Yajiro Kadokawa / Afro Kamen
Half-japanese, half-black, pure balls.
Age: 35
Hair/Eye/Skin: Black Afro w/muttonchops/Red/Light Chocolate
Ht/Wt: 6'0"/280 lbs.
Muscle Tone: ULTIMATE MUSCLE!!!
HP: 254
EP: 192
Money: 5 MB in bank, 1 MB on hand
Items: Champion's Belt (so long as he wears the belt, his body is considered a God-level non-sentient artifact. Improves Gnosis by 100. ~Youses)
ECL 18 - Martial Artist 7, Dynamic Sorcerer 7, Spellfist 4
Experience 163,300
Element: Earth
Chosen Element: Fire
Chosen Sorcery base: Charisma
AC 17 (22 if unarmed) Flat 12 (18 if unarmed) Touch 17 (22 if unarmed) (+4 AC against AoO)
BaB 15/10/5 (39/39/34/29)
Grapple 40/45 (neutral stance)/50 (Flip/Bounce)
Trip: 42 Init: 13
Fort 15 Ref 18 Will 16
DmR 4
HP: 254 EP: 192
Favored Weapons
Unarmed Attacks 1d8+22 crit 19-20 x2
STR 30 +10
DEX 20 +5
CON 20 +5
INT 14 +2
WIS 14 +2
CHA 20 +5
Favored Clothes -
1) Jeans, jean shirt, jean jacket
2) Black button-up overshirt with black slacks and the awesomest ties EVAR
3) Afro Kamen mask, black cape with huge freaking collar, Afro Kamen tights
Major Personal Gear: The Crapmobile (a motorcycle that has been cobbled together by Yajiro's father, who owns a motorcycle shop). Despite its' name, it has gotten Yajiro around town ever since he was a teenager, and damn near never breaks down.
Alignment: Chaotic Good
God: Kord (lol ACCORDIANS!)
Is a martial artist 7/dynamic sorcerer 7/spellfist 4, who is a part-time college student by day and a masked wrestler by night. Taking some time off of college for a bit, he decides to join the Bounty Hunter's Guild to make a bit of money, perhaps make a few contacts, and eventually get a house with land of his own. At one point in time he had a happy family, but his wife disliked his freewheeling, loud, rude, obnoxious alter ego (The Greatest Heel Of All Time, The Invincible Badguy, Afro Kamen - "WICKED JUSTICE!")…and it didn't help that she was a freak for wrestling to begin with. Quite literally, he married a fan before he decided the route of his character, and she only liked "babyfaces," not heels.
So it was that she left with his two kids and, thanks to a horrifying turn of events, finds himself unable to claim ANY time with his kids since his wife is also the daughter of a powerful senator. Still, he finds the time to buy them gifts and talk to them over the Infranets.
Until the day he can own land and become a real "Man Amongst Men," rather then an apartment-renting second-class citizen, Afro Ka…I mean, Yajiro finds himself working hard towards the goal. Thusly he came to the Bounty Hunter's Guild…
and thusly did he find himself accidentally placed with Unit 13!
Figuring this to be a mistake, he constantly claims thus…but will eagerly charge into the heat of battle to defend himself, his newfound friends and comerades and, above all, the chance to prove once and for all that even WITHOUT land, he is indeed a Man Amongst Men!
20 character points to start
70 style points to get caught up
3 style points - 1 Str
8 free feats (used up!)
4 free ability points (1 in each: Wis, Cha, Con, Str)
Dynamic Sorcerer 7
Hit Points 56
Skill Points 42
+6 Character Points
Base Attack Bonus +3
Fort +2 Ref +2 Will +5
Dynamic Sorcery level 4
Martial Artist 7
Hit Points 98
Skill Points 44
Unarmed Attack Skill +2
Unarmed Defense Skill +2
Massive Damage (Unarmed) +2
Improved Initiative
Judge Opponent
Speed
Fort +2 Ref +5 Will +5
Base Attack Bonus +7/+2
Special Attack (Wicked Justice)
Spellfist 4
Hit Points 48
Skill Points 24
Fort +4 Ref +4 Will +4
Base Attack Bonus +3
Blazing Fist, Mind, Spell Attack, Massive Damage (Spells), Energy Bonus, Blazing Glory, Spell Attack, Damn Healthy!, Elemental Fist, Massive Damage (Spells), Energy Bonus, Elemental Fury, Massive Damage (Spellfist), Damn Healthy!
