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Ken, Half-Saiyan Wild-Boy


Lord_Rednevac

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Name: Ken

  • Full Name: Ken Fina

Race: Human/Saiyan

Age: 19

  • Birthday: 03/04/715

Height/Weight: 6'2"/201 lbs.

Hair/Eye Color: Auburn Red/Jade Green

Personality: Loud, friendly, and not afraid of confrontation. Enjoys fighting and the life of a martial artist, but doesn't seek conflict unnecessarily. A bit immature and naive for his age but can be serious when it counts, especially when it comes to friends and family. He's energetic to a fault, enjoys showing off but sometimes lets the attention get to his head, tends to get a little overdramatic when his emotions are high, and sometimes lashes out when frustrated.

Shticks: Clumsy when stressed, or when girls are watching. Large appetite.

History

Born to a Human Mother, his father was a lone Saiyan Warrior who visited Earth over twenty years ago; his purpose for doing so far unknown. He was orphaned and left to wander the wilderness of the West Sector at the tender age of four after inadvertently triggering his Great Ape transformation for the first time in his life, destroying his family farm and killing his mother. After a few days, he wandered into a small town and was found by a Monkey woman named Tansu. She took pity on the boy and took him into her home, raising him alongside her son Runga.

Five years later, after a game of hide and seek in the nearby woods almost ended fatally, he and his adoptive brother were saved by the wandering Martial Artist, Shin Watarimono. A chance encounter as he was passing through, Master Shin took an interest in young Ken after noticing his Saiyan Tail. While not obvious at first, Shin was in fact a member of the Tigra race, from the far-off world of Bangala. He fled to Earth after his homeworld was conquered by the Winter Empire many years ago, encountering a number of alien races along his way; most notably the Saiyans. Recognizing one on Earth, he realized the boy could not be left alone in this world without a proper teacher.

Taking the boys home, he spent the night deliberating on what to do and resolved to become young Ken's martial arts mentor. The following morning, Shin, Ken, and Runga (sent along by their mother for Master Shin to at least educate and keep the boys bonded together) set out on a journey across Earth.

Ten years later and the boys are now young men. Realizing they are in need of a change in their lives once more, Master Shin has contacted an old friend of his who had a maturing student of his own. They've agreed to conclude their training together and introduce them to Earth's Martial Arts community at large, in the hopes that Ken could be able to form lasting relationships as an adult.

Recent History

  • Met and befriended a number of other fighters and masters; most notably Huang Rei of Rei School of Wing Chun and his daughter and star pupil, Fei.
  • Entered the World Martial Arts Tournament circuit, qualifying in North City.
  • Learned about the history of the Saiyan race from his mentor and from two Saiyan Warriors that came to Earth; young Elite, Kumbra, and Low-Class Warrior turned Assassin, Nori.
  • He and his friends were summoned to meet the Guardian of the Earth, charged with protecting the world in their stead.
  • Rediscovered his long-lost origins on his recent travels with his new friends. He met a pair of doctors from his former hometown, who held onto photographic evidence of his mother and father. It wasn't a complete understanding, but it was a start.
  • Went Grape Ape for the second time in his life after a life-or-death struggle against an elite assassin. Luckily, his new friends were able to subdue him before any real harm came to anyone.
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  • 3 months later...

Characteristics

Physical: 15

Mental: 11

Combat: 15

Movement: 12

Skills

Fighting: 55

Evasion: 55

Body: 60

Mind: 30

Weapon: 9

Power: 61

Values 

Power Level: 12,975

Power Up: 2040

Hit Points: 250

Damage: 75

Shock: 120

Defense: 18

Recovery: 31

 

Combat Action Modifiers

Attack: +7

Block: +7

Dodge: +7

Counter: +7

Initiative: +4

Energy Tracking Template

Total Energy (your Power Level value): 12,975

Passive Energy (your Power Up value): 2040

Charged Energy (how much energy you have charged from using the Power Up Action): 



Racial Traits

Near-Death Boost: Getting knocked to 15 or less HP earns Ken a near-death boost. Upon making a full recovery, roll 1d6. On 1-4, his Power Level and Power Up are multiplied by 1.5. On a 5, Power Level and Power Up are multiplied by 2. On a 6,

Saiyan Rage: Transformation that multiplies Power Level, Power Up, Physical Attribute, Power Skill, for 1d6+5 Phases

Triggers

  • Loss: The fear of loss hangs heavily in Ken’s subconscious mind, stemming from a traumatic event early in his life. Because of this, he has developed an innate desire to protect the people close to him. He doesn't take threats to his friends lightly and comes to their defense whenever possible.
  • Pride: While usually more level-headed, his Saiyan Pride can rear its head in the right circumstances. A challenge of his skills and strength, an indignant fight or disrespectful opponent, the desire to show what he's truly capable of rearing as some misguided surge of determination often leading to causing more harm than intended.

