DANIEL LARUSSO (circa the “All-Valley Under 18 Karate Championship” in The Karate Kid,
1984)
Male Human Fast Ordinary 1/Tough Ordinary 1/Strong Hero 1; CR 2
Medium-size Humanoid (height 5’ 8”, weight 125 lb.); Age 17
Init +1; Senses (core) Listen -1, Search +1, Spot +2; Senses (house) Listen/Spot +2, Search +1
Languages English
Defense 16, touch 13, flat-footed 15 (+1 Dex, +5 class)
hp 19 (3 HD); Mas 11
Fort +4, Ref +2, Will -1
Action Points 6
Speed 30 ft.
Melee unarmed strike +2 (1d4 lethal/nonlethal, 20) or
Ranged by weapon +2
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +1; Grp +0
Atk Options none
Special Qualities none
Abilities Str 9, Dex 13, Con 14, Int 12, Wis 9, Cha 14
Allegiances Mr. Miyagi, karate, good; Rep +0; San 47
Feats Combat Martial Arts, Karate, White Crane
Note: Feats listed in italics were taken from the Blood and Fists supplement.
Skills (core) Balance +5, Climb +1, Drive +2, Hide +3, Knowledge (current events) +5, Knowledge (popular culture) +6, Knowledge (streetwise) +5, Meditation +0, Perform (dance) +6, Read/Write English, Speak English, Spot +2, Swim +1, Tumble +3
Skills (house) Athletics +3, Control +5, Drive +2, Knowledge (current events) +5, Knowledge (popular culture) +6, Knowledge (streetwise) +5, Meditation +0, Perceive +2, Perform (dance) +6, Read/Write English, Sneak +3, Speak English, Tumble +3
Talents (Strong Hero) Melee Smash
Starting Occupation Student (+1 on Knowledge [current events, popular culture], Perform [dance] as permanent class skill)
Possessions (carried weight 2 lb.) casual outfit (street clothes; 2 lb.), Mongoose BMX bicycle (see Urban Arcana)
Wealth Bonus +0
“MISTER” MIYAGI NARIYOSHI (circa The Karate Kid, 1984)
Male Human Strong Hero 1/Fast Hero 1/Dedicated Hero 2/Contemplative Master 10; CR 14
Medium-size Humanoid (height 5’ 3”, weight 140 lb.); Age 59
Init +1; Senses (core) Listen +11, Search +1, Spot +4; Senses (house) Listen/Spot +19, Search +3
Languages English, Japanese
Defense 24, touch 24, flat-footed 23; Poise (+1 Dex, +13 class)
hp 53 (14 HD); Mas 11
Fort +7, Ref +9, Will +13
Action Points 12
Speed 30 ft.
Melee unarmed strike +10/+5 (1d4+2 lethal/nonlethal, 20) or
Melee kick +12/+7 (1d6+2 lethal/nonlethal, 20) or
Melee crane kick +12 (1d10+2 lethal/nonlethal, 20) or
Melee ridgehand +10 (1d6+2 lethal/nonlethal, 20) or
Melee snap kick +14/+9 (1d6+2 lethal/nonlethal, 20) or
Ranged by weapon +10/+5
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +9; Grp +10
Atk Options Block, Crane Kick, Crane Stance, Ridgehand, Snap Kick
Special Qualities ki (5/day; may alternately heal himself or another 1d4+4 hp*)
* Miyagi must expend 2 uses of ki to heal another instead
Abilities Str 12, Dex 13 (14), Con 11 (12), Int 13 (12), Wis 19 (16), Cha 12 (11)
'(-)' indicate original ability scores.
Note: Mr. Miyagi has aging effects due to middle age.
