The Karate Cop

The Karate Cop combines police powers, a pistol and martial arts prowess into one awesome, crime-busting package. The Karate Cop is not a go-by-the-rules kinda guy. His priority is bringing the deserving to justice. Usually the Karate cop also has some kind of vendetta - a drug lord to bring down, the death of his father (usually also a cop) or his partner to avenge, etc., etc. Nonetheless, he is still a good cop - he may disobey orders, total police cars and kick ass when it seems the right thing to do - but he still operates inside the law as much as he can. Bringing a crook to book is one thing - a gangland style execution in a dark alley is quite another.

 

Archetypes: Andy Lau in any one of about 200 Hong Kong Cop dramas. Jackie Chan in Supercop. Chuck Norris - though we shudder to mention it - in too many movies to cheerfully contemplate.

CHARACTERISTICS

STR

13

3

DEX

23

39

CON

15

10

BOD

10

0

INT

18

8

EGO

14

8

PRE

15

5

COM

18

4

PD

6

3

ED

5

2

SPD

5

17

REC

5

0

END

30

0

STUN

25

0

Total

99

OCV

8 ± 2 with martial arts, ± 2 with pistols

DCV

8 ± 2 with martial arts, ± 2 with pistols

ECV

5

POWERS & SKILLS

6

Combat Skill Levels: +2 CSL with Martial arts

6

Combat Skill Levels: +2 CSL with Pistols

30

Martial arts Multipower: 30 point Reserve

1

(u) Block

+2 OCV, +2 DCV

1

(u) Dodge

+ 5 DCV

1

(u) Kick

+1 DCV, +20 STR, only with strike (-1) 6 1/2 d6 with STR.

1

(u) Legsweep

+2 OCV, + 5 STR, only with strike (-1) 3 1/2d6 with STR, Target Falls

1

(u) Punch

+2 DCV, +10 STR, only with strike (-1) 4 1/2 d6 with STR.

1

(u) Throw

+1 OCV, +1 DCV, Target falls, 2 1/2 d6 with STR

1

(u) Hurricane Punch

3d6 HA, Autofire 5, Penetrating, +2 OCV, STR Does Not Add, Full Phase, All Shots vs. Same Target (-1/4), END 10

1

(u) Lightning Strike

5d6 HA, Autofire 5, STR Does Not Add, Full Phase, All Shots vs. Same Target (-1/4), END 10

1

(u) Thunder Kick

10d6 HA, Reduced Penetration (-1/4), STR Does Not Add, Full Phase, 2x END, END 6

1

(u) Whirlwind Kick

6d6 HA, AE-Adjacent 6 hexes, Selective (+1/2), Full Phase (-1/2), 2x END (-1/2), STR Does Not Add (-1/2), END 6

2

+2" Superleap

3

Acrobatics 13-

3

Breakfall 13-

3

Climbing 13-

1

KS: Martial arts 8-

3

Stealth 13-

2

Perk: Local Police Powers

2

Perk: Weapon Permit

2

AK: Hong Kong 11-

3

Combat Driving 14-

3

Criminology 13-

0

Chinese (Cantonese): Native

3

English: Fluent

2

KS: Criminal Law & Procedure 11-

2

KS: Triads & Tongs: History and Operations 11-

2

KS: Hong Kong Underworld 11-

2

PS: Police Officer 11-

5

Streetwise 13-

6

WF: 3-Section Staff, Hook Sword, Nightstick/Tonfa, Off Hand, Small Arms

101

Total Powers & Skills Cost

200

Total Character Cost

100+

Disadvantages

10

Reputation: Rogue Cop (8-, extreme)

20

Hunted: Miscellaneous Triads and Tongs (more powerful) 11-

15

Psychological Limitation: Despises the Triads and Tongs

15

Psychological Limitation: Driven to Avenge injustice

15

Psychological Limitation: Feels the End Justifies the Means

10

Watched: Hong Kong Police Dept. (more pow, NCI) 11-

5

Experience

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