Val CHA Cost Roll Notes 10 STR 0 11- Lift 100 kg; 2d6 HTH Damage [1] 18 DEX 24 13- OCV: 6/DCV: 6 18 CON 16 13- 10 BODY 0 11- 13 INT 3 12- PER Roll 12- 18 EGO 16 13- ECV: 6 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 10 PD 8 Total: 10 PD (0 rPD) 10 ED 6 Total: 10 ED (0 rED) 4 SPD 12 Phases: 3, 6, 9, 12 8 REC 4 36 END 0 25 STUN 1 Total Characteristic Cost: 90 Movement: Running: 7"/14" Leaping: 2"/4" Swimming: 2"/4" Teleportation: 14"/14" Cost Powers & Skills Martial Arts: Kamesennin-ryu Maneuver OCV DCV Damage 4 Atemi Strike -1 +1 4d6 NND 4 Block +2 +2 Block, Abort 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove 5 Flying Kick +1 -2 10d6 Strike 3 Joint Lock -1 -1 Grab Two Limbs, 40 STR for holding on 5 Kick -2 +1 10d6 Strike 4 Knee/Elbow Strike +2 +0 8d6 Strike 3 Legsweep +2 -1 7d6 Strike, Target Falls 4 Punch +0 +2 8d6 Strike 5 Takeaway +0 +0 Grab Weapon, 40 STR to take weapon away 3 Throw +0 +1 6d6 +v/5, Target Falls 16 +4 HTH Damage Classes (Already Added In) 1 Weapon Element: Staffs 120 Chi Techniques: Multipower, 120-point reserve 4u 1) Yoikominminken: Drain STUN 5d6, Ranged (+1/2), Invisible to Sight Group (+1/2); Extra Time (Full Phase, -1/2), Gestures, Requires Gestures throughout (-1/2), Incantations (Requires Incantations throughout; -1/2), END 10 4u 2) Kamehameha: EB 20d6; Extra Time (Full Phase, -1/2), Gestures (Requires both hands; must shape attack with both hands; -1/2), Increased Endurance Cost (x2 END; -1/2), Incantations ("Kamehameha!"; -1/4), END 20 4u 3) Point Blockage: Entangle 6d6, 6 DEF, Takes No Damage From Attacks Limited Group (+1/4), Invisible to Sight Group, SFX Only (+1/4), Cannot Be Escaped With Teleportation (+1/4); No Range (-1/2), Target Must Have Reachable Pressure Points (-1/2), Cannot Form Barriers (-1/4), Gestures (must strike certain pressure points; -1/4), Works Against CON Not STR (-1/4), END 10 4u 4) Samin no Jutsu: Mind Control 12d6 (Human class of minds), Invisible Power Effects (Fully Invisible; +1/2); Extra Time (Full Phase, -1/2), Gestures, Requires Gestures throughout (-1/2), Incantations (Requires Incantations throughout; -1/2), END 9 6u 5) Bankokubikkurishou: Telekinesis (60 STR); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; must manipulate target with his hands; -1/2), Affects Whole Object (-1/4) plus RKA 1d6, Continuous (+1); Linked (Telekinesis; -1/2), No Knockback (-1/4), END 12 4u 6) Mind Reading: Telepathy 12d6 (Human class of minds), Invisible Power Effects (Fully Invisible; +1/2); Receive Only (-1/2), Concentration (1/2 DCV; -1/4), Surface Thoughts Only (-1/4), END 9 47 Summoning His Chi: Aid STR 10d6; Aid Effects Last For Only One Turn (-1), Extra Time (Full Phase, -1/2), Self Only (-1/2) plus Aid END 5d6; Aid Effects Last For Only One Turn (-1), Extra Time (Full Phase, -1/2), Self Only (-1/2), Linked (Aid; -1/2) 14 Staff: HA +4d6, Reduced Endurance (0 END; +1/2); OAF (-1), Hand-To-Hand Attack (-1/2) plus Stretching 1", Reduced Endurance (0 END; +1/2); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4) 15 One Pattern: Sight Group Images Increased Size (16" radius; +1), -4 to PER Rolls; Set Effect (can only create duplicates of Kamesennin himself; -1), No Range (-1/2), Must Perform A Half-Move At Minimum (-1/2), END 4 5 Chi Blocking: Missile Deflection (Thrown Objects) 2 Fast For Such An Old Guy: Running +1" (7" total), END 1 14 Sanzouken: Teleportation 14"; Only To Places The Character Can Normally Reach (-1/2), No Noncombat movement (-1/4), Must Pass Through Intervening Space (-1/4), END 3 24 Chi Sense: Detect Fighting Ability 12- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Telescopic: +8 5 Chi Mastery: LS (Longevity: Immortal) Perks 4 Reputation: ancient master of the martial arts (world wide) 11-, +2/+2d6 Skills 20 Master Of The Martial Arts: +4 with HTH Combat 8 +4 with Missile Deflection 3 Acrobatics 13- 3 Acting 11- 7 Analyze: Style 14- 3 Breakfall 13- 3 Disguise 12- 2 KS: Drunken Boxing 11- 9 KS: Kamesennin-ryu 18- 5 KS: The Martial World 14- 0 Language: English (idiomatic; literate) 3 PS: Sensei 12- 3 Sleight Of Hand 13- 9 SS: Kamesennin-ryu 18- 3 Tactics 12- 5 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Thrown Knives 428 Total Powers & Skills Cost 518 Total Character Cost 200+ Disadvantages 10 Distinctive Features: Style (Not Concealable; Noticed and Recognizable; Detectable By Large Group) 15 Psychological Limitation: Lecher And "Hentai" (a.k.a. a "dirty old man") (Common, Strong) 5 Rivalry: Professional (Tsurusennin; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 5 Unluck: 1d6 283 Experience 518 Total Disadvantage Points