Allegiances balance, good, karate, Daniel-san; Rep +4; San 85
Feats Attentive, Block, Builder, Combat Martial Arts, Crane Kick, Crane Stance, Karate, Kata, Ki, Poise**, Ridgehand, Simple Weapons Proficiency, Snap Kick, White Crane
** Miyagi retrained Personal Firearms Proficiency and gained Poise in its place.
Skills (house) Athletics +3, Control +5, Drive +2, Knowledge (current events) +5, Knowledge (popular culture) +6, Knowledge (streetwise) +5, Meditation +0, Perceive +2, Perform (dance) +6, Read/Write English, Sneak +3, Speak English, Tumble +3
Talents (Strong Hero) Melee Smash
Starting Occupation Student (+1 on Knowledge [current events, popular culture], Perform [dance] as permanent class skill)
Possessions (carried weight 2 lb.) casual outfit (street clothes; 2 lb.), Mongoose BMX bicycle (see Urban Arcana)
Wealth Bonus +0
“MISTER” MIYAGI NARIYOSHI (circa The Karate Kid, 1984)
Male Human Strong Hero 1/Fast Hero 1/Dedicated Hero 2/Contemplative Master 10; CR 14
Medium-size Humanoid (height 5’ 3”, weight 140 lb.); Age 59
Init +1; Senses (core) Listen +11, Search +1, Spot +4; Senses (house) Listen/Spot +19, Search +3
Languages English, Japanese
Defense 24, touch 24, flat-footed 23; Poise (+1 Dex, +13 class)
hp 53 (14 HD); Mas 11
Fort +7, Ref +9, Will +13
Action Points 12
Speed 30 ft.
Melee unarmed strike +10/+5 (1d4+2 lethal/nonlethal, 20) or
Melee kick +12/+7 (1d6+2 lethal/nonlethal, 20) or
Melee crane kick +12 (1d10+2 lethal/nonlethal, 20) or
Melee ridgehand +10 (1d6+2 lethal/nonlethal, 20) or
Melee snap kick +14/+9 (1d6+2 lethal/nonlethal, 20) or
Ranged by weapon +10/+5
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +9; Grp +10
Atk Options Block, Crane Kick, Crane Stance, Ridgehand, Snap Kick
Special Qualities ki (5/day; may alternately heal himself or another 1d4+4 hp*)
* Miyagi must expend 2 uses of ki to heal another instead
Abilities Str 12, Dex 13 (14), Con 11 (12), Int 13 (12), Wis 19 (16), Cha 12 (11)
'(-)' indicate original ability scores.
Note: Mr. Miyagi has aging effects due to middle age.
Allegiances balance, good, karate, Daniel-san; Rep +4; San 85
Feats Attentive, Block, Builder, Combat Martial Arts, Crane Kick, Crane Stance, Karate, Kata, Ki, Poise**, Ridgehand, Simple Weapons Proficiency, Snap Kick, White Crane
** Miyagi retrained Personal Firearms Proficiency and gained Poise in its place.
Note: Feats listed in italics were taken from the Blood and Fists supplement.
Skills (core) Balance +3, Craft (mechanical) +8, Craft (structural) +9, Diplomacy +5 (+2 after 1 min. of study), Drive +2, Investigate +3, Jump +5, Knowledge (earth & life sciences) +6, Knowledge (streetwise) +5, Knowledge (theology & philosophy) +8, Listen +11, Meditation +19, Pressure Points +10, Read/Write English, Read/Write Japanese, Sense Motive +14 (+2 after 1 min. of study), Speak English, Repair +7, Speak Japanese, Swim +4, Tumble +5, Zen Mastery +14
Skills (house) Athletics +7, Control +3, Craft (mechanical) +8, Craft (structural) +9, Deduce +3, Drive +2, Knowledge (earth & life sciences) +6, Knowledge (streetwise) +5, Knowledge (theology & philosophy) +8, Meditation +19, Perceive +19 (+2 on Sense Motive, +2 after 1 min. of study), Persuade +5, Pressure Points +10, Read/Write English, Read/Write Japanese, Speak English, Repair +7, Speak Japanese, Tumble +5, Zen Mastery +14
Talents (Strong Hero) Melee Smash
Talents (Fast Hero) Evasion
Talents (Dedicated Hero) Empathy
Talents (Contemplative Master) Mastery (Accurate Kick 1, Accurate Kick 2, Hard Kick 2, Ki Mastery 1, Ki Mastery 3)
Starting Occupation Military (Drive as permanent class skill, +1 on Swim; Personal Firearms Proficiency)
Possessions (carried weight 4 lb.) casual outfit (khaki attire w/heavy-duty belt; 4 lb.), hachimaki, deluxe mechanical tool kit (kept at house; 45 lb.), hashi
Wealth Bonus +12
"Wait a second! How did Daniel do the crane kick to win the tournament in the movie?! He doesn't even have the feat!!
