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Old 11-12-2003, 02:20 PM   #1
heretic888
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Join Date: Oct 2002
Posts: 3,344
Michelangelo Hamato PC (Player Character)

Instead of keep on using a tweaked version of a level 8 NPC, I decided to just create my own PC based on Michelangelo. He is a level 1 character who, due to the Group Team bonus in TMNT, has level 4 proficiency in all his skills and abilities. Here yah go.
================================================== ===
Real Name: Michelangelo Hamato
Alignment: Scrupulous with Discipline of Honor
Attributes:
-Intelligence Quotient: 11 (average to above average)
-Mental Endurance: 16 (exceptional)
-Mental Affinity: 21 (beyond exceptional)
-Physical Strength: 16 (exceptional)
-Physical Prowess: 28 (almost superhuman)
-Physical Endurance: 18 (exceptional)
-Physical Beauty: 16 (exceptional)
-Speed: 14 (above average)
Age: 20 years
Sex: Male
Height: 5'4"
Weight: 200 lbs.
Chi: 18
Hit Points: 22
Armor Rating: 12
Structural Damage Capacity: 123
Animal: Turtle
Cause of Mutation: Accidental Encounter
Disposition: Fun-loving, carefree, and friendly.
Human Features:
-Hands: Fully humanoid
-Biped: Fully humanoid
-Speech: Fully humanoid
-Looks: Non-humanoid
Powers:
-Natural Body Armor (Armor Rating: 12, Structural Damage Capacity: 60)
-Hold Breath 10 minutes
Psionics: None
Martial Art Powers:
-Koppojutsu
-Kosshijutsu
-Tai Sabaki
-Zanshin (level 4, with 12 foot radius)
Weapon Katas:
-Chain (level 4)
-Blade (level 4)
-Staff (level 4)
Level of Experience: 1st Level
Level of Educaton: Lifelong Martial Arts Training
Scholastic Bonus: None
Occupation: Ninja
Weapon Proficiencies:
-All Ancient Weapon Proficiencies (level 4)
Special Skills:
-Hand to Hand: Ninpo (level 4)
-General Athletics
-Bodybuilding
-Boxing
-Concealment: 35%
-Detect Concealment: 45%
-First Aid: 65%
-Writing: 46%
Secondary Skills:
-Cook: 68%
-Escape Artist: 40%
-Palming: 40%
-Pick Locks: 40%
-Pick Pockets: 40%
-Pilot Automobile (Automatic Transmission): 99%
Skills from Ninpo:
-Acrobatics
-Climbing: 99%
-Climb Rope: 86%
-Detect Ambushes: 55%
-Disguise: 55%
-Gymnastics
-Language (Japanese): 70%
-Philosophy (Ninpo): 86%
-Prowl: 78%
-Swimming: 74%
Other Skills:
-Backflip: 94%
-Sense of Balance: 75%
-Walk Tightrope/Highwire: 75%
-Leap 10 feet high and 11 feet long
-Fearless of heights
Combat Skills:
-Attacks per Melee: 4
-Initiative: +7
-Strike: +10, +12 with Nunchaku
-Parry: +15, +16 with Nunchaku
-Dodge: +19
-Damage: +1
-Roll with Punch/Fall/Impact: +15
-Mutodori: +1
-Breakfall: +1
-Roll/Knockdown: +17 (includes Roll bonus)
-Body Block/Tackle: +11 (includes Strike bonus)
-Critical Strike on Natural 20
-Critical Strike on all Sneak Attacks
-Pull Punch on a roll of 8 or higher (includes Strike bonus)
-Cannot be surprised by Sneak Attacks
__________________
"Ninpo began as training to become a moral people and to learn to endure in whatever social condition one is in; to know and accept one's fate, and to live for human beings and all other creatures. The person who masters all of these is a Ninja." (Masaaki Hatsumi)
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Old 11-12-2003, 02:37 PM   #2
heretic888
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Join Date: Oct 2002
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Just so you guys don't get too confused....
=================================================
MARTIAL ART POWERS
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Koppojutsu
This is the art of bone breaking. Characters with this skill are trained in the techniques, required force and knowledge of where to strike in order to shatter bones. A Koppojutsu attack can only be used once per melee round and requires a 15 or better to strike (includes bonuses). A successful attack results in the target bone being broken, doing damage directly to Hit Points. If the roll is less than 15 the strike fails but still does normal damage to the target. Can be done with any attack (including weapons) that uses blunt, solid force. Can only be taken by students of Ninpo.
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Kosshijutsu
This is the art of thrusting and driving weak-point attacks to organs and muscles. Similar to Atemi, except that the primary purpose of Kosshijutsu is to inflict damage. Kosshijutsu strikes are done using precise, directed, edged, bladed, or pointed attacks (including weapons) to target sensitive organs and muscles. Can only be taken by students of Ninpo. A Kosshijutsu attack can only be used once per melee round and requires a 16 or better to strike (includes bonuses). A successful attack results in doing damage directly to Hit Points and the target must save vs. pain at -2 or lose consciousness. If the roll is less than 16 the strike fails but still does normal damage to the target.
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Tai Sabaki
This is training in body movements and body evasions which should be free flowing, prudent, and natural. Can only be taken by Ninpo and similar styles (such as Aikido and Tai Chi). Bonuses: +2 to P.P., +2 to Dodge, +4 to Roll with punch/fall/impact, +1 to Initiative.
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Zanshin (Martial Art Awareness)
In Japanese, this is often called Tsuki no Kokoro, which means "Mind like the Moon." That's because it is said that the martial artist's mind floats above the body, calmly sensing all activity around it. A threat, no matter how slight, will disturb that calm. As a Zanshin-shi might put it, "As someone thinks to attack me, that person's Chi comes toward me. I have only to follow the Chi, and I will know the source of the attack." This ability is one of readiness and awareness. Training involves being constantly on the alert, even while sleeping or in the bathroom! The martial artist will INSTANTLY sense anybody who enters his/her Zanshin circle, including animals and even those with intangibility and/or invisibility (although he/she still can not see the invisible).
BONUSES: +6 to initiative, +2 to parry, +4 to dodge, and can not be suprised from attacks from behind. When fighting an invisible foe (or a character with superhuman speed) these Zanshin bonuses do not apply, but his/her other combat skills remained unimpaired due to his mystic awareness (this character does NOT suffer the usual penalties from fighting an invisible or superhumanly fast foe).
Characters with this ability also have a reduced form of Chi Awareness that allows them to evaluate the Chi of anyone they can see who is inside their Zanshin circle.
At first level, Zanshin extends for an area of 6 feet around the character. This is increased by 2 feet for every level of advancement.
__________________
"Ninpo began as training to become a moral people and to learn to endure in whatever social condition one is in; to know and accept one's fate, and to live for human beings and all other creatures. The person who masters all of these is a Ninja." (Masaaki Hatsumi)
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Old 11-13-2003, 10:56 AM   #3
heretic888
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Join Date: Oct 2002
Posts: 3,344
hee

((Just made some minor changes at the top, in case any o' you are wondering))
__________________
"Ninpo began as training to become a moral people and to learn to endure in whatever social condition one is in; to know and accept one's fate, and to live for human beings and all other creatures. The person who masters all of these is a Ninja." (Masaaki Hatsumi)
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