KUNG
KUNG

Thomas Morita (Publicly Known) FC
Non-player Character


PHYSICAL DESCRIPTION

HEIGHT:

 

5' 11"

WEIGHT:

 

189 lbs.

EYE COLOR:

 

Brown

HAIR COLOR:

 

Black

ETHNICITY:

 

Japanese

GENDER:

 

Male

APPEARANCE:

 

A martial arts master with the ability to transform into animals, Kung was an assassin in the service of WWII Japan. Wonder Woman thwarted his attempt to kill Eisenhower.


LEGAL INFO

CITIZENSHIP: United States of America, Adult; Criminal Record; Escaped
MARITAL STATUS: Single
OCCUPATION: Assassin
AFFILIATION: League of Assassins


PSYCHOLOGICAL PROFILE

ORIENTATION:

 

Straight

DEMEANOR:

 

Bravo

NATURE:

 

Architect


CHARACTER STATS

DEX: 0 | STR: 0 | BOD: 0 | IQ: 0 | WILL: 0 | MIND: 0 | INF: 0 | AURA: 0 | INIT +: 0

CLASSIFICATION:

 

HUMAN - Class H: Homosapien Sapien

POWER RANK:

 

0

SKILL LEVEL:

 

Superior talent

APTITUDE:

 

Operate current technology: computers, electronics

WEALTH:

 

Large business or chain, trust fund, upper class


SPECIAL ABILITIES

ADVANTAGES:

 

Animal Mimicry: This is a form of Power Duplication. Kung can duplicate the natural abilities of any animal. his's body does not significantly change; instead, existing flesh changes the way it functions. For instance, perhaps the lungs can now breathe water like a fishes gills. Kung can not duplicate the abilities of an imaginary animal or being.

Animal Transformation (Self): Kung can alter his appearance, form, and dimensions to appear as any desired animal form. This Power can also be used to assume alien appearances (but not humanoid aliens). Furthermore, his body takes on all the properties of the creature He has turned into. For instance, if he turned into a hummingbird, he would weigh only a few ounces and would be full capable of not only flight, but of hovering like a natural hummingbird.

Hyper Balance: Kung possesses the ability to achieve a state of perfect equilibrium in any position imaginable. He seems able to adjust his position by instinct, enabling him to balance himself on virtually any object, no matter how small or narrow. He has developed a unique fighting style that makes full use of his agility, strength, and equilibrium.

Hyper Hearing: Kung can detect extremely faint sounds and unusual frequencies. He can identify objects by the sounds they emit. Because of the sensitivity of him hearing, he is more vulnerable to sonic attacks (which receive a +1RS against him).

Hyper Olfactory: Kung can detect the presence of minute traces of substances and accurately identify them by smell. This Power is continually functioning.

Hyper Taste: Kung can detect the presence of minute traces of substances and accurately identify them by taste. This Power is continually functioning; him has learned to ignore unpleasant smells. If he loses his ability to mask out nasty odors, he'll be so distracted (and possibly sickened) by the intruding odors that he loses 1 endurance rank per day the condition persists.

Hyper Touch: Kung possesses an Enhanced sense of touch that permits him to detect extremely fine surface details and to identify materials by their surface "feel."

Regeneration: Should Kung be hurt, his enhanced physiology can rapidly recover from any wound or injury. Cuts quickly close and disease symptoms disappear. He heals at an accelerated rate equal to the his endurance rank times the normal amount of time which might be normally required to heal. With time, He can regrow large areas of lost tissue, especially severed limbs, even lost limbs or organs It is not known if He can regenerate after death.

SKILLS & ABILITIES:

 

Acrobatics: Gymnastic movement. can tumble, swing from ropes, walk across thin beams, and leap through windows. reduce the difficulty when trying to lessen damage from falls and dodging attacks, if have sufficient room to move acrobatically. (+1R to Dex)

Ambidexterity: can use tools and weapons with either hand at no penalty (normally +1 level of difficulty for using off-hand). (+1R to Dex)

Animal Handling:Training animals to perform stunts. may reduce the difficulty to teach a trick that an animal is capable of, such as fetching, stealing, jumping, and so forth. Additionally, understands the basics of how to groom, feed, and otherwise tend to a horse; as well as how to ride one with a fair amount of skill. ( +1R Int)

Assessment: can tell the difficulty of many tasks and judge the abilities of others. If take a full exchange to analyze a person or task, can learn the difficulty of a task or one ability or intensity score about an individual. (+1R to Int)

Athletics: Playing a sport(s), including, but not limited to, baseball, basketball, cricket, football, jai alai, lacrosse, rugby, soccer, softball, tennis, various track and field events, and volleyball. also have knowledge of injuries and first aid and may make a challenging Agility action to restore a card or the value of a random card in Health to a combatant who fell unconscious during the previous exchange. (+1R to Dex)

Blind Fighting: can counterattack in hand to hand combat with no negative modifiers for being unable to see opponent, provided they attack first. (+1R to Dex)