Special Attacks
Special Attack (Wicked Justice) 5d8 + Str Modifier + 8 Dex drained + 8 Int drained + can be designated as non-lethal damage
Abilities: Muscle-Powered, Stun, Drain Body (Dex), Drain Mind
Disabilities: Melee (2), Static (2), Uses Energy (2), Limited Shots (3)Note: Needs at least 1 action to recuperate all shots back.
Special Attack (Burning Crusader) 2d8 + Str Modifier + (4 dmg/round + anyone who touches them burns) - lasts until after the next round
Abilities: Burning, Enduring, Muscle-Powered, Contagious (4) (Fort save DC30)
Disabilities: Melee (2), Uses Energy (2), Slow (1), Limited Shots (3)Note: Contagion is a chunk of his own courageous soul. GM determines effects upon various targets, but ultimately he is taking his soul into his own hands and pounding someone with it, thus "infecting" them with his own awesomesauce.
Further Note: Needs at least 1 action to recuperate all shots back.
Special Attack (The Facemelter) 5d8 + enemy attack roll -1 (all within aura range) up to 10 feet.
Abilities: Affects Incorpreal, Area Effect, Aura (2), Spreading, Trap (placed by a headbutt)
Disabilities: Inaccurate (1), Static (2), Short Range (1), Slow (1), Uses Energy (2), Limited Shots (3), Unique Disability (Trap can only be used if placed with a headbutt)Note: Needs at least 1 action to recuperate all shots back.
Special Attack (Spit On Your Grave) No Damage (drains 8 Con, 8 Str, 8 Dex, 8 Cha, 8 Int, and 40 energy points to Afro himself until end of combat)
Abilities: Drain Body (Dex), Drain Body (Con), Drain Body (Str), Drain Mind, Drain Energy, Drain Soul, Vampiric (4), Unique Ability (can be used as a counter to a melee attack), Stun, Accurate, Affects Incorpreal
Disabilities: Melee (2), No Damage, Static (2), Uses Energy (2), Unique Disability (Upon Successful Grapple Only), Limited Shots (3)Note: Needs at least 1 action to recuperate all shots back.
Spell Attacks
Duncan Hills (Get Me A Hotfuck of Coffee, Godommot Fronk! + Feeblemind)
Costs 36 energy points and it takes one action to charge, but upon charge and successful grapple you can immediately frankensteiner a target three times, forcing them to get up each time, doing a grand total of 2d20+24+Spellcraft damage to the target, stupify, paralyze, stun and blind for 1d6 rounds, as well as three chances to Feeblemind the target unless they make a will save DC30…all three times. Altogether they must make four will saves against DC30, or are simply jackfucked out of combat.
PUMP UP THE VOLUME! (Mass Hysteria + True Strike)
Costs 4 energy points to perform 1d10 unarmed attacks (use your standard unarmed attack damage, add +4+Spellcraft to the damage) against 1d10 enemies within range. Each attack is +20 to the attack roll.
Starting Stuff
Defects (12 BP)
[Famous 2
Unique Defect 2 (Heel-ism: he's well known for being a wrestling badguy)
Combat Restriction 2 (must roll will save DC 30 versus weaker targets, DC 20 versus stronger targets. If he fails will save, then all damage turns to subdual and he forgets he's in a fight…and begins to use "wrestling techniques" as if he was in the ring).
Marked 1 (afro, man, afro)
Nemesis 3 (Action Joe, a fellow wrestler who in reality can't beat Afro…and hates his guts because of it with a burning passion)
Phobia 2 (fear of losing/fear of being defeated)
Significant Other 1 (his kids/his ex-wife)
Blind Fury 1 (If his do is ever messed with)]
Abilities
[Organizational Ties (2 points) 02
Unknown Superhuman Power: BURNING GUTS! (3 points)
(This kicks in when he is in "combat high," or trancing. Through the sheer power of his belief, he can never drop down below 1 hp, and can perform any number of moves/attacks without paying energy for them. Additionally, he can counter any attack with a grappling maneuver of his own. He cannot be hypnotised, suggestion spells do nothing, nor psychic takeover, all as if he was mindless. He gains a bonus against spells and attacks as well, gaining a +5 to his defense rolls. Altogether, BURNING GUTS! lasts until the end of combat or until he is destroyed (outside of HP) or knocked out.) - stacks with the BURNING GUTS! abilities of the Wrestling Table.
