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Julian Sawyer


Basic StatsSecondary Stats
Level: 124
HP: 665
STR: 10
END: 18
SPD: 20
MNT: 0
TP: 5
AC: 29
EXP: 776,131
Next level: 787,500
Coins: 683,050
Wario deposit: 0
Bonus to hit: 0
Increased normal damage: 4
Increased special damage: 10
Movement rate: 10
Turn order check: d20+20
Trap mass avoidance: d20+10
Knockback resistance: 1
Skill check bonus: 0
Ability points: 62
Super bonus points: 12
Unique ability points: 2

Appearance

Put stuff here later

History

Ditto.

Normal Attacks

Haymaker: Normally a powerful, wild, inaccurate punch, Julian's been able to focus his brawling down to a science, making this streetfighting staple a whole lot more accurate.
d20+20, 24 damage, 2 knockback, Stun, Charge Type 2 3x (Can dodge enemy attacks with -2 to AC, as well as save the charge)

Ax Kick: Julian makes a short jump upwards, lifts and extends his leg, then sends his heel crashing down onto an opponent's head.
Axe Kick: d20+20, 22 damage, stun, horizontal movement 2, 19-20 crit, 1 knockback, +20 damage on crit.

Big Boot: Julian runs at an opponent, lifts up his leg, and connects the heel of his boot with the opponent's face, sending them on their backs.
d20+19, 18 damage, Charge Type 1 4x (Causes AoO if used near enemies), 4 Horizontal Movement, 2 Knockback, Throw, Knockdown (Enemy AC reduced by 3 for purposes of next attack).

Clutch Kick Combo: Julian grabs the opponent, delivers 6 quick kicks to their midsections, then lets go and jumps back, then rushes forward for one big finishing kick to the side of the head.
d20+20, 18 damage, then Knockback 1, d20+20, 12 damage , 19-20 crit (for both rolls)

Submission Hold: Julian locks on a random Submission hold that fits the situation on the unfortunate target, causing extreme pain.
d20+15, 21 damage, grab, daze, 2 knockback; deals 35 on the fifth use, if you hit on that use, also it can't be used same turn, and only every other turn.

Special Attacks

Dirty Attack: Low blows, rabbit punches, throat thrusts, eye pokes/rakes, foot stomps, hair pulls, headbutts, Julian'll do anything to take advantage in a fight.
d20+16, Daze, 60 damage.

Mug: Julian rushes the enemy, beats up on them, then takes their stuff. Simple as that.
d20+20, 57 damage, Steals items, reach, knockback 2.

Grapple: One of Julian's most versitle techniques, Julian catches the opponent in a grapple, and performs a random wrestling move that fits the situation. Painful, flashy, and a Julian Sawyer trademark. Don't leave home without it.
d20+18, 54 damage, horizontal movement 2, grab, throw, Charge Type 1 3x, 1 knockback

Sunder: Julian's sword-gineering skills having mysterious disappeared with the system change, he's reduced to the most basic of sword moves, namely drawing Vendetta MKII and cutting downwards in a mighty arc on the enemy.
d20+20, 48 damage, Reach, Stun, Charge Type 1 2x, Requires Sword.

Hat Trick: Julian's trademark attack that's been with him since Season 4, and his only ranged move. Julian takes off his fedora, squeezes the feather(which causes a blade to extend along the entire brim), then rears back and tosses the hat like a frisbee at the opponent. The fedora can manuver in mid-air, as if Julian's controling it with his mind or something. Always returns.
d20+17, 54 damage per hit, Range 2, 1 knockback, Charge Type 1 2x.