Rage Stats

  • Power Level: 17,200
  • Power Up: 2720
  • Physical: 30
  • Damage: 90
  • Shock: 240
  • Defense: 30

Tail: Complication - Weakness: When someone makes a successful Grab attack against his Tail, he loses all Actions, Quick Actions, and Reactions until released or removed.

 

Great Ape/Oozaru: When he looks directly at a Full Moon or other celestial body large enough to reflect sunlight, he undergoes the Great Ape Transformation, turning into a titanic, bestial primate.

Great Ape is a Transformation that multiplies: Power Level, Power Up, Physical, Shock, and Hit Points by 10.

Trigger: Full Moon/Blutz Waves

Duration: Until Moonfall or removal of artificial moonlight, if his tail is cut off, or if he's knocked unconscious (reaches zero HP).

Oozaru Stats

  • Power Level: 129,750
  • Power Up: 20,400
  • Physical: 150
  • Damage: 210
  • Shock: 1200
  • Defense: 126
  • HP: 2500
  • Recovery: 250

Powers:

  • Great Ape Blast: Energy Blast fired from the mouth.
    • Max Energy Cost/Damage: 500
  • Great Ape Beam: Energy Beam fired from the mouth.
    • Max Energy Cost/Damage: 500
    • Effect - Build Up: Multiply Damage by spending more energy each turn you maintain the Beam.

 

Talents

 

Complications 

 

Perks 

  • Flying Nimbus Cloud: On loan from the Guardian and Grand Sage, special transportation for a chosen hero of Earth. It travels at a max speed (All-Out Move) of Mach 1. It can only support individuals with pure hearts and minds, or at least good karma and repented sins.

Equipment and Money 

Weighted Training Equipment

  • Weight Rating: 10
  • Training Time - One Month: Completed. +10 to Combat Action Totals/+1 to Combat Action Modifiers

Advancement Points 

  • Saved: 10
  • Spent: 360

Advancement Progress 

  • Start of Game: 50 Power Level, 10 Power Up, +1 Body, +4 Fighting, +2 Mind, +1 Mental, +5 Evasion, +20 HP.
  • Vs. Nagi: +5 Fighting, Power, and Body.
  • Vs. Kumbra: +50 Power Level, 1/5 Tail Defeats (if we're still even going to track those)
  • Vs. Ren: +50 PL
  • Winter Invaders and Story Progression: +100 Power Level, +20 Power Up, +2 Mental, +2 Move, +9 Fighting, +8 Evasion, +9 Power, +9 Body, +5 Mind, +40 HP, +20 Defense.
  • Sparring w/ Nori: Near Death *1.5
  • Happy Birthday Suitengu: +300 Power Level, +60 Power Up
  • Week of Training: +200 Power Level, +70 Power Up
  • Season 1 Conclusion Advancement: Power Level 4400, Power Up 880. +2 Mental. +5 Power, +1 Fighting, +7 Evasion. +10 Defense.
  • Season 2 Veteran Reward: +20 Power Up, +100 Power Level.
  • Two Months of Training: +5 Combat, +2 Movement. +5 Fighting, +5 Evasion, +1 Power, +1 Weapon, +6 Body.
  • Vs. Stone Statue: +100 Power Level. +10 Power Skill. +20 HP.
  • Spar w/ Kumbra: +50 Power Level. 10 AP: +5 Power Skill, +5 Body Skill.
  • Spar w/ Fei: 10 AP. +50 Power Level.
  • Battle of the Bread Bowl: +1000 Power Level. 100 AP. Zenkai Boost *1.5
  • West City Pre-Tourney Training - 110 AP: +50 Power Level, +10 Power Up, +10 Fighting, Evasion, Body, and Mind. +11 Power Skill, +4 Weapon Skill. +30 HP, +10 Shock.
  • West City Spar w/ Kumbra: 10 AP, 50 Power Level, *1.5 Zenkai Boost.
Edited by Lord_Rednevac (see edit history)
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  • 4 months later...

Techniques and Powers

Fighting Techniques

  • Hungry Tiger Pounces: -15 to Attack Total/-2 to Attack Mod, +15 Damage.
  • Tricky Wild Monkey: -5 Attack Total, +5 Damage
  • Silent Mantis Strikes: -20 Attack Total/-2 Attack Mod, +20 Damage

Powers: Divided by type and function.

Detection Powers

  • Sense Energy: You can detect and observe the energy of other living beings. This allows you to not only locate the direction of someone by their energy signature, but feel the general size of it, and discern their intent or emotion; “Do you feel that? A huge power just showed up. It feels...angry.” Sensing Power from relatively close locations is easy, but sensing one from far away requires a Mental+Power check to pick up on it clearly. Someone hiding their Power cannot be detected with Sense Power.
  • Hide Ki - This technique allows you to conceal your Power from others. To actively hide your power, you must make a Mental+Power check, using your Power-Up score, divided by 100, as the Difficulty Number; always round down the extra decimals.
  • Read Ki - Read out the exact numbers of a target's available Energy. By default, this is their Power Up value. If they have any Energy banked using the Power Up action, then read that total. Targets without Ki or cannot use Ki show the total of their Physical and Mental Attributes