Armour (4 points) 1
Attack Combat Mastery (3 points) 1
Defense Combat Mastery (2 points) 1
Combination Attack (3 points) 1
Personal Gear (2 points) 1 - car, three sets of clothes
Sixth Sense (1 point) 1 - feels an oncoming powerful attack coming his way before it happens
Speed (2 points) 1]
Attack Combat Mastery (6 style points) 2
Defense Combat Mastery (2 points) 2
Dynamic Sorcery (6 style points) 2
Superstrength (4 style points)
Damn Healthy! (6 style points) 3 - +39 hit points
Energy Bonus (6 style points) 3 - +60 energy points
Jump (2 style points) - +20 to jump skill
30 style points
Feats
[Improved Unarmed Strike (human free feat) - armed even when unarmed, does not provoke AoO from armed opponents while unarmed
Ambidexterity (level 1 free feat) - strike with both fists per action
Combat Reflexes - additional attacks of opportunity
Endurance - +4 bonus to a bunch of stuff, can sleep in medium or heavy armor without fatigue
Die Hard - can still perform actions at -1 to -9 HP
Improved Grapple - You do not provoke a AoO upon starting a grapple/touch based attack, gain a +4 for all grapple checks
Brawl - attack roll +1, 1d6+Str Modifier]
[6 free feats]
Power Attack
Cleave
Great Cleave
Deflect Arrows
Snatch Arrows
Stunning Fist
Combat Casting (2 style points) - +4 Concentration checks while on the defensive or grappling/pinned
Dodge (2 style points)
Mobility (2 style points)
Spring Attack (2 style points)
Run (2 style points)
Improved Critical (2 style points)
Improved Initiative (2 style points)
Improved Sunder (2 style points)
Improved Trip (2 style points)
Improved Grapple (2 style points)
Combat Martial Arts (2 style points)
Advanced Combat Martial Arts (2 style points)
Spell Focus (2 style points) - Abjuration
Improved Brawl (2 style points)
Knockout Punch (2 style points)
Improved Knockout Punch (2 style points)
Streetfighting (2 style points)
34 style points
6 style points (3 special attacks)
Energy Bonus by level
2
2
4
4
4
6
6
6
8
10
10
10
10
10
10
10
10
10
60 - Energy Bonus
Favored Spells (by level) Transmutation/Evocation
Level 0
Resistance
Daze
Flare
Level 1
Shield
Magic Weapon
Enlarge Person
True Strike
Summon Monster 1
Mage Armor
Level 2
Summon Swarm
Summon Monster II
Touch of Idiocy
Bear's Endurance
Bull's Strength
Cat's Grace
Fox's Cunning
Eagle's Splendor
Scorching Ray
Flaming Sphere
Shatter
Level 3
Summon Monster III
Heroism
Fireball
Lightning Bolt
Keen Edge
Fly
Haste
Magic Weapon, Greater
Slow
Level 4
Globe of Invulnerability
Stoneskin
Evard's Black Tentacles
Summon Monster IV
Fire Shield
Ice Storm
Shout
Wall of Fire
Wall of Ice
Enlarge Person, Mass
Reduce Person, Mass
Polymorph
Phantasmal Killer
Level 5
Summon Monster V
Teleport
Feeblemind
Mind Fog
Wall of Force
Telekinesis
Permamanency
Wrestling Moves List (current points: 500)
Specials known:
Power Shoot - Can cover up to 15 feet as a free action, goes into an immediate grapple. Doesn't provoke attacks of opportunity (unless a co-target has the combined attack feat, any of 'em).