Foreign Object: The great destructionator. First appearing as a one-weapon-only move in Season 4 known as the Bottle Breaker, Foreign Object has come a long way and is now a staple of Julian's fighting technique. Julian reaches into the inside of his vest, then for some reason unknown to all is able to retrieve many different types of street-weaponry, from the humble beer bottle to the all-powerful SLEEEEEEEEEDGEHAMMER!.
d9 to determine object
1: Shard of Glass: 12 damage to self
2: Trick Knife: d20+17, 1 range, 1 knockback, 34 damage.
3: Light Tube: d20+15, 30 damage, stun, Reach.
4: Lead Pipe: d20+20, 48 damage, 1 unit reach, Increased Crit (20 more damage on crit)
5: Brick: d20+15, 1 Range, 55 damage, 19-20 Crit range, +20 damage on crit.
6: Beer Bottle: d20+20, Item Usability, 65 damage, 1 Range.
7: Switchblade: d20+15, 61 damage, Improved Critical (20 damage on crit), 18-20 critical, 2 Range, Poison (3 damage/round until success on DC 25 END check)
8: Baseball Bat: Baseball Bat: d20+20, 77 damage, Improved Crit (+20 damage on crit), Charge Type 2 (Double TP, causes AoO but allows doubled damage), Reach 1, 18-20 crit, Item Usability.
171
9: Sledgehammer: Daze, Stun, d20+20, 130 damage, 1 knockback, reach 1, Steal (coins)(Via a giant magnet).

Weapons

Lighttech Gauntlets
Lighttech Vendetta MKII
Santa's Brass Knux

Vehicles

Julian's Cadillac Escalade: Originally won by Julian in a tag-team tournament sponsored by The Source, the Escalade has been through much, including a Demolition Match(First to destroy the other's ride wins) which was won by Julian against his arch-rival, Magic. Left behind when Julian was suddenly transported to Nintendus, his black Cadillac Escalade is back with a...few improvements. Like being capable of flight and firing laser beams out of the headlights. Good gas mileage, and comfortably seats 4. Includes: hydraulics, sound system, TVs in headrests, Anti-Grav device, spinning hubcaps.

Weapon Type: Twin Laser(in headlights)
Lock On: Single
Bombs: None
Boost: 4
Shield: 8
Seats: 4(including driver)
Movement Rate: 8

Abilities

Quick Dex
Quick Item
Quick Revive
Agressive Attack
Jump Attack
Team Attack
Parry

Bluff: 10
Climb: 5
Computer Use: 0
Conceal: 0
Demolitions: 0
Detect Motive: 10
Disguise: 0
Diplomacy: 10
Escape Artist: 5
Hide: 10
Listen: 5
Move Silently: 10
Piloting(Car): 10
Read Archaic: 0
Search: 5
Traps: 5
Tumble: 5

Super bonuses

Lucky(6)
Extra Attack(1)
Eye Of Truth(Via Sunglasses)(1)
Powered Flight(Unlimited for 3 Rounds)(Free)
Skill Master(Move Silenty)(1)
Skill Master(Bluff(1)
Skill Master(Diplomacy)(1)
Skill Master(Hide)(1)
Skill Master(Piloting: Car)(1)

Unique abilities

Round 2, Fight!: Let's face it, in an RPG based off a fighting game, Julian's the only character who acts like he's from a real fighter. As such, instead of losing lives, Julian is instead KO'd, each life acting as 1 round. As Julian loses a round, he gets a little 'boost' inbetween each one.

When Julian loses 1 round, he gets +3 to-hit and damage for all attacks.
When Julian loses 2 roundss,he gets +5 to-hit and damage for all attacks.
When Julian loses the 3rd and final round, he's out cold. GAME OVER, CONTINUE?

No Time For The Jibba-Jabba: Julian, being the hard-headed person he is, is unaffected by Bluff, Diplomacy, and any other mind-altering effects. Julian, and only Julian, will decide what he believes.

Items
  • 3 Phoenix Downs
  • 10 Ultra Shrooms
  • 10 Ivantek Recovery Vials
  • 10 Full Cure
  • 10 Ivantek EMP Grenades
  • 5 Super C-4
  • 3 Pokeballs
  • 5 Electroshock Pins
  • 10 Ivantek Grenades
  • 1 Cell Phone
  • 1 Stale Red Essence
  • Character ID: 26 Last edited on 2007-07-24 22:51:25

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