![Karate Kid of the Legion of Super-Heroes](/images/membership/karate_kid/karate_kid_mb.jpg) |
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Name: Val Armorr |
Home
Planet: Earth |
Super-Power:
Super-karate |
Member
Since: 2966 |
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Origin | Super-Power | Personal
Data | Membership
Record
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Val never knew his
real parents but was raised as a foundling by the
people of Tokyo. As an orphan-child, he was taken
in by an oriental master of martial arts, who
raised him like a son. He trained Val from
infancy in the new martial art he devised -
super-karate - and taught the child many other
techniques of fighting and defence. Val proved to
be the only pupil who could master the new art,
turning into a veritable super-being able to
smash solid steel with his bare hand.In this way, Karate
Kid carries on his Sensei's work, and when the
time comes, he will take it upon himself to train
another in the art of super-karate (Adventure
Comics No. 365
"Origins & Powers of the Legion of
Super-Heroes", 367).
First
Appearance: Adventure Comics
No. 346 (written and drawn by Jim Shooter)
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Karate
Kid is skilled in every known form of combat in the
galaxy - from Earth martial arts such as boxing, savate,
and kendo (Adventure Comics No.
363, 365) to exotic disciplines from many other planets.
His specialty is super-karate, a technique developed by
his Master, which enables him to do virtually super-human
things.
Karate Kid has
stated that if Superboy took up karate, the Boy of Steel
might be able to punch through a foot-thick slab of
manganium inertron, something he could not normally do (Adventure
Comics No. 367). Applying his
techniques and knowledge of stress points (346), Karate
Kid has: cracked through the hull of the Khund flagship
(347), stopped a runaway sport-speedster with one blow
(351), knocked out a Jovian mastodon with one chop (358),
cracked through the powerful, six-inch durlamite gates of
the Metroplois Jail (360), damaged tanks with a
two-handed chop (360, 367), kicked away an air car from
the path of a falling boulder (361), split a rock in two
and took out an opponent with each flying piece (361),
fought a half-dozen assailants at one time (358, 361,
367), and stamped the ground with both feet, shaking a
whole street and knocking a dozen soldiers off their feet
(367).
Once when he was
trapped inside a giant hollow diamond, Karate Kid located
its natural flaw and used his iron will to coax his body
to make one final chop that shattered the gem (Adventure
Comics No. 365).
Karate Kid has
also made it a point to become an expert with every
weapon used in hand-to-hand combat - from fencing foils
to Jovian trident spears, and even the deadly Krishnu
gauntlets from Gaman Tol. The Legion normally excludes
heroes who use weapons, but with him they are only a
sideline (Adventure Comics
No. 367).
Limitations
and Weaknesses: It takes Karate Kid intense
concentration to split a 14-inch slab (7 sheets) of
titanium manganite, and any distraction will result in
failure (Adventure Comics
No. 359). Major exertions and releases of his chi
will tire him out, requiring him to
rest or sleep to build up his body energy again (365,
366).
Speculative
Explanation of Power: Chi (or qi)
is the spiritual energy that is a part of every living
thing. Martial art practitioners focus their chi
through special breathing
techniques, which enables them to harden parts of their
body to help them block blows without harm or to smash
through heavy objects.
The special method
of chi focusing
that Karate Kid was taught enables him to increase his
strength, speed, endurance, and toughness to a much
higher degree. This, combined with his training in every
form of combat in the galaxy, transcends the term
"skill" to give him a bona fide super-power.
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Physical Description: Val's facial features
appear to be a mix of Asian and European. He has
semi-curly brown hair, brushed back, but his eyes are
Oriental in appearance. He has a slight bump on the
bridge of his nose.
Personality: Val is a confident person
(Adventure Comics
No. 346) who inspires others to do their best (363). He
thrives on action and sometimes rushes into battle
without thinking (366, 378). Val is a secretive person
and has told his fellow teammates very little regarding
his past and personal life. He has mentioned his
"folks" to them (359), but in reality he was
speaking of the people of Tokyo, who took him in as an
orphan foundling (367). An honorable and chivalrous
person, he does not like to accuse people without proof
(347), and at one time he grew enraged when a cowardly
punk clubbed Princess Projectra from behind (359).
Leadership was not
a role that suited Val. Deciding matters for the group
was not something that came easy to his independent
nature (Action Comics
No. 382/2). He also did not like having to put his
friends in danger (384/2) or through grueling tests, so
he was glad when his term-year finally came to an end
(392/2).
Val has his own
small apartment in Metropolis (Adventure
Comics No. 359, 378). Having come
from a poor background, he can be materialistic and
enjoys spending money on luxury items (377).
Skills: Besides being proficient in
martial arts, and a weapons expert (Adventure
Comics No. 368, Action
Comics No. 390/2), Val is also an
accomplished painter (Adventure
Comics No. 361).
Interests: Val collects exotic
weaponry from all over the galaxy (Adventure
Comics No. 368) and which he plans
to bequeath to the Legion arsenal in the event of his
death (378). His hobbies include painting and flower
arranging (361). Unlike Timber Wolf, who likes the
imported jobs, Val thinks Earth-cars are the greatest,
including old-fashioned road vehicles, like the
Astrovette 8000 (377). He also enjoys a good game of
chess (378).
Nicknames:
"Kid"
(Adventure Comics
No. 361, 362, 365, 366, 368 and others), "K
Kid" (368), "K.K." (Action
Comics No. 384/2)
Relationships:
Val's
closest friend in the Legion is Superboy, who often
volunteers to act as his invulnerable "practice
dummy" (Adventure Comics No.
