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Re-imagining DC's Karate Kid


palaskar

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Re: Re-imagining DC's Karate Kid

 

:lol: This looks like fun. :D

 

Val Armorr once caught the Persuader's atomic axe with his teeth, then used it to pick out the remains of his lunch.

 

Val Armorr's hotness is what the Zamarons dumped the Guardians of the Universe for.

 

Computron had a breakdown trying to count how fast Val Armorr can punch.

 

Val Armorr gave a skyscraper-sized Colossal Boy such a wedgie, he couldn't "grow" again for a month.

 

Val Armorr once beat up superboy...oh wait that DID happen

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Re: Re-imagining DC's Karate Kid

 

Check out this link for fictional MAs: http://en.wikipedia.org/wiki/Fictional_martial_arts

 

We should probably concentrate on those, since they're going to be the most outrageous.

 

Here we for Gun Kata and Gymkata:

 

Gun Kata:

+5 ranged DCV (only vs. guns, -1/4)

(20 points)

Weaponsmith: Firearms, Energy Weapons

(3 points)

KS: Guns 11-

(2 points)

Total: 25 points

 

Gymkata:

20 points Karate techniques

+3 overall combat levels (must make Acrobatics roll, -1/4)

(19 points)

Acrobatics, DEX-based roll

(3 points)

PS: Gymnast 11-

(2 points)

KS: Gymnastics 11-

(2 points)

Total: 26 points/46 points with Karate techniques

 

And now, the gross power levels of Naruto's Summoning Justu...(drum roll):

 

Summoning Justu! Multipower

 

360 point Multipower

1u) Summon Extradimensional Animal Archetype: Summon one 800-point being, (Specific Being, +1, Friendly +1/4): 72 END

360 points

2u) Summon Strong Extradimensional Animals: Summon one 400-point being (Friendly, +1/4): 20 END

100 points

3u) Summon Medium-Power Extradimensional Animal: Summon one 200-point being (Friendly, +1/4): 10 END

50 points

4u) Summon Low-Power Extradimensional Animal: Summon one 100-point being (Friendly, +1/4): 5 END

25 points

5u) Summon Basically Useless Extradimensional Animal: Summon one 10-point being (Friendly, +1/4): 2 END

2.5 points

 

537 points for total powers/10 for Ultra = 54 points

54 +360 = 414 points

 

We could probably leave out everything from Medium-Power on down, but I feel that "picking and choosing" which powers to represent and which to put in the VPP would be bogus, like making a one-technique MA. Same with Gymkata. Of course, people buy one technique for combat all the time...*shrug* what do you all think?

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Re: Re-imagining DC's Karate Kid

 

Hmm, on consideration, most of the Naruto crazy stuff is Kekkai-Genkai (bloodline abilities developed by selective breeding :) ). So we could get away with normal MA techniques.

 

But in order to represent this MA, we need a Daoist magic pool:

 

Senjutsu - In the world of Outlaw Star, Tao magicians of the Chinese guild use mystical forces to cast spells. They also train more combat-capable in the art of combining Tao magic with advanced martial arts. This combination of fluid fighting and mystical force is difficult to defend against. Tao magicians and senjutsu masters chant the mystic litany "pa-gua-sun-fa" to summon spirit energy to cast their spells.

 

:(

 

Does anyone have a link to Remo William's writeup? I remember seeing a link to it somewhere...

 

BTW we still need to decide on what KK's summoning animal would be...I vote for Fluffy Bunnies...of DESTRUCTION! :D

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Re: Re-imagining DC's Karate Kid

 

Here are Krillin's techniques from Dragon Ball Z. As its most powerful human hero, it's not unreasonable that KK would have some or all of his techniques at the same level. Like many of the MAs, it can be justified as being passed down for a thousand years or so to some obscure corner of the galaxy...

