Author Topic: Kenshiro, Fist of the Underground Star  (Read 4872 times)

Kajmak

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Kenshiro, Fist of the Underground Star
« on: May 01, 2025, 04:22:35 pm »
https://underrail.info/build/?HgsJBwMDBwYAAFUAwqAowqB9ADgAAC9oDEcAAMKgAAAAwqBHK085aRQgBhMSTipEP2gHwrbCucKB4p-EAeKmuAPirKAF4qyqBt-8

An homage to Fist of the North Star. Not the best or the most well-paced anime adaptation but it's worth a watch if you're a 'punching stuff' enjoyer, 1.1-1.2x speed optional

Starting stats are 8 STR 9 DEX 6 AGI 6 WIL 5 INT
Then level stats relevant to the next perk 4 WILL, 8 AGI, 12 STR, 16 INT, 20/24/26 STR


Equipment

Use knives in the early game but immediately ditch them for your bare knuckles once you get force emission. Offhands: Power Fist gives your spells more power but it's ill suited for attacking, Claymore for sweep and occasionally Kukri as a backup EW(all can be unequipped for free if you only need their effect once at the start of each battle). Rathound Regalia and black/antithermic tabis, switch to other light equipment as the situation demands.
Muffled PK headband with either a TK punch neuroscopic filter or psi-extension
Spells: TK punch, Force Emission, Telekinetic Proxy and Implosion, other non-electric abilities as extra psi-slots allow.
All-In buffs 3 damaging stats only on this build, abuse it.


Progression and Gameplay

The feat/skill order is mostly self-explanatory, however the build above is somewhat revisionist. I never got Cheap Shots thinking that onhit effects like force emission would cancel out the incapacitate(which it did not). Those incapacitates would have worked great on this build had I taken that feat, don't be like me and test things before making assumptions.
Just punch away and hope for incapacitates, otherwise a premeditated implosion into TK punch will obliterate most armored enemies. You will suffer in encounters with multiple high-DT enemies, the Compound in it's entirety.

Some alternate ways to build it: Reorder feats to taste. Get evasive maneuvers, bone breaker, dirty kick, melee/thrown weapon feats, while he can use those perfectly in the series he just chooses not to 99% of the time. Undulation spec was really good against the natives and exosoldiers, fancy footwork or sprint specs are good generalist alternatives. Tailoring is optional for crafted tabis. Improved/Expert unarmed may be worth it, but i played without those feats considering half of my damage came from psionics and the procs aren't valuable enough when you have better options like combo.
You could fit in some temporal and use the 'grounding->EW->implosion->recurrence->punch until low HP' combo to mimic Ken's signature technique.


Misc.

A skilled martial artist hit a pressure point on Ken's body, crippling him and wiping his memory, then survives a drop down a one-way chasm to later find himself applying to enter the SGS.
You can fully roleplay the series' continuation as a side story with your bare knuckles and minimal equipment(bandages, psi inhalers, throwing knives, low quality leather armor/boots). Your PK abilities become restricted to melee range(arguably TK punch as an exception) and you're not allowed to do damage by moving proxy. Syringe/pill drugs, tabis, elemental resist armors, traps, electronics and grenades are all prohibited. I couldn't proceed with these limitations on a new dominating game but such a playthrough might be possible on easy/normal or NG+ hard/dominating(throw away all items beforehand).

This build can take out 75-90% with all-in (65-75% with slampipe, 5 ap punches) of the final boss' health with punches and a premeditated TK Punch in a single 85 AP turn at max level(drugs, EW and empowered PK preloaded). An OTK might be possible without implosion/poisons/acid if you get lucky with high rolls and your TK punch crits, 5/5 specced EW is needed.
TK punch: 1017-1619, force emission 92-184, unarmed 82-128 with this hyper mode setup
TK punch: 569-899(holding power fist), force emission 50-101, unarmed 58-83 with BBQ

Some max level punching bag tests with rathound BBQ/regalia, proxy is active and only using 50 AP to punch without drugs: 2200-2500 damage.
I edited my stats to base 10 STR 12 DEX 7 WILL, this variant has 4 AP punches and outputs similar 2200-2500 numbers but struggles even more against armored targets because every individual hit penetrates less.
3 STR 12 DEX 14 WILL lets you save on a feat while maintaining similar or slightly higher earlygame damage, but the mid-lategame is underwhelming due to no direct damage specs or strength boosts from gear/consumables, it could not do above 2000-2300 on the punching bag test and further lags behind if i test with drugs or against some armored target.


A slightly related tangent

I finished watching season 1 and i found some interesting parallels indicating the game got inspired by the series:

MINOR SERIES SPOILERS AHEAD

Bat gets stuffed from food often so there's the food item Stuffed Bat
Breaking civilians out of jail = lurker HQ or camera problems scenario
Several episodes feature mono-visors(unprojector)
A filler enemy uses knives laced with scorpion venom that can paralyze

These can be attributed to random chance or just convergent design in post-apocalyptic settings, but the later ones are more solid proof(especially DLCs)


MAJOR GAME AND SERIES SPOILERS AHEAD

s1e15 Ken and company get attacked by people that are mass-mindcontrolled by a single man, him getting killed drops the mind control. Ken's pacifist approach is the same method to get the compound's secret ending. Both Zaria and the Cognator are bald and look like underfed vampires.
s1e16 A town has a market area in the middle with 2 bandit bases on opposite west/east sides just like junkyard, 2 rival gangs are in a truce but eventually start a gang war, one gang's leader cooperates more with the main character
s1e20 An immobile battleship is being used as a bandit base
Joker=Six: likes to teleport around, gives advice and doesn't fight unless absolutely necessary

Eidein

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Re: Kenshiro, Fist of the Underground Star
« Reply #1 on: May 01, 2025, 05:19:31 pm »
Why lv1 expertise and why no improved unarmed combat/expert unarmed combat?

Kajmak

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Re: Kenshiro, Fist of the Underground Star
« Reply #2 on: May 02, 2025, 09:29:59 am »
Why lv1 expertise and why no improved unarmed combat/expert unarmed combat?
The build is strapped for choice at level 1: tranquility is weak but only becomes decent with proxy and other spells so it's taken later, other feats are mediocre. What would you choose?

Eidein

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Re: Kenshiro, Fist of the Underground Star
« Reply #3 on: May 02, 2025, 03:54:37 pm »
Why lv1 expertise and why no improved unarmed combat/expert unarmed combat?
The build is strapped for choice at level 1: tranquility is weak but only becomes decent with proxy and other spells so it's taken later, other feats are mediocre. What would you choose?

Opportunist or recklessness, and you cant take tranquillity level 1 because you need psi empathy first.