power Punch: 4d6 (2 ATT)
Karate-style Punch: 2d6
Karate-style Kick: 2d6
Tripping/Leg Hook: no damage, but counts as a Knock Down attack
Roundhouse Kick: 3d6
Leap 72’ high and 87’ across
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%.
Stone Ox
Kangeiko & Shochu Geiko: can resist extreme environmental weather unprotected for a full day.
Hsing Tsia (Art of Evasion): can stay perfectly behind an opponent, without being seen, even if
they turn around at 60%
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.
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.
Zanshin (Martial Art Awareness): can sense any beings within 34 feet of him, including intangible
and invisible beings. Grants a +6 to Initiative, +2 to Parry, and +4 to Dodge in combat with those
within the radius. Does not receive penalties from fighting invisible or super-speed opponents in
melee range. Can also sense the Chi levels of those within range (1-2, below 10, above 10, above
own Chi).
Itsutsu-No-Kata (Kata of Five Principles): a defensive kata used against multiple attacks, allowing
martial artist to use Circular Parries and Multiple Dodges against ALL attackers that round, each
receiving its own counter-roll. The practitioner receives normal Dodge and Parry bonuses, in
addition to a +2 bonus from this Kata. No other defensive/attacking actions can be used by the
practitioner during this Kata, although they may move.
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.
Combat Bonuses:
+2 to Strike w/Kicks, +1 to Initiative w/Thrown Objects, +2 to Damage w/Thrown Objects, +3 to Strike
w/Thrown Objects, +2 ATT w/ Thrown Objects, +2 to Dodge on Skateboard/Snowboards/Skiis/Waterskiis,
+2 to Roll w/Fall/Impact on Skateboard/Snowboards/Skiis/Waterskiis, +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, +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, +4 to Strike/Parry w/Blunt, +5
to Strike/Parry w/Swords
WEAPONS
Nunchaku (2)
Strike: +3 | Parry: +3 | Damage: 2d6 (1d4 Butt Strike) | Weight: 2 lbs.
Strike w/thrown: +9 | Parry w/thrown: +1 | Dmg. Thrown: 2d6+2 | Range: 400 feet
Kawanga
Strike: + | Parry: + | Damage: 1d8 | Weight: 30 lbs. | Range: 100 feet
can act as a grappling hook (100 feet chain)
Shurikens (10)
Strike: + | Parry w/Thrown: + | 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
EQUIPMENT
Cash: $300 Savings: $30,000
Automatic Lock Pick/Release Gun 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