 

125 Chi Techniques: Multipower, 125-point reserve

9u 1) Chi Blast: EB 14d6, Reduced Endurance (1/2 END; +1/4), END 3

6u 2) Double Tsuikidan: EB 16d6, No Range Modifier (+1/2); Extra Time

(Full Phase, -1/2), Gestures (Requires both hands; uses both hands to project attack and

guide them to the target; -1/2), END 12

4u 3) Kamehameha: EB 25d6; Extra Time (Full Phase, -1/2), Gestures (Requires both

hands; uses both hands to shape the attack; -1/2), Increased Endurance Cost

(x2 END; -1/2), Incantations ("Kamehameha!"; -1/4), END 24

3u 4) Taiyoken: Sight Group Flash 8d6, Personal Immunity (+1/4), Explosion (+1/2); No

Range (-1/2), Gestures (must throw out arms and legs to "project" the light energy; -1/4),

Incantations ("Taiyoken!"; -1/4), END 7

6u 5) Kakusandan: RKA 4d6, Indirect (comes from above; +1/4), Area Of Effect

Nonselective (8" Radius; +3/4); Extra Time (Full Phase, -1/2), Gestures (Requires both

hands; uses both hands to create attack and guide them into the target(s); -1/2), END 12

6u 6) Kienzan: RKA 5d6, Armor Piercing (+1/2); Extra Time (Full Phase, -1/2), Gestures

(Requires both hands; must hold both arms over his head to create energy disk; -1/2), END

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Re: Re-imagining DC's Karate Kid

 

Here's Yamcha' Spirit Bomb:

 

Souki Dan: EB 12d6, Indirect (Same origin, any direction; +1/2), No Range Modifier (+1/2); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; must "direct" energy blast; -1/2), Concentration (1/2 DCV; -1/4), END 12

 

120 points total.

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Re: Re-imagining DC's Karate Kid

 

My impression is that study and training for the martial arts has been refined to an extraordinary degree over the 1,000 years between today and the LSH era. That, and Karate Kid is probably the greatest natural MA talent in history.

 

I don't know if that's ever been explicitly stated in comic-book continuity, though.

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  • 2 weeks later...

Re: Re-imagining DC's Karate Kid

 

Here's a rough character sheet for the re-imagined Karate Kid. It still needs quite a bit of trimming...probably delete the specific MA techniques, fold the Extra DC into STR (not for lifting, -1/2), and add some of overlooked powers, like the Transdimensional Naked Advantage. Oh, and flush out his skills more and add the Legion's flight ring.

 

Here we go. Be warned, it's long:

 

Karate Kid

 

35 STR 25 16- Lift 3200 kg; 7d6 HTH Damage [3]

30 DEX 60 15- OCV: 10/DCV: 10

30 CON 40 15-

25 BODY 30 14-

23 INT 13 14- PER Roll 14-

23 EGO 26 14- ECV: 8

30 PRE 20 15- PRE Attack: 6d6

18 COM 4 13-

 

20 PD 13 Total: 20 PD (0/6 rPD)

20 ED 14 Total: 20 ED (0/6 rED)

7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 12

20 REC 16

60 END 0

55 STUN 0 Total Characteristic Cost: 271

 

Movement: Running: 6"/15"

Flight: 30"/240"

Leaping: 6"/12"

Swimming: 2"/4"

 

Cost Powers END

Sinanju, Sun Source of the Martial Arts

12 1) Combat Luck (6 PD/6 ED)

30 2) Moving with the blow / Pain Control: Physical Damage Reduction, Resistant, 50%

30 3) Moving with the blow / Pain Control II: Energy Damage Reduction, Resistant, 50%

65 4) Tapping to find the weak spot: Find Weakness 20- with HtH Attacks

27 5) Honed Senses: Danger Sense (immediate vicinity, out of combat, Function as a Sense) 14-

14 6) Honed Senses II: (Total: 14 Active Cost, 14 Real Cost) Nightvision (Real Cost: 5) plus Ultrasonic Perception (Hearing Group) (Real Cost: 3) plus +2 PER with all Sense Groups (Real Cost: 6)