Okay, for you purists out there. Here's the deal. Daniel is shown practicing the crane stance and famous kick on the wooden pylon at the beach during those training montages. Having observed Miyagi enough, it's reasonable to assume he knew the basics of how it's performed, if not how to do it on command when needed like Miyagi did. Daniel will ultimately get that feat; he's essentially building toward it. That said, it's also reasonable to assume that Daniel haggled with the GM and burned a couple action points to be able to use the crane kick. Once. He's only shown using the crane kick with any success once in any of the films. This is a great example of how a character can do things that aren't written down yet. Work with your GM, be creative, and build off what's established in the campaign, and there's really no reason why a character shouldn't be able to at least try things they've never done before.
Plus, the rules are really more guidelines, anyway!
Skills (core) Balance +3, Craft (mechanical) +8, Craft (structural) +9, Diplomacy +5 (+2 after 1 min. of study), Drive +2, Investigate +3, Jump +5, Knowledge (earth & life sciences) +6, Knowledge (streetwise) +5, Knowledge (theology & philosophy) +8, Listen +11, Meditation +19, Pressure Points +10, Read/Write English, Read/Write Japanese, Sense Motive +14 (+2 after 1 min. of study), Speak English, Repair +7, Speak Japanese, Swim +4, Tumble +5, Zen Mastery +14
Skills (house) Athletics +7, Control +3, Craft (mechanical) +8, Craft (structural) +9, Deduce +3, Drive +2, Knowledge (earth & life sciences) +6, Knowledge (streetwise) +5, Knowledge (theology & philosophy) +8, Meditation +19, Perceive +19 (+2 on Sense Motive, +2 after 1 min. of study), Persuade +5, Pressure Points +10, Read/Write English, Read/Write Japanese, Speak English, Repair +7, Speak Japanese, Tumble +5, Zen Mastery +14
Talents (Strong Hero) Melee Smash
Talents (Fast Hero) Evasion
Talents (Dedicated Hero) Empathy
Talents (Contemplative Master) Mastery (Accurate Kick 1, Accurate Kick 2, Hard Kick 2, Ki Mastery 1, Ki Mastery 3)
Starting Occupation Military (Drive as permanent class skill, +1 on Swim; Personal Firearms Proficiency)
Possessions (carried weight 4 lb.) casual outfit (khaki attire w/heavy-duty belt; 4 lb.), hachimaki, deluxe mechanical tool kit (kept at house; 45 lb.), hashi
Wealth Bonus +12
"Wait a second! How did Daniel do the crane kick to win the tournament in the movie?! He doesn't even have the feat!!
Okay, for you purists out there. Here's the deal. Daniel is shown practicing the crane stance and famous kick on the wooden pylon at the beach during those training montages. Having observed Miyagi enough, it's reasonable to assume he knew the basics of how it's performed, if not how to do it on command when needed like Miyagi did. Daniel will ultimately get that feat; he's essentially building toward it. That said, it's also reasonable to assume that Daniel haggled with the GM and burned a couple action points to be able to use the crane kick. Once. He's only shown using the crane kick with any success once in any of the films. This is a great example of how a character can do things that aren't written down yet. Work with your GM, be creative, and build off what's established in the campaign, and there's really no reason why a character shouldn't be able to at least try things they've never done before.
Plus, the rules are really more guidelines, anyway!