Chris Van Deelen

No. Enc: 1d4 (alone) or 6d8 in tribes
Alignment:  Lawful
Movement: 90’ (30’)
AC: 2
HD: 16
Attacks: By weapon or 2 punches and one 1 kick
Damage: By weapon or 1d6+1d10+4 / 1d6+1d10+4 and 1d8+1d10+4
Save: L16
Hoard Class: Always 1d4 melee weapons or ranged weapons, 50% chance of 1d2 high-tech melee or ranged weapons, VIII, XV.


Some believe these creatures have been around since well before the final wars, that they were either the result of genetic engineering or were created when illegal radioactive chemicals were dumped or ‘accidently’ released into the sewers beneath Manhattan, New York.

No matter the origins, these creatures have been part of the Urban Mythology for as long as anyone can remember. It is said that there were also comics, movies and television shows created around this myth, in order to keep the truth of the matter hidden from the public.

Centuries after the end of the final wars, these creatures are no longer a myth, they are in fact reality, although even among their own kind their origins remain shrouded in mystery and misdirection – be this by purpose or accident, no one knows for certain.

They are usually found in groups of up to four individuals, never more. Physically they look like muscular hairless humanoids mottled green skin and the shell of a turtle. Despite this, they are very strong, fast and agile, able to perform amazing feats of acrobatic prowess. The shells make it exceedingly difficult to harm these creatures, although they can still be injured.

Their personalities run the entire spectrum, just most humanoids, but most tend to run to being lawful and good, although there are those who have given up on trying to do what is right and simply follow what their hearts desire.

One common factor they all share is they are accomplished un-armed combatants. They train from the moment they hatch from their eggs and are able to walk on their hind legs and never stop training. Older and more experienced members of the species typically set up studio’s or dojo’s, where parents send their young to train and learn. They are not prejudiced though, and anyone who is an accomplished martial artists, no matter the species, if they can teach these creatures something new, they will gladly take that being as a teacher and learn whatever they can.

They are not adverse to using weapons however, or any sort of technology for that matter. The creatures do prefer to use classic melee weapons, but it is not unheard of for them to employ firearms or energy weapons when the need arises. They do love to get their hands on high-tech melee weapons whenever possible.

Whenever they engage in combat, they work together as a team, carefully balancing their ranged attacks with their melee combative skills, always ensuring that any weaknesses possessed by one of their team-mates are carefully hidden or controlled in such a way as to not hamper their combative prowess. Typically the strongest and fastest will wade in, either using unarmed attacks or melee weapons, while the smaller and weaker members will stay off to the side or out of melee range and attack with ranged weapons. They automatically gain +6 to hit and +1d10 damage with any unarmed, melee or non-firearm ranged weapon (such as a bow, crossbow, thrown melee weapon etc.), but do not gain this bonus with any type of firearm (including primitive firearms).

Furthermore, these creatures are highly resilient to melee damage, gaining a 10 damage reduction against all manner of melee or ranged attack (which includes bullets), but have no resistance against energy or other types of damage.

Although they are amphibious, they do not need to live near or in water. They do like damp locations, and often will make their homes near rivers, lakes or the ocean, and often they prefer to make their homes beneath the surface, sometimes in old sewer systems, subways, maintenance tunnels and the like. Despite the locations, their homes are very clean and tidy and comfortable.

These beings are fiercely loyal to one another and very protective. They likewise are exceedingly loyal to anyone they call friend, and often will make that person or persons a member of their family. This also goes as far as teaching them the unarmed arts and how to effectively use melee weapons. Betrayal by those they bring into their ‘family’ is met with bitter disappointment and it is not uncommon for them to hunt down the betrayers and regretfully end their existence.

Females are surprisingly rare for this species, and they share all the traits except they tend to be much smaller and less heavily muscled. They are often far calmer and soft-spoken as well, and tend to be more inclined to talking and reflecting than to engage in combat, but when they fight, they are equals to their male counterparts.

Mating occurs as they please, although the female is very picky, always looking for the most level-headed of any males she encounters, but at the same time, choosing those who’s personality would make the best ‘father’ for her children. This does not always mean the best and strongest of the warriors will be her mate, sometimes it is the smallest and most timid member of the species will be the male who catches her attention.

The female will lay a cluster of 1d10 eggs, of which only 20% will be female. The eggs require a full year to come to term at which time they will hatch and the young will be cared for by the parents, with the entire tribe pitching in to help raise them. They will be fully capable of walking at only two months of age.

They are always willing to trade with outsiders, and are not adverse to hiring themselves out as mercenaries or even guards. A few of the rogue members will work as bandits or allow those with less than honorable intentions hire them as body-guards, but these are few and far between.

Mutations: Aberrant form (xenomorphism), increased physical attributes (Dexterity), intellectual affinity (martial, modified)

Source: Teenage Mutant Ninja Turtles (1984)