11 7) Lifestyle and Breathing: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week)

5 8) Vitality: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 6 Hours (-2 1/2), Self Only (-1/2)

 

154 Martial Training Powers: Variable Power Pool, 80 base + 84 control cost, Cosmic (+2) (192 Active Points); Limited Class Of Powers Available Slightly Limited (Super Skills and Martial Arts; -1/4)

 

60 Magic: Variable Power Pool, 60 base +30 control cost

 

Sample Martial Training Powers

1) Speed of Sinanju: Flight 30", x8 Noncombat (70 Active Points);

0 2) Sinanju Touch: Major Transform 2d6+1, Improved Results Group (+1/4), Reduced Endurance (1/2 END; +1/4), Variable Healing Method (+1/2) (70 Active Points); No Range (-1/2) Real Cost: 47 3

0 3) Sinanju Puppeteer: Mind Control 9d6+1, Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4) (70 Active Points); Based on CON (Defense: PD; -1), No Range (-1/2) Real Cost: 28 3

0 4) Paralytic Touch: Entangle 2d6, 3 DEF, Takes No Damage From Attacks Limited Group (+1/4), Works Against CON, Not STR (+1/4), Reduced Endurance (1/2 END; +1/4), Based On EGO Combat Value (Mental Defense applies; +1) (69 Active Points); Based on CON (Defense: PD; -1), Cannot Form Barriers (-1/4) Real Cost: 31 3

5) I can tell if you're lying: Telepathy 5d6, Reduced Endurance (1/2 END; +1/4), Invisible Power Effects, Hide effects of Power (Fully Invisible; +1) (56 Active Points); Empathy All Emotions (-1/2), Receive Only (-1/2), Does Not Provide Mental Awareness (-1/4), Normal Range (-1/4), Limited Range (-1/4) Real Cost: 20 2

6) Crippling Touch: Drain any Characteristic 3d6, any Characteristic one at a time (+1/4), Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per 20 Minutes; +3/4) (67 Active Points) Real Cost: 67 3

7) His face never showed on the cameras: Invisibility to Sight and Hearing Groups , Costs END Only To Activate (+1/4) (31 Active Points); Only vs. Machines Power loses about half of its effectiveness (-1) Real Cost: 15 2

 

Sinanju, Sun Source of the Martial Arts

 

Maneuver OCV DCV Notes

4 Finger Strike -1 +1 5d6 NND

4 Block +2 +2 Block, Abort

5 Breaking Throw -2 -2 Grab One Limb; HKA 1 1/2d6 , Disable; Target Falls

4 Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Knives of Eternity -2 +0 HKA 3d6 +1

4 Punch/Snap Kick +0 +2 14d6 Strike

5 All Out Offense -2 +1 16d6 Strike

4 Root +0 +0 75 STR to resist Shove; Block, Abort

4 Shove +0 +0 75 STR to Shove

3 Controlling Hold -1 -1 Grab Two Limbs, 70 STR for holding on

4 Escape +0 +0 75 STR vs. Grabs

4 Punishing Hold +0 +0 16d6 Crush, Must Follow Grab

4 Eye Gouge -1 -1 Flash 10d6

5 Takeaway +0 +0 Grab Weapon, 70 STR to take weapon away

5 Passing Strike +1 +0 12d6 +v/5; FMove

5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

 

Martial Arts: Kamesennin-ryu

Maneuver OCV DCV Damage

5 Backhand +1 +3 5d6 Strike

4 Block +2 +2 Block, Abort

4 Dodge -- +5 Dodge, Affects All Attacks, Abort

5 Flying Kick +1 -2 9d6 Strike

5 Kick -2 +1 9d6 Strike

4 Knee/Elbow Strike +2 +0 7d6 Strike

4 Punch +0 +2 7d6 Strike

1 Weapon Element: Blades

 