Background/History: Kamesennin Mutenroushi (The first name translates to "turtle master."), is a 300+ year-old master of the martial arts. He originally trained under Master Mutaito, who died many years ago confining the Evil Demon King Piccolo into a rice cooker. His fellow student under Mutaito was Tsurusennin (now master of the Crane school), and the two have been rivals ever since.
In the 300 years between between training under Master Mutaito and taking Son Goku as a student, Kamesennin spent 50 years perfecting the kamehameha attack as well as becoming champion of the Tenkaichi Budoikai. We first see Kamesennin as an old man that Bulma and Goku run into during their travels (they help a sea turtle return to Kamesennin's island). He then appears to help Bulma and Goku recover a dragonball from Frypan Mountain (where he demonstrates the power of the kamehameha) and Goku winds up staying with Kamesennin as his student. Kulilin shows up as well and the two spend 8 months training for the Tenkaichi Budoikai.
For the 21st Tenkaichi Budoikai, Kamesennin adopts the disguise of "Jackie Chun," a play on Jackie Chan. He wins the 21st, but forfeits to Tenshinhan in the 22nd and doesn't even bother to fight in the 23rd (or any others after that). Kamesennin also dies between the 22nd and the 23rd. His attempt to use the Mafuu-ba in order to trap the Evil Demon King Piccolo fails and the chi technique kills him.
Following the 22nd Tenkaichi Budoikai, Kamesennin's involvement as a major character drops off. His house, located on a small island, is often used as a base by the Z-fighters (as well as a refuge), but his martial skill is rapidly outstripped by everyone else around him.
Personality/Motivation: First and foremost, Kamesennin is the proverbial "dirty old man." He reads adult magazines, watches exercise shows to see girls in skimpy outfits and tries to cop a feel whenever he can. He also gets belted for this with amazing regularity (see his 1d6 of Unluck). This aspect of his character gets down played as the series goes on, but never vanishes entirely. He is well known as a master of martial arts and is recognized by many fighters as such. He is a rival of Tsurusennin and the two do not like each other at all.
Powers/Tactics: As can be expected from a master of the martial arts, Kamesennin knows a wide number of martial maneuvers. He can also sense another's chi, move faster than the eye can follow, and leave after images of himself behind. Interestingly enough, he cannot fly (unlike virtually every other major martial artist in the series). He is capable of deflecting other's chi blasts and catching bullets. Kamesennin is also able of tapping into his chi, massively increasing his muscle mass and endurance. This increase only lasts a few short moments, and Kamesennin will revert to normal fairly quickly. His other major chi powers are as follows (note that most of these were used just once):
Appearance: Kamesennin is of average height, standing about 5'7" or so. He is thin, with spindly limbs, bald, and a thick white mustache and beard. He usually dresses in Hawaiian shirts, shorts, and sandals and wears a sea turtle shell on his back. As Jackie Chun he wears a black tunic and trousers—the standard uniform of kung fu artists.
(Kamesennin created by Akira Toriyama, character sheet created by Michael Surbrook)
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