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Name: Michelangelo

Aliases: Cowabunga Carl; Turflytle


Alignment: Scrupulous (Good)
O.C.C.: Physical Training (15th level Worldly Martial Artist)
Level: 9 XP: 71,001 | 96,101
Race: Mutant Turtle Sex: Male Age: 32
Eyes: Black Hair: None Height: 5'1" Weight: 175 lbs.
Appearance: A large, humanoid turtle.

Hit Points: 139 S.D.C.: 253 P.P.E.: 35 Chi: 41


I.Q.: 11 M.E.: 17 M.A.: 21 P.S.: 30
P.P.: 34 P.E.: 31 P.B.: 21 Speed: 60

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

Physical Training Skills


Hand-To-Hand: Defensive & Fast Combat Yoga
Running Physical Labor
Juggling: 80% Competitive Eating
Ballet Resistance Training
Imitate Voices & Impersonation: 72% (52%) Lip-Reading: 75%
Ventriloquism: 52%

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%

Skiing: 98% Pilot – Airships & Balloons: 98%


Pilot – Automobile: 80% Snowboarding: 90%
Water Skiing & Surfing: 98% Pilot – Trucks: 68%

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

Saving Throw Bonuses:


+42% vs. Coma/Death, +1 vs. Disease, +11 vs. Non-Lethal Poison, +9 vs. Lethal Poison, +4 vs. Food-
related Horror/Awe Factor, +3 vs. Pain, +1 vs. Torture, +1 vs. Mind Control, +1 vs. Possession, +2 vs.
Insanity, +1 vs. Psionics, +8 vs. Magic

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