Minesweeper - After Shooting in, target can give up 50 points of energy and perform 1d20 rolling damage attacks to the target for 1d20 times. Must make a successful grapple check in order to perform this, and it must be higher than the target's grapple check.
Single Leg Takedown - from Power Shoot, grabs a leg and take 'em down! Puts the target into grappled, then prone status. A reflex roll of DC 30 can save the target from a serious put down.
Augment: Double Leg Takedown. Same exact stats as Single Leg, only double leg takes away their reflex save. User must pass a Dex DC30 check for it to work though.
Flip/Bounce - The incredibly strange ability for a Wrestler to simply flip and/or bounce off of ANYTHING and become airborne. Counts as a special movement, and takes up an action. Overhead attacks gain a +5 bonus to attack roll and grapple check.
Neutral Stance - Starter, natural stance. Improves grapple by +5.
Arm Bar/Legal Headlock - Upon successful grapple, can randomly get enemy into either the Arm Bar or Legal Headlock.
BURNING GUTS! - Takes up one action, and 1/5 of your current energy totals. By pumping oneself up, the user can become stronger for 1d6 rounds. The energy invested gets translated into HP (temp HP if it goes over), and the user gains 10 dmr/attack until BURNING GUTS! is done.
Flying Clothesline - leaping forwards, the wrestler delivers a powerful clothesline attack for 2d6 damage plus knockdown (30%-75% chance depending on size of target). Can be canceled AFTER the damage is declared in order to switch to a grappling attack. 50 energy points, Jump DC30 check.
Cancel - Can, at any point in time, switch from one technique to another as a free action during attacks. Counts as a feint, and gives -2 to target attempting to counter or interrupt.
Supers known:
Sharpshooter - from Double Leg Takedown, hampers enemy ability to get up for 1d10 rounds. Devours their ability to jump (they, literally, lose the ability to jump and YOU absorb their jump score to your own as a temporary bonus), disables the ability to use special attacks or magic, stuns them once they DO get up for 1d6 rounds, disables the ability to guard completely (they, literally, lose the ability to use defense roll). 100 energy points (1/4 of your current energy pool if Super Cancelled)
Super Cancel - allows the user to Super Cancel from one super into another. Follows the same rules as Cancel, but for Supers.
Note: If you do not have Cancel, you can still take Super Cancel…but you cannot Cancel into a Super Cancel, only from one Super to another. If you want to move from a normal move into a Super, or vice-versa, then you MUST have both Cancel and Super Cancel. Takes up one action to use.
Raging Mount - transforms both the Mount and Mount Tackle as free actions upon successful grapple.
Guillotine - from Single Leg Takedown. Hampers enemy movement, hampers their ability to jump, completely takes away their dex bonus, and can even stun them after they get up. Disables their ability to use weapons, spells, and/or special abilities for 1d6 rounds after successfully applied. Guillotine is a continuous action, costing the same amount for each action, and user must dice shoot (add grapple bonus to 1d20 roll) in order to ensure that the Guillotine remains on the target. 100 energy points (1/4 of your current energy pool if Super Cancelled)
Rock Hard - while wrestling (starting a attack string while in a declared stance), the user can launch touch-based attacks while ignoring AC…nor does armor/spiked damage stop them from launching a grapple. They still take damage, but can continue with the grapple as if they were not stopped by sharp, pointy things.
Desperation Arts known:
BURNING GUTS!!!! - Upon hitting 10% of HP, the user's EP and HP totals are doubled. Must already have BURNING GUTS! before you can use this.
Ultimate Arts known:
Wrestle Anything
Mahouken Moves List (current points: 100)
Specials known:
Hand of God - costs 50 energy points, allows the user to empower their arm with the "Hand of God" ability for roughly 1d4 rounds (10 minutes outside of combat). Improves their hand-to-hand ability by a +10 damage per fist, doubles the end damage of all spells and special abilities, and allows them to take a extra attack at the lowest base attack bonus if they go full physical defense.
Augment: Half your current energy points in order to instead make it last for 1d10 rounds (1 hour outside of combat), improves the h2h ability by a nice +20 damage per fist, doubles the end damage of all spells and special abilities, and doubles the users number of actions for as long as the Hand of God is invoked, the extra actions all burned at the lowest base attack bonus.
