Updates Blog Advanced Search Random Entries Updates Lists Lists of Entries Most Popular Donate Now About This Site

Great Muta - Wrestler - Fantasy Profile

Category :

Movies and television

Subcategory :

Wrestling stuff

Type :

Villain

Game System :

DC Heroes (Blood of Heroes S.E.)

Notes :

The Great Muta v1.2

By Andrew Lee

Source of Character: New Japan Pro Wrestling

Writeups.org & Amazon.com recommend Keiji Muto & Kaz Hayashi Shoot Interview.

Game Stats — DC Heroes RPG

Click here to hide or display the game stats

The Great Muta
Dex: 10 Str: 05 Bod: 06 Motivation: Power Lust
Int: 08 Wil: 10 Min: 08 Occupation: Entertainer/Crimelord
Inf: 10 Aur: 08 Spi: 10 Resources {or Wealth}: 015
Init: 032 HP: 090

Powers: Chemical Attack: 10, Jumping: 10, Magic Blast: 08, Mind Blank: 10, Mind Over Matter:10, Telepathy: 04

Bonuses and Limitations:

  • Chemical Attack and Magic Blast have a range of 6 ft (they take the form of a green or red mist that Muta sprays from his mouth)
  • Chemical Attack and Magic Blast are only used when “Muta” personality is in control.

Skills: Acrobatics*: 10, Charisma: 10, Martial Artist: 09, Thief (escape artist, stealth)*: 10, Weaponry (exotic, melee, missile)*: 10

Advantages: Insta-Change, Iron Nerves, Lightning Reflexes

Connections: Yakuza (High)

Drawbacks: SPI (multiple personalities), Minor Rage

Background

Real Name: Keiji Mutoh
Marital Status: Single
Known Relatives: None
Group affiliation: None
Base Of Operations: Tokyo, Japan
Height: 6‘0” Weight: 230 lbs Age: 37
Eyes: Brown Hair: Black

Powers and Abilities

The Great Muta sprays a highly damaging green mist in the eyes of his opponents at close range to blind and disorient them. He is a highly skilled martial artist and uses a mix of acrobatic techniques (flips, handsprings, “the Moonsault”, etc.) and highly calculated and more practical attacks intended to disable his opponent before movie in for the kill. (he uses a lot of crippling blows - see below. He is a master of psychological warfare, terrorizing and toying with his victim before finishing them off; cheap shots and playing possum are also common tactics.

His “Moonsault” attack is a Devastating blow - a backflip onto an opponent using his Jumping power.

History

Keiji Mutoh was born to a wealthy family in Japan. He suffered from some emotional issues that led him into competitive fighting. After training with master Hiro Matsuda, he entered the ranks of the Yakuza-sponsored blood-sports in Japan’s underworld as a route to earning enough wealth and reputation to move into a position of power.

After only 2 years of fighting, something snapped in Mutoh, driving him into seclusion (and his first bout with the “Muta” personality) - during this time, he learned new methods psychological warfare and of controlling his body and mind, as well as how to spray the “Green Mist” (caps ARE intended) from his mouth as a potent weapon, from another retired fighting master, The Great Kabuki. When Mutoh returned, he was “The Great Muta” - wearing ceremonial face paint and garb of an unknown origin. 

His ascent to a high level of authority (functioning as Mutoh for day-to-day business purposes while using the Muta image to strike terror) within the Japanese underworld has been at an unprecedented rate. He currently runs a club on the Ginza named “The Pyramid” from which he manages his criminal activities.

Description

The Great Muta is a muscular Japanese man of average height. His costume of choice is a colored gi (color varies) with different colored trim and lightning running down one of his pant-legs. He wears lace-up boots in the same color as the gi. He dons a full-head hood (looks like a cloth Return of the Jedi Imperial Guard hood), but removes it before entering combat. When he removes the hood, he reveals his trademark face paint. His tongue is frequently green due to the mist.

Personality

When his normal personality is in control, Mutoh is short-tempered, but fairly rationale and friendly with those around him. He is ruthless, but appears reasonable. When the Muta personality takes over, he does not speak, communicating instead through grunts and body language (with which he can communicate quite effectively). 

He is ruthless, brutal, and sadistic (opening up wounds and then tearing them open with his hands, continuing to attack after his opponent is down, etc.) and stalks his opponent like an animal, sometimes going so far as to chew on inanimate objects and snarl to increase his inhuman image.

DC Universe History

Take your pick - he can be the criminal mastermind, part of a cartel/criminal organization (like H.I.V.E.), a hired assassin/enforcer for a higher power. A low level opponent for Batman, or a serious challenge for Black Canary and Oracle or Green Arrow. I tried to keep the history mildly generic for added flexibility. Replace Kabuki or Matsuda in his history with O Sensei or any of the many documented martial arts teachers in the DC Universe.

New rules:

INJURY TO A LIMB (v1.2)

On a trickshot (+2 CS to OV) to a specific limb, if the attacker does damage equal to 1/2 of the target’s body to that limb, the limb is disabled.

  • If the damage is Killing Combat, the effect is a broken or severed limb, and may be permanent (possibly resulting in a permanent reduction in the target’s body). If the GM and/or player determine that the injury has long lasting impact, give the character a Physical Restriction drawback reflecting the nature of the problem (Minor: “My knee is a little tender” to Catastrophic: “My legs are missing”). This can provide a nice way to highlight a character’s Regeneration power.
  • If the damage is bashing, the limb is disabled temporarily, but the damage is recovered normally. This covers the “I don’t care if you have a broken bone - you won’t die from it” kind of situation. It also lets the heroes who consciously take a “disable, rather than kill” approach. This part of the rule may be genre specific and can be eliminated if the GM feels that “any attacks to cripple automatically constitute killing combat.”
  • If the target absorbs the damage using Last Ditch Defense, the limb is still “stunned” for the next phase (per stunning rules), allowing the target to act normally with the exception of actions affected by mobility of that limb. This addresses “smacked funny bone” situations.

For 1 and 2, the damage is cumulative towards achieving the “disabled” affect, provided that all attacks are made as trick shots against the same limb. #3 is NOT cumulative - all LDD-negated damage must be caused in a single round for the limb to be “stunned.”

Additional House Rules on Submission Holds:

  • Defensive Reversal to Submission Hold: Similar to Defensive Throws. The martial artist using this technique must first win initiative, then hold his/her attack until his/her opponent attempts to strike. The opponent’s attack is rolled first, but before damage is applied to the martial artists’ Current Body Condition, the martial artist rolls using Dex/Str as AV/EV against and OV/RV equal to the attackers RAPs of damage +1 AP for each column shift. Positive RAPs indicate that either a submission hold has been applied as in the Sidekick Sourcebook description of the technique OR the martial artists’ opponent has taken damage to the limb (if the martial artist called the trickshot as above).
  • The trickshot to cripple an opponent’s limb is only at +1 CS to the OV if the opponent is already in a submission hold, instead of the standard +2 CS penalty. To attack the limb and do damage DURING the application of the submission hold, the standard +2 CS to OV applies. Simply resolve the application of the submission hold normally with the appropriate CS penalties, then apply RAPs as damage to the target’s limb.

Back to top of page button