Climbing: Scaling vertical surfaces. can reduce the difficulty when resisting wind and acrophobia while scaling buildings, trees, cliffs, and other vertical challenges. ( +2R Str)

Combat Style (Aerial): Fighting in the sky. can use Agility instead of Strength to attack while flying. can also use Agility instead of Intellect for declaration order during aerial combat. (+1R to Dex)

Combat Style (Brawling): This skill lets inflict damage when using fists, claws, teeth, or any other natural attack. If reduce a foe to 0 cards or 0 Health this way, the foe goes comatose. These actions (bites, eye gouges, kidney punches, and so on) are generally frowned upon in heroic circles. (+1R to Dex, Str +2R dam)

Combat Style (Martial Arts): can use Agility instead of Strength to attack. This changes the attack's trump suit to Agility as well and damage is based off the action total as usual. can also reduce the difficulty to reduce damage from falling. If don't attack, can reduce the difficulty rating to catch any thrown object can lift, negating impact damage. (+1R to Dex, +1R to Strn)

Combat Style (Streetfighting): This skill lets use the environment to there advantage when involved in combat situations. If reduces a foe to 0 body this way, the foe goes comatose. These actions (bites, eye gouges, kidney punches, and so on) are generally frowned upon in heroic circles. (+1R to Dex, Str +2R dam)

Combat Style (Wrestling): are proficient in the applying of holds. It includes familiar types of wrestling as well as the sumo forms of the art. (+2R to Strn)

Combat Style (Underwater): Fighting underwater. may use Agility instead of Strength to attack while underwater. can use Agility instead of Intellect for declaration order during underwater combat. In addition, when trying to dodge attacks, under water, can reduce the difficulty by one level. (+1R to Dex)

Disguise: Making self look like someone or something else. (+1R to Dex)

Direction Sense: are never lost, always know where north is, and can orient self easily without any external cues. ( +1R Will)

Double Jointed: can bend limbs and joints far more than most people. can fit into any space equal to half height and width and actions involving flexibility (like Escape Artistry) are one level easier for .

Driving: Piloting any landbound vehicle, from a motorcycle to an eighteen-wheeler. (+1R to Dex)

Equestrian: Riding horses and other four-legged beasts, with or without wings. can use Agility to control the mount and perform tricks (see Animal Handling). (+1R to Dex)

Espionage: The art of spying. have been trained in espionage and infiltration. notice small clues, operate spy equipment, and tell when someone is on trail. (+1R to Int)

Escape Artistry: Getting out of dangerous places. can reduce the difficulty to squeeze through ultra-narrow corridors, squirm out of ropes, and undo handcuffs from behind. (+1R to Dex)

Fast Exit: can attack physically and move to firing distance before any foe can complete an action that affects . But make sure 've properly analyzed the situation, because if even one of the opponents has an Intellect higher than Agility, any of opponents can redirect actions toward , and can't dodge any of them. (+1R to Dex)

Intimidation: Terrifying someone into doing or saying what want. Make an average Willpower (Willpower) action against an individual, and if successful, the individual does what want, at least temporarily. ( +1R Will)

Jumping: Jumping, whether standing, running, high, triple, or even pole-vaulting. can reduce the difficulty when jumping or trying to lessen damage from jumping downwards (that is, a planned and controlled fall). This skill generally gives character the equivalent of Leaping at an intensity equal to Strength divided by four (rounded down). ( +2R Str)

Languages: The art of speaking additional languages. (+1R to Int)

Lockpicking: Opening locks of all sorts. can also reduce the difficulty in securing locks and making locks and keys. (+1R to Dex)

Mesmerism: Low-grade mind control. If succeeds in an average Willpower (Willpower) action, can gain information and implant post-hypnotic suggestions. Thralls won't act counter to their own nature. A hypnotic command fades a few hours after it is given. ( +1R Will)

Mythology: The study of classical myths, which may seem all too real in a world where Thor, Hercules, and Dracula walk the earth. should treat this like the Lore skill above when considering either a real-world or purely fictional culture.

Negotiation: The art of resolving disputes and/or reaching agreements between two or more parties. (+1R to Int)

Observation: The use of all sensory powers with Willpower trump suits, plus a general ability to tell when something is interesting or out of place.