Note: Use of the Hand of God also drains your HP while it's in use, 1d10 per action, and after it's off it takes 1d4 rounds to recover. In the meantime, your character is unable to block, attack, cast spells or use abilities except to rest and recover.
Further note: If you gain the Ascension, Sore Loser super art, Incidental Stuff super art, BABE RUTH AIN'T GOT NOTHIN' ON ME! super art, or Trolls Trolling Trolls secret art in order to completely negate the HP penalty blonus and the Fatigue blonus.
Ball Buster/Cunthammer - 50 energy points. Counter, Interrupt, or "Chain Attack." Ding 'em in the dong, or punt 'em in the cunt with yer bootheel. Declare if it's a Counter, Interrupt, or a Chain Attack after announcing you're using this. 1d8 + Dex Modifier + Stun for 1d4 rounds.
DING!/DONG!
Drop-D Kick - DO A BARREL ROLL! Seriously, this is the freakin' Barrel Roll Drop Kick. Takes up two actions, deals 2d20 damage, and if you pay 50 energy points before hand you can knock them back for a total of 30 feet.
Augment: 200 energy points to send them flying 100 feet away and doubling the total damage done.
Supers known:
Precision - gives the user a +5 to their attack roll, and all Called Shots are given a +10 competency check.
Kord points 300
1 - the usual bonuses, save that Kord won't appear but rather his avatar.
10 - Weapons Encyclopedia, the ability to use any kind of armor despite your job's description.
50 - Knowledge is Power (the ability to learn any martial art)
100 - Soldier's Feast (Take 20 upon witnessing a fighting style to understand it, the philosophies and abilities within it, and are unable to be surprised by any switching style)
200 - Murder of Crows (Giving up 1/2 of your current energy pool, you can designate one special attack/base attack and apply the attack to all targets within line of sight)
300 - Legacy (The innate ability to learn fighting styles, skills, and abilities faster. All practice rolls gain a +2, all synch rolls gain a +2, and the user gains the ability to copy once per day any special attack they witness and/or suffer as if they met the requirement for it)
Favored Attack Strings
Flying Clothesline -> Super Cancel -> Grapple -> Raging Mount -> Wicked Justice
Power Shot -> Single Leg Takedown -> Guillotine
Power Shot -> Double Leg Takedown -> Sharpshooter
Power Shot -> Minesweeper -> Super Cancel -> Wicked Justice
Murder of Crows -> Burning Crusader
Neutral Stance -> Raging Mount -> Wicked Justice -> Mounted unarmed attacks (smack 'em arrrrrround)
Hand of God -> PUMP UP THE VOLUME!
Hand of God -> Flying Clothesline -> Cancel -> Power Shoot -> Duncan Hills
Skills
Unarmed Attack (to hit) 15
Unarmed Attack (damage) 6
Special Ranged Attack (to hit) 1
Melee Attack (to hit) 1
Melee Defense 1
Unarmed Defense 10
Name Ability Modifier Rank Misc Modifier Score
Concentration (Con) 5 5 10
Tumble (Dex) 5 5 10
Spot (Wis) 2 1 3
Sense Motive (Wis) 2 1 3
Search (Int) 2 1 3
Pick Pocket (Dex) 5 1 6
Perform: Vocal (Cha) 5 2 7
Diplomacy (Cha) 5 1 6
Knowledge: Arcane (Int) 2 1 3
Knowledge: Foreign Culture (Int) 2 1 3
Knowledge: Occult (Int) 2 1 3
Knowledge: Religion (Int) 2 1 3
Knowledge: Streetwise (Int) 2 1 3
Knowledge: Medical (Int) 2 1 3
Profession: Professional Wrestler (Int) 2 18 20
Rsearch (Int) 2 1 3
Sleight of Hand (Dex) 5 1 6
Spot (Wis) 5 1 6
Balance (Dex) 5 5 10
Climb (Str) 10 1 11
Controlled Breathing (Con) 5 1 6
Craft (Int) 2 1 3
Escape Artist (Dex) 5 1 6
Jump (Str) 10 5 20 35
Move Silently (Dex) 5 1 6
Spellcraft (Cha) 5 15 20