From: Michael Surbrook
Subject: CHAR: Toshiro Mifune

"I can't kill a lot with one sword!"

Toshiro Mifune

Designers Notes:
Toshiro Mifune is to Japan what Clint Eastwood (or John Wayne) is to America. He is (or was) the most popular movie star in Japan, and certainly the best known actor outside of Japan. Born in 1920, in Tsing-tao, China, Mifune took up his acting career after World War II.

In conjunction with Akira Kurosawa, Mifune starred in some of the best known samurai films made, including The Hidden Fortress, which George Lucas used as his basis for _Star Wars_. According to book "The Original Martial Arts Encyclopedia" it is unclear if Mifune has ever had any formal training in swordsmanship, although he certainly is a master of the weapon as far as filmwork goes.

Toshiro has an impressive list of movies that he's appeared in. Ones relevant to the character presented here are: Red Sun, Samurai I, Samurai II, Samurai III, Sanjuro, Seven Samurai (basis for The Magnificent Seven), Sword of Doom, The Hidden Fortress, Throne of Blood, Yojimbo (basis for A Fistfull of Dollars and Last Man Standing), and Yojimbo meets Zatoichi. This write-up is slanted towards Mifune's character of Sanjuro in the movies Yojimbo, Sanjuro and Yojimbo meets Zatoichi. GMs should further customize as they see fit.

Description:
Toshiro looks to be of average height, standing about 5'10" to 6' tall. He has a strong build, but isn't overly muscled. As Sanjuro, he sports several days worth of beard and has longish, unkempt hair. His clothing, consisting of the standard samurai kimono and hakama is worn, dusty and threadbare. He carries a katana and a wakizashi thrust though his obi (belt).

Powers Notes:
Toshiro's characters are always master swordsmen (even his character in Seven Samurai, who makes up for his lack of skill with plenty of enthusiasm). He is usually capable of cutting down a swarm of attacks in a matter of moments, utilizing Multiple Move-bys to maximum effect.

This technique is shown to devastating effect in Sword of Doom (the fight on the bridge), Yojimbo (final fight in the street), and Sanjuro (the fight in the enemy's compound). Usually Toshiro targets the stomach (or vitals), and thus killing his target with a single slash.

When fighting, Toshiro usually utilizes a Block/Strike pattern, unless his opponents are significantly slower than he is (or they are demoralized). If this is the case then he'll just rush into their midst and cut them down as fast as possible.

Disadvantages Notes: The disads given are for the character of Sanjuro. A ronin, he's seen enough killing that he's tired of it all. He will still follow the way of the samurai, and has not liking for thieves, and corrupt government officials, but is also driven by a certain greedy streak.

In both Yojimbo and Yojimbo meets Zatoichi, Toshiro jerks the feuding gambling families around for all their worth, constantly asking for money in order to do anything. Of course, it should be pointed out that in both movies he gives the money away to those who need it more. Note that further disads can and should be assigned depending upon GM use.

STAT            VAL             COST
Str		18		8
Dex		23		39	
Con		20		20	
Body		15		10
Int		15		5	
Ego		18		16	
Pre		20		10	
Com		12		1	
PD		7		3	
ED		5		2	
Spd		5		17	
Rec		8		0	
End		40		0	
Stun		34		0	
Char Total			131
Power Total			170
Total Cost			301

COST    POWERS & SKILLS
1	MA: Kenjutsu - use art with swords, barehanded
4	Bind  +1 OCV  +0 DCV 33 STR Bind
4	Block  +2 OCV  +2 DCV Abort
4	Evade  +0 OCV  +5 DCV
4	Lightining Stroke  +2 OCV  +0 DCV  Weapon +1 DC
5	Running Stroke  +1 OCV  +0 DCV  Weapon +v/5; Full Move
5	Sacrifice Stroke  +1 OCV  -2 DCV  Weapon +2 DC
5	Slashing Stroke  -2 OCV  +1 DCV  Weapon +2 DC
5	Takeaway  +0 OCV  +0 DCV  Grab Weapon; 33 STR to Takeaway
4	One Damage Class with Kenjutsu

21	HKA: 1 1/2d6, +1 OCV, 0 END, OAF: Katana
13	HKA: 1d6, +1 OCV, OAF: Wakazashi

6	Running: +3" (9" total)

3	Breakfall 14-
3	Conversation 13-
10	Defense Manuver (IV)
7	Fast Draw (Iaijutsu) 16-
3	High Society 13-
2	KS: Analyze Style 12-
2	KS: Calligraphy 12-
2	KS: Go 12-
2	KS: Kenjutsu 12-
2	KS: Mon 12-
3	Persuasion 13-
3	Riding 14-
3	Streetwise 13-
7	Tactics 14-
4	WF: Common Melee Weapons, Common Missle Weapons
3	Scholar
12	CSL: +4 with Kenjutsu
8	CSL: +4 OCV with Move-by
10	CSL: +4 OCV only to reduce 'to hit' mods (hits torso every time)
(-1)

Disadvantages
100	Base
10	DS: Kenjutsu
10	DF: Scruffy Ronin
3	Package Bonus - Samurai
20	Psych: Bushido Code (cinematic - protects the innocent, opposes
evil, etc)
10	Psych: Greedy - often trying to milk the bad guys for all the
money they have
10	Psych: Manipulative and Deceitful
5	Psych: Tired of killing
133	Samurai Bonus

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*               Michael Surbrook / susano@access.digex.net                * 
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