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Karate Kid, reimagined


palaskar

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Well, I finally finished that writeup of KK where I give him every (and I mean EVERY) martial art in the galaxy. Feel free to correct me on the Legion equipment.

 

BTW, how do I get that nice formatting everybody uses? Right now, I'm stuck with cut-and-paste, so it's going to look a bit sloppy. Here goes:

 

Karate Kid

 

55 STR 45 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: 281

 

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)

 

90 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 Cost: 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

 

Bio-energy reserves

END Reserve: 300 END, 10 REC, Slow Recovery, once every 20 minutes (-1 ½): 16 points.

 

Summoning Jutsu

360 point Multipower

1u) Summon Extradimensional Animal Archetype: Summon one 800-point being, (Specific Being, +1, Friendly +1/4): 72 END 36 points

2u) Summon Strong Extradimensional Animals: Summon one 400-point being (Friendly, +1/4): 20 END 10 points

3u) Summon Medium-Power Extradimensional Animal: Summon one 200-point being (Friendly, +1/4): 10 END 5 points

4u) Summon Low-Power Extradimensional Animal: Summon one 100-point being (Friendly, +1/4): 5 END 2 points

5u) Summon Basically Useless Extradimensional Animal: Summon one 10-point being (Friendly, +1/4): 2 END 1 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 Flight: 12" Flight (IAF, -1/2), (0 END, +1/2)

13 Distress Call: Subspace Images, 10 light year megscale (+3 ½) (IAF, -1/2), (0 END, +1/2)

24 Joined Travel: 4” stretching, Only to latch on to the fastest flying Legionniare in the group (-2), (IAF, -1/2), (0 END, +1/2), Fully Invisible (+1)

 

20 Telepathic Ear Plugs: Universal Translator

 

18 Transuit: Life Support, Self-Contained Breathing, Safe in Low Pressure, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat

 

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-

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)

 

Total Cost: 2,004 points

 

I may have gotten the point total wrong, but this the essence.

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Guest steamteck

Re: Karate Kid, reimagined

 

Chuin and Remo can pick up buses or throw cars dozens of yards?:eek:

 

Seriously I admittedly haven't read all the books but I never envisioned that sort of superhuman STR. I always thought extra MA damage.. 55 just wow! That means he can hurl a small car 10' from a standing throw. Its and impressive bulid and well thought out but 55 :eek::eek:

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Re: Karate Kid, reimagined

 

Actually, the 55 STR is from Krillin's writeup from (Surbrook's?) DBZ conversion. It seems to be a convention that Krillin is the strongest of the "normal" human fighters, so I figured I'd put KK at that level.

 

(BTW, the writeup of Chiun and Remo I found gives them a 45 STR.:eek: )

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Guest steamteck

Re: Karate Kid, reimagined

 

Actually, the 55 STR is from Krillin's writeup from (Surbrook's?) DBZ conversion. It seems to be a convention that Krillin is the strongest of the "normal" human fighters, so I figured I'd put KK at that level.

 

(BTW, the writeup of Chiun and Remo I found gives them a 45 STR.:eek: )

 

 

OOOK:help:. I love all the martial arts you've included from different sources BTW.

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