368).
Princess Projectra's calm
courage in the face of an angry mob reminded Val of
someone he once knew and stirred in him deeper feelings
for his royal teammate. Acting on this impulse, he once
stole a kiss from Projectra as she stood beneath the
Orandonese equivalent of mistletoe. Val frequently
struggles with the "class difference" he
perceives between them (362). The two have since begun
dating (374), and the couple first expressed their love
for each other while watching a double-sunrise atop the
glorious meteor-pyramid of the planet Frod (Action
Comics No. 390/2). Although Val is
not much of a social whirl, he recognizes that Projectra
does like to hobnob with the elite classes. Not being the
jealous type, he is perfectly willing to his friends
escort her to these parties (Action
Comics No. 383/2).
Known
Relatives: None.
Val is an orphan who doesn't know anything about his true
parents. His Sensei has been like a father to him all his
life and he visits him in Tokyo whenever he can get away
from his Legion duties (Adventure
Comics No. 367).
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Application: Karate Kid tried out for
the Legion of Super-Heroes in 2966, just before the first
Khund invasion. Sensing doubt in the Legionnaires that
his self-developed skill at combat was a true power that
could measure up to their standards, he first
demonstrated his ability by smashing a steel beam in two
with one blow. Then, Karate Kid challenged Superboy to a
fight!
Induction: Even though he bit off more
than he could chew, Superboy was sufficiently impressed
by the tussle and Karate Kid was voted into the team
along with Princess Projectra, Nemesis Kid and Ferro Lad
(Adventure Comics
No. 346).
Positions
Held:
Self-defense teacher at Legion Academy (Adventure
Comics No. 371), leader for the 7th
term (2968-69)
Career
Highlights:
Adventure
Comics No. 346/347 (July/Aug. 1966)
"One of Us Is A Traitor" / "The Traitor's
Triumph"
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As a newly sworn-in member,
Karate Kid was needed to help defend Earth from
the encroaching Khund invasion. Assigned to
Cosmic Boy's team, he helped Phantom Girl guard
the Alaskan Electro-Tower. The veteran
Legionnaires were decoyed away and returned just
in time to see the tower in ruins. Although
Karate Kid claimed to have been slugged from
behind and therefore helpless to stop the
destruction, incriminating evidence made him
Phantom Girl's prime suspect. Her suspicions
quickly spread to the rest of the team, and after
the remaining Earth defense towers were
destroyed, Karate Kid was tracked to the
clubhouse arsenal. Surrounded by destroyed
weaponry, the Legionnaires called for the
"Kid" to surrender. Nemesis Kid
appeared from behind the machinery, thinking they
meant him, and admitted he was guilty of
conspiring with the Khund warlord. Karate Kid had
suspected Nemesis Kid all along but was waiting
for proof. During the Khund invasion, Karate Kid
single-handedly captured the invaders' flagship. |
Adventure Comics No.
365/366 (Feb./Mar. 1968) "Escape of the Fatal
Five" / "The Fight For the Championship of
Universe"
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Karate Kid went with a team
on a covert mission to Talok VIII in order to
find out why that planet had suddenly become
warlike and hostile. Climbing mountains, battling
giant death-birds and traveling through deserts,
they arrived at the main fortress only to be
teleported into various deathtraps. Karate Kid
had to give his all to break out of a hollow
diamond, but when the mastermind behind the traps
was revealed to be Tharok, an all out battle with
the Fatal Five ensued, culminating with the
destruction of the Legion clubhouse. Karate Kid
had to go "mano-a-mano" with Mano - and
won. |
Adventure Comics
No. 367 (Apr. 1968) "No Escape From the Circle of
Death"
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While Karate Kid was
visiting his Master in Tokyo, Japan was invaded
by the Dark Circle armies. Karate Kid tackled the
invaders as best he could on his own, since the
rest of the Legionnaires were busy fighting
battles in Metropolis. Using the power of
the Miracle Machine, Brainiac 5 summoned Karate
Kid to fight for him at the Legion HQ. He held
off the invading troop long enough for Brainiac 5
to concentrate on the alien device and use its
power to vanquish the Dark Circle armies off of
the face of the planet.
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Adventure Comics
No. 378 (Mar. 1969) "Twelve Hours to Live"
When Karate
Kid discovered he was dying due to the deadly poison
rakurga, he decided he try to die in battle. He used
the Science Police's crime-computer to discover the
probable whereabouts of the Fatal Five, and took off
in an experimental Legion warp-ship. Taking a chance
and warping inside an asteroid, he discovered the
Five's hideout, and jumped right into the midst of
them. Karate Kid downed Mano first with an uppercut,
then punched loose a chunk of a steel pillar to knock
out the Persuader. He was able to temporarily
separate the Empress from her Emerald Eye, then spun
her around, making her so dizzy she blacked out. When
Validus tried to blast him with his mental lightning,
Karate Kid's survival instincts allowed him to roll
out of the way, but the bolts destroyed the walls of
the complex and Tharok ordered the Five to flee
before it could explode. Karate Kid, too, managed to
escape in time, lamenting the fact that he hadn't
died but merely ruined the Fatal Five's plans by
driving them out and destroying their H.Q. He and the
other Legionnaires were eventually cured by the
Seerons (Adventure Comics
No. 379).
![Karate Kid lashes out at the Fatal Five](/images/membership/karate_kid/kk_lashes_out.gif)
For
information concerning Karate Kid after 2969, click here.
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