Martial Arts: Tsurusen-ryu

Maneuver OCV DCV Damage

4 Block +2 +2 Block, Abort

4 Bone-Breaking Blow -2 +0 HKA 2d6-1

4 Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Elbow/Knee Strike +2 +0 8d6 Strike

5 Kick -2 +1 10d6 Strike

4 Punch +0 +2 8d6 Strike

4 Tien-Hsueh Strike -1 +1 2d6 NND

 

Skills

 

12? +4 with Dodonpa, Kamehameha, Souki-Dan, and Chi Blast

8 +4 OCV with Missile Deflection

24 +3 with All Combat

24 +6 HTH Damage Classes (not added in)

90 Do: +18 with all HTH Combat

15 Gun Kata: +5 DCV (only vs. guns, -1/4)

20? Gymkata: +3 All Combat (requires a acrobatics roll, -14)

 

55 Bukujutsu: Flight 25", x4 Noncombat, END 5

5 Gliding 5"

11 Leaping To The Horizon: Leaping +11" (18" forward, 9" upward), END 1

6 Fast On His Feet: Running +3" (15" total), END 1

24 Chi Sense: Detect Fighting Ability 12- (Unusual Group), Discriminatory, Increased Arc

Of Perception (360 Degrees), Range, Sense, Telescopic: +8

23 Chi Suppression: Invisibility to Sense Chi/Sense Fighting Ability, No Fringe, Reduced

Endurance (0 END; +1/2); Only When Not Attacking (-1/2)

Skills

 

44 Movement Techniques: Multipower, 44-point reserve

2u 1) Zazoken: Sight Group Images Increased Size (16" radius; +1), -4 to PER Rolls; No

Range (-1/2), Must Perform A Half-Move At Minimum (-1/2), END 4

2u 2) Sanzouken: Teleportation 18"; Only To Places The Character Can Normally Reach (-1/2),

No Noncombat Movement (-1/4), Must Pass Through Intervening Space (-1/4), END 4

1u 3) Invisible Jumping: Invisibility to Sight Group , No Fringe; Only When Not

Attacking (-1/2), Must Make A Full Move (-1/2), END 3

 

154 Chi Techniques: Multipower, 154-point reserve

1) Kaioken Technique: 3d6 Succor, max 21 points, self only (-1/2), (STR, DEX, SPD, and PER rolls; and All Chi powers, +2) 3 END

2) Spirit Bomb (Genkidama): RKA 9d6, Area Of Effect (14" Radius; +1); Extra Time (Full Phase, 5d6

takes Full Phase, 7d6 takes Full Turn, 9d6 takes One Minute; -1/2), Concentration (1/2 DCV; -1/4), END 27

9u 3) Chi Blast: EB 14d6, Reduced Endurance (1/2 END; +1/4), END 3

7u 4) Dodonpa: EB 17d6; Gestures (must project energy from finger; -1/4), END 8

4u 3) Kamehameha: EB 25d6; Extra Time (Full Phase, -1/2), Gestures (Requires both

hands; uses both hands to shape the attack; -1/2), Increased Endurance Cost

(x2 END; -1/2), Incantations ("Kamehameha!"; -1/4), END 24 Incantations ("Kamehameha!"; -1/4), END 20

3u 6) Taiyoken: Sight Group Flash 8d6, Personal Immunity (+1/4), Explosion (+1/2);

No Range (-1/2), Gestures (Requires both hands; must throw out arms and legs to

"project" the light energy; -1/2), Incantations (Taiyoken!; -1/4), END 7

4u 7) Shinkikoho: RKA 4d6, Area Of Effect (6" Radius; +1); Side Effects, Side Effect

occurs automatically whenever Power is used (Drain 3d6 BODY and STUN; -1),

Gestures (Requires both hands; must position hands and fingers around face; -1/2),

Increased Endurance Cost (x2 END; -1/2), Incantations (Shinkikoho!; -1/4), END 24

