Space is full of flying men who punch each other.
SPACE KARATE GUY, PL 10, 150 points
STRENGTH 3/10, STAMINA 10, DEXTERITY 1, AGILITY 5, FIGHTING 10, INTELLECT 0, AWARENESS 2, PRESENCE 1 * 64 points
Advantages:
All-Out Attack, Equipment 5, Evasion, Extraordinary Effort, Improved Defense, Power Attack, Startle, Uncanny Dodge * 12 points
Equipment:
Scanner (Communication 5, Ranged Acute Extended 2 Detect "fighting power") * 25 ep
Skills:
Acrobatics 5 (+10), Intimidation 12 (+13), Perception 7 (+9), Ranged Combat: Ki 4 (+5), Technology 4 (+4) * 16 points
Powers:
Afterimages - Partial Visual Concealment * 2 points
Flying is a Martial Art - Flight 8 * 16 points
Ki Fortification - Enhanced Strength 8 (1 rank Limited to lifting), 4 Alternate Effects * 19 points
Casual Blast - Ranged Damage 5, Accurate 5
Destruction Wave - Burst Area Damage 10, Distracting, 2 levels of Area on 5 ranks
Sustained Barrage - Ranged Multiattack Damage 5, Distracting, Accurate 5
Full Power Blast - Ranged Damage 15, Distracting
Physically Superior - Impervious Toughness 2, Quickness 2 * 4 points
Space Karate Armor - Impervious Toughness 8 (Limited to half effect), Ultimate Effort: Toughness saves, Removable * 4 points
Offense:
Initiative +5
Unarmed +10 (Close Damage 10, DC 25)
Melee Weapons +10 (variable effect)
Casual Blast +15 (Ranged Damage 5, DC 20)
Destruction Wave (Area Damage 10, DC 25)
Full Power Blast +5 (Ranged Damage 15, DC 30)
Defense:
Dodge +10, Parry +10, Toughness +10, Fortitude +13, Will +7 * 13 points
Possible Complications:
Hostile Work Environment - Space Karate Guys usually have Space Karate Bosses, who are happy to dole out painful and even lethal punishments for the slightest failure. They put up with it, because the only thing more likely to kill you than a Space Karate Boss you work for is a Space Karate Boss you
don't work for.
This Thing Must Be Broken - Scanners are frustrating things. They're good for locating the most powerful beings on a planet so you can efficiently karate fight them, and they can convey a broad sense of who might be stronger or weaker than who, but they also display exact numbers regarding a subject's fighting power. These numbers are always wrong.
Always. Don't trust them. Scanners are also good for exploding.
Distinctive Appearance - As aliens, Space Karate Guys tend to be a bit funny looking one way or another.
Not In The City - Space Karate Guys cause huge amounts of collateral damage. A lot of them don't care, but the ones with a conscience usually try to move fights somewhere isolated.
Total: Abilities 64 + Advantages 12 + Skills 16 + Powers 45 + Defense 13 = 150
This build doesn't have any tradeoffs in attack/effect or defense/toughness because, in the source material, it's rare for one fighter to be weaker but faster than another. Usually, if character A is stronger than character B, character A is also faster, tougher, more skilled, and just all-around better than character B. The world of Space Karate is blatantly unfair.
Space Karate Armor not only doesn't cover the entire body, it often seems less sturdy than the person in the armor. If you use a Space Karate Guy as an enemy, and he needs to use Ultimate Toughness, consider not giving the PCs a hero point for its use. Instead, destroy his armor, leaving him scuffed up and dirty but basically unharmed. This works especially well if the attack he's saving against could make a big explosion to hide him for a few seconds, and someone else is nearby to say that "There's no way he could still be alive after that! It's
IMPOSSIBLE!"
3rd edition Mutants and Masterminds doesn't really allow for the gigantic areas of effect that Space Karate Guys put out in the source material. The best the Destruction Wave can do is a 60 foot radius, and bigger booms are plot devices at the GM's discretion. On the other hand, with full Power Attack and Extraordinary Effort, Space Karate Guys can force a DC 37 toughness save or a PL 12 area attack, which should be enough to destroy a good chunk of real estate.