DONATELLO
Created By: Kevin Eastman & Peter Laird
First Appearance: The Teenage Mutant Ninja Turtles #1 (May 1984)
Role: Does Machines
Other Roles: The Smart Guy
Group Affiliations: The Teenage Mutant Ninja Turtles
PL 8 (165)
STRENGTH 3 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 9 AWARENESS 3 PRESENCE 2
Bodacious Skills:
Acrobatics 6 (+11)
Athletics 5 (+8)
Close Combat (Unarmed) 2 (+12)
Close Combat (Bo) 2 (+12)
Deception 3 (+5)
Expertise (Ninja) 1 (+10)
Expertise (Pop Culture) 1 (+10)
Expertise (Science) 8 (+17)
Insight 3 (+6)
Perception 2 (+5)
Persuasion 3 (+5)
Sleight of Hand 4 (+6)
Stealth 2 (+7)
Technology 9 (+18)
Vehicles 5 (+7)
Gnarly Advantages:
Equipment 2 (Staff, Trenchcoat), Extraordinary Effort, Improved Critical (Bo), Improved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Inventor, Quick Draw, Ranged Attack 5, Set-Up, Takedown 2, Teamwork
Radical Equipment:
"Bo Staff" Strength-Damage +1 (Feats: Split, Reach) (3)
"Trenchcoat" Morph 1 (Looks Human To Everyone, Despite Being Barefoot and Having a Green Face) (5)
Tubular Powers:
"Turtle Physiology"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Swimming 2 (2 mph) [2]
"Half-Shell"
Enhanced Dodge & Parry 1 [2]
Features 1: May Stick Limbs Inside of Shell [1]
Power-Lifting 1 (800 lbs.) [1]
"Kicks Things To Make Them Work" Healing 8 (Flaws: Limited to Others, Limited to Machines) [4]
Features 1: May Add Weapon Damage to Special Moves [1]
"Headspin" Damage 4 (Extras: Reaction +3) (Flaws: Distracting) (Quirk- Lasts for 3 Rounds Max) (11) -- [13]
- AE: "Bo Thrusts" Strength-Damage +0 (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree, Source- Bo) (4)
- AE: "Ground Claw" Blast 5 (Feats: Accurate) (Flaws: Source- Bo) (Reduced Defenses -2, Diminished Range -1) (1)
Unarmed +12 (+3 Damage, DC 18)
Bo +12 (+4 Damage, DC 19)
Roto Bo +10 (+5 Damage, DC 20)
Bo Thrusts +12 (+4 Damage & Affliction, DC 19 & 14)
Ground Claw +9 (+5 Ranged Damage, DC 20)
Initiative +9
Awesome Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +4, Fortitude +5, Will +7
Bummer Complications:
Responsibility (Master Splinter)- The Turtles deeply respect their sensei, though often disregard his advice.
Secret (Must Remain Hidden From Public View)
Prejudice (Monster)
Addiction (Pizza)
Accident (Explosions)- Donnie may be brilliant, but his Rube Goldberg-esque contraptions also have a tendency to blow up in his face.
Vulnerable (Headspin)- Jumping attacks gain a +2 advantage to hit Donnie when he's doing his Headspin attack.
Weakness (Predictability)- These Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.
Total: Abilities: 78 / Skills: 56--28 / Advantages: 19 / Powers: 27 / Defenses: 13 (165)
-Donnie, as always, plays a pretty good ranged game in the SNES TMNT: Tournament Fighters- his trademark bo staff being excellent at poking away at guys. Here, he has another Blast, a Multiattack (same as the Genesis game), and a move where he spins on his head repeatedly. I could have gone with a generic Strike power, but instead I used it like Blanka's "Electricity" attack or other Aura-based effects, as he can move about the stage doing it. However, unlike Blanka's attack, he is more vulnerable to things like jumping moves. His Super Move is a "Fire Dragon" Line Damage attack that covers much of the bottom of the screen.
-Donnie's "Player Two" version is a very yellow clone of himself, with a bright beige chest- his bandanas are the same color.