5u 8) Kiai: Dispel Chi Powers 25d6, any chi power one at a time (+1/4); Gestures

(Requires both hands; must cup hands around mouth; -1/2), Incantations (loud shout; -1/4), END 9

5u 9) Souki Dan: EB 12d6, Indirect (Same origin, any direction; +1/2), No Range

Modifier (+1/2); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; must

"direct" energy blast; -1/2), Concentration (1/2 DCV; -1/4), END 12

5u 9) Shin-Rougafufuken: HA +9d6, Reduced Endurance (1/2 END; +1/2), Autofire (10

shots; +1); Hand-To-Hand Attack (-1/2), Extra Time (Full Phase, -1/2), Incantations

6u 10) Kakusandan: RKA 4d6, Indirect (comes from above; +1/4), Area Of Effect

Nonselective (8" Radius; +3/4); Extra Time (Full Phase, -1/2), Gestures (Requires both

hands; uses both hands to create attack and guide them into the target(s); -1/2), END 12

6u 11) Kienzan: RKA 5d6, Armor Piercing (+1/2); Extra Time (Full Phase, -1/2), Gestures

(Requires both hands; must hold both arms over his head to create energy disk; -1/2), END

6u 2) Double Tsuikidan: EB 16d6, No Range Modifier (+1/2); Extra Time

(Full Phase, -1/2), Gestures (Requires both hands; uses both hands to project attack and

guide them to the target; -1/2), END 12

 

 

19 Shiyoken: Extra Limbs (arms) (2); Costs Endurance (-1/2), Extra Time (Full Phase, Only

to Activate, -1/4) plus +4 with HTH Combat; Linked (Extra Limbs (arms); -1/4), END 1

 

 

360 point Multipower

1u) Summon Extradimensional Animal Archetype: Summon one 800-point being, (Specific Being, +1, Friendly +1/4): 72 END

360 points

2u) Summon Strong Extradimensional Animals: Summon one 400-point being (Friendly, +1/4): 20 END

100 points

3u) Summon Medium-Power Extradimensional Animal: Summon one 200-point being (Friendly, +1/4): 10 END

50 points

4u) Summon Low-Power Extradimensional Animal: Summon one 100-point being (Friendly, +1/4): 5 END

25 points

5u) Summon Basically Useless Extradimensional Animal: Summon one 10-point being (Friendly, +1/4): 2 END

2.5 points

 

Skills

 

12? +4 with Dodonpa, Kamehameha, Souki-Dan, and Chi Blast

8 +4 OCV with Missile Deflection

24 +3 with All Combat

90 Do: +18 with all HTH Combat

 

 

Skills

3 1) Acrobatics 15-

3 2) Breakfall 15-

3 3) Concealment 14-

3 4) Shadowing 14-

3 5) Stealth 15-

3 6) Sleight Of Hand 15-

3 7) Seduction 15-

3 8) Analyze: Style 14-

3 9) Analyze: Combat 14-

3 10) Tactics 14-

3 11) Interrogation 15-

3 12) PS: Sensei 14-

18 13) +6 with Martial Maneuvers

10 14) Defense Maneuver I-IV

10 15) Two-Weapon Fighting (HTH)

2 16) KS: Guns 11-

2 17) PS: Gymnast 11-

2 19) KS: Gymnastics 11-

? 19) PS: Martial Artist 24-

? 20) KS: Martial Arts Styles 24-

? 21) KS: The Martial Arts Galaxy 24-

 

5 Psychological Limitation: Will not willingly use non-improvised weapons, never uses guns (Uncommon, Moderate)

15 Physical Limitation: May only eat minimally processed foods. Affected badly by drugs or alcohol. (Infrequently, Fully Impairing)

Generally, alcohol or processed foods will at the least rob Karate Kid of his extra DC until they pass through his system, and may render him completely helpless at the GM's discretion.