Occult: The study of mystical practices. know about magical societies, antiquities, runes, and forgotten lore. This skill is required to create magic items. (+1R to Int)

Performing: Acting, singing, dance, mime, broadcasting, striptease, or any other form of performance entertainment. can attempt an average Willpower (Willpower) action to distract someone from their intended action for one exchange. ( +1R Will)

Resist Domination: reduce the difficulty to avoid or resist mental attacks by one level. ( +1R Will)

Seduction: The art of using ones sensuality and sexuality to manipulate another. ( +1R Inf)

Skating: Moving gracefully and quickly with wheels or blades on or under own feet. This also covers the use of skateboards. (+1R to Dex)

Skiing: Launching down snowy mountains or across water at high speeds. (+1R to Dex)

Sleight of Hand: Stage magic. can make small items appear and disappear by a combination of misdirection and swift, fluid gestures. can also use this skill to pick someone's pocket by making an average Agility (Intellect) action. (+1R to Dex)

Stealth: The art and science of avoiding detection. is awareness of their body, of their body's movements and most importantly of it's limits. This understanding allows them to move with the utmost care and silence, and also to freeze stock-still in a concealing shadow when necessary in an effort to avoid detection. Likewise, can also prowl about rooftops and the like; high-technology electronic systems and some superpowers and heightened senses, however, will negate this ability. (+1R to Dex, +1R Int)

Streetwise: The art of living and surviving on the mean streets. knows how to handle themselves on the streets and when dealing with low lifes and undesirables. knows who to or not to approach, how to identify gang signs, etc.

Survival: Dealing with the rigors of outdoor life. can use this skill any time are faced with natural challenges, such as frigid cold, desert heat, starvation, and loss of direction. ( +1R Will)

Tactics: If take a full exchange to analyze an ongoing or anticipated combat situation and are able to share insights with allies, and all allies gain a +4 to all actions in their first exchange and a +2 to all actions in their second exchange. Not all allies need to attack at the same time to gain this benefit ­ some may hold themselves in reserve and still receive the bonuses on their first exchange, rather than on the exchange that others first engage in combat. (+1R to Int)

Taunting: Cracking wise in combat, to the detriment of easily irritated opponents. If spend at least one exchange talking up a storm (and must roleplay it), can attempt an average Willpower (Willpower) action to cause an opponent to attack immediately. When so enraged, the opponent cannot make surprise attacks or use any skills to modify the difficulty of the attack. ( +1R Will)

Weapon Style (Atlantean): A catchall for tridents, nets, and other weapons typically used by underwater races like the Atlanteans. (+1R to Dex, Str +2R dam)

Weapon Style (Blunt): Anything from a blackjack to a telephone pole, assuming can lift it. can reduce the difficulty when throwing the club or staff. (+1R to Dex, Str +2R dam)

Weapon Style (Archery): Using of any sort of projectile weapon that fires arrows (bows or crossbows). (+1R to Dex)

Weapon Style (Guns): Modern personal firearms of all types-handguns, rifles, shotguns, submachine guns, including laser, stun, and concussion varieties. (+1R to Dex)

Weapon Style (Sword/edged): Anything from a Sword to the sharp edge of a playing card, assuming can lift it. can reduce the difficulty when throwing the edged object. (+2R to Dex, Str +2R dam)

Weapon Systems: The science of complex weaponry. can build and dismantle high-powered guns and guidance systems. (+1R to Int)


CONTACTS

CONTACTS:

 

Al Ghul, Ra's:

Head, Talia::

ENEMIES:

 

Wonder Woman:


HISTORY

The early life of Thomas Morita was fraught with difficulty. His parents immigrated to the United States from Japan before the Great Depression. During the Depression, his father was unable to find work and eventually died. His mother died soon afterward, leaving only Thomas and his sister, Nancy. Morita traveled to his parents' homeland to train as a samurai and learning of the Japanese-American internment only further fueled his hatred of America. At some point during his training, he underwent some unexplained mystical process that imbued him with the power to transform into animals.

Kung undertook his first assignment on December 30, 1941, to kill Prime Minister Winston Churchill on his way to Washington, D.C. but is stopped by the hero Steel. (All-Star Squadron #8 [April 1982])

On March 4, 1942, Kung is hired by the mysterious Prince Daka to team up with Tsunami, Samurai, and Sumo, to infiltrate the All-Star Squadron's headquarters and steal Starman's gravity rod. This theft is thwarted by the Guardian and Kung escapes with Prince Daka. (All-Star Squadron #42-43 [February-March 1985])

In 1943, Kung is assigned to kill General Douglas MacArthur in Washington, D.C. Wonder Woman foils the assassination attempt, but Kung escapes to his sister's home in New York's Chinatown. Kung tries again to assassinate MacArthur at the Brooklyn Navy Yard, but is himself killed while saving his sister from the weight of a teetering battleship whose drydock supports had been washed away. (Wonder Woman #237-238 [November-December 1977])

Sometime prior to his death, Kung is brought aboard the Monitor's satellite by Harbinger as part of a combined effort to save the remaining Earths from the Anti-Monitor. (Crisis on Infinite Earths #5 [August 1985]) He is later recruited by Brainiac as part of his massive supervillain army to conquer those remaining Earths. (Crisis on Infinite Earths #9 [December 1985]).

Kung was believed excised from DC Comics continuity upon the conclusion of Crisis, but it is later revealed that some his history is still intact, although much of it must have changed in order to fit into the new continuity. A chronologically younger Kung is seen in DC's Guns of the Dragon miniseries, taking place in 1927. Kung will reappear as a Wonder Woman villain in "Wonder Woman Annual 1"[1]