Boost Powers

  • First Strike: Spend 20 Energy to increase Initiative total by 1.
  • Speed Boost: Spend 60 Energy to increase Movement total by 1.
  • Instinctual focus: This power allows you to hone your instincts for battle by channeling your energy into your mind's ability of awareness. It allows you to be much more effective in battle by increasing your raw combat attribute. You can spend 50 energy to increase your combat attribute by 1. This Boost lasts for one phase.
  • Damage Boost - Increase your Damage value by 1 point per 40 Energy spent.
  • Super Strength - Increase your Physical Attribute by 1 point per 50 Energy spent. This increase to Physical only applies to lifting objects, resisting Grab attacks, making Knockback Attacks, and any other actions and reactions that don't involve Damage.

Power Attacks

  • Multi-Attack - Gain an extra Attack action on your turn by spending 100 Energy. You can spend more energy to gain more Attack actions at a multiplying cost; double the amount of Energy spent on the last bonus Attack. These Energy costs are added together. Use this power on your turn as a Reaction.
    - 100/200/400/800: A total of 1500 energy for 4 bonus Attacks.
  • Ki Blast Thrust - You fire an invisible blast of Ki at your opponent that pushes them away.
    - Power Style: Blast
    - Max Energy Cost: 250 Power
    - Power Style - Knockback: This Power Attack has a Physical value of 25. Targets that take an unsaved hit from this attack are pushed a distance equal to the Knockback value subtracted by their Physical attribute.
    - Quirk: No Damage.
  • Dragon's Breath - Concentrate your energy in your lungs and take a deep breath. Make a sharp exhale to fire a blast of ignited Ki, launching a fireball at your opponent.
    - Power Style: Blast
    - Max Energy Cost: 500
    - Quirk - Element: Deals Fire Damage.
    - Alternate Effect - Damage over Time: When used as a Damage over Time attack, this Power costs 500 total. When this attack confirms a hit, you may have it deal damage over time instead of its total damage; the target is engulfed in flames and lit ablaze. When used as a Damage of Time effect, this attack deals 50 damage on hit and 50 damage at the top of each phase for 9 more Phases; 500/10=50, dividing the total energy cost into smaller totals. This damage is reduced by Defense as normal. At the end of the 9th phase, the energy is used up and the effect ends.
  • Mantis' Stare; You stare into your opponent's eyes causing their eyes to become clouded with solid white rendering them unable to see through natural means. This power allows you to blind your opponent. You can not deal damage with this power. This power uses 250 Energy when activated. Your opponent must make a Mental+Mind test at a difficulty of 25 or be blind. For every point they miss the difficulty by is one extra phase beyond the initial that they suffer the effects.
    - Max Energy Cost: 250
    - DC: 25. Mental+Mind roll to resist.
    - Daze: Targets within line of sight who fail the check are Blinded for a number of Phases equal to the difference between the DC and their roll. The Blind effect of this Power imposes a -3 to the target's Attack, Block, Dodge, and Counter modifiers (Energy Cost 250/10=2.5^3) for the duration of the effect. Blinded Characters cannot see but can still hear. Blinded characters cannot draw Line of Sight by themselves. If a Blinded character is assisted in drawing Line of Sight, they still suffer the -3 penalty to their Attack rolls. This power does not affect Targets who are already blind.
  • Lion's Roar- With a shout, you release a concentrated burst of your energy around you. It's short-ranged but good for clearing room. Let your opponents know who's the king of your domain.
    - Power Style - Area Burst: Max Energy Cost: 300
    - Area Burst: Half-Circle Shape. Split the Energy cost put into this attack between Damage and Range. Every 10 Energy spent increases its Range by 1 Move.
  • Howling Cannon - Another boisterous Ki attack. Take a deep breath and give a mighty roar as you fire energy from your mouth; at a much longer range this time.
    - Max Energy Cost: 300
    - Power Style - Beam: Max Build Up Energy Cost/Damage: 1500
    - Power Effect - Knockback: Possesses Physical score equal to its damage value divided by ten; 30-150.

Defensive Powers

  • Turtle's Shell - Concentrate your energy into protection, like the humble but implacable turtle. A green shell appears before you, staving off the Energy Attacks of others.
    - Power Style - Deflection: Covers the user and giving them a Deflection value, reducing incoming damage from Power Attacks.
    - Max Energy Cost: 500
    - Power Effect - Charge Up: Before activating the power, you may spend additional Actions to Charge it, increasing its Deflection value at the cost of additional energy; you may spend up to the Powers max energy cost when charging. You may only Charge a Power for a maximum of 5 Phases.
    - Max Charge Up Value: 2500

Super Powers

  • Flight- You levitate in the air, held aloft by your energy. Your default Flight speed is equal to your Move Attribute. Activating Flight costs 10 power and maintaining it costs 10 power per Round. You do not need to roll to Maintain this power.
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