5 Distinctive Features: steel hard fingernails (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Susceptibility: Certain frequencies of sound and types of radiation harmless to ordinary men, 1d6 damage per Phase (Uncommon)

15 Disadvantage: Llap Goch: attack any and everybody before they attack you. Enraged, go 8-, recover 14-

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  • 2 weeks later...

Re: Re-imagining DC's Karate Kid

 

Yeah, you're probably right about breaking HTH. I still have to work out a lot of kinks. Here's version 2:

 

Karate Kid

 

55 STR 25 16- Lift 3200 kg; 11d6 HTH Damage [3]

30 DEX 60 15- OCV: 10/DCV: 10

30 CON 40 15-

25 BODY 30 14-

23 INT 13 14- PER Roll 14-

23 EGO 26 14- ECV: 8

30 PRE 20 15- PRE Attack: 6d6

18 COM 4 13-

 

20 PD 13 Total: 20 PD (0/6 rPD)

20 ED 14 Total: 20 ED (0/6 rED)

7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 12

20 REC 16

60 END 0

55 STUN 0 Total Characteristic Cost: 271

 

Movement: Running: 6"/15"

Flight: 30"/240"

Leaping: 6"/12"

Swimming: 2"/4"

 

Cost Powers END

Sinanju, Sun Source of the Martial Arts

12 1) Combat Luck (6 PD/6 ED)

30 2) Moving with the blow / Pain Control: Physical Damage Reduction, Resistant, 50%

30 3) Moving with the blow / Pain Control II: Energy Damage Reduction, Resistant, 50%

65 4) Tapping to find the weak spot: Find Weakness 20- with HtH Attacks

27 5) Honed Senses: Danger Sense (immediate vicinity, out of combat, Function as a Sense) 14-

14 6) Honed Senses II: (Total: 14 Active Cost, 14 Real Cost) Nightvision (Real Cost: 5) plus Ultrasonic Perception (Hearing Group) (Real Cost: 3) plus +2 PER with all Sense Groups (Real Cost: 6)

11 7) Lifestyle and Breathing: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week)

5 8) Vitality: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 6 Hours (-2 1/2), Self Only (-1/2)

 

154 Martial Training Powers: Variable Power Pool, 80 base + 84 control cost, Cosmic (+2) (192 Active Points); Limited Class Of Powers Available Slightly Limited (Super Skills and Martial Arts; -1/4)

 

60 Magic: Variable Power Pool, 60 base +30 control cost

 

Sample Martial Training Powers

1) Speed of Sinanju: Flight 30", x8 Noncombat (70 Active Points);

0 2) Sinanju Touch: Major Transform 2d6+1, Improved Results Group (+1/4), Reduced Endurance (1/2 END; +1/4), Variable Healing Method (+1/2) (70 Active Points); No Range (-1/2) Real Cost: 47 3

0 3) Sinanju Puppeteer: Mind Control 9d6+1, Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4) (70 Active Points); Based on CON (Defense: PD; -1), No Range (-1/2) Real Cost: 28 3

0 4) Paralytic Touch: Entangle 2d6, 3 DEF, Takes No Damage From Attacks Limited Group (+1/4), Works Against CON, Not STR (+1/4), Reduced Endurance (1/2 END; +1/4), Based On EGO Combat Value (Mental Defense applies; +1) (69 Active Points); Based on CON (Defense: PD; -1), Cannot Form Barriers (-1/4) Real Cost: 31 3

5) I can tell if you're lying: Telepathy 5d6, Reduced Endurance (1/2 END; +1/4), Invisible Power Effects, Hide effects of Power (Fully Invisible; +1) (56 Active Points); Empathy All Emotions (-1/2), Receive Only (-1/2), Does Not Provide Mental Awareness (-1/4), Normal Range (-1/4), Limited Range (-1/4) Real Cost: 20 2

6) Crippling Touch: Drain any Characteristic 3d6, any Characteristic one at a time (+1/4), Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per 20 Minutes; +3/4) (67 Active Points) Real Cost: 67 3

