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Raphael

Raphael has some kind of minor insanity that makes


him the "crazy" man of the group. He has problems
being controlled and cannot even control himself. He
doesn't like this side of himself, but he can't control it.
His closest friend is Michelangelo. It's Mikey's great love
of life and fun that acts as a balance for Raphael's anger
and depressions. As a fighter, Raph is neither the most
skillful (Leonardo is better) or the most talented
(Michelangelo is phenomenal) but he is the most deadly
Ninja Turtle because of his Berserking rage.
Attributes:
Agility d10
Smarts d6
Spirit d6
Strength d10
Vigor d10
Skills:
Climbing d6
Fighting d10
Knowledge Foot Clan d4
Knowledge Purple Dragons d4
Intimidation d6
Lock picking d6
Notice d6
Stealth d8
Streetwise d6
Swimming d6
Taunt d6
Throwing d6
Charisma: -2; Pace: 8; Parry: 8 (1); Toughness: 8 (2)
Edges: Ambidextrous, Berserk, Fleet Footed, Frenzy,
Thief, Two Fisted
Hindrances: Loyal, Mean, Overconfident, Small
Powers:
Thrown Sais (affect up to 5 targets) +2 damage +4 with
raise SMITE
Armor (Shell)

Gear: Paired Sai (STR+d6, +1 Parry)

Leonardo
In the absence of Splinter, Leo is the leader of the
turtles. He is a "take charge" kind of guy who can size
up a situation quickly. He is also a perfectionist; a trait
that gets him into trouble. He is always trying to live up
to the ideal of his mentor, Splinter. Leo also feels a loss
of face when the other turtles do something wrong. He
feels responsible for them and their actions. His favored
weapon is the sword.
Attributes:
Agility d10
Smarts d8
Spirit d10
Strength d8
Vigor d10
Skills:
Climbing d6
Fighting d12
Knowledge Foot Clan d4
Knowledge Purple Dragons d4
Lock Picking d6
Notice d8
Persuasion d8
Stealth d8
Streetwise d6
Swimming d6
Throwing d8
Charisma: +2; Pace: 6; Parry: 9; Toughness: 8 (2)
Edges: Acrobat, Charismatic, Command*, Improved
Level Headed, Thief, Two Fisted
Hindrances: Heroic, Loyal, Quirk (Perfectionist), Small

Powers:
Armor (Shell)
Sword Parrying DEFLECTION (-2 to attackers -4 with
raise)
Gear: Paired Swords (STR+d8)
*Command: Applies to the other turtles with GM's
approval.

Donatello
Donatello is more interested in working out a
troublesome computer program than fighting ninjas or
robot mousers. Of all the turtles, he rebels most
strongly against killing. In a strange way, he is a pacifist
ninja, and while his skills with the staff are highly honed,
he would prefer not to use it against a living being. Don
gets off on gadgets and technology. Although he lacks
formal training, he is a natural inventive genius. He
cares a great deal for his brothers but lives most of the
time within his own head, thinking and dreaming.
Attributes:
Agility d8
Smarts d10
Spirit d8
Strength d6
Vigor d6
Skills: Climbing d6
Driving d8
Fighting d8
Knowledge Foot Clan d4
Knowledge Purple Dragons d4
Healing d8
Knowledge (Engineering) d10
Lock Picking d8
Notice d8
Piloting d8
Repair d12
Stealth d8
Swimming d6
Charisma: 0; Pace: 6; Parry: 7 (1); Toughness: 6 (2)
Edges: Alertness, First Strike, Healer, McGyver, Thief
Hindrances: Curious, Loyal, Pacifist (Minor), Small

Powers:
Spinning Bo staff DAMAGE FIELD
Armor (Shell)
Always Have an Idea (affect up to 5 targets)
BOOST/LOWER TRAIT

Gear: Staff (STR+d4, Parry +1)

Michelangelo
The fun loving turtle. He lives to enjoy life. He has a
gentle, though mischievous nature and is not above
playing practical jokes. He enjoys practicing his Ninja
skills, but also enjoys just fooling around. He doesn't
work as hard at the art of Ninjitsu as any of the others
but his natural ability more than makes up for his lack of
discipline.
Attributes:
Agility d10
Smarts d8
Spirit d10
Strength d8
Vigor d10
Skills:
Climbing d6
Fighting d12+2
Knowledge Foot Clan d4
Knowledge Purple Dragons d4
Lock Picking d6
Notice d6
Persuasion d6
Stealth d8
Streetwise d4
Swimming d6
Taunt d6
Throwing d6
Charisma: 0; Pace: 6; Parry: 10; Toughness: 8 (2)
Edges: Acrobat, Ambidextrous, Quick, Thief, Two Fisted
Hindrances: Big Mouth, Clueless, Loyal, Small

Powers:
Armor (shell)
Nunchaku Whirlwind (PUMMEL)

Gear: Paired nunchaku (STR+d6)

Casey Jones
Self-Styled Vigilante
Jones wears a hockey mask and cuff off biking gloves.
He carries various weapons in a golf bag over his
shoulder including dual baseball bats, golf clubs and
hockey sticks. He's not your typical Saturday morning
cartoon character!
Attributes:
Agility d10
Smarts d4
Spirit d6
Strength d10
Vigor d10
Skills:
Fighting d12
Knowledge Foot Clan d4
Knowledge Purple Dragons d4
Intimidation d8
Notice d4
Stealth d8
Throwing d8
Charisma: -6; Pace: 6; Parry: 9; Toughness: 7
Edges: Acrobat, Ambidextrous, Combat Reflexes,
Combat Sense, First Strike, Quick, Two-Fisted
Hindrances: Bloodthirsty, Mean, Overconfident,
Vengeful (Minor)
Powers:
Baseball Bats (affect up to 5 targets) +2 damage +4 with
raise SMITE

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