Sun Kagaku

Notes

Here's a character inspired by the anime series Dragonball Z (and if you have to ask if it's a parody...). It's not a faithful copy of the character in question. For a start it's not *nearly* tough enough, and he can't teleport or fly, but you can only do so much with 250 points. On the other hand, it's close enough that any Otaku should recognise it instantly - and it should be able to kick sand in the face of pretty much any other 250 point martial artist, so it's that true to the original.

Sun Kagaku is a martial artist with such astounding control over his ki that he can enhance his bodily characteristics to quite unearthly levels, and even project his ki as a form of energy blast. His Ki enhancement has two levels. The first level enhances his prowess to the maximum possible for even a highly trained athelete, and possibly even slightly beyond. This is called Sayajin mode and is so exhausting to his ki, that he cannot repeat the feat without a long period of resting and meditation. Sayajin mode also enhances his already formidable martial arts prowess as he become fully attuned to both his ki and that of his opponents. However, when in this state, he can use his ki to give himself even more formidible powers, lifting his physical capabilities beyond anything humanly possible and augmenting his ki power to the point that he can generate incredibly destructive ki blasts. This is called super-Sayajin mode.

When Sun summons his ki power, his hair stands on end, and his skin bulges with pulsing muscles. When he enters the super-Sayajin state, his hair seems to glow, and his form fairly crackles with energy.

Sun's martial arts style is one he developed himself. It is very distinctive and suits his character perfectly, since it is all offense and practically no defence. He relies on his great skill and blinding speed to defeat opponents

STAT

VAL

COST

Str

15

5

Dex

18

24

Con

14

8

Body

14

8

Int

13

3

Ego

11

3

Pre

15

5

Com

15

2

PD

8

5

ED

8

5

Spd

4

12

Rec

6

End

30

Stun

30

Total

80

OCV:

DCV:

ECV:

Var. ± 2/4/6 with martial arts

Var. ± 2/4/6 with martial arts

4

Run:

Jump:

Swim:

9"/18"

6"/12"

2"/4"

12"/24"

9"/18"

2"/4"

15"/30"

12"/24"

2"/4"

Powers, skills, etc

24

Martial Arts multipower (15 pt reserve)

1

(u) Block +2 OCV +2 DCV against all attacks

1

(u) Escape +15 STR (only vs Grabs -1)

2

(u) Fast Punch +2 OCV, 6d6

2

(u) Flying Dodge +3 DCV against all attacks; Full Move

2

(u) Dodge +5 DCV against all attacks

2

(u) Passing Strike +1 OCV 2d6 HA +v/5; Full Move

2

(u) Punch/Kick +2 DCV against HTH attacks, 6d6

2

(u) Legsweep +1 OCV 3d6 HA, opponent falls

2

(u) Multiple punch: +1 OCV, 3d6 HA autofire 5

2

(u) Missile Deflection: Bullets and shrapnel

1

(u) Ki Blast 3d6 EB (full phase, -1/2)

17

Damage reduction 50% physical, resistant, requires a CON roll (-1/2), must be aware of attack ( 1/4)

6

+2 CSL with multipower

5

+2 CSL with multipower (only in Sayajin mode, -1)

5

+2 CSL with multipower (only in Super-Sayajin mode, -1)

6

Running: +3" (9" total)

3

Running: +3" (12" total, only in Sayajin mode, -1)

3

Running: +3" (15" total, only in Super-Sayajin mode, -1)

3

Superleap +3" (6" total)

3

Superleap +3" (9" total, only in Sayajin mode, -1)

3

Superleap +3" (12" total, only in Super-Sayajin mode, -1)

16

Sayajin: +2d6 Aid, (all physical CHA, +2), return delayed to 5 min (+1/2), self only (-1/2), extra time (full phase, -1/2), requires concentration (1/2 DCV, -1/4), Gestures and Incantations (-1/2), 2 uses per day (-1 1/2), standard effect (-0)

14

Sayajin: +2d6 Aid (all martial arts powers, +2), return delayed to 5 min (+1/2), self only (-1/2), extra time (full phase, -1/2), requires concentration (1/2 DCV, -1/4), Gestures and Incantations (-1/2), 2 uses per day (-1 1/2), linked to Sayajin Aid (-1/2), standard effect (-0)

14

Super-Sayajin: +2d6 Aid (all physical CHA, +2), return delayed to 5 min (+1/2), self only (-1/2), extra time (full phase, -1/2), requires concentration (1/2 DCV, -1/4), Gestures and Incantations (-1/2), 2 uses per day (-1 1/2), only when in Sayajin mode (-1/2)

14

Super-Sayajin: +2d6 Aid (all martial arts powers, +2), return delayed to 5 min (+1/2), self only (-1/2), extra time (full phase, -1/2), requires concentration (1/2 DCV, -1/4), Gestures and Incantations (-1/2), 2 uses per day (-1 1/2), linked to Super-Sayajin Aid (-1/2)

3

Acrobatics 13-

3

Breakfall 13-

3

Climbing 13-

7

Combat Sense 14-

5

Defense Manuever

4

KS: Analyze Style 13-

4

KS: Martial 'World' 13-

2

KS: Ki Powers (11-)

170

250

Total powers cost

Total Character cost

100+

Disadvantages

10

Public ID

10

Reputation: Butt-kicking fighter (11-)

10

DF: Saiya-jin powers (bulging muscles, extremely obvious Ki) easily concealable, causes major reaction

10

DF: Style (11-)

10

Rivalry (other martial artists, including PCs)

20

Hunted: (More pow, NCI, strongly punish) 8-

10

Hunted: Assorted Villains (as pow) 8-

15

Phys. Lim: All Aid effects lost if reduced to negative Stun

20

Psych. Lim: Overconfident (common, total)

20

Psych. Lim: Honourable towards opponents (common, total)

10

Psych. Lim: Will never turn away from a challenge (uncommon, strong)

5

Enraged (8-, recover 11-) by dishonourable conduct

 

 

 

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