7) His face never showed on the cameras: Invisibility to Sight and Hearing Groups , Costs END Only To Activate (+1/4) (31 Active Points); Only vs. Machines Power loses about half of its effectiveness (-1) Real Cost: 15 2

 

 

55 Bukujutsu: Flight 25", x4 Noncombat, END 5

5 Gliding 5"

11 Leaping To The Horizon: Leaping +11" (18" forward, 9" upward), END 1

6 Fast On His Feet: Running +3" (15" total), END 1

24 Chi Sense: Detect Fighting Ability 12- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Telescopic: +8

23 Chi Suppression: Invisibility to Sense Chi/Sense Fighting Ability, No Fringe, Reduced Endurance (0 END; +1/2); Only When Not Attacking (-1/2)

Skills

 

44 Movement Techniques: Multipower, 44-point reserve

2u 1) Zazoken: Sight Group Images Increased Size (16" radius; +1), -4 to PER Rolls; No Range (-1/2), Must Perform A Half-Move At Minimum (-1/2), END 4

2u 2) Sanzouken: Teleportation 18"; Only To Places The Character Can Normally Reach (-1/2), No Noncombat Movement (-1/4), Must Pass Through Intervening Space (1/4),END 4

1u 3) Invisible Jumping: Invisibility to Sight Group , No Fringe; Only When Not Attacking (-1/2), Must Make A Full Move (-1/2), END 3

 

154 Chi Techniques: Multipower, 154-point reserve

1) Spirit Bomb (Genkidama): RKA 9d6, Area Of Effect (14" Radius; +1); Extra Time (Full Phase, 5d6 takes Full Phase, 7d6 takes Full Turn, 9d6 takes One Minute; -1/2), Concentration (1/2 DCV; -1/4), END 27

9u 2) Chi Blast: EB 14d6, Reduced Endurance (1/2 END; +1/4), END 3

7u 3) Dodon Ray (Dodonpa): EB 17d6; Gestures (must project energy from finger; -1/4), END 8

4u 4) Kamehameha: EB 25d6; Extra Time (Full Phase, -1/2), Gestures (Requires both hands; uses both hands to shape the attack; -1/2), Increased Endurance Cost (x2 END; -1/2), Incantations ("Kamehameha!"; -1/4), END 24 Incantations ("Kamehameha!"; -1/4), END 20

3u 5) Solar Flare (Taiyoken): Sight Group Flash 8d6, Personal Immunity (+1/4), Explosion (+1/2); No Range (-1/2), Gestures (Requires both hands; must throw out arms and legs to "project" the light energy; -1/2), Incantations (Taiyoken!; -1/4), END 7

4u 6) Shinkikoho: RKA 4d6, Area Of Effect (6" Radius; +1); Side Effects, Side Effect occurs automatically whenever Power is used (Drain 3d6 BODY and STUN; -1), Gestures (Requires both hands; must position hands and fingers around face; -1/2), Increased Endurance Cost (x2 END; -1/2), Incantations (Shinkikoho!; -1/4), END 24

5u 7) Kiai: Dispel Chi Powers 25d6, any chi power one at a time (+1/4); Gestures (Requires both hands; must cup hands around mouth; -1/2), Incantations (loud shout; -1/4), END 9

5u 8) Soul Bomb (Souki Dan): EB 12d6, Indirect (Same origin, any direction; +1/2), No Range Modifier (+1/2); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; must "direct" energy blast; -1/2), Concentration (1/2 DCV; -1/4), END 12

5u 9) Wolf Fang Fist (Shin-Rougafufuken): HA +9d6, Reduced Endurance (1/2 END; +1/2), Autofire (10 shots; +1); Hand-To-Hand Attack (-1/2), Extra Time (Full Phase, -1/2), Incantations

6u 10) "It's powerful, but slow": (Kakusandan): RKA 4d6, Indirect (comes from above; +1/4), Area Of Effect Nonselective (8" Radius; +3/4); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; uses both hands to create attack and guide them into the target(s); -1/2), END 12

6u 11) Destructo-Disk (Kienzan): RKA 5d6, Armor Piercing (+1/2); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; must hold both arms over his head to create energy disk; -1/2), END

6u 11) Double Tsuikidan: EB 16d6, No Range Modifier (+1/2); Extra Time

(Full Phase, -1/2), Gestures (Requires both hands; uses both hands to project attack and guide them to the target; -1/2), END 12

 

Summoning Jutsu

360 point Multipower

1u) Summon Extradimensional Animal Archetype: Summon one 800-point being, (Specific Being, +1, Friendly +1/4): 72 END 360 points

2u) Summon Strong Extradimensional Animals: Summon one 400-point being (Friendly, +1/4): 20 END 100 points

3u) Summon Medium-Power Extradimensional Animal: Summon one 200-point being (Friendly, +1/4): 10 END 50 points

4u) Summon Low-Power Extradimensional Animal: Summon one 100-point being (Friendly, +1/4): 5 END25 points

5u) Summon Basically Useless Extradimensional Animal: Summon one 10-point being (Friendly, +1/4): 2 END 2.5 points

 

19 Shiyoken: Extra Limbs (arms) (2); Costs Endurance (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) plus +4 with HTH Combat; Linked (Extra Limbs (arms); -1/4), END 1

 

Kaioken Technique: 3d6 Succor, max 21 points, self only (-1/2), (STR, DEX, SPD, and PER rolls; and All Chi powers, +2) 3 END

 

Legion Flight Ring

24 12" Flight (OIF, -1/2), (0 END, +1/2)

 

Skills

 

20 +4 with Dodonpa, Kamehameha, Souki-Dan, and Chi Blast

8 +4 OCV with Missile Deflection

24 +3 with All Combat

24 +6 with HA

90 Do: +18 with all HTH Combat

15 Gun Kata: +5 DCV (only vs. guns, -1/4)

20 Gymkata: +3 All Combat (requires a acrobatics roll, -14)

 

3 1) Acrobatics 15-

3 2) Breakfall 15-

3 3) Concealment 14-

3 4) Shadowing 14-

3 5) Stealth 15-

3 6) Sleight Of Hand 15-

3 7) Seduction 15-

3 8) Analyze: Style 14-

3 9) Analyze: Combat 14-

3 10) Tactics 14-

3 11) Interrogation 15-

3 12) PS: Sensei 14-

18 13) +6 with Martial Maneuvers

10 14) Defense Maneuver I-IV

10 15) Two-Weapon Fighting (HTH)

2 16) KS: Guns 11-

2 17) PS: Gymnast 11-

2 19) KS: Gymnastics 11-

? 19) PS: Martial Artist 24-

12 20) KS: Martial Arts Styles 24-

12 21) KS: The Martial Arts Galaxy 24-

3 22) KS: Martial Arts Religions 15-

3 23) KS: Martial Arts Philosophies 15-

3 24) KS: Martial Magic 15-

3 25) Acting 15-

 

5 Psychological Limitation: Will not willingly use non-improvised weapons, never uses guns (Uncommon, Moderate)

15 Physical Limitation: May only eat minimally processed foods. Affected badly by drugs or alcohol. (Infrequently, Fully Impairing)

Generally, alcohol or processed foods will at the least rob Karate Kid of his extra DC until they pass through his system, and may render him completely helpless at the GM's discretion.

5 Distinctive Features: steel hard fingernails (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Susceptibility: Certain frequencies of sound and types of radiation harmless to ordinary men, 1d6 damage per Phase (Uncommon)

15 Enraged: Llap Goch: attack any and everybody before they attack you. (Enraged, go 8-, recover 14-)

10 Hunted: That guy who killed his father: (As Pow, Occasionally, Harshly Punish)

15 Hunted: The Legion of Superheroes (Mo Pow, Very Freq, Watched)

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